Difference between revisions of "User:SweetMochi"

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Long War 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, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].
 
Long War 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, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].
  
==Alien Only Perks==
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===Acidic===
 
    {{Acidic (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]
 
===Acid Spit===
 
    {{Acid Spit (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]
 
===Alien Grenade===
 
    {{Alien Grenade (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]
 
===Bull Rush===
 
    {{Bull Rush (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]
 
===Bloodlust===
 
    {{Bloodlust (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]
 
===Blood Call===
 
    {{Blood Call (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]]
 
===Cluster Bomb===
 
    {{Cluster Bomb (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]
 
===Death Blossom===
 
    {{Death Blossom (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]
 
===Death Explosion===
 
    {{Death Explosion (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]
 
===Flight===
 
    {{Flight (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]],
 
[[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long War)#Cyberdisc|Cyberdisc]]
 
===Gunslinger===
 
    {{Gunslinger (Long War) |align=left |text=1}}
 
Available for:  [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]
 
===Hardened===
 
    {{Hardened (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]],  [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]
 
===Implant===
 
    {{Implant (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]
 
===Intimidate===
 
    {{Intimidate (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]
 
===Launch===
 
    {{Launch (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]]
 
===Leap===
 
    {{Leap (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]
 
===Melee===
 
    {{Melee |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]
 
===Psi Drain===
 
    {{Psi Drain (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]
 
===Psi Shield===
 
    {{Psi Shield (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]
 
===Robotic===
 
    {{Robotic (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]
 
===Strangle===
 
    {{Strangle (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]
 
===Unlimited Cloak===
 
    {{Unlimited Cloak (Long War) |align=left |text=1}}
 
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]
 
  
 
==Gene Mods==
 
==Gene Mods==

Revision as of 12:31, 19 July 2020

Long War 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, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading here.

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Gene Mods

(See also: Gene Mods)

Adaptive Bone Marrow

Adaptive Bone Marrow
Adaptive Bone Marrow
Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with Advanced Surgery), and unit regenerates 2 hp every turn up to the HP max without armor. Imposes +6 hours fatigue after missions.


Adrenal Neurosympathy

Adrenal Neurosympathy
Adrenal Neurosympathy
Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Imposes +9 hours fatigue.


Adrenaline Surge

Adrenaline Surge
Adrenaline Surge
Confers +10 Aim and +10% critical chance if the unit is wounded.


Bioelectric Skin

Bioelectric Skin
Bioelectric Skin
The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. Imposes +6 hours fatigue.


Depth Perception

Depth Perception
Depth Perception
Height Advantage confers an additional +5 Aim and +5 critical chance. Imposes +3 hours fatigue.


Hyper-Reactive Pupils

Hyper-Reactive Pupils
Hyper-Reactive Pupils
Confers +10 Aim on any shot after a miss. Imposes +3 hours fatigue after missions.


Iron Skin

Iron Skin
Iron Skin
All damage taken is reduced by 1. Imposes +12 hours postmission fatigue for genemodded soldiers.


Muscle Fiber Density

Muscle-fiber Density
Muscle-fiber Density
Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue.


Neural Damping

Neural Damping
Neural Damping
Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead. Soldiers with this perk cannot undergo psi training and cannot possess psi abilities. Imposes +6 hours fatigue after missions.


Regen Pheromones

Regen Pheromones
Regen Pheromones
This unit and all nearby allies are healed for 1 health each turn.


Secondary Heart

Secondary Heart
Secondary Heart
Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Prevents loss of Will from critical wounds. Imposes +6 hours fatigue after missions.


Smart Macrophages

Smart Macrophages
Smart Macrophages
Medikits and Restorative Mist heal 2 HP more when used on the soldier. Confers complete immunity to poison and acid. Imposes +3 hours postmission fatigue.


Officer Training

(See also: Officers)

Band Of Warriors

Band of Warriors
Band of Warriors
Squad receives +2 Aim per continent bonus XCOM has earned.


Combined Arms

Combined Arms
Combined Arms
Ignore one point of the enemy's damage reduction. For officers, this ability is provided to the entire squad.


Command

Command
Command
Grant a yellow move to an XCOM soldier in sight ranger whose turn is complete. Cannot be used on soldiers on Overwatch, who have Steadied their weapon, who have Hunkered Down, or used One For All. Does not allow use of multi-action perks like Close Encounters or Hit and Run. Four-turn cooldown. Note that this will NOT allow you to fire move-limited weapons (sniper rifles and LMGs), if you have taken a costly action (e.g. if you double-moved and then were commanded). The only exception to that is, after using double-tap, a unit can be commanded to fire once more, effectively triple-tapping.


Esprit De Corps

Esprit de Corps
Esprit de Corps
Squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.


Fortiores Una

Fortiores Una
Fortiores Una
Nearby allies (8 tiles) receive an additional 2/3 damage reduction if they are in half cover and 1 damage reduction if they are in full cover.


Into The Breach

Into the Breach
Into the Breach
All soldiers in the squad at Sergeant rank or lower gain +25% XP for completing missions.


Lead By Example

Lead by Example
Lead by Example
This officer substitutes his or her Will for that of all lower-Will squadmates within an 8 tile radius.


Legio Patria Nostra

Legio Patria Nostra
Legio Patria Nostra
Squad receives +1 Will per different nationality in the squad.


So Others May Live

So Others May Live
So Others May Live
Squad members receive a permanent increase of +1 Aim and Will for completing a mission under this officer with no soldier deaths, up to a maximum of +8.


So Shall You Fight

So Shall You Fight
So Shall You Fight
All units in the squad receive +25% XP for every kill.


Semper Vigilans

Semper Vigilans
Semper Vigilans
Squad receives +5 Defense when in cover.


Stay Frosty

Stay Frosty
Stay Frosty
All units in the squad have post-mission fatigue reduced by one day.


Psionic Abilities

(See also: Psionics)

Distortion Field

Distortion Field
Distortion Field
Nearby allies in cover receive +10 Defense. Imposes +6 hours postmission fatigue for psi soldiers. (Passive ability)


Mind Control

Mind Control
Mind Control
Difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies. 5 turn cooldown. Imposes +12 hours fatigue after missions.


Mind Merge

Mind Merge
Mind Merge
Merge minds with the target, granting the target +25% critical chance, bonus will, and temporary health (for aliens) or damage reduction (for humans: DR=caster_will/60). Imposes +6 hours postmission fatigue for psi soldiers.


Mindfray

Mindfray
Mindfray
Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, a reduced area-of-effect attack range, reduced mobility, and doing one base damage. Robotic units are immune. Lasts 3 turns. 2 turn cooldown. Imposes +24 hours fatigue after missions.


Neural Feedback

Neural Feedback
Neural Feedback
Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacks' chance of success. Protects the psion and nearby allies who pass a will check. Imposes +24 hours fatigue after missions.


Psi Inspiration

Psi Inspiration
Psi Inspiration
Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 3 turns, 4 turn cooldown. Imposes +6 hours fatigue after missions.


Psi Panic

Psi Panic
Psi Panic
Cause target to panic on its following turn, if the target's Will is overcome. The duration is (caster Will / 50) turns; fractional results have a chance to be rounded up, the chance is proportional to the distance to the next integer. Robotic enemies are immune, 2 turn cooldown. Imposes +6 hours fatigue after missions.


Psychokinetic Strike

Psychokinetic Strike
Psychokinetic Strike
Project a bolt of pure psi force that destroys cover but does not harm units. 4 turn cooldown. Imposes 12 hours additional post-mission fatigue.


Pyrokinesis

Pyrokinesis
Pyrokinesis
Ignite fires at the target location. Does not cause injuries. Imposes +12 hours postmission fatigue for psi soldiers.


Regen Biofield

Regen Biofield
Regen Biofield
Nearby allies are healed for 1 health each turn, and has a 100% chance to remove acid effects (after b15f2). This does not repair damage to body armor or other hp-granting items. Imposes +24 hours postmission fatigue for psi soldiers. (Passive ability)


Rift

Rift
Rift
Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Requires special armor designed for psionic beings. Imposes +12 hours fatigue after missions.


Telekinetic Field

Telekinetic Field
Telekinetic Field
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defense to allies within the field, 4 turn cooldown. Imposes +12 hours fatigue after missions.


Dev Commentary

From Amineri, regarding Mayhem (Oct 11, 2014):

Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.

Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.

Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.

Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.

Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case.