Difference between revisions of "Skills"
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Game Hunter (Talk | contribs) (added skill cost tables by class) |
Game Hunter (Talk | contribs) |
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* Base Cost : 800 | * Base Cost : 800 | ||
* Description : The sidearms skill represents your training with sidearm weapons. These include pistols, colts and sawed off-shotguns. | * Description : The sidearms skill represents your training with sidearm weapons. These include pistols, colts and sawed off-shotguns. | ||
+ | * Effect: The first rank increases accuracy with sidearms by two, and each subsequent rank by one. | ||
* Master skill : Master skill level reduces reload time to 10% of base. | * Master skill : Master skill level reduces reload time to 10% of base. | ||
Line 11: | Line 12: | ||
* Base Cost : 1200 | * Base Cost : 1200 | ||
* Description : The Light weapons skill represents your training with primary weapons, like submachine guns, rifles and shotguns. | * Description : The Light weapons skill represents your training with primary weapons, like submachine guns, rifles and shotguns. | ||
+ | * Effect: The first rank increases accuracy with light weapons by two, and each subsequent rank by one. | ||
* Master Skill : Master skill level reduces the firing time for primary weapons by 30%. | * Master Skill : Master skill level reduces the firing time for primary weapons by 30%. | ||
− | {{skillcost|Light Weapons|Marine | + | {{skillcost|Light Weapons|Marine|1080|1200|1200|1200|1200}} |
== Heavy weapons == | == Heavy weapons == | ||
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* Base Cost : 1000 | * Base Cost : 1000 | ||
* Description : The Heavy weapons skill represents your training with heavy weapons, including smartguns, flamers and grenade launchers. | * Description : The Heavy weapons skill represents your training with heavy weapons, including smartguns, flamers and grenade launchers. | ||
+ | * Effect: The first rank increases accuracy with heavy weapons by two, and each subsequent rank by one. | ||
* Master Skill : Master skill level allows using heavy weapons without proper armor. | * Master Skill : Master skill level allows using heavy weapons without proper armor. | ||
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* Description : Technical skill allows bypassing terminals. Higher levels unlock additional options and reduce cost in multi-tools. Also each level decreases reload time by 10% and increases effectiveness of armor packs. | * Description : Technical skill allows bypassing terminals. Higher levels unlock additional options and reduce cost in multi-tools. Also each level decreases reload time by 10% and increases effectiveness of armor packs. | ||
* Master Skill : Master skill level allows almost instant reloading of all weapons. | * Master Skill : Master skill level allows almost instant reloading of all weapons. | ||
+ | |||
+ | Effects of the technical skill are as follows: | ||
+ | {{:Skills/TechCostTable}} | ||
{{skillcost|Technical|Technician|660|600|600|540|300}} | {{skillcost|Technical|Technician|660|600|600|540|300}} |
Latest revision as of 22:22, 7 October 2012
Contents |
Sidearms
- Base Cost : 800
- Description : The sidearms skill represents your training with sidearm weapons. These include pistols, colts and sawed off-shotguns.
- Effect: The first rank increases accuracy with sidearms by two, and each subsequent rank by one.
- Master skill : Master skill level reduces reload time to 10% of base.
Sidearms Costs by Class | ||||||||||
Class | Basic | Advanced | Expert | Master | ||||||
Marine | 720 | 1440 | 2160 | N/A | ||||||
HW Specialist | 800 | 1600 | 2400 | N/A | ||||||
Scout | 640 | 1280 | 1920 | 2560 | ||||||
Medic | 800 | 1600 | 2400 | N/A | ||||||
Technician | 800 | 1600 | 2400 | N/A |
Light weapons
- Base Cost : 1200
- Description : The Light weapons skill represents your training with primary weapons, like submachine guns, rifles and shotguns.
- Effect: The first rank increases accuracy with light weapons by two, and each subsequent rank by one.
- Master Skill : Master skill level reduces the firing time for primary weapons by 30%.
Light Weapons Costs by Class | ||||||||||
Class | Basic | Advanced | Expert | Master | ||||||
Marine | 1080 | 2160 | 3240 | 4320 | ||||||
HW Specialist | 1200 | 2400 | 3600 | N/A | ||||||
Scout | 1200 | 2400 | 3600 | N/A | ||||||
Medic | 1200 | 2400 | 3600 | N/A | ||||||
Technician | 1200 | 2400 | 3600 | N/A |
Heavy weapons
- Base Cost : 1000
- Description : The Heavy weapons skill represents your training with heavy weapons, including smartguns, flamers and grenade launchers.
- Effect: The first rank increases accuracy with heavy weapons by two, and each subsequent rank by one.
- Master Skill : Master skill level allows using heavy weapons without proper armor.
Heavy Weapons Costs by Class | ||||||||||
Class | Basic | Advanced | Expert | Master | ||||||
Marine | 900 | 1800 | 2700 | N/A | ||||||
HW Specialist | 800 | 1600 | 2400 | 3200 | ||||||
Scout | 1200 | 2400 | 3600 | N/A | ||||||
Medic | 1000 | 2000 | 3000 | N/A | ||||||
Technician | 1000 | 2000 | 3000 | N/A |
Technical
- Base Cost : 600
- Description : Technical skill allows bypassing terminals. Higher levels unlock additional options and reduce cost in multi-tools. Also each level decreases reload time by 10% and increases effectiveness of armor packs.
- Master Skill : Master skill level allows almost instant reloading of all weapons.
Effects of the technical skill are as follows:
Technical Usage and Multitool Costs, by Rank | |||||
Rank | Untrained | Basic | Advanced | Expert | Master |
Bypass (security) | No | No | 1 | 1 | 1 |
Bypass (military) | No | No | No | 1 | 1 |
Fix elevator | No | No | 5 | 4 | 3 |
Fix medical terminal | No | No | No | No | 1 |
Locate elevators | 0 | 0 | 0 | 0 | 0 |
Locate terminals | No | 1 | 0 | 0 | 0 |
Upload map | No | 2 | 1 | 0 | 0 |
Restore power1 | No/No | No/No | 4/No | 2/4 | 0/2 |
Disable proximity door' | No | 1 | 0 | 0 | 0 |
Disable proximity doors1 | No/No | No/No | No/No | 3/6 | 2/4 |
Locate personnel | No | No | 0 | 0 | 0 |
Force healing sequence | 2 | 1 | 0 | 0 | 0 |
Force rad-treatment sequence | No | No | 1 | 1 | 1 |
1: Use the value on the right when in the Security or Military towers: use the value on the left for all other towers.
Technical Costs by Class | ||||||||||
Class | Basic | Advanced | Expert | Master | ||||||
Marine | 660 | 1320 | 1980 | N/A | ||||||
HW Specialist | 600 | 1200 | 1800 | N/A | ||||||
Scout | 600 | 1200 | 1800 | N/A | ||||||
Medic | 540 | 1080 | 1620 | N/A | ||||||
Technician | 300 | 600 | 900 | 1200 |
Medicine
- Base Cost : 600
- Description : Increases the amount of health restored by a single medpack, also makes all medical equipment more effective.
- Master skill : Master skill level allows fully effective medpack use in combat, and no withdrawal symptoms from stims.
Medicine Costs by Class | ||||||||||
Class | Basic | Advanced | Expert | Master | ||||||
Marine | 660 | 1320 | 1980 | N/A | ||||||
HW Specialist | 600 | 1200 | 1800 | N/A | ||||||
Scout | 600 | 1200 | 1800 | N/A | ||||||
Medic | 300 | 600 | 900 | 1200 | ||||||
Technician | 540 | 1080 | 1620 | N/A |
Fitness
- Base Cost : 600
- Description : Increases your speed by 4% per level. Increases grenade throwing distance and number of grenades that can be carried. Reduces accumulated pain, and reduces withdrawal symptoms.
Fitness Costs by Class | ||||||||||
Class | Basic | Advanced | Expert | Master | ||||||
Marine | 660 | 1320 | 1980 | N/A | ||||||
HW Specialist | 540 | 1080 | 1620 | N/A | ||||||
Scout | 540 | 1080 | 1620 | N/A | ||||||
Medic | 600 | 1200 | 1800 | N/A | ||||||
Technician | 600 | 1200 | 1800 | N/A |
Perception
- Base Cost : 400
- Description : Reduces vision range penalty from pain and in low-light situations. Also increases grenade throwing accuracy.
Perception Costs by Class | ||||||||||
Class | Basic | Advanced | Expert | Master | ||||||
Marine | 440 | 880 | 1320 | N/A | ||||||
HW Specialist | 400 | 800 | 1200 | N/A | ||||||
Scout | 360 | 720 | 1080 | N/A | ||||||
Medic | 360 | 720 | 1080 | N/A | ||||||
Technician | 360 | 720 | 1080 | N/A |