Skills are essential to good gameplay. Having the strongest character on the battlefield doesn't matter a bit if he can't figure out which end is up on a sword. This chapter is devoted solely to skills, of all the different varieties. If you can't find the skill you're looking for in one of the first three categories, check the Class-exclusive section. All classes can learn the skills in section 1, but Squirzi masters, teachers, and trainees cannot use a weapon that result in the death of another creature. For more information on the weapons mentioned in section 1, check the weaponry chart in the "Other Resources" section of the Table of Contents.

There are four main types of skills available:
Battle and Combat skills
Stealth and Sabotage
Intellectual skills
Class-exclusive skills



BATTLE AND COMBAT SKILLS

* SHARP POINTY WEAPONS:
  Having the skill of sharp pointy weapons allows you to use weapons that fall into the pole category. Pole weapons are very powerful, but relatively hard to use. This is a useful skill, but primarily for a fighter.
* BLUNT HEAVY WEAPONS:
  Blunt weapons are considerably more easy to use than pole weapons, but have a downside: they aren't nearly as effective as a sharp weapons. Another skill you may want your fighter to have.
ROUND CHAINY-SWINGY WEAPONS:
  This variety of weapons is best described as similar to flails. The take a good deal of arm power to do any damage whatsoever, but after you reach the requirements, this is one of the most powerful weapons. They're an interesting combination between a blunt weapon and a pole weapon. I suggest you save this one for the class-change to Warrior.
FENCING:
  Swords are by far the coolest hand weapon any of the classes can get. Between a VERY sharp cutting blade, and the ease of use, the sword is a very sophisticated and lethal weapon. It's easy to operate, but a highly skilled swordsman can do amazing things with it. An assassin with a very strong blade could stop almost an entire enemy attack with it singlehandedly. Fencing is a skill that it's almost inexcusable to not teach to any of your classes at creation.
BOWS:
  Bows are a rather cheap ranged weapon, and allow you to attack enemies from a rather long distance away. They can be stronger than most forms of guns, and have additional bonuses. However, they require a good marksman to be of any use, so putting large amounts into aim is always a safe bet. Both scouts and warriors will find this skill of use.
* SMALL GUNS:
  Small guns are easier to carry than bows, and don't require as much aim to be able to use them successfully. However, they are much less likely to pierce armor, and can even misfire and wound your own character or one of his allies! A useful skill, however, for any class.
LARGE GUNS:
  Large guns are just as hard to carry as bows, if not harder. They carry many of the same disadvantages that small guns have. They have a relatively short range, only about two thirds of what a bow can shoot. Their main advantage is the ability to shoot a large area in a small amount of time. They also require very little aim. However, they're noisy, and could jeopardize a covert ops mission. Useful if you don't want to train your unit with large amounts of aim.


STEALTH AND SABOTAGE

VISION:
  Vision is the ability to see objects way far off in the distance, and actually be able to describe them. The narrator can help determine the specifics on this skill, depending on how he wants his game run.
STEALTH:
  Stealth is that beautiful skill that allows your character to get around the battlefield without being noticed, and, as a result, cannot be attacked until he is in the enemy's face! This also allows him to sneak through an enemy base with only a small risk of detection. This is by far an incredible skill, and is recommended for Fighters and Scouts.
DISARM TRAPS:
  Just as the title suggests, Disarm Traps is required if you want to disarm traps. High dexterity and intelligence is suggested for optimal usage of this skill. Very useful for Assassins, though any skill can get it.
SABOTAGE:
  This skill is amazingly useful should you want to destroy an enemy base or encampment without being detected. It needs a good deal of intelligence for optimal usage. Highly recommended for Assassins.


INTELLECTUAL SKILLS


QUICK LEARNER:
  The ability to learn a skill very quickly. Quick learner allows Chipmunks, and only chipmunks, to start out with every skill being at level two, rather than one. Makes it worth being a Chipmunk!
ORNITHOLOGY:
  The study of birds. This skill is very useful, because it teaches your character where the weak spots of the different species of birds are, and helps them inflict 50% more damage if they win the skill test.
MUTANTOLOGY:
  The study of mutants. This skill is useful because, like ornithology, it teaches your character where the weak spots on Mutants are.
HUMANONLOGY:
  The study of Humans. I think you can guess what this skill does.
OPEROLOGY:
  The study of opera. Though this skill may seem to have little practical use, there may yet be a mission(In the expansion pack) that uses it. It also has one other practical reason to get it:You get a spiffy award from Qa'Pla Guy if you master it!



CLASS-EXCLUSIVE SKILLS

MOTIVATION:
  The ability to get troops to do whatever you tell them to do, through the usage of fancy speeches with big words. This skill is only available to Motivators and their offshoots.
MANIPULATION:
  The ability to get enemies and allies to do what you want them to do by telling falsehoods and sneakiness. This skill is only available to Manipulators and their offshoots.
POLITICS:
  The ability to get allies and friends to do what you want them to do through either sneakiness and falsehoods or charisma and good deeds. Only Assistant Brigade Leaders can get this skill.
THE SQUIRZI ARTS:
  The ability to pull off the mind-numbingly amazing moves that do major damage to an enemy, as defined in the combat section. All the Squirzi classes get this skill.
SQUIRZI MASTERDOM:
  The ability to do these same mind-numbingly amazing moves, only now with 200% more damage! Both the Squirzi Master and the Squirzi Teacher get this skill, but the Squirzi Master gets the skill at level 5, while the teacher only gets it at level 3.
MUNITIONS HANDLING:
  The ability to carry and use explosives without blowing your toe off. This allows the character to effectively use this for of weapon on and off the battlefield. Only the Munitions Expert can get this skill.
MULTI-WEAPON USE:
  The ability to but a weapon in each hand, and kick backside twice as fast. A very useful skill, indeed. Only the Assassin can get this skill.
PILOTING:   The ability to operate the controls of an airplane, in order to fly and land it. This is very useful for the reasons listed on the class page. Check it again if you forgot. This skill can only be used by Pilots.
RECON PILOTING:
  Same as above, but also allows you to also fly Recon planes. This skill can only be used by Recon Pilots.
COMBAT PILOTING:
  Same as for Piloting, but also allows you to fly Combat Planes. This skill can only be used by Combat Pilots.
SPY:
  The ability to spy on the enemy, and provide slight recon. Also allows your character to duck out when the going gets rough, and go back to rescue your unit later. Only spies can get this skill.
DISGUISE:
  A mask to wear as you approach, you are what you are not;
  This skill is great and wonderful, but it can't be bought.
You now have the ability to masquerade as all sorts of NPCs and enemies through the game. You'll have to perform skill tests to determine whether or not the makeup job is convincing. Only the Master of Disguise is able to use this skill.
DIPLOMACY:
  Diplomacy allows you to negotiate for prisoner releases above-the-table. You can also work on treaties and cease fires. Only Diplomats may use this skill.
SPACE MANIPULATION:
  The ability to alter the very fabric of space itself, and do all sorts of cool stunts. This is described in more detail in the Class section of the guide. Only Space Manipulators can use this skill.
TIME MANIPULATION:
  The ability to stop, slow, freeze, speed up, and run time at 45 RPM. This is particularly useful to let your fighter buddies kick zark on the battlefield with a lower chance of maiming, and can put yourself in stasis if you get too close to death. Only Time Manipulators can use this skill.
  You can learn new skills by going to a school or similar educational building. To learn a new skill, you must "pay" intelligence points, as described in the chart to the left.











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