![]() The Fatigue and Initiative penalty from wearing armor and helmet is reduced by 30%.Īt all times your Initiative is reduced only by 50% of your accumulated Fatigue, instead of all of it. The 'Knock Back' skill gains +15% chance to hit. Shield damage received is reduced by 50% to a minimum of 1. This also applies to the additional defense bonus of the Shieldwall skill. The shield defense bonus is increased by 25%. When being attacked with ranged weapons, gain 1 + 10% of your base Ranged Defense as additional per tile that the attacker is away, bonus is minimum +10. ![]() See this section in Combat Mechanics and Hit Chance. Note: surrounding starts when two allies are adjacent to an enemy. The bonus to hitchance in melee is doubled to +10% for each ally (including your Hounds) surrounding and distracting your target. Instantly gain a levelup to increase this character's attributes with maximum rolls but without talents. Note: This perk doesn't extend its effect for any actions with shields. Swapping any item in battle except for shields becomes a free action with no Action Point cost once every turn. Note: Steel Brow negates the additional damage provided by Brute or Chop. Hits to the head no longer cause critical damage to this character, which also lowers the risk of sustaining debilitating head injuries. Goblin Poison) are at their weakest state from the start. Status effects that have their effects grow weaker over several turns (e.g. Bleeding, Charmed) has its duration reduced to 1 turn. Gain 15% of the character's current Initiative as a bonus to Melee and Ranged Defense.Īny negative status effect with a finite duration (e.g. See Combat Mechanics and Hit Chance for further details. Note: this affects an initial, separate, hidden roll which determines whether the shot hits the intended target, and only applies when the intended target has cover. The penalty to hit chance when shooting at a target that has no clear line of fire is reduced from 75% to 50% for ranged weapons. Inflict additional 20% against targets that have sustained any injury effects, like a broken arm. ![]() Playing the Manhunters origin, your Indebted get the perk point refunded at the seventh character level. At the eleventh character level, you gain an additional perk point and this perk becomes inert. Unlocks the Recover skill which allows for resting a turn (costs 9 ) in order to reduce accumulated Fatigue by 50%. Note: if two characters are using Adrenaline, the one with the highest Initiative will act first. Unlocks the Adrenaline skill (costs 1 and 20 ) which puts you first in the turn order for the next round, to have another turn before your enemies do. Changing height levels has no additional Action Point cost anymore, but Fatigue cost is unaffected. Action Point costs for movement on all terrain is reduced by -1 to a minimum of 2 Action Points per tile, and Fatigue cost is reduced to half. Items placed in bags no longer give a penalty to Maximum Fatigue, except for two-handed weapons. Unlock two extra bag slots to carry all your favorite things. Note: Hitpoints gained are a random number between 11-15. All damage over time status effects (bleed, poison, etc) are removed. Once per battle, upon receiving a killing blow, survive with a few Hitpoints left and receive +15, +15, +15, +15 until your next turn. Note: the bonus is always retroactively updated with maximum. ![]() Hitpoints are increased by 25%, which also reduces the chance to sustain debilitating injuries when being hit. Note: some enemies are immune to injuries or have very large health pool that protects them from receiving injuries. Lowers the threshold to inflict injuries by 33% for both melee and ranged attacks. Note: For the purposes of a reset on ranged attacks, hitting terrain blocking the target or a scattered shot counts as a hit and will reset the counter. Gain an additional stacking +10% chance to hit with each attack that misses an opponent. ![]()
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