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01)Base Game
01.01)Tested
01.02)Not Tested
02) Richard's Classes (3 Perks per level)
02.01) General Perks
02.02) Conditional Perks
03) Infiltrator by Musashi
04) Samurai by Musashi
05) Wotc SpecOps Class by Musashi
06) Alpha's Commando Class by Alpha115
07) Lucubrations Infantry Class by Divine Lucubration
08) Vanguard Class by Junk:
09) Necromancer Class by Ekscom
10) Rising Tides by Aleosiss
10.01)General Perks
10.02)Conditional Perks
11) A Better Advent Mod by DerBK:
11.01) Tested Perks
11.02) Untested Perks
12) Bio Troops by Creativexenos
13) Valentine Viper by Creativexenos
14)CreativeXenosArchons by CreativeXenos
15) The MOCX Initiative by RealityMachina
16) ADVENT Warlock by Ashlynne_Lee
17) Lucubrations Sniper Class by Divine Lucubrations
18)Field Medic by [OBSI] Rumrunner
19)Tank Class by Phantom
20) Front Soldier Class by Nor Dogroth
21) Alpha's ShockTrooper class by Alpha115
22) CPU Custom Class by Mid-Boss
23) Kasrkin by Rookie Slime
24) Guardsmen by Rookie Slime
25) Celatid Alien by shadow79
26) Bio Beasts by shadow79
01) Base Game:
Here is the list for the advent/alien/chosen skills. Most of them are untested. Some won´t work, some will, but without animation, and others won´t even show up.
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01.01) Tested
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-Acid Trail
AbilityName="AndromedonRobotAcidTrail"
Note: This is more a nuisance than a boon, IMHO.
-All Seeing. Reveals concealed units.
AbilityName="ChosenAllSeeing"
Note: It doesn´t work.
-Battle Frenzy. Enter battle frenzy, granting an extra action point."
AbilityName="FrenzyTrigger"
Note: It doesn´t work.
-Blast Shield. Immune to Explosions.
AbilityName="BlastShield"
- Brutal. Attacks decrease the Will of any soldiers within sight.
AbilityName="ChosenBrutal"
-Burrow. Burrow underground, becoming undetectable to normal sight. You will automatically emerge and attack if an enemy gets too close.
"AbilityName="ChryssalidBurrow"
Note: It doesn´t work. The unit freezes.
-Charging Smash. Attack after dashing.
AbilityName="ChargingSmash", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
Note: Doesn't Work
-Corrupt. The Warlock can turn any living civilian with line of sight to an XCOM soldier into a Psionic zombie.
AbilityName="Corrupt"
Note: It works, but the animation is strange. It´s like a regular conventional attack.
-Close Shell. Close the Gatekeeper's shell, increasing armor but preventing the use of some abilities.
AbilityName="GatekeeperClose"
Note: See Open Shell
-Chryssalid Slash. A melee attack that can poison the target.
AbilityName="ChryssalidSlash", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
Note: It probably needs a melee weapon.
-Consume. Drain the life of a humanoid target at melee range, raising it as a Psi Zombie if it is killed.
AbilityName="AnimaConsume"
Note: To make it work, you'll need to add the "Open Shell" and "Close Shell" skills.
-Energy Shield. Project an energy shield around nearby allies and yourself.
AbilityName="EnergyShield" or AbilityName="EnergyShieldMk3"
-Farsight. The Unit can see, and target any non-concealed Enemy unit if they have line of fire, no matter how far apart.
AbilityName="Farsight"
Note: I'm not sure if it works or not. The sniper I had with this skill didn't seem nothing different from the regular snipers.
-Fast.Increased Mobility."AbilityName="ChosenIncreaseMobility"
-Gateway. Open a devastating Psionic rift in an area. Any humanoid enemies killed can be raised as Psionic zombies.
AbilityName="AnimaInversion"
Note: To make it work, you'll need to add the "Open Shell" and "Close Shell" skills.
-Harbor Wave
AbilityName="HarborWave"
Note: It's a cone area attack, sometimes it works, sometimes it doesn't.
-Horror. Tentacles from the Spectre reach out and bind a humanoid target, damaging the target and healing the Spectre.
AbilityName="Horror"
Note: It doesn´t work. The unit freezes.
-Immunities. immune to fire, poison, and acid.
AbilityName="AndromedonImmunities"
-Kinetic Plating. Missed shots against this unit will generate shielding.
AbilityName="ChosenKineticPlating"
-Lightning Field. Discharge an electric attack in a radius around the Unit.
AbilityName="SectopodLightningField"
-Low Profile. Defense increased after the first attack of every turn.
AbilityName="ChosenLowProfile"
-Mark Target. You can Mark a target. Any ally that attack the marked target have a bonus to Aim.
AbilityName="MarkTarget"
-Mindspin. Launch a debilitating Psionic attack against a target that can inflict different negative conditions, including mental control.
AbilityName="Mindspin", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
Note: It probably needs the psiamp.
-Mind Scorch. The Warlock opens their mind to the target, infecting the target with their madness.
AbilityName="MindScorch"
Note: Doesn't Work.
-Open Shell.Open the Gatekeeper's shell, reducing armor but granting access to additional abilities.
AbilityName"GatekeeperOpen"
Note: Remember that in order to use some of its abilities, the Gatekeeper needs to open its shell? So to use consume and gateway, you'll need to use this skill prior to their activation.
-Parting Silk
AbilityName="PartingSilk"
Note: Doesn't Work.
-Planewalker. This unit will teleport after taking damage.
AbilityName="ChosenDamagedTeleport"
-Poison Spit. Spit deadly poison at an area.
AbilityName="PoisonSpit"
Note: It consumes ammo, and causes no damage other than poison the enemy.
-Psi Reanimation. Raise a dead soldier, civilian, or ADVENT soldier as a Psionic zombie.
AbilityName="PsiReanimation", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
Note: It probably needs the psiamp.
-Psionic Bomb=Open a small Psionic rift that disables the weapons of any units caught in its radius, and deals damage within that radius after one turn.
AbilityName="PsiBombStage1"
-Regeneration.Recovers a small amount of HP every turn.
AbilityName="Regeneration"
- Soulstealer. Gains health when nearby enemies take damage.
AbilityName="Chosensoulstealer"
-Shadowbind. Creates a shadowy copy of a humanoid target, which retains all of the target's abilities.
AbilityName="Shadowbind" or AbilityName="ShadowbindM2"
-Spectral Army. The Warlock summons ghostly guards to defend him. While those guards still "live", the Warlock remains in stasis, invulnerable to harm.
AbilityName="SpectralArmy" or AbilityName="SpectralArmyM2" or AbilityName="SpectralArmyM3" or AbilityName="SpectralArmyM4"
Note: It doesn´t work. Unit freezes,
-Spectral Zombie. Spawns Spectral Zombies
AbilityName="Corress" or AbilityName="CorressM2" or AbilityName="CorressM3" or AbilityName="CorressM4"
Note: Doesn't Work. Unit freezes,
-Stun Lance. Attack a target in melee range with your Stun Lance, with a chance to inflict the target with negative mental effects.
AbilityName="StunLance", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
Note: Probably needs a melee weapon.
-Teleport. Teleport to a new location. Bypasses all overwatch and reaction fire.
AbilityName="Teleport"
Note: To be honest, I'd rather use Richard´s teleportrs because it not only doesn´t cost an action, it doesn´t break concealment, unlike this one.
-Tranq Shot. The Hunter fires this shot from his pistol. If the shot hits, it does no damage, but the target is guaranteed to suffer a disabling effect.
AbilityName="LethalDose"
Note: It doesn´t work.
-Unburrow. Unburrow to move and attack.
AbilityName="ChryssalidUNBurrow"
Note: See Burrow
-Wrath Cannon. Fire a devastating energy attack that can penetrate multiple targets.
AbilityName="WrathCannon", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon or AbilityName="WrathCannonStage1", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon.
------------------------------------------------------------------------------------------------------------------------------
01.02) Not Tested
------------------------------------------------------------------------------------------------------------------------------
-Acid Bomb. Launch a stream of caustic acid at an area.
AbilityName="AcidBlob"
-Agile. Can move to new cover after being attacked.
AbilityName="ChosenAgile"
-Avatar Regeneration. The unit quickly regains health when wounded.
AbilityName="AvatarRegeneration"
-Bending Reed
AbilityName="BendingReed"
- Beyond Earth. Immune to Environmental Damage.
AbilityName="ChosenImmuneEnvironmental"
-Bullet Time. Increased Dodge chance.
AbilityName="ChosenIncreaseDodge"
-Counterattack. This unit has chance to counterattack any melee attack against them.
AbilityName="Counterattack"
-Execute. Perform a finishing move on an adjacent stunned enemy.
AbilityName="Execute"
-Fire Blaster. Fire the Sectopod Blaster at a target.
AbilityName="Blaster", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Immune to Melee
AbilityName="ChosenImmuneMelee"
-Melee Resistance. Reduced damage from melee.
AbilityName="MeleeResistance"
Mental Fortress. The Unit is immune to any form of negative mental effects.
AbilityName="AvatarImmunities"
-Mentally Sound. Immune to Psionic Damage.
AbilityName="ChosenImmunePsi"
-Possess. Can take possession of any unit that has been activated. This unit will now operate as a Psionic soldier.
AbilityName="Possess"
-Precise. Increased Critical Hit chance.
AbilityName="ChosenIncreaseCrit"
-Rage. This unit, when wounded, can be enraged, granting a mobility boost"
AbilityName="Rage"
-Regeneration. Regenerates lost health.
AbilityName="ChosenRegenerate"
-Strong. Increased HP.
AbilityName="ChosenIncreaseHP"
-Teleport Ally. The unit can teleport any activated allies to any location within his LoS.
AbilityName="TeleportAlly"
-Teleport Escape. When damaged, the Avatar can teleport away to a new location.
AbilityName="AvatarDamagedTeleport"
-Tongue Pull. Grab a target with your tongue and pull them to melee range. Only humanoid targets can be pulled.
AbilityName="GetOverHere"
-Vanishing. Spectre becomes concealed from enemies and gains increased mobility.
AbilityName="Vanish"
-Watchful. Can enter Overwatch upon ending their turn.
AbilityName="ChosenWatchful"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1137788865
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These skills were made by Richard for his "3 Perks per level" classes, and complement his own list at the mod folder.
02.01)General Perks
-Bulletswarm.Allows this unit to take standard shots at the cost of 1 action point.
AbilityName="BulletSwarmRS", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Field Medic.Equipped medikits gain extra charges.
AbilityName="FieldMedicRS"
-Gatling Fire.Unleash a volley of 3 shots at a single enemy but each shot carries an Aim Penalty.
AbilityName="GatlingFireRS", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Heal.Heal an organic ally for 4 health [6 with Nanomedikits]. Must be within 2 tiles of an ally.
AbilityName="HealRS"
-Healing Darts.Fire medicinal darts at an organic ally that heals them for 4 health [6 with Nanomedikits].
AbilityName="HealingDartsRS", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Life Saver.Heal an organic ally for 4 health [6 with Nanomedikits]. Is a Free Action that can be used within 2 tiles of an ally. Has a cooldown.
AbilityName="LifeSaverRS"
-Make It Count.Grants Aim bonus on Overwatch Shots.
AbilityName="MakeItCountRS", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Revitalize.Restore Action Points to nearby allies.
AbilityName="RevitalizeRS"
-Revive.Cleanse an ally of any negative mental effects or revive them from an Unconscious state. Must be within 2 tiles of an ally & has a cooldown.
AbilityName="ReviveRS"
-Run And Gun (Extra Conditioning). Take an action after dashing. Has a lower cooldown than standard Run And Gun.
AbilityName="ExtraConditioningRS"
-Silence.A shot that doesn't break concealment. Requires both actions to fire and has a cooldown.
AbilityName="SilenceRS", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Stabilize.Stop a soldier from bleeding out. Must be within 2 tiles of an ally.
AbilityName="StabilizeRS"
-Stillness.Stillness allows this soldier to remain concealed when the squad is revealed. The soldier is also harder to detect while concealed with a -80% Detection Radius & can return to stillness a few times per mission."
AbilityName="StillnessRS"
-Personal Shield.Activate an Energy Shield around yourself that lasts for a couple of turns. Has a cooldown.
AbilityName="SWATShieldRS"
-Tend Wounded.Heal all organic allies within a 2 tile AoE for 4 health [6 with Nanomedikits]. Affects the user & any allies within 2 tiles. Has a cooldown.
AbilityName="TendWoundedRS"
-Vanish.Move anywhere within squadsight. Ends this soldiers turn and uses charges of Stillness. (Doesn't break concealment)
AbilityName="VanishRS"
-Walk Fire.A shot that is easier to hit but has less chance to crit. Has an Aim Bonus, a Crit Penalty, costs some ammo and has a cooldown.
AbilityName="WalkFireRS", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Weapon Expert.Deal extra damage with primary weapon attacks.
AbilityName="WeaponExpertRS", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
02.02) Conditional Perks
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PERKS THAT REQUIRE OTHER PERKS
-Extra Supplies.Carry extra Healing Darts per mission. (REQUIRES HEALING DARTS)
AbilityName="ExtraSuppliesRS"
-Mute.Grants additional charges of Stillness per mission. (REQUIRES STILLNESS)
AbilityName="MuteRS"
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PERKS THAT REQUIRE THE GREMLIN
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-Capacitor Discharge. Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage.
AbilityName="CapacitorDischargeRS", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Combat Protocol.Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
AbilityName="CombatProtocolRS", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Overcharge.Increases the charges of all the Gremlin abilities that have charges.
AbilityName="OverchargeRS"
-Scanning Protocol. Trigger a GREMLIN scan of the area, increasing the your sight radius substantially for one turn, and revealing any hidden or disguised enemies in view.
AbilityName="ScanningProtocolRS", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
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PERKS THAT REQUIRE THE PISTOL
-Clutch Shot.A skilled shot with your Pistol that cannot miss. Has a cooldown.
AbilityName="ClutchShotRS", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
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PERKS THAT REQUIRE THE SWORD
-Lacerate".Move & Deliver a fatal Slash against a target. Carries a bonus crit chance & has a cooldown."
AbilityName="LacerateRS", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Run And Slice.Move & Slice a target. Uses one action but can only be used once per turn.
AbilityName="SlashAndDashRS", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127564073
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Musashi's Infiltrator class uses pistol as primary and sword as secondary, so, even though I do think any primary weapon will do just fine, the " ApplyToWeaponSlot=eInvSlot_SecondaryWeapon" perks will work only with swords.
-Art of War.Gain 3 aim for each enemy you can see, up to a maximum of 15 aim.
AbilityName="ArtOfWar"
-Close Combat Specialist. During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
AbilityName="MusashiCloseCombatSpecialist", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Combatives.You may parry melee attacks and counterattack with your melee weapon. Also gain dodge.
AbilityName="MusashiCombatives", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Fleche.Attack any enemy within movement range with your sword. Deals +1 damage for every few tiles between your starting position and the target.
AbilityName="MusashiSwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Gunslinger.Take a reaction shot with your pistol against any enemy that moves or attacks within 12 tiles and a wide cone of fire.
AbilityName="MusashiGunslinger", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Quickdraw. Firing your Primary Weapon with your first action no longer ends your turn.
AbilityName="QuickDrawPrimary", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Raise The Stakes. Reload your primary weapon for free whenever you make a kill.
AbilityName="MusashiRaiseTheStakes", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Recon. Your soldier is a recon specialist behind enemy lines. 30% less detection radius and +2 sight radius."
AbilityName="MusashiRecon"
-Relocation. Refunds one action point when you are revealed from concealment via your own action."
AbilityName="Relocation"
-Slash. Attack an adjacent target with your melee weapon. Uses one action.
AbilityName="MusashiSlash", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Stealth Tactics. If you see no visible enemy for 1 rounds you enter concealment.
AbilityName="MusashiStealthTactics"
-Whirlwind.If you hit with a melee attack during your turn, gain a bonus move.
AbilityName="MusashiWhirlwind", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
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04) Samurai Class by Musashi
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1162325411
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Musashi's samurai class uses sword as primary weapon. Maybe the perks work using sword as secondary by switching ApplyToWeaponSlot=eInvSlot_PrimaryWeapon to ApplyToWeaponSlot=eInvSlot_SecondaryWeapon. This class also uses focus. I think that to use focus related abilities one must have the "Shinigami" skill first.
- Coup de Grâce. Bonus to hit, damage, and critical chance with a melee weapon against a disoriented, stunned or panicking enemy.
AbilityName="SamuraiCoupDeGrace", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
- Cutthroat. Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
AbilityName="SamuraiCutthroat", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Danger Sense. Dairokkan, the Samurais keen danger sense tracks movement 20 meters around him. He cannot be surprised be faceless or burrowed chryssalids.
AbilityName="DangerSense"
-Hawkeye.Grants +15 critical hit chance and +3 critical damage for melee attacks
AbilityName="HawkEye"
-Shigurui. when the Samurai is wounded in battle he enters a death frenzy state and gets 1 additional action point, +80 dodge and +50 crit chance in melee for 2 rounds.
AbilityName="SamuraiFrenzy"
-Tactical Rigging.Provides an additional utility slot, provided the soldier's armor does not already provide one.
AbilityName="SamuraiTacticalRigging"
-Training Discipline.The Samurais relentless training provides +3 mobilty and +20 dodge.
AbilityName="TrainingDiscipline"
-Unstoppable.Melee attacks never graze. Try to counter that you pesky mutons!
AbilityName="Unstoppable", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Way of the Samurai.+3 damage and +10 hit chance with swords
AbilityName="WayOfTheSamurai", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Yamabushi Heritage.You are strong as the mountain and gain +1 armor, +15 defense and can regenerate 2 HP per round, max to 6 HP"
AbilityName="Yamabushi"
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PERKS THAT REQUIRE FOCUS
-Dragon Strike. Unleash a terrible strike upon your enemy, that does aoe damage and can disorient survivors. Consumes 1 focus point."
AbilityName="DragonStrike", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Shinigami.They say its a psionic ability that absorbs the energy of his fallen enemies. Each time the Samurai kills in melee he gains 1 focus point. When activated none of your melee attacks are turn ending. Activation consumes 2 focus.
AbilityName="Shinigami", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Sword Thrust. Special melee attack that pierces most armor and applies rupture to the target. Consumes 1 focus point.
AbilityName="SwordThrust", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Whirlwind Strike.Perfom two slashes at the target. Each has an aim penalty of -15. Consumes 1 focus point."
AbilityName="WhirlwindStrike", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
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05) Wotc SpecOps Class by Musashi
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1171631441
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Musashi's SpecOps class uses Rifle, Shotgun, Sniper Rifle, Pistol or Autopistol as Primary weapon and Combat Knife as Secondary.
- Aggression. All of your attacks get +5 Crit chance for each enemy you can see, to a max of +30.
AbilityName="MusashiAggression"
-Band of Brothers. Knocking out targets, picking up or dropping bodies does not cost an action point and do not end your turn.
AbilityName="MusashiGTSBandOfBrothers"
-Cyber Warfare.Specializing in cyber warfare you get +30 hacking
AbilityName="MusashiCyberWarfare"
-Decoy. When your concealment is broken for the first time you spawn a mimic beacon at a random location in 5 tile radius to your location.
AbilityName="MusashiEvasion", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Demolition Expert. Blows up all explosive devices (cars, gas tanks, etc.) in a radius. If possible the soldier enters concealment.
AbilityName="MusashiDemolitionExpert"
-Marksman. Provides limited Squadsight of 4 tiles beyond your sight radius to your primary weapon.
AbilityName="MusashiMarksman", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Marksman Long Watch. Fire on the first enemy that moves within your line of sight, but only if revealed. Provides limited Squadsight of 4 tiles beyond your sight radius.
AbilityName="Musashioverwatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Recon. Your SpecOps soldiers are recon specialists behind enemy lines. 30% less detection radius and +2 sight radius.
AbilityName="MusashiGTSRecon"
-SpecOps Flashbang. The SpecOps version of the flash grenade packs a bigger punch at the expense of detonation radius. It disorients enemies and has a 30% stun chance. The usage does not break your concealment and in combination with aggression it also does some damage on critical hits.
AbilityName="MusashiFlashBang"
-Special Forces Training. Special training allows to fire a sniper rifle with a single action."
AbilityName="SpecialForceTraining", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Stealth Tactics. If you see no visible enemy for 1 rounds you enter concealment.
AbilityName="MusashiStealthTactics"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126818589
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-Gut Stab. A new ability, a second melee attack where you inflict bleed on a foe.
AbilityName="ACBloodyReckoning", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Shockblast. Attack an enemy with an electrical Shot Barrage. This attack does not cost an action.
AbilityName="ACWhiplash"
-Wrist Blade. This is a slash attack with wristblades but at a cooldown
AbilityName="ACReckoning", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
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07) Lucubrations Infantry Class by Divine Lucubration
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1128300381
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Lucubration's Infantry Class has rifle as primary weapon and pistol as secondary. Probably, perks with " ApplyToWeaponSlot=eInvSlot_SecondaryWeapon" ending will work fine with pistols, but not with the other secondaries.
-Deep Reserves.When damaged, heal 50% of the damage over time. Max 2 health per turn, 8 health total. Reduces wound recovery time after missions by 50%.
AbilityName="Lucu_Infantry_DeepReserves", ApplyToWeaponSlot=eInvSlot_Unknown
-Escape and Evade.Gain concealment with a small detection radius until the start of your next turn. Free action. 5 turn cooldown.
AbilityName="Lucu_Infantry_EscapeAndEvadeActive"
-Established Defenses.Gain +1 Overwatch shot and +1 armor per action point remaining when you activate Overwatch.
AbilityName="Lucu_Infantry_EstablishedDefensesOverwatch"
-Explosive Action.Gain an extra action point immediately in exchange for losing an action point at a later time.
AbilityName="Lucu_Infantry_ExplosiveAction", ApplyToWeaponSlot=eInvSlot_Unknown
-Fire For Effect.Guarantee a hit on all targets in your line of fire by spending extra ammo. May not crit. Ends your turn.
AbilityName="Lucu_Infantry_FireForEffect", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Flare.Throw a bright flare that lights up targets in an area, granting attackers an increased chance to hit.
AbilityName="Lucu_Infantry_Flare", ApplyToWeaponSlot=eInvSlot_Unknown
-Harrier.You gain +10% to hit and +20% crit against flanked or uncovered enemies.
AbilityName="Lucu_Infantry_Harrier", ApplyToWeaponSlot=eInvSlot_Unknown
-Light 'Em Up.Firing your primary weapon with your first action no longer ends your turn.
AbilityName="Lucu_Infantry_LightEmUp"
-Opportunist.You gain +10 aim on your reaction fire shots, and they can crit.
AbilityName="Lucu_Infantry_Opportunist", ApplyToWeaponSlot=eInvSlot_Unknown
-Shake it Off!.You gain +10 Will and recover from the Confused, Disoriented, Stunned and Panicked conditions much faster than usual.
AbilityName="Lucu_Infantry_ShakeItOff", ApplyToWeaponSlot=eInvSlot_Unknown
-Staggering Shot.Fire a shot that is very likely to hit but deals less damage and cannot crit. The target's action points and dodge are reduced for their next turn.
AbilityName="Lucu_Infantry_StaggeringShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Stick and Move.If you attack, you gain +4 mobility through your next move. If you move, you gain +2 damage with your primary weapon and +20 defense through your next attack.
AbilityName="Lucu_Infantry_StickAndMove", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Zone of Control.Once per turn, take a reaction shot with your pistol at an enemy moving or attacking within 5 tiles.
AbilityName="Lucu_Infantry_ZoneOfControl", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
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08) Vanguard Class by Junk:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127708776
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Junk's vanguard class uses Cannon as primary weapon and pistol as secondary. Probably, perks with " ApplyToWeaponSlot=eInvSlot_SecondaryWeapon" ending will work fine with pistols, but not with the other secondaries.
-Carapace.Alien Alloys grafted directly on to the soldiers body, unweildly but tough.
AbilityName="Carapace", ApplyToWeaponSlot=eInvSlot_Unknown
-Conditioning I""Gain +1 Health, +1 Mobility, Bonus willpower, poison immunity.
AbilityName="Conditioning"
-Conditioning II.Gain +1 Health, +1 Mobility, Bonus willpower.
AbilityName="Conditioning2", ApplyToWeaponSlot=eInvSlot_Unknown
-Conditioning III.Gain +1 Health, +1 Mobility, Bonus willpower.
AbilityName="Conditioning3", ApplyToWeaponSlot=eInvSlot_Unknown
-From The Hip.Get a free reaction shot with your secondary weapon when an enemy closes to within 3 meters.
AbilityName="FromTheHip", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-HandCannon.You've upgraded your Secondary Weapon and ammo far beyond safe limits, receives a Damage boost.
AbilityName="HandCannon", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Healing Factor.Gain Regeneration.
AbilityName="Wolverine"
-Heavy Armor.Heavy Armor slows you down, but saves your life. Unit gains armor at the cost of mobility."
AbilityName="HeavyArmor"
-Overloaded.Secondary Weapon attacks gain chance to crit, and do critical damage.
AbilityName="OverLoaded", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Pistoleer.Secondary Weapon attacks get Aim, Crit Chance, and Critical Damage.
AbilityName="Pistoleer", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Rifled Barrel"(currently not in the game).The Pistol has been modified to improve its range.
AbilityName="RifledBarrel"
-Sidearm.Provides Secondary Weapon attack per mission that cannot miss.
AbilityName="SideArmed", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Spray'n'Pray.Sweep your primary weapon over a large area, firing indiscriminately.
AbilityName="Barrage", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Chimeric Grafting.The Vanguard Undergoes a procedure to graft elerium infused fibers directly to the body, providing resistance to fire.
AbilityName="VanguardSkinLacing"
-Acid Neutralization.The Chimeric Grafting Procedure now provides acid neutralization capacity, potent acids are neutralized on contact with skin.
AbilityName="VanguardANC"
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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1137913176
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Ekscom's Necromancer Class uses a custom staff as primary weapon and psiamp as secondary weapon.
-Army of the dead. Raises all dead humans in a large radius as zombies.
AbilityName="NecroMassRaiseDead"
-Bone Armor. Adds 3 armor to a friendly target. Has two charges but lasts until the end of the mission and can be stacked. 4 turns cool down."
AbilityName="NecroSpiritArmorAbility"
-Combustion.Cause a creature's blood to boil. Does 1-2 guaranteed psi damage and sets them on fire.
AbilityName="NecroCombustion", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Drain Life.Shoots a target enemy and transfers half of the damage done back to the Necromancer as health.
AbilityName="NecroDrainLife", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Death Touch.Touch a living creature to grab its soul and pull it out of its body. It dies instantly. Does not work on Chosen and Rulers.
AbilityName="NecroDeathTouch", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Eldritch Storm. Set on Fire, Poison,and cause Acid Burn in a large radius. Does no direct damage.
AbilityName="NecroEldritchStorm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Fireball. Launch a Fireball, dealing explosive damage to everyone in the blast radius and setting everything on fire.
AbilityName="NecroFireballAbility", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Hallucinations curse. Guaranteed to cause panic, unless the creature has full immunity to panic. There is a good chance they will shoot their own team.
AbilityName="NecroHallucination"
-Healing.Heals the target for 4 HP."
AbilityName="NecroHeal"
-Lightning Shoots a lightning bolt at a target location. Damages everyone caught in the radius, stuns organic units and causes robotic ones to reboot. Costs 2 action points.
AbilityName="NecroLightning", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Insect Swarm. Summons a vicious swarm of insects. Does 2HP damage per turn and -50 Aim.
AbilityName="NecroInsectSwarm"
-Mist.The Shaman conjures a thick mist around an object and effectively makes it disappear. Grants concealment to a target. 6 turns cooldown.
AbilityName="NecroConceal"
-Poison.Poison any living, organic creature. Does 1 damage per turn, -30 to aim and -4 to move. The spell doesn't end your turn and has no cooldown.
AbilityName="NecroPoison", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Raise Zombie.Raise a dead human or Advent as a zombie with 8 HP.
AbilityName="NecroRaiseDead"
-Release zombie. The necromancer severs the psi link with this zombie, allowing it to die again.
AbilityName="NecroZombieSuicide"
-Restoration. Regenerate 1 HP per turn, for 3 turns, to any ally. Shamans are said to treat ailments/illness by mending the soul. Alleviating traumas affecting the soul/spirit restores the physical body of the individual to balance and wholeness.
AbilityName="NecroRestoration"
-Soul Spear. Fire a large and powerful soul spear that will pierce through multiple enemies dealing heavy damage.
AbilityName="NecroSoulSpear", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Spirit Guide.Grants 25 aim and 50 critical chance for 2 turns.
AbilityName="Necro_Shaman_GuardianSpirit"
-Undead Link.Enhance the link between the Necromancer and one of his zombies, significantly increasing all of its life stats.
AbilityName="NecroStrenghtenUndead"
-Vigor. Grants an Action Point to a target.
AbilityName="NecroVigor"
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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127934903
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These classes are tricky because many of them rely on "enter meld", which is not an ability, but an effect, which I can't copy. There is also a Bloodlust effect that I can't recreate. Also I haven´t tested these perks in other classes.
10.01)General Perks
-Blur.Gain additional dodge, movement, and defense.
AbilityName="RTBlur"
-Burst.Unleash a burst of psionic energy, damaging surrounding enemies and tiles.
AbilityName="RTBurst"
-Close Combat Specialist.During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Abilityname=RTCloseCombatSpecialist", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Crushing Grasp.Telekinetically grip a small area, stunning enemy units and destroying their cover.
AbilityName="RTCrushingGrasp"
-Damn Good Ground.Confers +15 Aim and +15 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
AbilityName="RTDamnGoodGround"
-Daybreak Flame.Pyrokinetically-enhanced rounds punch through cover, shredding armor, and ignoring line of sight.
AbilityName="DaybreakFlameIcon", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Disabling Shot.A carefully aimed shot, suffering decreased aim and damage but forcing the target to reload their primary weapon.
AbilityName="RTDisablingShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Domination.The duration of this unit's mind control is greatly increased.
AbilityName="RTDomination", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Every Moment Matters.The last bullet in this unit's magazine is guaranteed to Critically Hit and deals bonus damage based on the target's missing health.
AbilityName="RTEveryMomentMatters", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Extinction Event.Gain Stealth, charging a powerful attack. On the next turn, unleash an overwhelming psionic nova, obliterating everything in a massive radius.
AbilityName="RTExtinctionEventPartOne"
-Eye In the Sky.This unit does not suffer penalties to reaction fire and is capable of reacting to enemy attacks."
AbilityName="EyeInTheSky", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Fade.Fade from view whenever this unit takes damage.
AbilityName="Fade"
-Forced Introversion.When this unit recieves Feedback, it also receives Stealth.
AbilityName="RTForcedIntroversion"
-Ghost In The Shell.When this unit interacts with objectives, it gains short burst of Stealth.
AbilityName="RTGhostInTheShell"
-Guilty Conscience.Enemies that are forced to suffer this unit's mental presence for too long will be disoriented by the experience.
AbilityName="RTGuiltyConscienceEvent"
-Heat Channel.When using Psionic abilities, this unit can channel heat from its weapon to fuel the ability, reloading the weapon and reducing the cooldown of the ability by one per ammo reloaded.
AbilityName="HeatChannel"
-Knock Them Down.Gain +2 Damage and +10% critical hit damage for each consecutive shot this unit takes.
AbilityName="KnockThemDown"
-Kubikiri.Special shot against most enemies who have taken any damage: Any critical hit kills them, but regular hits do half damage. Requires two actions and has a 4-turn cooldown.
AbilityName="RTKubikuri", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Over The Shoulder.Peer over the shoulder of enemy units, seeing what they see.
AbilityName="OverTheShoulder"
-Persisting Images. Whenever this unit gains Stealth, it creates a afterimage of itself nearby.
AbilityName="RTPersistingImages"
-Precision Shot. Shoot with decreased aim, but increased critical chance and critical damage.
AbilityName="RTPrecisionShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Psionic Lash.Pull a humanoid unit to an adjacent tile psionically.
AbilityName="RTPsionicLash"
-Psionic Killzone.Take a reaction shot against any enemy that moves or attacks within a cone of fire.
AbilityName="RTKillzone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Psionic Lance.Fire a lance of pure psionic energy.
AbilityName="RTPsionicLance"
-Psionic Storm.Create a damaging psionic storm that ravages a moderate area indefinitely.
AbilityName="RTPsionicStorm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Psionic Surge.Empower this unit's weapon with psionic energy, increasing its fire rate and energy throughput.
AbilityName="PsionicSurge", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Scoped And Dropped". "Enhanced Squadsight. Killing a flanked or uncovered target with a sniper rifle does not cost an action.
AbilityName="ScopedAndDropped", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Shadow Strike.Leap through shadows to strike at a target.
AbilityName="RTShadowStrike", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Siphon.This unit will siphon health from organic enemies based on the damage it deals to them.
AbilityName="RTSiphon"
-Six O'Clock.When this unit uses overwatch, allied units within it's range gain bonuses to defense, psi, and will.
AbilityName="SixOClock"
-Slow Is Smooth.Shots taken from concealment have +25 Aim and Crit. Reenter Concealment after breaking LOS with all enemies for 4 turns.
AbilityName="SlowIsSmooth"
-Snapshot.Use primary weapon with only a single action point, but with a -15 aim penalty.
AbilityName="RTSnapshot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Technopathy.This unit can affect robotic units with its psionic abilities and can hack objectives from range via telepathy.
AbilityName="RTTechnopathy", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Teek.This unit has honed its telekinetic abilities, increasing its ability to dodge, and deflect enemy fire.
AbilityName="Teek"
-Time Stands Still.Throw a wrench in the gears of the universe for a brief moment. Allies and Enemies alike become Greyscaled, losing their ability to affect or perceive the world around them.
AbilityName="TimeStandsStill"
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10.02)Conditional Perks
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PERKS THAT REQUIRE OTHER PERKS
-Aggression.Gain 10% critical chance per visible enemy unit, up to 30%. (Squadsight included)"
AbilityName="RTAggression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Echoed Agony.This unit will echo panic attempts that affect to nearby enemies affected by Over the Shoulder. (REQUIRES OVER THE SHOULDER)
AbilityName="RTEchoedAgony"
-Guardian Angel.Grant an effect to allied units affected by Over the Shoulder which cleanses mental debuffs, and slowly heals them. (REQUIRES OVER THE SHOULDER)
AbilityName="RTGuardianAngel"
-Knowledge is Power.Gain increasing damage and critical strike chance against units that endure Over the Shoulder for multiple turns. (REQUIRES OVER THE SHOULDER)
AbilityName="RTKnowledgeIsPower"
-Sovereign.When units affected by Over the Shoulder attempt to use psionic abilities, this unit will attempt to interrupt the ability, stunning the user and dealing minor psionic damage. (REQUIRES OVER THE SHOULDER)
AbilityName="RTRudimentaryCreatures", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Sibyl's Gaze.The vision component of Over The Shoulder lasts forever, even when the ability is inactive. (REQUIRES OVER THE SHOULDER)
AbilityName="RTSibyl"
-The Six Paths of Pain.Automatically cast Over the Shoulder for free at the start of each turn. (REQUIRES OVER THE SHOULDER)
AbilityName="RTTheSixPathsOfPain"
-Triangulation.Melded allies will now serve as additional sources of Over the Shoulder's effect.
AbilityName="RTTriangulation", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Unsettling Voices.Enemy units affected by Over The Shoulder suffer decreased stats, including Defense, Aim, and Will. (REQUIRES OVER THE SHOULDER)
AbilityName="RTUnsettlingVoices"
-Unwilling Conduits.Whenever this unit casts a psionic ability, it drains energy from units affected by Over the Shoulder to fuel the action, reducing the cooldown for each unit affected. (REQUIRES OVER THE SHOULDER)
AbilityName="RTUnwillingConduits"
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PERKS THAT REQUIRE THE SWORD
-Acid Blade.This unit's blade is covered in a classified acidic solution. It shreds armor and applies this solution to the target.
AbilityName="RTAcidicBlade"
-Hidden Blade.This unit's blade is designed to deal additional damage to unaware targets. It deals additional critical damage from concealment.
AbilityName="RTHiddenBlade"
-Psiblade.This unit's blade is a manifestation of psionic energy. It pierces armor entirely and deals additional damage based on the target's will.
AbilityName="RTPsionicBlade"
-Pyroclastic Flow.This unit can now melee while it is burning, and while burning, it leaves a devastating trail of fire in its wake.
AbilityName="RTPyroclasticFlow", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-The Queen of Blades.If a melee attack kills a unit, the action points for the attack are refunded. Additionally, Bloodlust stacks will increase mobility, instead of decreasing it.
AbilityName="RTQueenOfBlades", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Reprobate Waltz.Whenever this unit uses a melee attack, there is a chance to attack again, increasing with Bloodlust stacks.
AbilityName="RTReprobateWaltz", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Slash (Berserker).Attack any enemy within movement range with your Secondary Weapon.
AbilityName="RTBerserkerKnifeAttack", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
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PERKS THAT REQUIRE ENTER MELD EFFECT
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-Assuming Direct Control. Empower a friendly melded unit, healing it fully and granting it significant combat bonuses.
AbilityName="Harbinger", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Meld Induction.Force a unit into the Meld.
AbilityName="RTMeldInduction"
-Mentor.Lend a friendly melded unit psionic support though the meld.
AbilityName="RTMentor"
-Networked OI. Units within the meld can react instantaneously to fire commands. When a unit in the Meld takes a reaction shot, all melded units attempt to fire against the target.
AbilityName="LinkedIntelligence"
-Overflow Barrier. When this unit deals overkill damage, it converts that damage into shielding for itself and its melded allies.
AbilityName="RTOverflowBarrier"
-Unstable Tempest.Whenever this unit uses a psionic ability, it triggers a Burst around it and all melded allies.
AbilityName="RTUnstableConduit"
-Your Hands, My Eyes.Whisper can use the meld to hack targets he can't himself reach.
AbilityName="YourHandsMyEyes"
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PERKS THAT REQUIRE BLOODLUST EFFECT
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-Bump In The Night.Gain Stealth after killing a unit within 3 tiles. Melee kills additionally grant a stack of Bloodlust.
AbilityName="BumpInTheNight", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
-Contained Fury.This unit's meld status is no longer affected by Bloodlust stacks.
AbilityName="RTContainedFury"
-Purge.Purge your bloodlust and regain concealment."
AbilityName="RTPurge"
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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126623381
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Just like the base game enemy perks, you can also use perks that belong to custom enemies. Also like base game perks, some don't work, don't have animation, or won't show at all. I tested some, but many of them are untested at the moment
11.01) Tested Perks
-Acid Blood.Acid splashes at melee attackers.
AbilityName="AcidBlood"
Note: Unlike what it seems and what the description claim, you can spit acid in a fair large radius, and it´s not triggered by melee attacks. It´s a basic attack like the poison spit, but this one deals acid instead of poison
-Close Combat Specialist. During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
AbilityName="CloseCombatSpecialist_ABA"
-Flash Rain.Fire a massive Flashbang.
AbilityName="FlashRain"
11.02) Untested Perks
-Acid Rain.The Hazard MEC can coat an area in acid, making it dangerous terrain for opposing forces.
AbilityName="AcidRain"
-Berserker Rush.Rapid reaction movements.
AbilityName="BerserkerRush"
-Boa Pull.Grab a target with your tongue and pull them to melee range. Only humanoid targets can be pulled.
AbilityName="BoaGetOverHere"
-Breathe Fire.Torch the ground in front of you.
AbilityName="Firebreath"
Note: Doesn't Work.
-Cleanse.
Removes mind altering effects.
AbilityName="Cleanse"
-Finish Him.Take out an enemy on low life with 2 damage and a hefty aim bonus."AbilityName="FinishHim"
-Fire Spit.A Wyvern can project a blast of napalm at long range that explodes into a fiery inferno.
AbilityName="FireSpit"
-Puppeteering.Raise the dead as your puppets."AbilityName="Puppeteering"orAbilityName="PuppeteeringM3"
-Slash.Slash a guy.
AbilityName="ChryssalidSlashM1"orAbilityName="ChryssalidSlashM2"orAbilityName="ChryssalidSlashM3"orAbilityName="ChryssalidSlashM4"
-Smoke Rain.Fire a smoke bomb.
AbilityName="SmokeRain"
-Solace.The Psi Operative is surrounded by an aura that immediately extinguishes or blocks any mental impairments for themselves and any nearby squadmates.
AbilityName="NPCSolace" or AbilityName="NPCSolaceCleanse" or AbilityName="NPCSolaceM4" or AbilityName="NPCSolaceM4Cleanse"
Note: Doesn't Work.
-Spawn.The queen can spawn several Chryssalids.
AbilityName="SpawnABAChryssalidM1ForMommy" or AbilityName="SpawnABAChryssalidM2ForMommy" or AbilityName="SpawnABAChryssalidM3ForMommy" or SpawnABAChryssalidM4ForMommy"
-Viper Prime Pull.Grab a target with your tongue and pull them to melee range. Only humanoid targets can be pulled.
AbilityName="PrimeGetOverHere"
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12) Bio Troops by Creativexenos
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127789482
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I haven´t tested these skills yet.
-Assault Stun.Slashes a target dealing Stun damage. This could add Stun, Disorient or Unconscious.
AbilityName="AssaultStun"
-Toxin Slash"
AbilityName="ToxinSlash"
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13) Valentine Viper by Creativexenos
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1142283405
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I haven´t tested this skill yet.
-Love Shot.A special shot that can be taken from the rifle that can cause minor effects to major mental effects.
AbilityName="LoveShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
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14)CreativeXenosArchons by CreativeXenos
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1125183947
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I haven´t tested this skill yet.
"Consume". "The ability drains HP. If target is killed, and human or advent, it will become a zombie.
AbilityName="ShamanConsume", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
Note: Doesn't Work.
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15) The MOCX Initiative by RealityMachina
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1129661000
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I haven´t tested these skills yet.
-Intimidate.When targeted by an attack, the enemy has a chance to panic.
AbilityName=RM_Intimidate
-Mimetic Skin.Re-conceal when moving to full cover with no enemies around.
AbilityName="RM_MimeticSkin "
-Wall Climb.Seamlessly travel to rooftops without needing ladders, poles, etc as long as there's a wall.
AbilityName="RM_LongJump"
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16) ADVENT Warlock by Ashlynne_Lee
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1144417938
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I haven´t tested these skills yet.
-Death's Embrace.Kill a wounded ADVENT Unit and empower yourself with its soul."
AbilityName="Ability_DeathsEmbraceM1", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon or AbilityName="Ability_DeathsEmbraceM2", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon or AbilityName="Ability_DeathsEmbraceM3", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
-Raise Dead.Mind controls a dead, organic, non-alien soldier.
AbilityName="AshRaiseDead", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
Thanks for your words