Difference between revisions of "Smuggler"

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Revision as of 19:02, 7 March 2021

Smuggler Job Training

Description

As a smuggler, your abilities would rely heavily on having good reflexes and either aim or 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.

Class Specialties

Starter Items

Perks

Steele gains class-specific perks for each level earned.

Perks
Level Name Description
2 Lucky Breaks Enemy attacks will have an extra 10% chance to miss you in combat, and gain some defense from evasion.
3 Escape Artist Converts the chance to escape from grapples to use your Reflexes stat rather than Physique. Conveys an additional minor chance to escape.
4 Agility Increases evasion granted via items by 50%, or provides a flat 10% evasion boost, whichever is higher.
5 Sharp Eyes Decreases the time required to recover from blinding effects, reducing their duration by one combat round.
6 Supply and Demand Reduces shopkeeper markups by 5% and markdowns by 10%.
Improved Agility Increases your evasion by an additional 10%.
7 Hidden Loot Increases inventory size by two slots.
Take Advantage Increase sneak attack and aimed shot base bonuses by 100%.
8 Heroic Reserves Raises your maximum energy reserves by 33, allowing you to use more special attacks before tiring.
9 Survival Instincts Removes Stunned, Staggered, and Knockdown effects when your HP drops below 50%. Also grants you a 100% escape chance if possible.
10 Cloak and Dagger Grants +5% evasion for one turn after landing a basic attack hit (melee or ranged).


Special Abilities

When choosing the special ability perks, Steele may attain abilities that fall under two specific themes to define the player's play style.

Specialization Theme
Level Covert Overzealous
2 Shoot First Low Blow
3 Sneak Attack Aimed Shot
4 Stealth Field Generator Disarming Shot
5 Gas Grenade Grenade
6 Quickdraw Leap Up
7 Smuggled Stimulant Burst of Energy
8 Second Attack Second Shot
9 Alpha Strike Desperation
10 Can Opener Mag Binders
Special Abilities
Level Name Description
1 Flash Grenade
(Starter Ability)
Produce a rechargeable flash grenade and use it to blind your enemy. Better aim will increase the chance of success.
2 Shoot First When using a ranged attack during the first round of combat, gain an additional attack.
Low Blow Grants the ability to perform a melee strike with a high chance of stunning the target.
3 Sneak Attack Grants the ability to perform a melee attack with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage.
Aimed Shot Grants the ability to perform a ranged attack with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage.
4 Stealth Field Generator Grants the ability to massively increase evasion chance for two combat rounds.
Disarming Shot Grants the ability to disarm your target, rendering them unable to wield a weapon for four combat rounds.
5 Gas Grenade Grants the ability to throw a grenade designed to emit a lust-inducing smog. Deals lust damage to all enemies in combat.
Grenade Grants the ability to throw a grenade designed to emit high levels of thermal radiation. Deals Burning damage to all enemies in combat.
6 Quickdraw Equipping a new weapon no longer consumes your turn in combat.
Leap Up Allows you to easily and freely leap to your feet after being knocked prone.
7 Smuggled Stimulant Allows you to gain 25 energy per round for 3 rounds, once per combat encounter.
Burst of Energy Allows you to recover 60 energy, once per combat encounter.
8 Second Attack Allows you to make a second, low-accuracy attack whenever you perform a melee attack.
Second Shot Allows you to make a second, low-accuracy attack whenever you shoot a ranged weapon.
9 Alpha Strike Allows your first attack in any combat to be a critical hit.
Desperation Grants +7% critical hit chance when your HP drops below 50%.
10 Can Opener Grants a chance to sunder an enemy after landing a critical hit, reducing the effectiveness of their armor by 50%.
Mag Binders 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.


Notes

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 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 bonus Defense is equal to Evasion / 3 and capped at Level / 2. It is also not factored into the Evasion Bonus displayed on the Combat Codex page.

Sneak Attack and Aimed Shot bonus damage is equal to Level * 3 + Intelligence/2. Take Advantage bonus damage is equal to Level * 2.

Stealth Field Generator adds 80% Evasion and increases the Evasion cap by 40% while active. Evasion cap is normally 90%. Lasts 3 rounds after activation, not 2, despite the description.

Gas Grenade does 14 + Level * 2 Drug damage to all enemies.

Grenade does 7.5 + Level * 2 + Intelligence / 2 Kinetic and Burning damage to all enemies.

Alpha Strike does not have to be in the first round, unlike Shoot First. Special abilities like Flash Grenade or Stealth Field Generator can be used first.

Can Opener Sunder is a Physique vs Physique check.

Mag Binders Stun is a Reflexes vs Reflexes check. Damage is equal to Reflexes + Level * 2.

The bonus attack provided by Second Attack and Second Shot do not have an accuracy reduction if the ranged weapon used has the "Bonus Hit Rate" flag.