Psi Operative:
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp
Abilities
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Ability
|
Rank
|
Ability
|
Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.
|
Initiate
|
The Psi Operative is immune to fire, poison, acid, and explosive damage.
|
Telepath
|
|
Resonate
|
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
|
Acolyte
|
Grants bonus will, crit and ablative hit points to an ally until the beginning of the player's next turn.
|
Soulfire transfers half of the damage done back to the Psi Operative as health.
|
Adept
|
Sustain If the Psi Operative takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission.
|
Insanity now does a small amount of guaranteed damage, and applies Rupture to the target.
|
Disciple
|
The Psi Operative may immediately extinguish mental impairments for a squadmate.
|
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
|
Mystic
|
Increases effectiveness of Mind Merge by conferring larger bonuses to will, crit and ablative hit points and reducing its cooldown period.
|
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
|
Warlock
|
Stasis can be cast on allies, rendering them immune to any attacks, and stunned, for 1 turn.
|
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
|
Magus
|
Fortress now provides immunity to nearby teammates.
|
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
|
Master
|
Permanently mind control an enemy. Only one successful Domination can be performed per mission.
|
Stat Progression
Rank |
Health |
Offense |
Will |
Psi Offense |
Mobility |
Dodge |
Hacking
|
Initiate |
1 |
2 |
5 |
30 |
0 |
0 |
0
|
Acolyte |
0 |
1 |
5 |
4 |
0 |
0 |
0
|
Adept |
0 |
2 |
0 |
4 |
0 |
0 |
0
|
Disciple |
0 |
1 |
0 |
4 |
0 |
0 |
0
|
Mystic |
1 |
2 |
0 |
4 |
0 |
0 |
0
|
Warlock |
0 |
1 |
0 |
2 |
0 |
0 |
0
|
Magus |
0 |
2 |
0 |
4 |
0 |
0 |
0
|
Master |
1 |
1 |
0 |
4 |
0 |
0 |
0
|
Total |
3 |
12 |
10 |
56* |
0 |
0 |
0
|
Each rank after Initiate can have up to a bonus of 9 extra Psi Offense, except Warlock which has a cap of 5. The total amount represents the minimum gain from leveling, while the hard cap is +100
This class gains no Strength
Training Time
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference
- Base training = 6 days (5 on rookie difficulty)
- Scalar = 12 days (10 on rookie)
If the soldier is the same rank as the ability, it will take 6 days to train.
If the soldier is 1 rank below the ability, it will take 6+12*1 = 18 days to train.
If the soldier is 6 ranks below the ability, it will take 6+12*6 = 78 days to train.
- A scientist staffing the Psi Lab will reduce training time by 50%