Difference between revisions of "Special Tactics"
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| − | = Feat = | + | '''Special Tactics''' is a feat, an ability and a status effect. |
| + | |||
| + | == Feat == | ||
{{Feat Infobox | {{Feat Infobox | ||
| − | + | | image = special_tactics_icon.png | |
| − | + | | name = Special Tactics | |
| − | + | | description = Grants you an ability that when activated will remove the action point cost of your next special bolt attack. This ability can only be activated while out of combat.<br><br>Cooldown: 6 turns. | |
| + | | requirements = | ||
| + | * [[Intelligence]] 6 | ||
| + | * [[Crossbows]] 50 | ||
| + | }} | ||
| + | |||
| + | Special Tactics essentially allows you to open combat with three crossbow attacks on your first turn. | ||
| + | |||
| + | Combine with [[Marksman]] for three or more special bolt attacks. | ||
| + | {{clear}} | ||
| − | + | == Ability == | |
| − | + | {{Ability Infobox | |
| − | + | | image = Special Tactics.png | |
| − | + | | nature = beneficial | |
| + | | name = Special Tactics | ||
| + | | description = When activated this ability will remove the action point cost of your next special bolt attack. Can only be activated while out of combat. | ||
| + | | cooldown = 6 turns (30 seconds) | ||
}} | }} | ||
| − | Special Tactics | + | It can be activated in turn-based mode (costs 0 AP and doesn't break stealth) but only as long as you are not [[In Combat]]. The cooldown of Special Tactics starts as soon as the ability is activated. |
| + | |||
| + | {{clear}} | ||
| − | + | == Status effect == | |
| + | {{Ability Infobox | ||
| + | | image = Special Tactics.png | ||
| + | | nature = beneficial | ||
| + | | name = Special Tactics | ||
| + | | description = Character's next special bolt attack will cost no action points. | ||
| + | | duration = 3 turns (15 seconds) | ||
| + | }} | ||
{{clear}} | {{clear}} | ||
| − | = | + | |
| − | {{ | + | == Specializations == |
| − | + | {{Specialization | |
| − | + | | name = Special Tactics | |
| − | + | | max = 2 | |
| − | + | | text = Reduces cooldown by 1 turn for each specialization point. | |
| − | |||
}} | }} | ||
| + | == History == | ||
| + | Underrail Beta | ||
| + | * [[0.2.0.1]] - dexterity requirement removed, new icon | ||
| + | |||
| + | Underrail Alpha | ||
| + | * [[0.1.14.0]] - dexterity requirement increased from 5 to 6, crossbows requirement increased from 25 to 50, intelligence requirement added | ||
| + | * [[0.1.4.0]] - feat introduced | ||
{{Feats navbox}} | {{Feats navbox}} | ||
| + | {{Abilities navbox|collapsed}} | ||
| + | {{Status effect navbox|collapsed}} | ||
[[Category:Feats]] | [[Category:Feats]] | ||
| + | [[Category:Abilities]] | ||
| + | [[Category:Status effects]] | ||
| + | [[Category:Intelligence feats]] | ||
| + | [[Category:Crossbows feats]] | ||
Latest revision as of 07:23, 1 February 2025
Special Tactics is a feat, an ability and a status effect.
Feat
| Special Tactics | |
| Grants you an ability that when activated will remove the action point cost of your next special bolt attack. This ability can only be activated while out of combat. Cooldown: 6 turns. | |
Requirements
| |
Special Tactics essentially allows you to open combat with three crossbow attacks on your first turn.
Combine with Marksman for three or more special bolt attacks.
Ability
| Special Tactics | |
| When activated this ability will remove the action point cost of your next special bolt attack. Can only be activated while out of combat. | |
| Cooldown: 6 turns (30 seconds) | |
It can be activated in turn-based mode (costs 0 AP and doesn't break stealth) but only as long as you are not In Combat. The cooldown of Special Tactics starts as soon as the ability is activated.
Status effect
| Special Tactics | |
| Character's next special bolt attack will cost no action points. | |
| Duration: 3 turns (15 seconds) | |
Specializations
- Special Tactics (2 levels) — Reduces cooldown by 1 turn for each specialization point.
History
Underrail Beta
- 0.2.0.1 - dexterity requirement removed, new icon
Underrail Alpha
- 0.1.14.0 - dexterity requirement increased from 5 to 6, crossbows requirement increased from 25 to 50, intelligence requirement added
- 0.1.4.0 - feat introduced
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