<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ignatius</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ignatius"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Ignatius"/>
	<updated>2026-05-01T08:12:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=59880</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=59880"/>
		<updated>2014-10-09T15:58:32Z</updated>

		<summary type="html">&lt;p&gt;Ignatius: /* Officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; Morale scores determine whether they will panic or go berserk in the midst of a bad situation.  Morale for all units is set at 100 at the start of each mission, and can rise or fall depending on events which occur during combat.  &lt;br /&gt;
&lt;br /&gt;
A high [[Bravery]] score will reduce the amount of Morale lost due to bad events, and the presence of a high-[[rank]]ing officer on a mission can reduce Morale penalties as well.  The loss of a high-ranking officer can in turn produce large Morale penalties.&lt;br /&gt;
&lt;br /&gt;
When a unit&#039;s Morale drops below 50, there is a chance it will panic or go berserk.&lt;br /&gt;
&lt;br /&gt;
== Value Ranges ==&lt;br /&gt;
All units, alien and friendly, start with a Morale of 100 at the beginning of combat.  Morale can never go higher than 100 or lower than 0 -- but if it falls below 50, a unit may panic or go berserk which will cause it to rise by 15 points.&lt;br /&gt;
&lt;br /&gt;
When morale is between 100-50 units will function normally, but between 49-0 there is an increasing chance of panic or berserk, with a 100% chance when morale is at 0.&lt;br /&gt;
&lt;br /&gt;
== Events which Affect Morale ==&lt;br /&gt;
* Own unit killed - surviving units lose 0-35 points, dependent on unit bravery, squad leadership, and rank of lost soldier. Applies even if your soldier was mind-controlled by aliens when killed.&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit zombified - no effect on squad morale! (however, you must understand that zombification is a completely separate process from being hit, being hurt, and being killed! You can be zombified AND killed by a Chryssalid, or just zombified. Being zombified and KILLED does the same morale loss as being killed.)&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses points according to this equation: Morale Loss = INT( (110 - Bravery) * Health Loss / 100)&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership; soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
* [[Psionics|Psionic Panic]] attack - A successful attack causes the target to lose 110 points, less bravery (e.g., a unit with 40 bravery would lose 70 points); chance of success is dictated by Psionic formula&lt;br /&gt;
* [[Psionics|Psionic Mind Control]] attack - Successful mind control leaves a soldier at 0 Morale. Thus, the turn after Mind Control, they always suffer Panic/Berserk, and end that turn with 15 Morale. This also makes them likely to Panic/Berserk the next turn, as well. (Mind Control - the gift that keeps on giving!)&lt;br /&gt;
* Pain killer administered from a [[Medi-Kit]] - can restore Morale equal to the amount of [[Health]] a soldier has lost&lt;br /&gt;
&lt;br /&gt;
== Effect of Bravery ==&lt;br /&gt;
The &#039;&#039;&#039;base&#039;&#039;&#039; morale a unit loses when a comrade dies is dependent on the surviving unit&#039;s [[Bravery]] as follows ((110-Bravery)/5):&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Morale Loss&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A soldier having a bravery of 0 is impossible, except when editing game files.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only tanks and certain aliens can have a Bravery of 110.&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Having officer on a mission helps in two ways -- they reduce morale loss from negative events, and increase Morale gained from positive events.  Your highest-ranking (surviving) officer&#039;s Morale modifier is always used -- so if a Colonel is killed, and the next-highest-ranking soldier in the squad is a Sergeant, morale loss from the Colonel&#039;s death will still be reduced by 10%.  &lt;br /&gt;
&lt;br /&gt;
However, losing an officer produces higher than usual Morale losses, as shown in the table below below. Losing rookies, squaddies and tanks cause normal amounts of lost Morale.&lt;br /&gt;
&lt;br /&gt;
                           Leadership    Death morale&lt;br /&gt;
                             bonus          loss&lt;br /&gt;
 Tank, Rookie, or Squaddie     0%           x1.0&lt;br /&gt;
 Sergeant                     10%           x1.2&lt;br /&gt;
 Captain                      15%           x1.3&lt;br /&gt;
 Colonel                      25%           x1.5&lt;br /&gt;
 Commander                    50%           x1.75&lt;br /&gt;
&lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
Since the loss of a Colonel produces Morale loss 1.5 times that of a normal unit, the effective Morale lost in the above scenario will be 1.5 (for the Colonel&#039;s death) * 0.9 (for the surviving Sergeant&#039;s modifier), for a modified Morale penalty of 1.35 times normal.&lt;br /&gt;
&lt;br /&gt;
The actual numbers for the death of a Rookie / Squaddie dependent on the highest ranking officer in the squad are&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
! Bravery !! None !! Sgt !! Cpt !! Col !! Cmd &lt;br /&gt;
|-&lt;br /&gt;
| 10 / FF ||    20 ||  18 ||  17 ||  16 ||  13&lt;br /&gt;
|-&lt;br /&gt;
| 20  ||    18 ||  16 ||  15 ||  14 ||  12&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||    16 ||  14 ||  13 ||  12 ||  10&lt;br /&gt;
|-&lt;br /&gt;
| 40  ||    14 ||  12 ||  12 ||  11 ||   9&lt;br /&gt;
|-&lt;br /&gt;
| 50  ||    12 ||  10 ||  10 ||   9 ||   8&lt;br /&gt;
|-&lt;br /&gt;
| 60  ||    10 ||   9 ||   8 ||   8 ||   6&lt;br /&gt;
|-&lt;br /&gt;
| 70  ||     8 ||   7 ||   6 ||   6 ||   5&lt;br /&gt;
|-&lt;br /&gt;
| 80  ||     6 ||   5 ||   5 ||   4 ||   4&lt;br /&gt;
|-&lt;br /&gt;
| 90  ||     4 ||   3 ||   3 ||   3 ||   2&lt;br /&gt;
|-&lt;br /&gt;
| 100 ||     2 ||   1 ||   1 ||   1 ||   1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the death has been a &amp;quot;friendly fire&amp;quot; incident, then the killer gets an additional penalty equal to that of a soldier with minimum bravery. &lt;br /&gt;
&lt;br /&gt;
To illustrate, consider the following tragic event: While performing weapon cleaning duty during a ceasefire in an otherwise successful battle, under the not so watchful supervision of their commanding captain, not one but three(!) xcom-troopers (bravery 40) - to the horrors of their watching comrades (bravery 10) - each happend to accidentally shoot a bystanding rookie. The squad was completely demoralized, the shooters (morale 100-17-3*13 = 44) understandably more so than the rest of the squad (morale 100-3*17 = 49). They lasted about 8 turns (1/12% = 8.33) while the others resisted for an average of 50 turns (1/2% = 50) before finally succumbing to panic. At the funeral, the captain hit the right tone when stating that &amp;quot;... while their death is a tragedy, their courrage will live on in us.&amp;quot; And indeed, after this encouraging speech, most of the squad (88.765%) and even the shooters (50.328%) felt better (+10 bravery) than before.&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
* Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, your highest-ranking soldiers should never be in the front line of deployment.&lt;br /&gt;
&lt;br /&gt;
* By using [[XcomUtil]], you can choose to place you your officers in the rear of the transport, and your rookies in the front.&lt;br /&gt;
&lt;br /&gt;
* Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a Blaster Launcher or Mind Probe they can still contribute to the combat.   See [[Rear Commander]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Aliens are subject to the same Morale rules as X-COM units.  Targeting alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the remaining aliens.&lt;br /&gt;
&lt;br /&gt;
== Panicking and Berserking ==&lt;br /&gt;
If a unit&#039;s Morale drops below 50, there is a chance that it will [[panic]] or go [[berserk]] before the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
 Morale of 0 guarantees a panic or berserk.&lt;br /&gt;
 &lt;br /&gt;
 If a unit has less then 50 Morale on a given turn but does &#039;&#039;not&#039;&#039; panic, they will gain&lt;br /&gt;
 [[#Morale Loss and Bravery Increases|bravery experience]] instead.&lt;br /&gt;
&lt;br /&gt;
There are three types of &amp;quot;Panic&amp;quot;; a freeze, a flee, and a Berserk, with an theoretically equal chance (33%) of any one of these being triggered. The first two may or may not cause the unit to drop weapons held in the hand slots, while the third causes them to fire wildly (often at a specific unit standing nearby, which you&#039;d best hope to be hostile!). A fleeing unit may run to a location up to 15 tiles to the south and/or up to 15 tiles to the east, never north and/or west.&lt;br /&gt;
&lt;br /&gt;
After a unit has performed a panic action, it will gain 15 morale points, but have no [[TU]]s until its next turn (making it quite vulnerable).&lt;br /&gt;
&lt;br /&gt;
Note: Berserk soldiers temporarily get 255 TUs or slightly under that. This has been observed in the DOS and CE versions as well as TFTD -- however it&#039;s not entirely clear if this happens for the Playstation or Amiga versions. Firing costs are still based on the affected unit&#039;s max TUs, even if current TUs are well beyond that. In effect this allows a berserk unit to fire more rounds in a turn than is normally possible.&lt;br /&gt;
&lt;br /&gt;
== Aliens Panicking and Berserking ==&lt;br /&gt;
&lt;br /&gt;
The effects of aliens getting into a state of panic or going berserk are similar to the player&#039;s side but with a small difference in when it occurs. &lt;br /&gt;
&lt;br /&gt;
For the player&#039;s side, the panic/berserk effects kick in just before the start of the turn. For the aliens side, the effects appear to occur during the turn as each unit is taken control of by the AI. &lt;br /&gt;
&lt;br /&gt;
When an alien panics/berserks, the player is usually not informed of this.  The player however may find unarmed aliens wandering about or the odd gun lying on the ground. Mysterious gunshot noises that don&#039;t appear to be aimed at your side or civilians (if present) are a good indication that one of the aliens has just gone berserk. &lt;br /&gt;
&lt;br /&gt;
On more severe panic/berserk attacks, the player will get a dialog box informing that the alien has panicked or gone berserk. &lt;br /&gt;
&lt;br /&gt;
Additional side benefits that accompany the dialog box would be the revelation of the panicking unit&#039;s rank, as well as a hint of where the panicking may be located by having the camera briefly centering on it. This may even reveal other aliens in the panicking aliens&#039; immediate area if the fog of war has been lifted previously.&lt;br /&gt;
&lt;br /&gt;
== Psionic Panicking Attacks ==&lt;br /&gt;
There are two kinds of [[psionic]] attacks aliens and Psi-trained soldiers can use: &#039;&#039;Control Unit&#039;&#039; and &#039;&#039;Panic Unit&#039;&#039;.  &#039;&#039;Panic Unit&#039;&#039; attacks are more likely to succeed. A successful psionic panicking attack immediately subtracts:&lt;br /&gt;
     110 - [[Bravery]]&lt;br /&gt;
points from the target&#039;s Morale score. Thus if the target is a towering hero (100 Bravery) only 10 Morale is subtracted; if the target is a cowering worm (10 Bravery, the minimum possible), 100 Morale is subtracted.  For alien Bravery stats, see [[Alien Stats]].&lt;br /&gt;
&lt;br /&gt;
Repeated attacks may be needed to bring a unit&#039;s Morale below 50, where it has a chance of panicking.&lt;br /&gt;
&lt;br /&gt;
== Morale Loss and Bravery Increases ==&lt;br /&gt;
When a unit&#039;s Morale is below 50 but it &#039;&#039;does not&#039;&#039; panic or go berserk, it gains &amp;quot;bravery training&amp;quot;.  Each successfully-resisted panic roll gives the unit an additional ~9% chance of gaining +10 Bravery at the end of the mission, up to a 100% chance after 11 successful resists.  See [[Bravery]] for more details.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Panic]]&lt;br /&gt;
* [[Berserk]]&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Ignatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Experience&amp;diff=59842</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Experience&amp;diff=59842"/>
		<updated>2014-10-08T11:54:36Z</updated>

		<summary type="html">&lt;p&gt;Ignatius: /* Primary Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Experience, in X-COM, is the accumulation of combat experience by successfully performing actions. After combat, this experience is applied towards the improvement of stats. &lt;br /&gt;
&lt;br /&gt;
This article discusses how experience is earned and how it affects a soldier&#039;s statistics and skills. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== How Experience Points Are Applied ==&lt;br /&gt;
&lt;br /&gt;
Soldier stats can be divided into two areas, &#039;&#039;&#039;primary&#039;&#039;&#039; and &#039;&#039;&#039;secondary&#039;&#039;&#039; stats.&lt;br /&gt;
&lt;br /&gt;
=== Primary Stats ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary Stats&#039;&#039;&#039; are stats that are directly influenced by the actions that they are associated with. These actions can be called &#039;&#039;&#039;Primary Actions&#039;&#039;&#039;. They are:&lt;br /&gt;
**[[Reactions]]&lt;br /&gt;
**[[Firing Accuracy]]&lt;br /&gt;
**[[Melee Accuracy]]&lt;br /&gt;
**[[Throwing Accuracy]]&lt;br /&gt;
**[[Psionic Skill]]&lt;br /&gt;
**[[Bravery]]&lt;br /&gt;
&lt;br /&gt;
* Every time a Primary Action is taken, &#039;&#039;&#039;Primary Skill Points&#039;&#039;&#039; are earned. They count the number of successful primary actions taken. This is used to calculate how much experience is gained at the end of combat. For specifics on ech stat, refer to the individual stat pages by clicking on the links above. &lt;br /&gt;
&lt;br /&gt;
* The number of primary skill points earned at the end of a mission relies &#039;&#039;solely&#039;&#039; on the number of primary actions performed during combat, as shown below. Current skill is irrelevant. Whether you have the value that can be rolled for a recruit, or you are one point below the cap.&lt;br /&gt;
&lt;br /&gt;
*Points assigned have a stairstep function, corresponding to a range within which points are rolled. As more actions are performed, the greater the range:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
! Primary&amp;lt;br&amp;gt;Actions !! Roll&amp;lt;br&amp;gt;Range !! Average&amp;lt;br&amp;gt;Increase !! Ave. Inc. /&amp;lt;br&amp;gt; Min. Actions !! Marginal Inc. / Act. from&amp;lt;br&amp;gt;1, 3 and 6 Actions resp.&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2  || 0 - 1 || 0.5 || 0.50 || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 5  || 1 - 3 || 2.0 || 0.67 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 1 - 4 || 2.5 || 0.42 || 0.40, 0.16&lt;br /&gt;
|-&lt;br /&gt;
| 11+  || 2 - 6 || 4.0 || 0.36 || 0.35, 0.25, 0.30&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;i&amp;gt;Successful &#039;&#039;&#039;Psi&#039;&#039;&#039; actions count as 3 actions. &#039;&#039;&#039;Bravery&#039;&#039;&#039; uses a different approach. See below.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Performing more than 11 actions &amp;lt;i&amp;gt;won&#039;t cause any more increase&amp;lt;/i&amp;gt;. Once you reach that figure you get a 2-6 roll and that&#039;s that. (Seen in code, and tested to 200+ actions.)&lt;br /&gt;
&lt;br /&gt;
*If there is a limited number of actions your squad can perform (i.e., a limited number of aliens to kill), the &amp;quot;Average Increase / Minimum Actions&amp;quot; shows the most efficient way to go first and the &amp;quot;Marginal Increase&amp;quot; how to proceed from there. The 2.0 average increase for 3 actions is best. In other words, if you let one soldier shoot 3 times instead of letting 3 soldiers shoot one time, the average increase for the squad as a whole is better (here, an average of 2.0 within the squad versus an average increase of 3 x 0.5 = 1.5 with the same three shots). Going from there, aiming for 11 actions provides the best marginal utility (0.25 vs. only 0.16 when going for 6 actions).  When there isn&#039;t enough to go around, choose who and how you want to advance your soldiers and allocate actions in this order: 3 actions (0.67) and then directly to 11 actions (0.25 per additional action). While you might still want most of your soldiers to take at least 1 action to trigger secondary stat grow (see below), you should never aim for 6-10 bracket as it is better to have 37.5% of you trainees increase +4 (and the others at +2) than having all of them increase +2.5 on avg. for the same number of actions.&lt;br /&gt;
&lt;br /&gt;
*The only time one might have gone for 1 action (besides for triggering secondary stat gain) is if you knew you could only get off 2 more shots, not 3. But short of cheating, [[Damage]] is always unpredictable, so instead of taking 1 shot at 2 soldiers when you think your last alien is about dead, you should probably have 1 soldier see if they can get to 3 shots. By the same token, you would prefer to take two soldiers to 6 actions instead of taking one to 9 or 10.&lt;br /&gt;
&lt;br /&gt;
*Notice that any intermediate shots (e.g. your 2nd or 8th shots) are a waste of &amp;lt;strike&amp;gt;aliens&amp;lt;/strike&amp;gt; er, actions unless you reach the next minimum-actions level. You can count bullets as a crude approximation, or use a utility that reads the [[UNITREF.DAT]] experience counters from a saved game for exact counts. The number of bullets you&#039;ve shot will accurately reflect your Reaction counter (unless the person also did direct fire sans reacting), but knowing how many hits were landed for Firing Accuracy can be much more problematic. For a little more detail on efficiency versus experience, see [[User_talk:MikeTheRed#Another_Look_at_Primary_Point_Increases|this]].&lt;br /&gt;
&lt;br /&gt;
*Psi actions are a special case. &amp;lt;b&amp;gt;Successful&amp;lt;/b&amp;gt; panic or mind control (MC) attempts cause the psi experience counter to go up by &amp;lt;b&amp;gt;three&amp;lt;/b&amp;gt; actions. Thus, you only need to do 4 successful MCs or panics to get all the psi skill points you&#039;re going to (4x3=an experience count of 12). But &amp;lt;b&amp;gt;unsuccessful&amp;lt;/b&amp;gt; attempts only cause the counter to go up by &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt;. So you need 11 failed attempts to get to the 2-6 roll range, just like for all other primary stats.&lt;br /&gt;
&lt;br /&gt;
*[[Throwing_Accuracy|Throwing Accuracy]] is also an oddball. While it follows the rules for all primaries (except Bravery), it &amp;lt;i&amp;gt;only&amp;lt;/i&amp;gt; increases your Throwing Accuracy. It does not trigger secondaries to increase. (It would&#039;ve been too easy to increase stats, otherwise! Actually, Psi is just as easy to develop, but it takes time to research psi, and then it needs more combats to reach its cap.)&lt;br /&gt;
**Letting your soldiers throw 3 times just before ending a mission maximizes Throwing Accuracy growth versus your personal time spent.&lt;br /&gt;
&lt;br /&gt;
*Performing more than 255 actions of a given type will cause all experience to be lost.  This is known to be true for Psi actions, and is undoubtedly true for other actions as well as they are stored in one byte fields. Psi is the only place it&#039;s realistically likely. More precisely, experience gets wrapped around, and starts counting again. If you are seriously testing stats, or are challenging yourself by allowing only one psi person, the distance from 255 to 265 (255-10) is only 4.3%, or 3 to 4 MCs on top of 85 successful Psis (28 turns&#039; worth, if they&#039;ve been successfully MCing since Turn 1). Thus, this may sound scary, but you have &#039;&#039;&#039;nothing to fear&#039;&#039;&#039; unless you&#039;ve had someone successfully MCing 3 times every turn, for 30 turns - and even then, just let them MC a few more. What&#039;s 10 more compared to 255?&lt;br /&gt;
&lt;br /&gt;
* X-COM uses a simple but robust system where all squaddies are expected to participate, and skills increase in proportion to how often they are used.&lt;br /&gt;
&lt;br /&gt;
==== Bravery ====&lt;br /&gt;
&lt;br /&gt;
[[Bravery]] experience can also be gained on the battlefield, but using a different algorithm from other primary stats.  The bravery stat itself is stored in increments of 10 (10 minimum, 100 maximum, with 110 possible for certain non-human units), and it can only increase by 10 points following each combat (it either gains 10, or nothing).&lt;br /&gt;
&lt;br /&gt;
To gain bravery experience, a unit must have its [[Morale]] reduced below 50, where it stands a chance of panicking or going berserk.  If the unit &#039;&#039;successfully resists&#039;&#039; panicking, it will gain a  &amp;quot;bravery experience&amp;quot; point.  Each bravery experience point gives the unit an additional ~9% chance (or an eleventh, to be precise) of gaining +10 Bravery at the end of the combat.  At 11 or more bravery experience points, the +10 Bravery gain is guaranteed.&lt;br /&gt;
&lt;br /&gt;
Like other primary stats, gaining one or more bravery experience points during a combat triggers secondary stat increases.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Stats ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secondary stats&#039;&#039;&#039; increase when one or more primary actions are performed (except for throwing). Secondary stats are:&lt;br /&gt;
** [[Time Units]]&lt;br /&gt;
** [[Health]]&lt;br /&gt;
** [[Strength]]&lt;br /&gt;
** [[Energy|Energy/Stamina]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Secondary skill points&#039;&#039;&#039; work quite differently from primary skills: It &amp;lt;i&amp;gt;does not matter&amp;lt;/i&amp;gt; how many primary actions are taken; all that matters is that you did &amp;lt;i&amp;gt;one&amp;lt;/I&amp;gt; primary action (land a non-IN attack on an enemy, react to something, not panic when [[Morale]] is below 50, or use a psi attack) -- your secondaries will increase all that they&#039;re gonna. It also doesn&#039;t matter if you did more than one &amp;lt;i&amp;gt;kind&amp;lt;/i&amp;gt; of primary action.&lt;br /&gt;
&lt;br /&gt;
* The maximum possible increase is highest when the stat is lowest (it can increase the most when you need it the most). The amount that the stat can increase falls steadily as your secondary skills approach their caps, down to an average of 1 point (range 0-2) per combat for each stat. The overall formula is that you gain 0 to 2 points, plus a tenth (rounded down) of the remaining increase possible. (For a graph, see [[User_talk:MikeTheRed#Secondary_.22Steps.22|this]]). Thus, secondary stats which start very low should increase quickly, and will then increase less rapidly as they rise. Rookies with the lowest possible starting stats will have the following as their max possible roll:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|-        &lt;br /&gt;
! &lt;br /&gt;
! Recruit&amp;lt;br&amp;gt;Min !! Max&amp;lt;br&amp;gt;Roll !! Recruit&amp;lt;br&amp;gt;Max !! Overall&amp;lt;br&amp;gt;Cap&lt;br /&gt;
|- &lt;br /&gt;
| TUs || 50 || 5 || 60 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Health || 25 || 5|| 40 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Strength || 20 || 7 || 40 || 70&lt;br /&gt;
|-&lt;br /&gt;
| Energy || 40 || 6 || 70 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The minimum possible roll is always zero for secondaries. Across the four secondaries, soldiers will show wide variations of luck or lack of luck following each combat, just like flipping coins. Still, the odds are that someone low will rise fast. It&#039;s real hard to roll a lot of zeros in a row when the maximum is two or more (and it always is).&lt;br /&gt;
&lt;br /&gt;
*If a primary skill is over its cap, it does still trigger (non-capped) secondaries to increase, by performing it.&lt;br /&gt;
&lt;br /&gt;
=== Soldier Advancement ===&lt;br /&gt;
&lt;br /&gt;
Given the rules of how experience works, one can predict how long it will take soldiers to advance their attributes.&lt;br /&gt;
&lt;br /&gt;
Primary skill advances can be based on hypothetical soldiers who always get:&lt;br /&gt;
* &#039;&#039;&#039;Low experience:&#039;&#039;&#039; 3 primary-skill experience points leading to a 1-3 roll and thus, always an average of 2 points per combat&lt;br /&gt;
* &#039;&#039;&#039;High experience:&#039;&#039;&#039; 11 primary-skill experience points leading to a 2-6 roll and thus, always an average of 4 points per combat&lt;br /&gt;
Secondary skills likewise use an average roll for advancing, according to the decreasing-slope function described above.&lt;br /&gt;
&lt;br /&gt;
Because you can select or reject soldiers based on their starting stats, the more important question becomes, &amp;quot;which stats take the longest to advance from recruit maximum to its cap?&amp;quot; In other words, values above recruit max can&#039;t be &amp;quot;bought&amp;quot;... so which have the farthest to develop and should be focused on, if you want to maximize your stats? &lt;br /&gt;
&lt;br /&gt;
You can use this as a basis for keeping or rejecting new recruits, or otherwise choosing which skills to develop.&lt;br /&gt;
&lt;br /&gt;
The table below shows the number of combats needed for a soldier to advance from recruit maximum to attribute cap, &#039;&#039;&#039;on average&#039;&#039;&#039;. A more detailed look, including starting from recruit minimum, theoretical min and max advancement times, etc., can be found [[Media:XcomAttributeAdvancement.xls|here]] and a PDF of the same is [[Media:XcomAttributeAdvancement.pdf|here]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|- &lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Stat&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Min&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Max&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Cap&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; | Experience&amp;lt;br&amp;gt;Range&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Secondary&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
! Low&lt;br /&gt;
|-&lt;br /&gt;
! colspan = &amp;quot; 7&amp;quot;| Primaries&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Reactions &lt;br /&gt;
| 30 || 60 || 100 || 10 || 20 || &amp;amp;nbsp;   &lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Firing Accuracy &lt;br /&gt;
| 40 || 70 || 120 || 13 || 25  || &amp;amp;nbsp; &lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Throwing Accuracy &lt;br /&gt;
| 50 || 80 || 120 || 10 || 20 || &amp;amp;nbsp;  &lt;br /&gt;
|- &lt;br /&gt;
|  style = &amp;quot;text-align:left;&amp;quot; | Psi Skill &lt;br /&gt;
| 16 || 24 || 100 || 19 || 38  || &amp;amp;nbsp;   &lt;br /&gt;
|-&lt;br /&gt;
! colspan = &amp;quot;7&amp;quot;  | Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Time Units &lt;br /&gt;
| 50 || 60 || 80 || &amp;amp;nbsp; || &amp;amp;nbsp; || 16&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Health &lt;br /&gt;
| 25 || 40 || 60 || &amp;amp;nbsp; || &amp;amp;nbsp; || 16 &lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Strength &lt;br /&gt;
| 20 || 40 || 70 || &amp;amp;nbsp; || &amp;amp;nbsp; || 21&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Stamina &lt;br /&gt;
| 40 || 70 || 100 || &amp;amp;nbsp; || &amp;amp;nbsp; || 24&lt;br /&gt;
|}   &lt;br /&gt;
  &lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
&lt;br /&gt;
* While you might focus on the &amp;lt;i&amp;gt;averages&amp;lt;/i&amp;gt; stated above, the actual points assigned are &amp;lt;i&amp;gt;entirely random&amp;lt;/i&amp;gt;. The &amp;lt;b&amp;gt;range&amp;lt;/b&amp;gt; is what you should expect for any one soldier on any one combat mission. This follows the usual X-COM behavior of defining a range and rolling randomly within it.&lt;br /&gt;
&lt;br /&gt;
* Do your best to get every soldier you are interested in developing, to get at least one primary action (not including throwing).  This will trigger secondary stat increases. Then try to shoot for the big breakpoints of 3 or 11 primary actions. Doing more than 11 actions does not increase a particular primary stat any more, so give other soldiers the chance to perform actions once your favorite soldiers have maxed out on theirs.&lt;br /&gt;
&lt;br /&gt;
* Any soldier can (and will!) ultimately become a maxed-out superman. (Not counting Psi-wimps with a low psi strength, who will never improve at all.) The worse a secondary stat is, the quicker it will rise. And you can try to target who performs which primary actions. Taking advantage of the breakpoints of 3 and 11 can also help you manage potential skill increases (a.k.a. targets) as effectively as possible. That said,&lt;br /&gt;
&lt;br /&gt;
* Early in the game, don&#039;t spend much time or money fretting over stats. Any soldier is liable to come up snakes with their Psi strength. And every soldier can otherwise eventually become a superman.&lt;br /&gt;
&lt;br /&gt;
* Once you have strong Psi soldiers, you can easily use [[Experience Training]] to optimize advancement. &lt;br /&gt;
&lt;br /&gt;
*In the endgame (when you have tons of cash), if you&#039;re a micromanager role-playing to make soldiers who are maxed across the board, it&#039;s arguably more important to pick recruits who are not anomalously low in any one stat, rather than ones who are high in a few things. In other words, if your goal is 100% stats, one really bad stat may slow you down more than e.g. being a particularly good newbie shooter. Firing accuracy, reactions, and stamina have the biggest span between recruit values and work needed to max them out.&lt;br /&gt;
&lt;br /&gt;
== Regarding Caps ==&lt;br /&gt;
Every soldier statistic has a maximum allowed value, as shown in the table below. Your soldier will eventually have a value equal to or slightly greater than the cap. It is allowed to go over the cap the very last time you have a combat while it is still under the cap. For example, the maximum Firing Accuracy is 120. If you go into a combat at 119, do lots of shooting, and get a +5 roll, you will walk away with 124 Firing Accuracy - but it will never increase again.&lt;br /&gt;
&lt;br /&gt;
Primary skills can overflow their cap by 5, and secondary skills can overflow their cap by 1, as shown here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|- &lt;br /&gt;
! Primary Stat !! Min Cap !! Max Cap&lt;br /&gt;
|-&lt;br /&gt;
| Reactions || 100 || 105&lt;br /&gt;
|-&lt;br /&gt;
| Firing Accuracy || 120 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Melee Accuracy || 120 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Accuracy || 120 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Psi Skill || 100 || 105+&#039;&#039;&#039;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Bravery || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
! Secondary Stat !! Min Cap !! Max Cap&lt;br /&gt;
|-&lt;br /&gt;
| Time Units || 80 || 81&lt;br /&gt;
|-&lt;br /&gt;
| Health || 60 || 61&lt;br /&gt;
|-&lt;br /&gt;
| Strength || 70 || 71&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 100 || 101&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;Psi Skill is an exception. [[Psionic Skill#Improvement|Psi Lab]] training can continue to add 1-3 points each month after reaching the cap, and will loop the value back down to 0 if it passes 255.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have a 33% chance of getting capped at Cap+1 for secondary skills, and you have no control over what happens (barring reloading your game and ending combat again).  The chance is 33% and not 50% because there are two ways to reach Cap (being at Cap-2 and rolling 2 or being at Cap-1 and rolling 1), but only one way to reach Cap+1 (being at Cap-1 and rolling 2).&lt;br /&gt;
&lt;br /&gt;
For primaries, a soldier that does 11+ actions (for a 2-6 roll) every single combat mission will get Cap+5 in that primary skill &amp;lt;b&amp;gt;5%&amp;lt;/b&amp;gt; of the time, on average. &amp;quot;Every single mission&amp;quot; means, without regard for the fact you&#039;re nearing the cap (and playing with the possible roll results). You can increase the odds to as high as 20%, if you use the primary increase roll ranges to inch your way up to Cap-1, then do 11+ actions on your final combat. Or you can have a 0% chance of Cap+5 if you don&#039;t pay attention and don&#039;t do 11+ actions near the cap!&lt;br /&gt;
&lt;br /&gt;
== Experience training outside combat ==&lt;br /&gt;
&lt;br /&gt;
With the exception of [[Psionic Skill]] training in the [[Psionic Laboratory|Psi Lab]], all stats can only be trained through combat experience. &lt;br /&gt;
&lt;br /&gt;
== Rookie promotions ==&lt;br /&gt;
&lt;br /&gt;
A Rookie that has gained any experience except throwing, is promoted to Squaddie (also see [[promotions]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldiers]]&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
*For &amp;quot;behind the scenes&amp;quot; on experience testing, see [[User_talk:MikeTheRed#The_Experience_of_Experience|this]]&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Ignatius</name></author>
	</entry>
</feed>