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skills [2023/07/22 18:20]
admin [Field expertise]
skills [2023/09/06 11:35] (current)
admin
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-|| [[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]] ||
  
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 **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]].
  
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 **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).
  
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 __Properties__ __Properties__
-  * 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 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 <color orange>accuracy</color> with small arms by <color yellow>1 per level</color>. 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 <color yellow>1% per level</color>.   * Reduces spread by <color yellow>1% per level</color>.
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 **Secondary specialization:** **Secondary specialization:**
-Reduces the AP cost of <color #66ff00>reloading/unloading</color> by <color yellow>50%</color> 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:**
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   * using ladders and manholes,   * using ladders and manholes,
   * [[basics#operating_doors|opening and closing unlocked doors]],   * [[basics#operating_doors|opening and closing unlocked doors]],
-  * and operating other mechanical devices by <color yellow>10% per level</color> (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 <color orange>Melee and Ranged Defense bonus</color> from directional cover by <color yellow>(-15% hit chance) if it's at least 1</color>.+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:**
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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</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>.
  
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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</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.
  
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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!]]
  
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skills.1690042805.txt.gz · Last modified: 2023/07/22 18:20 by admin