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스킬 목록 (롱 워 리밸런스): Difference between revisions

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<div id="Psi Mastery"></div>
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{{Psi Mastery (LWR)|align=left |text=1}}
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<div id="Psi Lance"></div>
{{Psi Lance (LWR)|align=left |text=1}}


<div id="Psi Panic"></div>
<div id="Psi Panic"></div>

Latest revision as of 14:16, 7 August 2020

메인 페이지로

일반 스킬

Absorption Fields
Absorption Fields
흡수장
+20% DR 제공.

습득 가능: 골리앗, SHIV


Aggression
Aggression
호전성
치명타 데미지가 +1 증가하며, 치명타율이 +20% 증가합니다.

Available for: Assault, Infantry, Jaeger, Marauder


Template:자동 위협 측정 (롱 워 리밸런스) Available for: Jaeger


Template:육체 방어 (롱 워 리밸런스) Available for: All MEC Troopers


Template:싸움꾼 (롱 워 리밸런스) Available for: Assault, Marauder


Template:호승심 (롱 워 리밸런스) Available for: Assault, Gunner, Jaeger, Sniper


Template:죽음의 시선 (롱 워 리밸런스) Available for: Engineer, Infantry, Medic, Scout, Sniper, SHIV


Template:근접 전투 전문가 (롱 워 리밸런스) Available for: Assault, Marauder, Medic, SHIV


Template:조우전 (롱 워 리밸런스) Available for: Assault, Medic


Template:부수적 피해 (롱 워 리밸런스) Available for: Shogun


Template:전투 약물 (롱 워 리밸런스) Available for: Medic


Template:은신 (롱 워 리밸런스) Available for: Scout


Template:취약점 조준 (롱 워 리밸런스) Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun


Template:데미지 컨트롤 (롱 워 리밸런스) Available for: SHIV


Template:위험 구역 (롱 워 리밸런스) Available for: Goliath, Rocketeer, SHIV


Template:짙은 연막 (롱 워 리밸런스) Available for: Engineer


Template:먼 곳에서의 죽음 (롱 워 리밸런스) Available for: Sniper


Template:무력화 사격 (롱 워 리밸런스) Available for: Scout, Sniper


Template:무력화 사격(액티브) (롱 워 리밸런스) Available for: Scout, Sniper


Template:이연사 (롱 워 리밸런스) Available for: Engineer, Gunner, Rocketeer, Sniper


Template:처형인 (롱 워 리밸런스) Available for: Jaeger, Marauder, Sniper


Template:특수 적응 훈련 (롱 워 리밸런스) Available for: All MEC Troopers, All Soldiers


Template:전투 의무병 (롱 워 리밸런스) Available for: Medic


Template:로켓 발사 (롱 워 리밸런스) Available for: Rocketeer


Template:구급상자 (롱 워 리밸런스) Available for: Rocketeer, Scout, Shogun


Template:엄폐 해제 사격 (롱 워 리밸런스) Available for: All Soldiers, SHIV


Template:충격 회복력 (롱 워 리밸런스) Available for: Goliath, Marauder


Template:파이어 인 더 홀 (롱 워 리밸런스) Available for: Engineer, Goliath, Rocketeer, Shogun


Template:척탄병 (롱 워 리밸런스) Available for: Engineer, Goliath, Infantry, Shogun


Template:열정과 끈기 (롱 워 리밸런스) Available for: Assault, Goliath, Gunner, Medic


Template:대전차 탄두 (롱 워 리밸런스) Available for: Engineer, Rocketeer, Shogun


Template:히트 앤 런 (롱 워 리밸런스) Available for: Scout, Shogun


Template:홀로그램 조준 (롱 워 리밸런스) Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, SHIV, Sniper


Template:제트부츠 모듈 (롱 워 리밸런스) Available for: Jaeger, Marauder, Shogun


Template:킬러의 본능 (롱 워 리밸런스) Available for: Assault, Jaeger, Marauder, Shogun


Template:점화 완료 (롱 워 리밸런스) Available for: Infantry, SHIV


Template:락 앤 로드 (롱 워 리밸런스) Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder


Template:고독한 늑대 (롱 워 리밸런스) Available for: Jaeger, Sniper


Template:저자세 (롱 워 리밸런스) Available for: Scout


Template:아수라장 (롱 워 리밸런스) Available for: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper


Template:무력화 (롱 워 리밸런스) Available for: 모두


Template:숙련공 (롱 워 리밸런스) Available for: Engineer


Template:정비공 (롱 워 리밸런스) Available for: Engineer


Template:원 포 올 (롱 워 리밸런스) Available for: All MEC Troopers


Template:기회주의자 (롱 워 리밸런스) Available for: Assault, Infantry, Marauder, Goliath, Gunner,


Template:팩마스터 (롱 워 리밸런스) Available for: Infantry, Medic, Rocketeer, Scout


Template:대전차 탄 (롱 워 리밸런스) Available for: Goliath, Gunner, Shogun


Template:플랫폼 안정성 (롱 워 리밸런스) Available for: Gunner, Rocketeer, Scout, Sniper


Template:정밀 사격 (롱 워 리밸런스) Available for: Scout, Sniper


Template:레인저 (롱 워 리밸런스) Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper


Template:속사 (롱 워 리밸런스) Available for: Assault


Template:신속대응 (롱 워 리밸런스) Available for: Marauder


Template:만반의 준비 (롱 워 리밸런스) Available for: Gunner, Marauder, Medic


Template:반응성 목표 센서 (롱 워 리밸런스) Available for: Goliath, Marauder, SHIV


Template:정찰 (롱 워 리밸런스) Available for: Scout


Template:수리 (롱 워 리밸런스) Available for: Engineer


Template:서보 수리 (롱 워 리밸런스) Available for: Goliath, SHIV


Template:런 앤 건 (롱 워 리밸런스) Available for: Assault


Template:공병 (롱 워 리밸런스) Available for: Engineer, Shogun


Template:구세주 (롱 워 리밸런스) Available for: Medic


Template:감시병 (롱 워 리밸런스) Available for: Gunner, Infantry, Medic


Template:쉐도우 스탭 (롱 워 리밸런스) Available for: Assault, Medic, Shogun, Scout


Template:명사수 (롱 워 리밸런스) Available for: Infantry, Jaeger, Medic, Sniper


Template:충격 흡수 장갑 (롱 워 리밸런스) Available for: Marauder


Template:충격과 공포 (롱 워 리밸런스) Available for: Rocketeer


Template:파쇄탄 (롱 워 리밸런스) Available for: Gunner


Template:속임수 (롱 워 리밸런스) Available for: Engineer, Medic, Rocketeer, Scout


Template:스냅샷 (롱 워 리밸런스) Available for: Assault, Infantry, Scout


Template:스프린터 (롱 워 리밸런스) Available for: Assault, Scout, SHIV


Template:분대 시야 (롱 워 리밸런스) Available for: Jaeger, Sniper


Template:부동심 (롱 워 리밸런스) Available for: All MEC Troopers, All Soldiers


Template:제압 (롱 워 리밸런스) Available for: Gunner, Infantry, SHIV


Template:이중 탄두 (롱 워 리밸런스) Available for: Engineer, Goliath, Rocketeer


Template:완강한 저항 (롱 워 리밸런스) Available for: Assault, Gunner, Infantry


Template:약점 조준 (롱 워 리밸런스) Available for: Infantry, Jaeger, Scout, Shogun


Template:생존 의지 (롱 워 리밸런스) Available for: Assault, Gunner, Infantry, Medic

Alien Only Perks

Tinker
Tinker
Tinker
Throw or launch grenades and devices 30% further.

Available for: Muton Leaders, Thin Man Leaders


Deflection Shield
Deflection Shield
Deflection Shield
When active, reduces the hit chance of shots taken against this unit (+10 defense per tile away). Can activate when this unit ends a turn on a move or with actions to spare.

Available for: Ethereal, Muton, Muton Elite


Distortion
Distortion
Distortion
Reality is distorted around this unit: non-psionic attacks deal only 40% of their original damage (20% for ballistic/gauss), after which half the damage is then shared among allies in sight within 8 tiles. Grants +100 crit resistance and reduces corrosion duration to 1 turn. For Humans: prevents Mind Control, fatigue, and any healing.

Available for: Ethereal, Sectoid Commander


Greater Mind Merge
Greater Mind Merge
Greater Mind Merge
Merge minds with allies, granting them +25 aim/crit/will, +2.0 mobility, +30% graze chance, and 5% of caster will in extra HP until the beginning of their next turn. Upon use creates an 8.5 radius telekinetic field. 5 turn cooldown.

Available for: Sectoid Commander


Growth
Growth
Growth
Outsiders have a chance to grow in strength each turn they start with all of their base HP, up to a cap based on Alien Level. Non-leaders grow slower and do not grow for the first 4 turns. Chance is 25/50/75/100% (based on difficulty).

Available for: Outsider


Mind Control
Mind Control
Mind Control
Grants control of a target. Hit chance is calculated using 150% of will. Does not work on purely mechanical units. Interrupted by explosively damaging, disorientating, panicking, maiming, or killing this unit. Interruption will leave the target mind controlled for one more turn, after which they will recover with disorientation. 3 turn cooldown.

Available for: Sectoid Commander


Overpower
Overpower
Overpower
This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, throw range, and rocket accuracy equal to it's will/6. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 1 percentage point less/more attributes for each base HP above/below average and targets lose 1 percentage point less attributes for each tile beyond 20. Does not affect SHIVs.

Available for: Berserker Leaders, Ethereal


Tactical Mobility
Tactical Mobility
Tactical Mobility
This unit gains 30 defense when in cover or flying. Disabled if this unit is not idle or has been damaged this turn. Does not apply to reaction fire or steadied shots.

Available for: Floater, Heavy Floater, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Thin Man Leaders

Gene Mods

(See also: Gene Mods)

Adaptive Bone Marrow
Adaptive Bone Marrow
Adaptive Bone Marrow
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).


Adrenal Neurosympathy
Adrenal Neurosympathy
Adrenal Neurosympathy
Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.


Adrenaline Surge
Adrenaline Surge
Adrenaline Surge
Grants +6 mobility and +40 defense when below 50% HP.


Depth Perception
Depth Perception
Depth Perception
Height advantage grants an additional +20 crit.


Hyper-Reactive Pupils
Hyper-Reactive Pupils
Hyper-Reactive Pupils
If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).


Iron Skin
Iron Skin
Iron Skin

Grants +10 Base DR and +20 crit resistance.


Muscle Fiber Density
Muscle Fiber Density
Muscle Fiber Density
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.


Neural Damping
Neural Damping
Neural Damping
Grants immunity to panic. Reduces psionic damage received by 30%.


Dual Heart
Dual Heart
Dual Heart
Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 20%.


Smart Macrophages
Smart Macrophages
Smart Macrophages
Grants complete immunity to corrosion and shredding.


Officer Training

(See also: Officers)

Battlefield Aptitude
Battlefield Aptitude
Battlefield Aptitude
Squad receives +10 defense when protected by cover and +10 will.


Combined Arms
Combined Arms
Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.


Comradery
Comradery
Comradery
Non-SHIV squad members have a 50% chance (Modified by Campaign Length) to gain +1 aim/will when completing a mission with no soldier deaths. +1 Command Charge.


Cover Tactics
Cover Tactics
Cover Tactics
Squadmates protected by cover gain +3 defense per enemy the officer can see. Officers gain +10 base aim and defense.


Fortiores Una
Fortiores Una
Inspired Tenacity
Squad receives +20% DR when protected by cover.


International Warriors
International Warriors
International Warriors
Squad receives +4 aim per continent bonus XCOM has earned.


Show 'Em the Ropes
Show 'Em the Ropes
Show 'Em the Ropes
All soldiers ranked SGT or lower gain +70% mission experience. Officer gains +1 Command and +1 reaction shot on Overwatch.


Stay Frosty
Stay Frosty
Stay Frosty
Squad fatigue reduced by 10%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility.


Strength in Diversity
Strength in Diversity
Strength in Diversity
Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue].


Tricks of the Trade
Tricks of the Trade
Tricks of the Trade
All soldiers in the squad gain +15% mission experience. Officer gains +1 Command and +1 use on equipped grenades.


Psionic Abilities

(See also: Psionics)


Inner Fire
Inner Fire
Inner Fire

Grants +20% throw range and +2.0 mobility. Regenerates 2 base (non-armor) HP each turn and grants immunity to bleeding. Gain an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body.


Mind Fray
Mind Fray
Mind Fray

Causes the target to lose grip on reality causing standard psionic damage (Will/30, +1 for every 10 target current HP), -25 aim/will, -25% mobility/ability range, and +25% scatter. Damage is reduced by 50% if caster is staggered. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown.


Mind Merge
Mind Merge
Mind Merge
Grants the target +25 aim/crit/will, +2.0 mobility, and +50% graze chance until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown.


Neural Feedback
Neural Feedback
Neural Feedback
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.


Psi Inspire
Psi Inspire
Psi Inspire
Inspires allied soldiers within a 6 radius area near the caster for 1 turn. Cleanses Mind Fray, Disorient, Shaken, Panic, Fear, and Red Fog. Grants Inspired allies +10 Defense, +30% graze chance, +30 Will, and +30% Psionic damage resistance. 4 turn cooldown.


Psi Mastery
Psi Mastery
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted. If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead.


Psi Lance
Psi Lance
Psi Lance

Project a bolt of pure psi force at an enemy that deals half of standard psionic damage (Will/30, +1 for every 10 target current HP). The lance will either hit the initial target twice or it will jump to another enemy target within 4 tiles of the last target dealing less damage (10%) each jump until it dissipates. Unlike most psionic attacks, the initial hit has chance to hit based on the caster's aim and the primary target's defense, just like standard shots.


Psi Panic
Psi Panic
Psi Panic
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown.


Psychokinetic Strike
Psychokinetic Strike
Psychokinetic Strike
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.


Rift
Rift
Rift

Devastate an area with a storm of psi energy dealing half of standard psionic damage (Will/30, +1 for every 10 target current HP), minimum 3, immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.


Telekinetic Field
Telekinetic Field
Telekinetic Field

Project an 8.5 radius protective field that grants +20 defense to all allies in the field. Non-psionic attacks against allies in the field deal only 80% of original damage. Mechanical enemies that enter the field take half of standard psionic damage (Will/30, +1 for every 10 target current HP). 3 turn cooldown.