Difference between revisions of "Special Tactics"
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− | + | '''Special Tactics''' is a feat, an ability and a status effect. | |
− | + | == Feat == | |
− | < | + | {{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: 30 seconds. | ||
+ | | 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) | ||
+ | }} | ||
− | the | + | 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}} | ||
+ | |||
+ | == 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 08:36, 1 November 2021
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: 30 seconds. | |
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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