Difference between revisions of "Skills"

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(Created page with "== Sidearms == * Base Cost : 800 * Description : The sidearms skill represents your training with sidearm weapons. These include pistols, colts and sawed off-shotguns. * Master ...")
 
 
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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.
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* 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.
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{{skillcost|Sidearms|Scout|720|800|640|800|800}}
  
 
== Light weapons ==
 
== Light weapons ==
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* 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.
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* 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%.
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{{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.
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* 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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{{skillcost|Heavy Weapons|HW Specialist|900|800|1200|1000|1000}}
  
 
== Technical ==
 
== Technical ==
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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.
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Effects of the technical skill are as follows:
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{{:Skills/TechCostTable}}
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{{skillcost|Technical|Technician|660|600|600|540|300}}
  
 
== Medicine ==
 
== Medicine ==
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* Description : Increases the amount of health restored by a single medpack, also makes all medical equipment more effective.
 
* 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.
 
* Master skill : Master skill level allows fully effective medpack use in combat, and no withdrawal symptoms from stims.
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{{skillcost|Medicine|Medic|660|600|600|300|540}}
  
 
== Fitness ==
 
== Fitness ==
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* Base Cost : 600
 
* 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.
 
* 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.
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{{skillcost|Fitness||660|540|540|600|600}}
  
 
== Perception ==
 
== Perception ==
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* Base Cost : 400
 
* Base Cost : 400
 
* Description : Reduces vision range penalty from pain and in low-light situations. Also increases grenade throwing accuracy.
 
* Description : Reduces vision range penalty from pain and in low-light situations. Also increases grenade throwing accuracy.
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{{skillcost|Perception||440|400|360|360|360}}

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
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