Special Tactics
Jump to navigation
Jump to search
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 special bolt attacks.
Clarifying the ability description: It can be activated in combat mode (0 AP and doesn't break stealth) but only as long as the game sees you not in active combat. You are in active combat as long as you can't end the turn based mode. Efficiently meaning that if you enter the combat mode on your own, you still can activate the ability as long as you haven't engaged.
History
- 0.2.0.1 - dexterity requirement removed, new icon
- 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
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) |
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.
|
|