Difference between revisions of "Special Tactics"
Jump to navigation
Jump to search
m |
|||
(One intermediate revision by one other user not shown) | |||
Line 13: | Line 13: | ||
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. |
− | |||
− | |||
− | |||
− | |||
− | |||
{{clear}} | {{clear}} | ||
Line 31: | Line 26: | ||
}} | }} | ||
− | 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. |
+ | |||
{{clear}} | {{clear}} | ||
Line 42: | Line 38: | ||
| duration = 3 turns (15 seconds) | | duration = 3 turns (15 seconds) | ||
}} | }} | ||
+ | |||
{{clear}} | {{clear}} | ||
Line 50: | Line 47: | ||
| 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 | ||
Line 58: | Line 63: | ||
[[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 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
|
|