Difference between revisions of "Skills"
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| − | + | '''Skills''' are a numerical representation of your character's ability to perform specific tasks. | |
| − | + | There are two main ways to increase your skills: reading [[Books|skill books]] and using skill points that you earn every [[level]]. | |
| − | |||
| − | + | All of your skills have a cap, i.e., a limit on how high they can go. In most cases, you can overcome that limit via the [[Learning]] skill. | |
| − | {| | + | Some of the skills apply passively and some can be used directly. The table below lists the active skills' associated action point costs as well as the base cap of each skill. |
| − | !Skill | + | |
| − | ! | + | Some [[support perks]] require a specific skill level before they can be acquired. For example, [[Educated]] requires [[Science]] ≥ 100%. |
| − | + | ||
| − | + | {| class="wikitable" style="text-align:center;" | |
| − | ![[AP]] | + | ! Skill |
| + | ! Default cap | ||
| + | ! Base [[AP]]<br>use cost | ||
|- | |- | ||
| − | | [[Small Guns]] | + | | [[#Small Guns|Small Guns]] |
| 300 | | 300 | ||
| − | | | + | | - |
| − | |||
| − | |||
|- | |- | ||
| − | | [[Big Guns]] | + | | [[#Big Guns|Big Guns]] |
| 300 | | 300 | ||
| − | | | + | | - |
| − | |||
| − | |||
|- | |- | ||
| − | | [[Energy Weapons]] | + | | [[#Energy Weapons|Energy Weapons]] |
| 300 | | 300 | ||
| − | | | + | | - |
| − | |||
| − | |||
|- | |- | ||
| − | | [[Close Combat]] | + | | [[#Close Combat|Close Combat]] |
| 300 | | 300 | ||
| − | | | + | | - |
| − | |||
| − | |||
|- | |- | ||
| − | | [[Throwing]] | + | | [[#Throwing|Throwing]] |
| 300 | | 300 | ||
| − | | | + | | - |
| − | |||
| − | |||
|- | |- | ||
| [[First Aid]] | | [[First Aid]] | ||
| 200 | | 200 | ||
| − | |||
| − | |||
| 5 | | 5 | ||
|- | |- | ||
| [[Doctor]] | | [[Doctor]] | ||
| 200 | | 200 | ||
| − | |||
| − | |||
| 5 | | 5 | ||
|- | |- | ||
| [[Sneak]] | | [[Sneak]] | ||
| 300 | | 300 | ||
| − | |||
| − | |||
| 5 | | 5 | ||
|- | |- | ||
| [[Robbery]] | | [[Robbery]] | ||
| 200 | | 200 | ||
| − | |||
| − | |||
| 5 | | 5 | ||
|- | |- | ||
| [[Engineering]] | | [[Engineering]] | ||
| 200 | | 200 | ||
| − | |||
| − | |||
| 5 | | 5 | ||
|- | |- | ||
| [[Traps]] | | [[Traps]] | ||
| 150 | | 150 | ||
| − | |||
| − | |||
| 5 | | 5 | ||
|- | |- | ||
| [[Science]] | | [[Science]] | ||
| 200 | | 200 | ||
| − | |||
| − | |||
| 5 | | 5 | ||
|- | |- | ||
| [[Repair]] | | [[Repair]] | ||
| 200 | | 200 | ||
| − | |||
| − | |||
| 5 | | 5 | ||
|- | |- | ||
| [[Speech]] | | [[Speech]] | ||
| 300 | | 300 | ||
| − | | | + | | - |
| − | |||
| − | |||
|- | |- | ||
| [[Barter]] | | [[Barter]] | ||
| 150 | | 150 | ||
| − | | | + | | - |
| − | |||
| − | |||
|- | |- | ||
| [[Crafting]] | | [[Crafting]] | ||
| − | | | + | | 200 |
| − | | | + | | - |
| − | |||
| − | |||
|- | |- | ||
| [[Outdoorsman]] | | [[Outdoorsman]] | ||
| − | | | + | | 200 |
| − | | | + | | - |
| − | |||
| − | |||
|- | |- | ||
|} | |} | ||
<br> | <br> | ||
| + | |||
| + | == Small Guns == | ||
| + | |||
| + | '''Small Guns''' ('''SG''') is a combat skill that determines your ability to handle: | ||
| + | |||
| + | *[[Assault Rifles]] | ||
| + | *[[Damage Pistols]] | ||
| + | *[[Explosive Small Guns]] | ||
| + | *[[Fast Pistols]] | ||
| + | *[[Range Pistols]] | ||
| + | *[[Shotguns]] | ||
| + | *[[SMGs]] | ||
| + | *[[Sniper Rifles]] | ||
| + | *[[Support Rifles]] | ||
| + | |||
| + | The higher your Small Guns skill, the higher your [[chance to hit]] with the listed weapon types and the less [[Condition#Weapons|condition they lose]] every time you fire them. | ||
| + | |||
| + | == Big Guns == | ||
| + | |||
| + | '''Big Guns''' ('''BG''') is a combat skill that determines your ability to handle: | ||
| + | *[[Flamers]] | ||
| + | *[[Heavy Sniper Rifles]] | ||
| + | *[[Machine Guns]] | ||
| + | *[[Miniguns]] | ||
| + | *[[Rocket Launchers]] | ||
| + | |||
| + | The higher your Big Guns skill, the higher your [[chance to hit]] with the listed weapon types and the less [[Condition#Weapons|condition they lose]] every time you fire them. | ||
| + | |||
| + | == Energy Weapons == | ||
| + | |||
| + | '''Energy Weapons''' ('''EW''') is a combat skill that determines your ability to handle: | ||
| + | |||
| + | *[[Electric Weapons]] | ||
| + | *[[Fire Weapons]] | ||
| + | *[[Laser Weapons]] | ||
| + | *[[Plasma Weapons]] | ||
| + | |||
| + | The higher your Energy Weapons skill, the higher your [[chance to hit]] with the listed weapon types and the less [[Condition#Weapons|condition they lose]] every time you fire them. | ||
| + | |||
| + | == Close Combat == | ||
| + | |||
| + | '''Close Combat''' ('''CC''') is a combat skill that determines your ability to handle: | ||
| + | |||
| + | *[[Clubs]] | ||
| + | *[[Damage Knives]] | ||
| + | *[[Fast Knives]] | ||
| + | *[[Hammers]] | ||
| + | *[[Punch Weapons]] | ||
| + | *[[Spears]] | ||
| + | *Various stackable objects that aren't really weapons but can be used to perform melee attacks, such as [[Uranium Ore]] or [[Shovel]] | ||
| + | |||
| + | The higher your Close Combat skill, the higher your [[chance to hit]] with the listed weapon types and the less [[Condition#Weapons|condition they lose]] every time you use them. | ||
| + | |||
| + | == Throwing == | ||
| + | |||
| + | '''Throwing''' is a combat skill that determines your ability to handle [[grenades]] and any other objects that can be thrown ([[rock]]s, [[spears]], etc.) | ||
| + | |||
| + | The higher your Throwing skill, the more accurate are your throws. This includes hex throwing (throwing an item in your active slot to a specific hex using the tilde (<code>~</code>) key. | ||
| + | |||
| + | Note that your Throwing range (the distance that you're able to reach with your throws) depends on your [[Strength]] rather than the Throwing skill. | ||
| + | |||
| + | == First Aid == | ||
| + | '''First Aid''' ('''FA''') is a utility skill that allows you to restore hit points. It works on any target except [[Cyborg]]s. | ||
| + | |||
| + | You use it by pressing its corresponding button ("5" by default), mousing over your desired target, and then left-clicking. First Aid costs 5 [[AP]]s to use unless you have a [[First Aid Kit]] or [[Field Medic First Aid Kit]] in your active slot, in which case the cost is reduced to 3. | ||
| + | |||
| + | First Aid has a base cooldown of 245 seconds; each point invested into it (up to 200%) reduces it by 1. If you have the [[Medic]] perk, the reduced value is then divided by 4. [[Paramedic]]s have that cooldown set to 3 seconds regardless of their skill level. | ||
| + | |||
| + | The amount of hit points restored every time you use FA is a number between your skill level divided by 2 and your skill level, capped at 200%. If you have the [[Medic]] perk, you restore 15-30 [[HP]] extra. If you have the [[Healer]] perk, you restore 50-100 more. [[Soldier]]s suffer a -1 penalty to the amount of restored hit points whereas [[Priest]]s' healing is doubled. [[War Event#War Event stats|War Event stats]] MED and C.MED increase FA healing by 25% each. [[Paramedic]]s get a -3 penalty for each point of [[Perception]]. Having an active battle timer caps the amount of hit points that you can restore at 150 (plus the [[Medic]] bonus, plus the [[Healer]] bonus, multiplied by 2 if you're a [[Priest]]). [[Poisoned]] targets are healed for half the normal amount. [[Paramedic]]s restore twice the normal amount of HP when healing NPCs. | ||
| + | |||
| + | Every time you use First Aid, the game rolls a random number between 0 and 450 (or 0 and 250 if you have [[Living Anatomy]]); if your FA is lower than that number, you critically fail and only restore 1 to 5 hit points. | ||
| + | |||
| + | == Doctor == | ||
| + | |||
| + | '''Doctor''' is a utility skill that allows you to heal crippled limbs, cleanse [[Bleed]] stacks, and remove negative action points from any target other than [[Cyborg]]s. | ||
| + | |||
| + | You use it by pressing its corresponding button ("6" by default), mousing over your desired target, and then left-clicking. Doctor costs 5 [[AP]]s to use unless you have a [[Doctor's Bag]] or [[Paramedics Bag]] in your active slot, in which case the cost is reduced to 3. | ||
| + | |||
| + | Doctor has a base cooldown of 350 seconds; each point invested into it reduces it by 1. If the target has one or more Bleed stacks, the base cooldown increases by 100 seconds. If you have the [[Medic]] perk, the cooldown is then divided by 2. [[Paramedic]]s have that cooldown set to 3 seconds regardless of their skill level or whether or not the target is bleeding. | ||
| − | [[Category:Skills]] | + | [[Category:Skills| ]] |
Latest revision as of 14:50, 22 May 2026
Skills are a numerical representation of your character's ability to perform specific tasks.
There are two main ways to increase your skills: reading skill books and using skill points that you earn every level.
All of your skills have a cap, i.e., a limit on how high they can go. In most cases, you can overcome that limit via the Learning skill.
Some of the skills apply passively and some can be used directly. The table below lists the active skills' associated action point costs as well as the base cap of each skill.
Some support perks require a specific skill level before they can be acquired. For example, Educated requires Science ≥ 100%.
| Skill | Default cap | Base AP use cost |
|---|---|---|
| Small Guns | 300 | - |
| Big Guns | 300 | - |
| Energy Weapons | 300 | - |
| Close Combat | 300 | - |
| Throwing | 300 | - |
| First Aid | 200 | 5 |
| Doctor | 200 | 5 |
| Sneak | 300 | 5 |
| Robbery | 200 | 5 |
| Engineering | 200 | 5 |
| Traps | 150 | 5 |
| Science | 200 | 5 |
| Repair | 200 | 5 |
| Speech | 300 | - |
| Barter | 150 | - |
| Crafting | 200 | - |
| Outdoorsman | 200 | - |
Small Guns
Small Guns (SG) is a combat skill that determines your ability to handle:
- Assault Rifles
- Damage Pistols
- Explosive Small Guns
- Fast Pistols
- Range Pistols
- Shotguns
- SMGs
- Sniper Rifles
- Support Rifles
The higher your Small Guns skill, the higher your chance to hit with the listed weapon types and the less condition they lose every time you fire them.
Big Guns
Big Guns (BG) is a combat skill that determines your ability to handle:
The higher your Big Guns skill, the higher your chance to hit with the listed weapon types and the less condition they lose every time you fire them.
Energy Weapons
Energy Weapons (EW) is a combat skill that determines your ability to handle:
The higher your Energy Weapons skill, the higher your chance to hit with the listed weapon types and the less condition they lose every time you fire them.
Close Combat
Close Combat (CC) is a combat skill that determines your ability to handle:
- Clubs
- Damage Knives
- Fast Knives
- Hammers
- Punch Weapons
- Spears
- Various stackable objects that aren't really weapons but can be used to perform melee attacks, such as Uranium Ore or Shovel
The higher your Close Combat skill, the higher your chance to hit with the listed weapon types and the less condition they lose every time you use them.
Throwing
Throwing is a combat skill that determines your ability to handle grenades and any other objects that can be thrown (rocks, spears, etc.)
The higher your Throwing skill, the more accurate are your throws. This includes hex throwing (throwing an item in your active slot to a specific hex using the tilde (~) key.
Note that your Throwing range (the distance that you're able to reach with your throws) depends on your Strength rather than the Throwing skill.
First Aid
First Aid (FA) is a utility skill that allows you to restore hit points. It works on any target except Cyborgs.
You use it by pressing its corresponding button ("5" by default), mousing over your desired target, and then left-clicking. First Aid costs 5 APs to use unless you have a First Aid Kit or Field Medic First Aid Kit in your active slot, in which case the cost is reduced to 3.
First Aid has a base cooldown of 245 seconds; each point invested into it (up to 200%) reduces it by 1. If you have the Medic perk, the reduced value is then divided by 4. Paramedics have that cooldown set to 3 seconds regardless of their skill level.
The amount of hit points restored every time you use FA is a number between your skill level divided by 2 and your skill level, capped at 200%. If you have the Medic perk, you restore 15-30 HP extra. If you have the Healer perk, you restore 50-100 more. Soldiers suffer a -1 penalty to the amount of restored hit points whereas Priests' healing is doubled. War Event stats MED and C.MED increase FA healing by 25% each. Paramedics get a -3 penalty for each point of Perception. Having an active battle timer caps the amount of hit points that you can restore at 150 (plus the Medic bonus, plus the Healer bonus, multiplied by 2 if you're a Priest). Poisoned targets are healed for half the normal amount. Paramedics restore twice the normal amount of HP when healing NPCs.
Every time you use First Aid, the game rolls a random number between 0 and 450 (or 0 and 250 if you have Living Anatomy); if your FA is lower than that number, you critically fail and only restore 1 to 5 hit points.
Doctor
Doctor is a utility skill that allows you to heal crippled limbs, cleanse Bleed stacks, and remove negative action points from any target other than Cyborgs.
You use it by pressing its corresponding button ("6" by default), mousing over your desired target, and then left-clicking. Doctor costs 5 APs to use unless you have a Doctor's Bag or Paramedics Bag in your active slot, in which case the cost is reduced to 3.
Doctor has a base cooldown of 350 seconds; each point invested into it reduces it by 1. If the target has one or more Bleed stacks, the base cooldown increases by 100 seconds. If you have the Medic perk, the cooldown is then divided by 2. Paramedics have that cooldown set to 3 seconds regardless of their skill level or whether or not the target is bleeding.