Difference between revisions of "Special Tactics"
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| image = special_tactics_icon.png | | image = special_tactics_icon.png | ||
| name = Special Tactics | | 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: | + | | 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 = | | requirements = | ||
* [[Intelligence]] 6 | * [[Intelligence]] 6 | ||
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Special Tactics essentially allows you to open combat with three crossbow attacks on your first turn. | Special Tactics essentially allows you to open combat with three crossbow attacks on your first turn. | ||
| − | Combine with [[Marksman]] for three special bolt attacks. | + | Combine with [[Marksman]] for three or more special bolt attacks. |
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{{clear}} | {{clear}} | ||
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}} | }} | ||
| − | The cooldown of Special Tactics starts as soon as the ability is activated. | + | 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. |
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{{clear}} | {{clear}} | ||
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| duration = 3 turns (15 seconds) | | duration = 3 turns (15 seconds) | ||
}} | }} | ||
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{{clear}} | {{clear}} | ||
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| text = Reduces cooldown by 1 turn for each specialization point. | | 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 | ||
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[[Category:Abilities]] | [[Category:Abilities]] | ||
[[Category:Status effects]] | [[Category:Status effects]] | ||
| − | |||
[[Category:Intelligence feats]] | [[Category:Intelligence feats]] | ||
[[Category:Crossbows 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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