Specialisms: Difference between revisions
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|align = "left"| Negotiator | |align = "left"| Negotiator, Pathfinder | ||
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|align = "left"| Leadership<ref name = "leadership">Leadership specialisms are only available for every 100 points, rather than 50 points for other skills.</ref> | |align = "left"| Leadership<ref name = "leadership">Leadership specialisms are only available for every 100 points, rather than 50 points for other skills.</ref> | ||
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|align = "left"| Trucker | |align = "left"| Trucker | ||
|align = "left"| | |align = "left"| Offensive Driver, Defensive Driver, Mine Layer, Reload in Motion | ||
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Latest revision as of 05:45, 8 February 2017
Characters can learn useful skill-specific specialisms that grant unique bonuses when applying them. Learning specialisms requires 50 skill points per specialism (unless otherwise noted).
Once you have 50 points in a skill you can select a specialism for the character. To do this, the character has to be in a town with a tavern. Go to the tavern, and click on the character. You'll then be able to choose from among the available specialties for that character.
Specialisms are split into specific skill-enhancing categories:
Some specialisms have hard or soft limits to the effectiveness of higher levels
Weaponry[edit]
These specialisms are based on the weaponry skills: Gunnery, Large Guns, and Ballistics
- Machine Guns -- Increases accuracy for Machine Guns, Medium Machine Guns, Heavy Machine Guns, Gatling Guns, and Heavy Gatling Guns, and enhances the ability to unjam them.
- Heavy Weapons -- Increases accuracy for Car Cannons, Anti-Tank Guns, and Tank Guns, and enhances the ability to unjam them.
- Flamethrowers -- Increases damage for Flamethrowers and Heavy Flamethrowers, and enhances the ability to unjam them.
- Laserfire -- Increases battery efficiency for Lasers and Heavy Lasers.
Level | Charge Loss |
---|---|
0 (no spec) | 40% |
1 | 30% |
2 | 20% |
3 | 19% |
4 | 15% |
5 | 15% *may increase critical shot chance |
- Ballistic Prediction -- Increases accuracy for Paint Guns, Mounted Mortars and Car Grenade Launchers, and enhances the ability to unjam them.
- Rocketeer -- Increases accuracy for all types of Rockets and Missiles, and enhances the ability to unjam them.
- Moving Targets -- Improves accuracy for shooting at moving targets. Reduces the negative effects of a target's Defensive Driving specialism.
- Sniper -- Increases the accuracy for all weapons.
- Rapid Reloading -- Enhances the speed at which a character can reload weapons.
- Courage Under Fire -- Reduces the accuracy penalty for firing if your vehicle has taken damage in that round.
- Rapidshot -- Grants a character the chance of an extra shot in a round in which he or she fires a weapon set to fire automatically.
Driving[edit]
These specialisms are based on the driving skills: Driving, Cyclist, Trucker
- Mine Layer -- Ability to deploy Mines and Spikes at high speed with less inherited velocity
- Jumpstart -- Quick off the line and highly skilled at acceleration during the first 2 seconds of an event
- Defensive Driver -- Ability to make your vehicle hard to shoot while it's moving at speed
- Offensive Driver -- Increased collision damage to your opponents
- Reload In Motion -- Ability to reload a weapon while driving. The speed at which you can drive while reloading increases with higher levels[1].
Level | MPH Limit |
---|---|
Level 0 (no specialism) | <9 |
Level 1 | <31.5 |
Level 2 | <54 |
Level 3 | <76.5 |
- Deathracer -- Ability to fire at full accuracy while driving
- Slipstreamer -- Ability to gain more of a speed boost than normal when slipstreaming or drafting
- NOTE: Also shows how efficent your car is drafting by percentage.
Mechanic[edit]
- Engine Tuning -- Ability to squeeze a little extra acceleration from an engine -- a single mechanic with this skill will service a gang's cars for all events in the same city as the mechanic - it is not necessary for the mechanic to be in the event, unlike the other specialisms.
- NOTE: Engine Tuning only affects vehicles that your gang owns, not rentals or cars supplied by the race track for standard events.
- Jury Rigging -- Highly skilled at getting a broken engine running (the Mechanic must be in the event to employ this specialism)
- Salvager -- Skilled at salvaging parts from a car whose engine cannot be fixed (the Mechanic must be in the event to employ this specialism)
Scouting[edit]
- Negotiator -- Ability to negotiate truces with NPC pirate gangs -- sometimes (the scout must be in the event to employ this specialism)
- Pathfinder -- Reduces the chance of taking vehicle damage when travelling recklessly (>30mph), reduces the increased risk of encounters when travelling recklessly, and amplifies the risk-reduction effect when travelling carefully (<30mph).
- Pathfinder only affects travelling not driving during an event.
First Aid[edit]
- Field First Aid -- Ability to staunch the bleeding of any nearby characters, during a combat (the Medic must be in the event to employ this specialism)
- Combat Psychologist -- reduces the stress of all occupants in the vehicle, and can be based on either Leadership or First Aid
Hand Guns[edit]
- Shoot From The Hip -- skilled at firing personal weapons quicker than other characters during the firing phase.
- Long Throw -- ability to throw grenades and other objects a long distance.
- Running -- extra fast at running.
- Car Killer -- Skilled at scoring telling hits against vehicles with personal weapons, and of scoring internal hits through weak armour
Hand Guns also includes the following Weaponry specialisms: Moving Targets, Sniper, Rapid Reloading, Courage Under Fire, Rapidshot.
Leadership[edit]
Note that it takes 100 points of leadership for each specialist skill, unlike 50 with the other skills
- Combat Psychologist -- reduces the stress of all occupants in the vehicle, and can be based on either Leadership or First Aid
- Recruiter -- increased chances of recruiting gang members with above-average skills. Will only work in town that the Recruiter is in (new as of faction changes)
- Motivator - gives a slight training bonus to all characters in the same town as the Leader when training hits.
Courage[edit]
Note that it takes 150 points of Courage for each specialist skill, unlike 50 with the other skills
- Pragmatist -- stress decreases faster than normal when far away from enemies.
- Adrenalin Junkie -- this character thrives on that little kick of adrenalin. When stressed, running speed increases.
- Eye of the Hurricane -- this fine fellow is an inspiration to everyone around him. Other people in the car are somewhat more likely to gain courage after a fight when this guy is in the car with them (and has not panicked)
- Courage Under Fire -- Reduces the accuracy penalty for firing if your vehicle has taken damage in that round.
Table of Specialisms[edit]
Weaponry | ||||
---|---|---|---|---|
Specialism | Skill 1 | Skill 2 | Skill 3 | Skill 4 |
Machine Guns | Gunnery | Large Guns | ||
Heavy Weapons | Large Guns | |||
Flamethrowers | Gunnery | |||
Laserfire | Gunnery | |||
Ballistic Prediction | Ballistics | |||
Rocketeer | Gunnery | |||
Moving Targets | Gunnery | Large Guns | Ballistics | Hand Guns |
Sniper | Gunnery | Hand Guns | ||
Rapid Reloading | Gunnery | Large Guns | Ballistics | Hand Guns |
Courage Under Fire | Gunnery | Large Guns | Ballistics | Hand Guns |
Rapidshot | Gunnery | Ballistics | Hand Guns | |
Driving | ||||
Defensive Driver | Driving | Cyclist | Trucker | |
Offensive Driver | Driving | Trucker | ||
Reload In Motion | Driving | Trucker | Cyclist | |
Deathracer | Driving | Cyclist | ||
Mine Layer | Driving | Trucker | ||
Jumpstart | Driving | Cyclist | ||
Miscellaneous | ||||
Engine Tuning | Mechanic | |||
Jury Rigging | Mechanic | |||
Salvager | Mechanic | |||
Negotiator | Scouting | |||
Field First Aid | First Aid | |||
Combat Psychologist | First Aid | Leadership[2] | ||
Recruiter | Leadership[2] | |||
Motivator | Leadership[2] |
Table of Specialisms II[edit]
Darkwind Specialisims
When you earn 50 points in the skill listed on the left, you can choose one of the specializations on the right
Skill | Specialization |
---|---|
Handgunning | Moving Targets, Sniper, Rapid Reloading, Courage Under Fire, Rapidshot, Shoot From the Hip, Long Throw, Car Killer, Runner |
Ballistics | Ballistic Prediction, Moving Targets, Rapid Reloading, Rapidshot |
Gunnery | Machine Guns, Flamethrowers, Laserfire, Rocketeer, moving Targets, Sniper, Rapid Reload, Courage Under Fire, Rapidshot |
Large Gunnery | Machine Guns, Heavy Weapons, Moving Targets, Rapid Reloading, Courage Under Fire |
Mechanic | Jury Rigger, Salvager, Engine Tuning |
First Aid | Field First Aid, Combat Psychologist |
Courage[3] | |
Scouting | Negotiator, Pathfinder |
Leadership[2] | Recruiter, Motivator, and Combat Psychologist |
Driving | Minelayer, Jumpstart, Defensive Driver, Offensive Driver, Reload In Motion, Slipstreamer, Deathracer |
Cyclist | Jumpstart, Defensive Driver, Reload In Motion, Deathracer, Slipstreamer |
Trucker | Offensive Driver, Defensive Driver, Mine Layer, Reload in Motion |
Notes[edit]
- ↑ http://www.dark-wind.com/forums2/index.php?a=topic&t=5141
- ↑ 2.0 2.1 2.2 2.3 Leadership specialisms are only available for every 100 points, rather than 50 points for other skills.
- ↑ Courage specialisms are only available for every 150 points, rather than 50 points for other skills.
- ↑ http://dark-wind.com/forums2/index.php?a=topic&t=1682
- ↑ http://dark-wind.com/forums2/index.php?a=topic&t=3087