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Abilities

102 bytes removed, 16:24, 10 July 2020
Furthermore, many of these abilities may behave differently when performed in Normal mode and Combat mode, and in fact, certain abilities can only be performed in Combat mode.
 
= Basic abilities =
* Taking [[Cover]]
* [[Inventory management]]
* [[Resting]]
* [[Waiting]]
= Combat techniques =
This list describes techniques and abilities that can be performed during combat, provided that technique has been learned. They generally allow you to use weapons in different ways. Unless listed otherwise, it is generally not possible to combine multiple techniques in a single turn. Each ability listed below is grouped by pre-requisites:
=== Requires a specific item ===
* [[Unarmed combat|Martial arts techniques]] (learned at a Dojo; several exist, see page for details)
=== Automatically learned Learned at a certain [[Skills|skill level]] === Please note that the techniques listed below can only be performed with weapons (and fire modes) you have the requisite skill level for. For example, having Expert level in DA revolvers lets you perform Failure Drill with DA revolvers only, and so on.
Firearm techniques:
* [[Fanning]] (Expert level; SA revolver)
* [[Mad Minute]] (Expert level, Bolt-actions)
* [[Recoil Control Stance]] (Expert level; Automatic pistol, Automatic rifle, Automatic shotgun, intended for '''full-auto''' firearms)* [[Hyper Burst]] (Expert level; Automatic pistol, Automatic rifle, Automatic shotgun, intended for '''burst''' firearms)
* [[Rifleman Trick]] (Expert level; Lever-actions)
* [[Zero's Trick]] (Expert level; Pump-actions)
Melee weapon techniques:
Certain species have what is referred to as '''natural attacks'''; the natural capability to perform one or multiple specific attacks or techniques, usually unique to their species and with their very own damage tables and stats. For more information on each species' natural attacks, refer to individual [[Creatures|creature pages]].
 
 
= Abilities from special resources =
 
Certain abilities are special, and require the accumulation and use of a special resource.
 
* [[Angelic powers]] - A set of techniques unique to angelic creatures, requiring the use of '''Angelic Energy'''.
* [[Demonic powers]] - A set of techniques unique to demonic creatures, requiring the use of '''Demonic Energy'''.
* [[Tanuki Shapeshifting]] - A set of techniques unique to [[tanuki]], requiring the use of '''Tanuki Balls'''.
 
= Abilities from non-combat skills =
This list describes Certain abilities that can be performed as a result of having a are tied to certain skill level in [[Skills|non-combat skills]]. Details Some are listed on each non-combat unlocked when reaching a certain skill pagelevel; others are available to all characters.
* [[HuntingHealing]]skill: Butchering creatures for meat* '''[[CraftingHealing massage]]: Crafting items from ingredients* [[Handloading]]: Making ammunition from components, disassembling ammunition into components* [[Mining]]: Mining ore patches to obtain ore bundles* [[Negotiating]]: Bartering better prices when buying or selling items, convincing other people* [[Repair]]: Repairing damaged ''' (non-zero conditionunlocked at Skilled level) weapons, repairing broken (0% condition) weapons and dud explosives* [[LockpickingEvading]]skill: Picking locks on containers* '''[[HealingEvading#Dodge|Dodge]]: Using [[Meds]], effectiveness of certain meds, performing healing massages* ''' and '''[[Evading#Counter|Counter]]: Evading attacks, parrying attacks, performing counter-attacks after a successful parry'''
[[Category: Game mechanicsAbilities]]