Difference between revisions of "Abilities List (LWR)"
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==Psionic Abilities== | ==Psionic Abilities== | ||
''(See also: [[Psionic (LWR)|Psionics]])'' | ''(See also: [[Psionic (LWR)|Psionics]])'' | ||
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+ | {{ Inner Fire (LWR)|align=left |text=1}} | ||
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+ | {{ Mindfray (LWR)|align=left |text=1}} | ||
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+ | {{ Mind Merge (LWR)|align=left |text=1}} | ||
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+ | {{ Neural Feedback (LWR)|align=left |text=1}} | ||
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+ | {{ Psi Inspiration (LWR)|align=left |text=1}} | ||
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+ | {{ Psi Mastery (LWR)|align=left |text=1}} | ||
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+ | {{ Psi Panic (LWR)|align=left |text=1}} | ||
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+ | {{ Psychokinetic Strike (LWR)|align=left |text=1}} | ||
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+ | {{ Rift (LWR)|align=left |text=1}} | ||
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+ | {{ Telekinetic Field (LWR)|align=left |text=1}} | ||
[[Category: Long War Rebalance]] | [[Category: Long War Rebalance]] |
Revision as of 18:41, 11 July 2020
Long War Rebalance includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay.
Normal Perks
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
Available for: Engineer, Infantry, [Medic (LWR)|Medic]], Sniper, Scout
If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being holo-targeted, being flanked, and performing any action will break this concealment. Firing from concealment grants +30% crit.
Available for: Scout
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Available for: All MEC Troopers, All Soldiers
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
Grants 2 medikits.
Available for: Rocketeer, Shogun, Scout
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 crit damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility.
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.
Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, Sniper
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists.
Available for: Infantry, Medic, Rocketeer, Scout
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 2 turn cooldown. Only for Strike/Sniper Rifles.
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP.
Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile.
Available for: Scout
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target). Grants +3 aim per ally that can see the target and -5 aim for each tile beyond 18. Does not apply to overwatch or reaction shots.
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility.
Available for: Assault, Medic, Shogun, Scout
Template:Smoke and Mirrors (LWR)
Available for: Engineer, Medic, Rocketeer, Scout
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP.
Available for: Assault, Infantry, Scout
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens.
Available for: Infantry, Jaeger, Scout, Shogun
Alien Only Perks
Gene Mods
(See also: Gene Mods)
Officer Training
(See also: Officers)
Psionic Abilities
(See also: Psionics)
Grants +10 aim, +2.0 mobility, +20% throw range, and +20% DR. Regenerates 2 base (non-armor) HP each turn. Fire 2 additional reaction shots on Overwatch. Psionic potential unlocks a deep connection to one's body.
Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, -50% AoE range, -25 defense, -40% mobility, and deals will/20 damage. Robotic units are immune. 4 turn cooldown.
Grants the target +1 pen, +25 aim/crit/will, +2.0 mobility, +50% graze chance, and -50% scatter until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown.
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.
Removes mind fray, panic, red fog, shaken, fear, grants immunity to fatigued/exhausted, prevents non-suppression reaction fire triggering, and grants +30 will to all allies within a 4-tile area of effect for 2 turns. 4 turn cooldown.
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted.
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown.
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.
Devastate an area with a storm of psi energy dealing 4 + (caster_will - target_will)/20 damage immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.
Create an 8.5 radius telekinetic field that grants 50 defense to all allies within the field and dampens the effects of all explosives to only 50% of their original damage. Deals will/10 psionic damage to mechanical enemies that enter the field. Lasts through 1 enemy turn. 4 turn cooldown. Psi Training Target Will: 45.