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Smuggler
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=Smuggler Job Training= == Description == <blockquote> As a smuggler, your abilities would rely heavily on having good [[Reflexes |reflexes]] and either [[Aim |aim]] or [[Physique |physique]], depending on your method of attack. You’d learn to be pretty sneaky, fly well, and hit your foes where they least expect it, all while making your living in the underbelly of the United Galactic Confederacy, or U.G.C. The life of a smuggler is one of profit through luck and skill. </blockquote> == Class Specialties == === Starter Items === * <b>Melee Weapon:</b> [[Knife]] * <b>Ranged Weapon:</b> [[Hold-out Pistol]] * <b>Armor:</b> [[Dress Clothes]] * <b>Shield:</b> [[JoyCo_Shield_Generator_(Basic)|Cheap JoyCo Shield Generator]] === Perks === Steele gains class-specific perks for each level earned. <onlyinclude> {|class="wikitable sortable bordered" border="1" cellpadding="2" style="text-align:center" |+ <span id="Smuggler_Perks"></span>Perks !width="80px"| Level !width="160px"| Name !width="560px" class="unsortable"| Description |- |align="center"|2 |align="left"| <span id="Lucky_Breaks"></span><b>Lucky Breaks</b> |align="left"| Enemy attacks will have an extra 10% chance to miss you in combat, and gain some defense from evasion. |- |align="center"|3 |align="left"| <span id="Escape_Artist"></span><b>Escape Artist</b> |align="left"| Converts the chance to escape from grapples to use your Reflexes stat rather than Physique. Conveys an additional minor chance to escape. |- |align="center"|4 |align="left"| <span id="Agility"></span><b>Agility</b> |align="left"| Increases evasion granted via items by 50%, or provides a flat 10% evasion boost, whichever is higher. |- |align="center"|5 |align="left"| <span id="Sharp_Eyes"></span><b>Sharp Eyes</b> |align="left"| Decreases the time required to recover from blinding effects, reducing their duration by one combat round. |- |align="center" rowspan="2"|6 |align="left"| <span id="Supply_and_Demand"></span><b>Supply and Demand</b> |align="left"| Reduces shopkeeper markups by 5% and markdowns by 10%. |- |align="left"| <span id="Improved_Agility"></span><b>Improved Agility</b> |align="left"| Increases your evasion by an additional 10%. |- |align="center" rowspan="2"|7 |align="left"| <span id="Hidden_Loot"></span><b>Hidden Loot</b> |align="left"| Increases inventory size by two slots. |- |align="left"| <span id="Take_Advantage"></span><b>Take Advantage</b> |align="left"| Increase sneak attack and aimed shot base bonuses by 100%. |- |align="center"|8 |align="left"| <span id="Heroic_Reserves"></span><b>Heroic Reserves</b> |align="left"| Raises your maximum energy reserves by 33, allowing you to use more special attacks before tiring. |- |align="center"|9 |align="left"| <span id="Survival Instincts"></span><b>Survival Instincts</b> |align="left"| Removes Stunned, Staggered, and Knockdown effects when your HP drops below 50%. Also grants you a 100% escape chance if possible. |- |align="center"|10 |align="left"| <span id="Cloak and Dagger"></span><b>Cloak and Dagger</b> |align="left"| Grants +5% evasion for one turn after landing a basic attack hit (melee or ranged). |- |align="center"|11 |align="left"| <span id="Die Another Day"></span><b>Die Another Day</b> |align="left"| Once per fight, when your Health drops below 50%, you automatically drop a free Flash Grenade and recover 25% of maximum Health and Energy. |- |align="center"|12 |align="left"| <span id="Boundless Reserves"></span><b>Boundless Reserves</b> |align="left"| Your base Energy increases to 150. |- |align="center"|13 |align="left"| <span id="Silver Tongued Devil"></span><b>Silver Tongued Devil</b> |align="left"| Increases resolve and sexiness by 1. |- |} </onlyinclude> === Special Abilities === When choosing the special ability perks, [[Captain Steele|Steele]] may attain abilities that fall under two specific themes to define the player's play style. {|class="wikitable sortable bordered" border="1" cellpadding="2" style="text-align:center" |+ Specialization Theme !width="80px"| Level !width="200px"| Covert !width="200px"| Overzealous |- |align="center"|2 |align="center"| <b>Shoot First</b> |align="center"| <b>Low Blow</b> |- |align="center"|3 |align="center"| <b>Sneak Attack</b> |align="center"| <b>Aimed Shot</b> |- |align="center"|4 |align="center"| <b>Stealth Field Generator</b> |align="center"| <b>Disarming Shot</b> |- |align="center"|5 |align="center"| <b>Gas Grenade</b> |align="center"| <b>Grenade</b> |- |align="center"|6 |align="center"| <b>Quickdraw</b> |align="center"| <b>Leap Up</b> |- |align="center"|7 |align="center"| <b>Smuggled Stimulant</b> |align="center"| <b>Burst of Energy</b> |- |align="center"|8 |align="center"| <b>Second Attack</b> |align="center"| <b>Second Shot</b> |- |align="center"|9 |align="center"| <b>Alpha Strike</b> |align="center"| <b>Desperation</b> |- |align="center"|10 |align="center"| <b>Can Opener</b> |align="center"| <b>Mag Binders</b> |- |align="center"|11 |align="center"| <b>Twist The Knife</b> |align="center"| <b>Booster Pack</b> |- |align="center"|12 |align="center"| <b>Specialized Combatant</b> |align="center"| <b>Second Striker</b> |- |align="center"|13 |align="center"| <b>Assassinate</b> |align="center"| <b>Called Shot</b> |- |} <onlyinclude> {|class="wikitable sortable bordered" border="1" cellpadding="2" style="text-align:center" |+ <span id="Smuggler_Abilities"></span>Special Abilities !width="80px"| Level !width="160px"| Name !width="560px" class="unsortable"| Description |- |align="center"|1 |align="left"| <span id="Flash_Grenade"></span><b>Flash Grenade</b><br><i>(Starter Ability)</i> |align="left"| Produce a rechargeable flash grenade and use it to blind your enemy. Better aim will increase the chance of success. |- |align="center" rowspan="2"|2 |align="left"| <span id="Shoot_First"></span><b>Shoot First</b> |align="left"| When using a ranged attack during the first round of combat, gain an additional attack. |- |align="left"| <span id="Low_Blow"></span><b>Low Blow</b> |align="left"| Grants the ability to perform a melee strike with a high chance of stunning the target. |- |align="center" rowspan="2"|3 |align="left"| <span id="Sneak_Attack"></span><b>Sneak Attack</b> |align="left"| Grants the ability to perform a melee attack with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage. |- |align="left"| <span id="Aimed_Shot"></span><b>Aimed Shot</b> |align="left"| Upgrades ranged attacks with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage. |- |align="center" rowspan="2"|4 |align="left"| <span id="Stealth_Field_Generator"></span><b>Stealth Field Generator</b> |align="left"| Grants the ability to massively increase evasion chance by 80% for four combat rounds. |- |align="left"| <span id="Disarming_Shot"></span><b>Disarming Shot</b> |align="left"| Grants the ability to disarm your target, rendering them unable to wield a weapon for four combat rounds. |- |align="center" rowspan="2"|5 |align="left"| <span id="Gas_Grenade"></span><b>Gas Grenade</b> |align="left"| Grants the ability to throw a grenade designed to emit a lust-inducing smog. Deals lust damage to all enemies in combat. |- |align="left"| <span id="Grenade"></span><b>Grenade</b> |align="left"| Grants the ability to throw a grenade designed to emit high levels of thermal radiation. Deals Burning damage to all enemies in combat. |- |align="center" rowspan="2"|6 |align="left"| <span id="Quickdraw"></span><b>Quickdraw</b> |align="left"| Equipping a new weapon no longer consumes your turn in combat. |- |align="left"| <span id="Leap_Up"></span><b>Leap Up</b> |align="left"| Allows you to automatically stand up as part of any other combat action (except 'Wait'). |- |align="center" rowspan="2"|7 |align="left"| <span id="Smuggled_Stimulant"></span><b>Smuggled Stimulant</b> |align="left"| Allows you to gain 25 energy per round for 3 rounds, once per combat encounter. |- |align="left"| <span id="Burst_of_Energy"></span><b>Burst of Energy</b> |align="left"| Allows you to recover 60 energy, once per combat encounter. |- |align="center" rowspan="2"|8 |align="left"| <span id="Second_Attack"></span><b>Second Attack</b> |align="left"| Allows you to make a second, low-accuracy attack whenever you perform a melee attack. |- |align="left"| <span id="Second_Shot"></span><b>Second Shot</b> |align="left"| Allows you to make a second, low-accuracy attack whenever you shoot a ranged weapon. |- |align="center" rowspan="2"|9 |align="left"| <span id="Alpha Strike"></span><b>Alpha Strike</b> |align="left"| Allows your first attack in any combat to be a critical hit. |- |align="left"| <span id="Desperation"></span><b>Desperation</b> |align="left"| Grants +7% critical hit chance when your HP drops below 50%. (This effect will remain for the duration of combat.) |- |align="center" rowspan="2"|10 |align="left"| <span id="Can Opener"></span><b>Can Opener</b> |align="left"| Grants a chance to sunder an enemy after landing a critical hit, reducing the effectiveness of their armor by 50%. |- |align="left"| <span id="Mag Binders"></span><b>Mag Binders</b> |align="left"| Grants the ability to throw a set of magnetic, self-guided restraints at the enemy, potentially stunning them for 1-3 rounds and dealing light shocking damage. |- |align="center" rowspan="2"|11 |align="left"| <span id="Twist The Knife"></span><b>Twist The Knife</b> |align="left"| Your Sneak Attack & Aimed Shot cause targets to bleed for 50% damage dealt for one turn. Triggering this multiple times in one turn can stack the bleed effect. |- |align="left"| <span id="Booster Pack"></span><b>Booster Pack</b> |align="left"| Grants the ability to take to the sky with backpack-mounted microboosters for four turns. While launching, make one flurry attack with a ranged weapon, and gain the ability to '''sneak attack''' or '''aimed shot''' non-flying targets while flying. For the duration of your flight, your evasion is temporarily increased. |- |align="center" rowspan="2"|12 |align="left"| <span id="Specialized Combatant"></span><b>Specialized Combatant</b> |align="left"| Your bonus flurry attack for ranged or melee is upgraded to have full accuracy. |- |align="left"| <span id="Second Striker"></span><b>Second Striker</b> |align="left"| Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks. |- |align="center" rowspan="2"|13 |align="left"| <span id="Assassinate"></span><b>Assassinate</b> |align="left"| Make a melee attack with extra damage that increases the more injured the target is. May stun survivors. |- |align="left"| <span id="Called Shot"></span><b>Called Shot</b> |align="left"| Take aim at a target's head for additional level-scaled damage (unresistable), intelligence-scaled critical chance, and a chance to blind the target. |- |} </onlyinclude> ''Note: Sneak Attack's in game description (and thus the description above) is outdated as of version 0.9.013. The effect is the same as Aimed Shot, but Sneak Attack affects melee attacks instead. In other words, Sneak Attack upgrades melee attacks against stunned or blinded targets automatically, rather than granting a combat ability.''<br> ''Booster Pack increases Evasion by 15 while active. Does not break the 50% cap.'' == Notes == [[#Flash Grenade|Flash Grenade]] is an Aim vs Reflexes check. It is more accurate than most Status attacks, as the attacker's Aim is effectively 10 points higher. [[#Low Blow|Low Blow]] base damage equals Physique / 2. If used on a target with Ball size greater than 7, damage is doubled. Stun chance is a Physique vs Physique check and does not work on robots without genitals. [[#Lucky Breaks|Lucky Breaks]] bonus Defense is equal to Evasion / 3 and capped at Level / 2. Temporary bonus Evasion from '''Stealth Field Generator''', '''Cloak and Dagger''' and '''Booster Pack''' does count. The extra 10% miss chance is a separate check from the standard Evasion. [[#Sneak Attack|Sneak Attack]] and [[#Aimed Shot|Aimed Shot]] bonus damage is equal to Level * 3 + Intelligence/2. If the target is both Blind and Stunned, it does an additional + Level.<br> [[#Take Advantage|Take Advantage]] adds Level * 2 damage.<br> You cannot gain the bonus damage while '''Blind'''. [[#Stealth Field Generator|Stealth Field Generator]] adds 80% Evasion and increases the Evasion cap by 30% while active to a total of 90%. [[#Gas Grenade|Gas Grenade]] does 14 + Level * 2 Drug damage to all enemies. [[#Grenade|Grenade]] does 7.5 + Level * 2 + Intelligence / 2 Kinetic and Burning damage to all enemies. [[#Leap Up|Leap Up]] causes Steele to stand up after Tease attacks. Tease attacks get 25% bonus effectiveness in both directions when Tripped. [[#Quickdraw|Quickdraw]]: Swapping weapons will put the unequipped weapon at the bottom of the inventory by default. There is an optional Auto-Sorting setting that can be toggled in the Inventory. You can change the order of item types in the Options-Gameplay menu. The bonus attack provided by [[#Second_Attack|Second Attack]] and [[#Second_Shot|Second Shot]] has a 45% chance to miss, regardless of Accuracy. The penalty is ignored if the weapon used has the '''Bonus Hit Rate''' flag, or if the target is '''Stunned''' or '''Paralyzed'''. [[#Alpha Strike|Alpha Strike]]'s guaranteed Critical is particularly useful with '''Burn Chance''', '''Freeze Chance''' and '''Blind Chance''' weapons, because a Critical hit automatically applies the status, assuming you're doing HP damage. [[#Can Opener|Can Opener]] Sunder only applies to Melee attacks and is a Physique vs Physique check. [[#Mag Binders|Mag Binders]] Stun is a Reflexes vs Reflexes check. Damage is equal to Reflexes + Level * 2. Can be an '''Aimed Shot'''. [[#Booster Pack|Booster Pack]] also applies '''Sneak Attack'''/'''Aimed Shot''' if Steele is Flying via [[Wings]] or a [[Light Jetpack]]. If used in the first round of combat, it does not grant '''Shoot First'''. [[#Specialized Combatant|Specialized Combatant]] only applies to [[#Second Attack|Second Attack]] and [[#Second_Shot|Second Shot]]. [[#Assassinate|Assassinate]] Melee damage * 1.75 + ((Missing HP% - 25%) * 10. Stun chance is Physique based and is 25% more likely to succeed than '''Stun Chance''' weapons. Duration is Physique vs Physique, min 1, max 3. Can be a '''Sneak Attack'''. [[#Called Shot|Called Shot]] Ranged damage * 2 + Level * 5 with an Intelligence/5 extra Crit Chance. Blind chance is Aim vs Reflexes. Duration is Intelligence vs Physique, minimum 2, maximum 5. Can be an '''Aimed Shot'''. Maximum total Evasion bonus from Items, [[#Improved Agility|Improved Agility]] and [[#Cloak and Dagger|Cloak and Dagger]] is 60%. It is recommended to not overinvest in Evasion boosts. [[Category:Character classes]] [[Category:Pre-Java Script conversion]]
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