Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading here.
Normal Perks
Absorption Fields
Absorption Fields
Absorption Fields Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
Automated Threat Assessment Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot.
Battle Scanner Scanning device that, when thrown, creates a new source of vision for 2 turns. Grants 2 uses. Increases throw range for battle scanners by 70% (does not stack with other perks).
Available for: Scout, Engineer
Can be randomly switched with other perks by Training Roulette.
Body Shield
Body Shield
Body Shield The nearest visible enemy suffers -20 aim and cannot critically hit this unit
Bombard
Bombard
Bombard Throw or launch grenades over exceptionally long distances (+50%).
Bring 'Em On Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Close Combat Specialist Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.
Available for: Assault, Marauder
Can be randomly switched with other perks by Training Roulette.
Close Encounters
Close Encounters
Close Encounters The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Collateral Damage Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied.
Combat Drugs Smoke grenades confer +20 Will and +20% critical chance in addition to the original 20 defense. The area of effect is also increased by 25%.
Concealment When the soldier moves to high cover, enemies without special capabilities will not target the soldier (but CAN sense him/her). Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover, being flanked, firing, hacking arrays, and capturing meld will break this concealment. Low Profile units will not gain this bonus by occupying low cover. Firing from concealment grants +30% crit.
Disabling Shot Allows sniper rifles to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. 2 turn cooldown. Cannot cause critical hits.
Double Tap Allows a second action restricted to Standard Shot, Precision Shot, or Disabling Shot as long as the first action was a Standard Shot, Precision Shot, Disabling Shot, or Flush provided no costly actions were taken. 1 turn cooldown. (Note: Double Tap is cancelled in the following cases: (1) the first shot results in a kill, and no more enemies are visible to the unit, or (2) for gunners only, the first shot depletes the ammo.)
Field Medic For soldiers, grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one. Also allows Restorative Mist items to be used three times per battle instead of once.
Field Surgeon Reduces (or, for 1 HP flesh wounds, eliminates) Wounded timer on soldiers who sustained HP damage but were not Critically Wounded. Does not affect wound sustained by sending fatigued soldier on a mission.
Fire in the Hole Grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn. Increases range of Blaster Launcher (which does not scatter).
Flush Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
HEAT Ammo Your primary weapon, not including shotguns, does an additional 50% of its base weapon damage to robotic enemies after any damage reduction is assessed.
Hit and Run Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.
Holo-Targeting Shooting at or suppressing enemies confers +10 Aim to allies' attacks on those enemies until end of turn.
Available for: Gunner, Scout, Engineer, Drone
Can be randomly switched with other perks by Training Roulette.
In The Zone
In the Zone
In the Zone Killing a flanked or uncovered target does not cost an action. Confers a -1 base damage and -10% critical hit chance penalty for each successive In The Zone kill.
Lightning Reflexes The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots.
Lock N' Load Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
Low Profile Makes partial cover grant the defense bonus of full cover.
Available for: Sniper, Scout, Sectoid, Thin Man
Can be randomly switched with other perks by Training Roulette.
Mayhem
Mayhem
Mayhem Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot.
One for All When activated, the MEC becomes a high cover element and gains 1 point of damage reduction. Moving or using an arm-based weapon will return the MEC to standard posture.
Opportunist
Opportunist
Opportunist Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Platform Stability Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
Precision Shot With sniper/long rifles, fire a shot that ignores squadsight critical penalties, has an additional +30% critical chance, and provides extra damage on critical hits based on the soldier's weapon tech level (+2 for ballistic/laser/gauss, +3 for pulse, +4 for plasma). With marksman's and strike rifles, allows an unlimited range shot with no other bonuses. 2 turn cooldown.
Repair Servos Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%.
Sentinel Module Integrated circuitry provides automated reaction fire against enemies at close engagement range. This can be disabled if the unit suffers a critical hit.
Sharpshooter
Sharpshooter
Sharpshooter +10 critical chance in all situations, +10 Aim against enemies in full cover.
Shredder Ammo The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns.
Smoke & Mirrors Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
Smoke Grenade Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade.
Snapshot For snipers, removes the sniper rifle's restriction on firing and Overwatch after taking a costly action. Any shots taken after using any costly action suffer a -10 Aim penalty. For rocketeers, reduces the aim and range penalty for launching a rocket after taking a costly action to 25% (from 50%).
Available for: Assault, Scout, Medic
Can be randomly switched with other perks by Training Roulette.
Squadsight
Squad sight
Squadsight Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles.
Suppression Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.
Vital Point Targeting Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Unlimited Cloak The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate the stealth mode to use its ranged attack.
Adaptive Bone Marrow Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with Advanced Surgery), and unit regenerates 2 hp every turn up to the HP max without armor. Imposes +6 hours fatigue after missions.
Adrenal Neurosympathy
Adrenal Neurosympathy
Adrenal Neurosympathy Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Imposes +9 hours fatigue.
Adrenaline Surge
Adrenaline Surge
Adrenaline Surge Confers +10 Aim and +10% critical chance if the unit is wounded.
Bioelectric Skin
Bioelectric Skin
Bioelectric Skin The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. Imposes +6 hours fatigue.
Depth Perception
Depth Perception
Depth Perception Height Advantage confers an additional +5 Aim and +5 critical chance. Imposes +3 hours fatigue.
Hyper-Reactive Pupils
Hyper-Reactive Pupils
Hyper-Reactive Pupils Confers +10 Aim on any shot after a miss. Imposes +3 hours fatigue after missions.
Iron Skin
Iron Skin
Iron Skin All damage taken is reduced by 1. Imposes +12 hours postmission fatigue for genemodded soldiers.
Muscle Fiber Density
Muscle-fiber Density
Muscle-fiber Density Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue.
Neural Damping
Neural Damping
Neural Damping Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead. Soldiers with this perk cannot undergo psi training and cannot possess psi abilities. Imposes +6 hours fatigue after missions.
Regen Pheromones
Regen Pheromones
Regen Pheromones This unit and all nearby allies are healed for 1 health each turn.
Secondary Heart
Secondary Heart
Secondary Heart Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Prevents loss of Will from critical wounds. Imposes +6 hours fatigue after missions.
<Smart Macrophages/h4>
Smart Macrophages
Smart Macrophages Medikits and Restorative Mist heal 2 HP more when used on the soldier. Confers complete immunity to poison and acid. Imposes +3 hours postmission fatigue.
Band of Warriors Squad receives +2 Aim per continent bonus XCOM has earned.
Combined Arms
Combined Arms
Combined Arms Ignore one point of the enemy's damage reduction. For officers, this ability is provided to the entire squad.
Command
Command
Command Grant a yellow move to an XCOM soldier in sight ranger whose turn is complete. Cannot be used on soldiers on Overwatch, who have Steadied their weapon, who have Hunkered Down, or used One For All. Does not allow use of multi-action perks like Close Encounters or Hit and Run. Four-turn cooldown. Note that this will NOT allow you to fire move-limited weapons (sniper rifles and LMGs), if you have taken a costly action (e.g. if you double-moved and then were commanded). The only exception to that is, after using double-tap, a unit can be commanded to fire once more, effectively triple-tapping.
Esprit De Corps
Esprit de Corps
Esprit de Corps Squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.
Fortiores Una
Fortiores Una
Fortiores Una Nearby allies (8 tiles) receive an additional 2/3 damage reduction if they are in half cover and 1 damage reduction if they are in full cover.
Into The Breach
Into the Breach
Into the Breach All soldiers in the squad at Sergeant rank or lower gain +25% XP for completing missions.
Lead By Example
Lead by Example
Lead by Example This officer substitutes his or her Will for that of all lower-Will squadmates within an 8 tile radius.
Legio Patria Nostra
Legio Patria Nostra
Legio Patria Nostra Squad receives +1 Will per different nationality in the squad.
So Others May Live
So Others May Live
So Others May Live Squad members receive a permanent increase of +1 Aim and Will for completing a mission under this officer with no soldier deaths, up to a maximum of +8.
So Shall You Fight
So Shall You Fight
So Shall You Fight All units in the squad receive +25% XP for every kill.
Distortion Field Nearby allies in cover receive +10 Defense. Imposes +6 hours postmission fatigue for psi soldiers. (Passive ability)
Mind Control
Mind Control
Mind Control Difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies. 5 turn cooldown. Imposes +12 hours fatigue after missions.
Mind Merge
Mind Merge
Mind Merge Merge minds with the target, granting the target +25% critical chance, bonus will, and temporary health (for aliens) or damage reduction (for humans: DR=caster_will/60). Imposes +6 hours postmission fatigue for psi soldiers.
Mindfray
Mindfray
Mindfray Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, a reduced area-of-effect attack range, reduced mobility, and doing one base damage. Robotic units are immune. Lasts 3 turns. 2 turn cooldown. Imposes +24 hours fatigue after missions.
Neural Feedback
Neural Feedback
Neural Feedback Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacks' chance of success. Applies to attacks on the psion, as well as nearby allies if the psion passes a will check. Imposes +24 hours fatigue after missions.
Psi Inspiration
Psi Inspiration
Psi Inspiration Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 3 turns, 4 turn cooldown. Imposes +6 hours fatigue after missions.
Psi Panic
Psi Panic
Psi Panic Cause target to panic on its following turn, if the target's Will is overcome. The duration is (caster Will / 50) turns; fractional results have a chance to be rounded up, the chance is proportional to the distance to the next integer. Robotic enemies are immune, 2 turn cooldown. Imposes +6 hours fatigue after missions.
Psychokinetic Strike
Psychokinetic Strike
Psychokinetic Strike Project a bolt of pure psi force that destroys cover but does not harm units. 4 turn cooldown. Imposes 12 hours additional post-mission fatigue.
Pyrokinesis
Pyrokinesis
Pyrokinesis Ignite fires at the target location. Does not cause injuries. Imposes +12 hours postmission fatigue for psi soldiers.
Regen Biofield
Regen Biofield
Regen Biofield Nearby allies are healed for 1 health each turn and acid effects on them are removed. This does not restore the HP provided by body armor or other hp-granting items. Imposes +24 hours postmission fatigue for psi soldiers. (Passive ability)
Rift
Rift
Rift Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Requires special armor designed for psionic beings. Imposes +12 hours fatigue after missions.
Telekinetic Field
Telekinetic Field
Telekinetic Field Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defense to allies within the field, 4 turn cooldown. Imposes +12 hours fatigue after missions.
Dev Commentary
From Amineri, regarding Mayhem (Oct 11, 2014):
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case.