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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T05:52:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Agents_Stats_(Apocalypse)&amp;diff=26775</id>
		<title>Agents Stats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Agents_Stats_(Apocalypse)&amp;diff=26775"/>
		<updated>2009-12-31T17:15:37Z</updated>

		<summary type="html">&lt;p&gt;Spearman: /* Accuracy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This page aims to list all of the stats and inform as to their purpose. All the stats can be improved through combat (with the exception of Strength) or [[Training (Apocalypse)|training]].&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
One of the most important attributes for an Agent is Health. If this ever reaches 0 (or less), the Agent is dead. [[Medi-Kit (Apocalypse)|Medi-Kits]] will restore the health of injured agents by 5 points and heal critical wounds (which will make the unit lose health in combat as time goes by).&lt;br /&gt;
&lt;br /&gt;
If present [[Medical Bay (Apocalypse)|Medical Bays]] will recover health losses back at base.  &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
This determines how accurate your agent&#039;s shots are. The higher it is, the more likely they are to hit. This stat applies both to firing and throwing. Arguably the most important stat; it maxes out at 96, and at that point an agent can fire two devestator cannons on snap shot with no loss in accuracy or on full auto with little loss in accuracy. Agents armed with high accuracy weapons seem to gain this stat faster, and with frequent combat and raids, it will train very fast.&lt;br /&gt;
&lt;br /&gt;
===Reactions===&lt;br /&gt;
Reactions determines how fast your agent reacts to threats in Real Time and Turn Based, similarly to the original X-COM. A higher value is better.&lt;br /&gt;
&lt;br /&gt;
===Speed/Time Units===&lt;br /&gt;
This determines the agent&#039;s movement speed (in Real-Time combat) or the number of time units available during Turn-Based Combat. A higher number is a faster/more capable agent. Speed/TUs are decreased by carrying weapons and equipment (modified by the agent&#039;s Strength) so carrying too much gear slows your agent down.&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
Agents consume stamina when running, and running out of it will force the agent to walk until they recover.&lt;br /&gt;
&lt;br /&gt;
===Morale/Bravery===&lt;br /&gt;
When fellow agents are killed or injuries are suffered an unit may lose morale and it will gain it when enemy units are killed. Higher bravery stats will soften the morale losses along with the presence of officers (but if they are killed it will mean higher morale losses. &lt;br /&gt;
&lt;br /&gt;
If bravery reaches a critical level (or zero), the agent panics. This goes both ways - it is possible for aliens and other human forces to panic if enough of their comrades are killed.&lt;br /&gt;
&lt;br /&gt;
Higher ranking units are less affected by morale than lower ones. &lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
This determines how strong the agent is, thusly impacting how much equipment they can carry and how fast they can travel. A higher strength is better.  Strength can ONLY be increased through training at a [[Training Area (Apocalypse)|training facility]].&lt;br /&gt;
&lt;br /&gt;
===Psi-energy===&lt;br /&gt;
Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can&#039;t make psionic attacks. [[Androids (Apocalypse)|Androids]] have 0 psi energy.&lt;br /&gt;
&lt;br /&gt;
===Psi-attack===&lt;br /&gt;
Psi attack determines how strong your agent&#039;s psionic attacks are. The stronger they are, the more chance they have of overwhelming the target&#039;s Psi defense - but some aliens are completely immune to psionics. Androids have 0 psi attack.&lt;br /&gt;
&lt;br /&gt;
===Psi-defense===&lt;br /&gt;
Psi defense indicates how resistant your agent is to psionic attack. The higher it is, the more chance the agent has of resisting psionic assault. Androids have 100 psi defense.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Agents (Apocalypse)|Agents]]&lt;br /&gt;
*[[Training (Apocalypse)|Training]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Spearman</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Entropy_Launcher&amp;diff=26774</id>
		<title>Entropy Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Entropy_Launcher&amp;diff=26774"/>
		<updated>2009-12-31T16:54:13Z</updated>

		<summary type="html">&lt;p&gt;Spearman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Entropy_Launcher.jpg|thumb|right|The Entropy Launcher, image from the UFOpaedia]]&lt;br /&gt;
The most horrible anti X-COM weapon of the game. It is basically an organic launcher for a sentient form of living missile which erupts in acid and enzymes upon exploding on target. The result is often a dissolved heap of flesh of an agent with no equipment, with the only form of defense being the personal shield of aliens. The accuracy of the weapon is its frustrating effect, as it ALWAYS hits an agent on open ground, making the combat a matter of hiding and seeking unless the agent is cannon fodder.&lt;br /&gt;
&lt;br /&gt;
While X-COM engineers cannot reproduce this weapon, it is a strangely effective weapon when used against aliens and enemy guards. Keep in mind that the whole purpose of this weapon is to cause damage through object destruction. This means it&#039;s useless when you want to gather equipment. But if destruction is your whole objective, go for it! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;This weapon is essentially an organism that is genetically engineered to launch a living missile which flies directly towards its chosen target. The missile then erupts and a foul smelling sticky goo smothers the unfortunate victim. The substance is a combination of enzymes and acids that can erode metallic or organic compounds. Unfortunately this weapon is not very effective against Aliens and we cannot replicate it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Weapon Operation ==&lt;br /&gt;
&lt;br /&gt;
An entropy launcher is simply a launcher. All launchers have a homing ability, so your agent&#039;s firing accuracy is irrelevant. Once fired it is not, like any launcher, limited in turning; it will hit you no matter the angle as long as a free path exists for it to turn. In real time combat it is possible, although particularily hard, to dodge it like all other missiles by standing upright and dropping prone just before the missile hits, in which case it will attempt to circle a 270 degree turn and come back from the side. Unlike direction changes right after firing, this turn requires much space and it will usually impact a wall before coming back.&lt;br /&gt;
&lt;br /&gt;
The missile will only directly damage your agents&#039; health through impact damage. Impact damage against disrupter shields saps 1/3rd of the shield battery per missile, and if it destroys the shield, the target will be covered in enzyme! So even if you do not use the missiles for the enzyme effect, the launchers are useful for rapid destruction of enemy shields. &lt;br /&gt;
&lt;br /&gt;
The major damaging effects of the entropy missile is done through the enzyme. This works by destroying the durability of all of your carried items. Once the enzyme has eaten through the objects, they are destroyed. It&#039;s pretty obvious what would happen when an explosive or weapon is eaten through. It explodes. This is what really kills units covered in enzyme. &lt;br /&gt;
&lt;br /&gt;
Because the enzyme only targets objects, the only way to survive an entropy missile attack is to drop everything and strip off your armour. When your agent stops smoking after a few seconds, the enzyme will have worn off. This method of saving your soldier is by far the most effective, but it also puts your agent in an incredibly vulnerable position. &lt;br /&gt;
&lt;br /&gt;
Escaping the combat zone is also a way of saving your agent, but you lose the agent&#039;s services for the rest of the battle. &lt;br /&gt;
&lt;br /&gt;
Another resort would be using the [[Personal Teleporter]], and not just using it, but teleporting the targeted agent behind a wall or other impregnable obstacle.&lt;br /&gt;
&lt;br /&gt;
It&#039;s plainly obvious that any unit that&#039;s not carrying any weapons will not be too greatly affected by the enzyme. If used against the aliens, they are only useful against [[Anthropod (Apocalypse)|Anthropods]] and [[Skeletoid (Apocalypse)|Skeletoids]].&lt;br /&gt;
&lt;br /&gt;
The only known objects to have any chance of surviving one coating of enzyme would be X-COM disrupter armour parts. Note however that the armour will be severely damaged, and further damage could destroy some of the segments. Take care.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Artifacts (Apocalypse)|Alien Artifacts]]&lt;br /&gt;
* [[Biochemistry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Alien Artifacts (Apocalypse)]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Spearman</name></author>
	</entry>
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