<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.splurt.space/mediawiki/index.php?action=history&amp;feed=atom&amp;title=User%3ANeocloudy%2FSkills</id>
	<title>User:Neocloudy/Skills - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.splurt.space/mediawiki/index.php?action=history&amp;feed=atom&amp;title=User%3ANeocloudy%2FSkills"/>
	<link rel="alternate" type="text/html" href="https://wiki.splurt.space/mediawiki/index.php?title=User:Neocloudy/Skills&amp;action=history"/>
	<updated>2026-06-30T04:53:45Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.3</generator>
	<entry>
		<id>https://wiki.splurt.space/mediawiki/index.php?title=User:Neocloudy/Skills&amp;diff=2735&amp;oldid=prev</id>
		<title>imported&gt;Neocloudy: lmfao this should be it, i dont care about stamina i just wanna fix the normal page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splurt.space/mediawiki/index.php?title=User:Neocloudy/Skills&amp;diff=2735&amp;oldid=prev"/>
		<updated>2024-01-01T19:05:49Z</updated>

		<summary type="html">&lt;p&gt;lmfao this should be it, i dont care about stamina i just wanna fix the normal page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{under construction&lt;br /&gt;
|reason = TGMC is always changing, this could become outdated frequently. [[Guide to contributing to the wiki|How you can help.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TGMC}}&lt;br /&gt;
&lt;br /&gt;
Skills are boundaries every human has, and they determine how you interact with most items in the game. Typically, the lower you are, the less you can do without fumbling/the worse you are with something. Hard locks are rare, and only apply to chem dispensers or police equipment.&lt;br /&gt;
&lt;br /&gt;
This page thoroughly defines each skill level.&lt;br /&gt;
{{TGMC-Skills&lt;br /&gt;
|sizeoverride=225&lt;br /&gt;
|job=Example Template To Show&lt;br /&gt;
|tabletitle=Example&lt;br /&gt;
|premsg=An example of how these skills will be represented on wikipages.&lt;br /&gt;
|cqc=5&lt;br /&gt;
|police=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|medical=5&lt;br /&gt;
|surgery=5&lt;br /&gt;
|engineering=5&lt;br /&gt;
|construction=5&lt;br /&gt;
|firearms=2&lt;br /&gt;
|powerloader=4&lt;br /&gt;
|lead=4&lt;br /&gt;
|sg=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Medical and Surgery Skills=&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
As the name implies, this is your skill with Medical equipment. Changes a lot of values, such as splint health and defibrillator healing. &amp;#039;&amp;#039;&amp;#039;Max Level: 5.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;With each level:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Splint health increases.&lt;br /&gt;
** Kits heal more.&lt;br /&gt;
** Defibrillator heals more on shock.&lt;br /&gt;
** Syringe is faster. &amp;#039;&amp;#039;Use a hypospray anyway.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 1 and lower:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Fumble at all medical tasks. &amp;#039;&amp;#039;&amp;#039;Level 1 shortens fumbling a little.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;With Level 0: No defibrillator healing, very low splint health.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 2:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Fumble removed for medical tasks (opening/closing defib, applying kits, etc).&lt;br /&gt;
** Weak splints, weak defibrillator healing.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;For example:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** The Synthetic has Medical 4, so he is typically able to defibrillate a dead human into hard crit from -220 if other parameters are met. His splints and kitting are also very effective.&lt;br /&gt;
** The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak.&lt;br /&gt;
&lt;br /&gt;
== Surgery ==&lt;br /&gt;
Your skill in surgery. A very linear skill. &amp;#039;&amp;#039;&amp;#039;Max Level: 5.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;With each level:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Surgery step time is reduced.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 2 and under:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Fumble when trying to do surgery&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Level 0, untrained:&amp;#039;&amp;#039;&amp;#039; 20 second fumble time.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Level 1, amateur:&amp;#039;&amp;#039;&amp;#039; 12 second fumble time.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Level 2, trained:&amp;#039;&amp;#039;&amp;#039; 4 second fumble time.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 3:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;No fumble during surgery.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Further levels reduce surgery step time.&lt;br /&gt;
&lt;br /&gt;
=Engineering and Shipside Skills=&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
Measures your ability to do anything related to Engineering. Like repairing generators or APCs. Higher levels make you more effective. &amp;#039;&amp;#039;&amp;#039;Max Level: 5.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 0:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Fumble when interacting with anything related to this. (wire cutting, any maintenance, etc)&lt;br /&gt;
** Detonation packs have a chance to explode immediately on deployment.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 1:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Can disassemble chairs.&lt;br /&gt;
** Metal barricade maintenance unlocked.&lt;br /&gt;
** Shield maintenance unlocked.&lt;br /&gt;
** &amp;#039;&amp;#039;Safe&amp;#039;&amp;#039; deployment of detonation packs unlocked.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 2:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Plasteel barricade maintenance unlocked.&lt;br /&gt;
** Can rig power cells like grenades, and safely stabilize them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 3:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Most engineering actions unlocked (miner maintenance, APC maintenance, engine repair, etc)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 4:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Computer maintenance unlocked.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 5:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** No difference.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Measures your ability to construct something. Includes barricade construction, wall building, etc. Higher levels unlock more. &amp;#039;&amp;#039;&amp;#039;Max Level: 5.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 0:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Fumble when interacting with anything related to this.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 1:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Metal barricade construction unlocked.&lt;br /&gt;
** Can build barbed wire (barricade defense, prevents climbing) and razor wire (normal defense, blocks off a tile, can trap xenos)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 2:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Plasteel barricade construction unlocked.&lt;br /&gt;
** Can build windows, reinforced windows, and windoors.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 3:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Wall (girder) building unlocked.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 4:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Airlock construction unlocked.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 5:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** No difference.&lt;br /&gt;
&lt;br /&gt;
== Piloting ==&lt;br /&gt;
Determines whether you fumble when firing weapons in the Condor Jet.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Only has one level,&amp;#039;&amp;#039;&amp;#039; and it allows you to use weapons in the Condor Jet without fumble.&lt;br /&gt;
&lt;br /&gt;
=Combat Skills=&lt;br /&gt;
&lt;br /&gt;
== Police ==&lt;br /&gt;
A measurement of your ability to use Police gear. This is typically applied to stun batons, flashes, pepper spray and tasers. Irrelevant after MP removal.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 1:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
** Removes accidental weapon discharge from shoving. &amp;#039;&amp;#039;&amp;#039;Weapon discharging is broken anyway.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Allows flash usage.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 2:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Allows all police gear usage.&lt;br /&gt;
** Stun batons still stun you if you pick them up without valid access.&lt;br /&gt;
&lt;br /&gt;
== CQC ==&lt;br /&gt;
A measurement of your close quarters combat ability. Higher makes you better in unarmed combat &amp;#039;&amp;#039;against humans.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;With each level:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Increased shove chance by 5% per level. For example: the Synthetic has &amp;#039;&amp;#039;&amp;#039;CQC 5,&amp;#039;&amp;#039;&amp;#039; giving him a very high chance to floor someone on Disarm.&lt;br /&gt;
== Melee ==&lt;br /&gt;
A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;With each level:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Increases melee damage by +15% per level.&lt;br /&gt;
* Does not have a defined limit.&lt;br /&gt;
&lt;br /&gt;
== Large Vehicle ==&lt;br /&gt;
A measurement of your ability to use multitile vehicles. Only affects Mech piloting but used to affect the tank too.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Only has one level,&amp;#039;&amp;#039;&amp;#039; and it allows you to pilot a multitile vehicle.&lt;br /&gt;
&lt;br /&gt;
== Smartgun ==&lt;br /&gt;
A measurement of your smartgun training. Higher levels change recoil and accuracy with the smartgun.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level -4:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Default for &amp;#039;&amp;#039;&amp;#039;all squad roles&amp;#039;&amp;#039;&amp;#039; except Smartgunner.&lt;br /&gt;
** &amp;#039;&amp;#039;Significant&amp;#039;&amp;#039; recoil.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 0:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Default for the Squad Smartgunner.&lt;br /&gt;
** No recoil, normal accuracy with a Smartgun.&lt;br /&gt;
&lt;br /&gt;
== Firearms ==&lt;br /&gt;
Your general ability to use a firearm (also for special types of firearms). &lt;br /&gt;
&lt;br /&gt;
Special skills exist for &amp;#039;&amp;#039;&amp;#039;Pistols, SMGs, Rifles, Shotguns and Heavy Weapons.&amp;#039;&amp;#039;&amp;#039; These default at 0 for absolutely everyone, or 1 for special training. These give a &amp;#039;&amp;#039;&amp;#039;+5%&amp;#039;&amp;#039;&amp;#039; damage mod for the specific type of gun.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 0:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Low accuracy.&lt;br /&gt;
** Default recoil for all guns, which means some may have light recoil, even when wielded.&lt;br /&gt;
** No knowledge of tactical reloads.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 1:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Default for all marine roles.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Knowledge of tactical reloads.&lt;br /&gt;
** Significant recoil reduction, making some &amp;#039;&amp;#039;wielded&amp;#039;&amp;#039; guns have no recoil.&lt;br /&gt;
** Accuracy increased.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Higher levels increase accuracy and decrease recoil.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
A very important skill. Measures your ability to lead, obviously. Can change fights, either through being used or &amp;#039;&amp;#039;not&amp;#039;&amp;#039; being used.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;With each level:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Order efficiency increased.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Order range increased. Default range is 3 + your Leadership skill.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 0:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Default for all roles.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Long fumble for usage of leadership equipment.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 1:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Default for Specialist roles (Smartgunner, Corpsman, Engineer)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Fumbling time reduced.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Level 2:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** [[Template:Orders|Orders unlocked.]] &amp;#039;&amp;#039;&amp;#039;Range: 5.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;For example:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** The Field Commander has the highest Leadership skill, making his orders typically the size of an entire field of view, and strong.&lt;br /&gt;
** A Squad Marine marked as the aSL, has weak and short-range orders.&lt;br /&gt;
&lt;br /&gt;
== Stamina ==&lt;br /&gt;
Mostly unused, planned to be used in HvH gamemodes such as Campaign. You do cardio, right?&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;With each level:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Reduces the delay before you regenerate stamina again.&lt;br /&gt;
** Regenerate more stamina.&lt;/div&gt;</summary>
		<author><name>imported&gt;Neocloudy</name></author>
	</entry>
</feed>