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. I wrote a guide on it in the Guides section.Gain an additional stacking +10% chance to hit with each attack that misses an opponent. If you install the Cheat Engine app (easily found via a web search), there are ways to automatically bestow perk points (or just increase Experience Points to 15000). With those armours, you could combine Battle Forged and Nimble and have high protection plus massive all-round damage reduction. 50% Nimble wearing a reinforced mail hauberk (210 armour and 26 fatigue) and a nasal helm with mail (200 armour and 12 fatigue). If you don't want to be 100% Nimble, you can take Brawny and still be c. Indomitable = even more fatigue usage, but that's another reason to make use of Recover. Also, the additional guaranteed 50% all-round damage reduction from Indomitable is very powerful when combined with Nimble, and the action point cost of the skill (3) fits nicely with the 3 used for Puncture with Dagger Mastery. If you're 100% Nimble, hit points (and 30/30 "armours" with no fatigue cost) count double, making Colossus desirable to boost the total, and Steel Brow to remove excess losses. That way, having an especially high pool of fatigue isn't crucial. I think you need to use Recover for Dagger Masters, because 3xPuncture=45 fatigue per turn, and because you want high initiative to take advantage of Overwhelm and Dodge. There's not much point using Duellist on a Dagger Master, because Puncture completely ignores armour anyway but doesn't do additional damage with double-grip.
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