Smuggler

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Revision as of 15:35, 15 April 2023 by Theron (talk | contribs) (→‎Notes: Added note for Specialized Combatant.)
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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).
11 Die Another Day Once per fight, when your Health drops below 50%, you automatically drop a free Flash Grenade and recover 25% of maximum Health and Energy.
12 Boundless Reserves Your base Energy increases to 150.


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
11 Twist The Knife Booster Pack
12 Specialized Combatant Second Striker
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 Upgrades ranged attacks 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 by 80% for four 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.
11 Twist The Knife 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.
Booster Pack Grants the ability to take to the sky with backpack-mounted microboosters for four turns. While launching, make one flurry attack with ranged or melee weapons as appropriate, and gain the ability to sneak attack or aimed shot non-flying targets while flying.
12 Specialized Combatant Your bonus flurry attack for ranged or melee is upgraded to have full accuracy.
Second Striker Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks.


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.

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. The extra 10% miss chance is a separate check from the standard Evasion.

Sneak Attack and Aimed Shot bonus damage is equal to Level * 3 + Intelligence/2. If the target is both Blind and Stunned, it does an additional + Level. 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 50%. 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.

Specialized Combatant only applies to Second Attack and Second Shot.

Maximum total Evasion bonus from Items, Improved Agility and Cloak and Dagger is 50%. It is recommended to not overinvest in Evasion boosts.