Difference between revisions of "Hit and Run"
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| image = Hit_and_run_icon.png | | image = Hit_and_run_icon.png | ||
| name = Hit and Run | | name = Hit and Run | ||
| − | | description = Every time you kill an enemy with your melee or ranged weapon your movement points are reset to 25 (cannot exceed your maximum) if they were below that number. | + | | description = Every time you kill an enemy with your melee or ranged weapon your movement points are reset to 25 (cannot exceed your maximum) if they were below that number. <br><br> This can happen multiple times in the same turn, but each consecutive time the effect gets halved. |
| requirements = * [[Agility]] 7 | | requirements = * [[Agility]] 7 | ||
}} | }} | ||
| Line 22: | Line 22: | ||
== History == | == History == | ||
| + | * [[1.3.0.15]] - Now gives half the amount of movement points with each consecutive activation | ||
* [[0.1.14.0]] - added agility requirement | * [[0.1.14.0]] - added agility requirement | ||
* [[0.1.5.0]] - feat introduced | * [[0.1.5.0]] - feat introduced | ||
Latest revision as of 18:32, 18 December 2025
Hit and Run is a feat.
Feat
| Hit and Run | |
| Every time you kill an enemy with your melee or ranged weapon your movement points are reset to 25 (cannot exceed your maximum) if they were below that number. This can happen multiple times in the same turn, but each consecutive time the effect gets halved. | |
Requirements
| |
Specializations
- Hit and Run (5 levels) — Increases the limit of movement point reset by 3 for each specialization point. The character will still have to have sufficient maximum movement points to make use of this raised limit.
Bugs
Movement points are not tracked in real-time mode. This is a known issue. As a workaround, start turn-based combat mode Enter first.[1]
History
- 1.3.0.15 - Now gives half the amount of movement points with each consecutive activation
- 0.1.14.0 - added agility requirement
- 0.1.5.0 - feat introduced