Difference between revisions of "Skills"
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=== Mercantile === | === Mercantile === | ||
''Your ability to work out favorable prices in a business transaction.'' | ''Your ability to work out favorable prices in a business transaction.'' | ||
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+ | Not only good for trading with [[merchants]], but also for negotiating better quest rewards. | ||
'''Related Base Ability''' | '''Related Base Ability''' |
Revision as of 14:12, 7 August 2013
You gain 40 skill points every level, except at character creation where you have 120 points to spend. You cannot increase any given skill beyond its maximum for your current level, which is 10 + 5 per level.
Some skills may benefit from others through skill synergy. Synergies cannot boost skills beyond their maximum.
Each skill is affected by one of your character's base ability scores, but the amount of points you may invest in any skill is not restricted by them.
Offense
Offense skills, along with psi skills, define your character's primary means of attacking.
Guns
Increases your precision and damage with any type of pistol, SMG or rifle. This includes both firearms and energy weapons.
Also, the higher your skill level, the more advanced weapons you can wield effectively.
Related Base Ability
Throwing
Increases your precision with all throwing weapons and utilities, including grenades.
Related Base Ability
Crossbows
Increases your precision and damage with crossbows.
Related Base Ability
Melee
Increases damage with melee weapons and unarmed attacks and helps you overcome your target's dodge rating.
Related Base Ability
Defense
Defense skills are a part of you character's defensive abilities. They help you avoid some attacks and status effects completely.
They are related to agility.
Dodge
Increases your chance to avoid melee attacks and traps.
Related Base Ability
Synergies
- Evasion 10%
Evasion
Increases your chance to avoid a ranged atack. Reduces damage you receive from area of effect attacks.
Related Base Ability
Synergies
- Dodge 10%
Subterfuge
Subterfuge skills are skillset of a thief and a spy. They allow you break & enter into various secured areas and steal from NPCs. Stealth also plays a large part in combat with feats such as Ambush and Cut-Throat.
Stealth
Decreases the chance that you'll be spotted while in stealth mode. Also affects numerous aspects of stealth combat.
Allows you to enter Stealth Mode.
Related Base Ability
Hacking
Allows you to hack all kinds of computer devices, such as electronic locks, cameras, sentry turrets, etc.
Related Base Ability
Synergies
- Electronics 10%
Lockpicking
Allows you to pick mechanical locks and dismantle other mechanical barriers such as ventilation shafts.
Related Base Ability
Synergies
- Mechanics 10%
- Traps 10%
Pickpocketing
Allows you to steal and plant items on other characters.
Used for Pickpocketing.
Related Base Ability
Traps
Allows you to plant and disarm increasingly more powerful traps. The higher your skill is the harder your traps are to spot and disarm.
Also increases your chance of spotting traps.
- For details, see Traps.
Related Base Ability
Synergies
- Lockpicking 10%
- Mechanics 10%
Technology
Technology skills are the crafting skills of Underrail.
All of them are related to intelligence.
Mechanics
Represents your knowledge of mechanics. This skill is primarily used in crafting various items, such as weapons, armors and traps.
Related Base Ability
Electronics
Represents your knowledge of electronics. This skill is primarily used in crafting various items, such as various electronic utilies and energy weapons.
Related Base Ability
Chemistry
Represents your knowledge of chemistry. This skill is primarily used in crafting various items, such as explosives.
Related Base Ability
Synergies
- Biology 10%
Biology
Represents your knowledge of biology. This skill is primarily used in crafting various items, such as healing and psi restoring concoctions. It also enables you to extract useful substances from plants and animals.
Related Base Ability
Synergies
- Chemistry 15%
Tailoring
Represents your skill in tailoring leather and cloth materials into pieces of armor.
Related Base Ability
Psi
- See also: Psi abilities
Various psionic powers your character can learn during the game.
All of them are related to will.
Thought Control
Ability to influence the minds of other living creatures through mental suggestion and domination. Also the ability to focus and enhance your own mental processes and to take greater control of your body.
Related Base Ability
Synergies
- Psychokinesis 10%
- Metathermics 10%
Psychokinesis
Ability of the mind to exert mechanical force, as well as to emit electric currents and project electromagnetic fields.
Related Base Ability
Synergies
- Thought Control 10%
- Metathermics 10%
Metathermics
Ability of mind to initiate and control rapid temperature changes and harness exothermic and endothermic energies.
Related Base Ability
Synergies
- Thought Control 10%
- Psychokinesis 10%
Social
Social skills affect your dialogue options and the quality of deals you can make with the various traders and other NPCs found in Stations and other settlements.
Persuasion and intimidation are related to will, which also unlocks some dialogue options. Mercantile is related to intelligence.
Persuasion
Your ability to convince the other party to see things your way through non-violent means.
Related Base Ability
Synergies
- Mercantile 20%
Intimidation
Your ability to make someone act out of fear.
Can be increased by wearing menacing looking gear like Bullet Strap Belts and armor made out of Mutated Dog Leather.
Related Base Ability
Synergies
- Persuasion 10%
Mercantile
Your ability to work out favorable prices in a business transaction.
Not only good for trading with merchants, but also for negotiating better quest rewards.
Related Base Ability
Synergies
- Persuasion 20%