Difference between revisions of "XCOM:EU Perks"

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''This page is in creation/undergoing construction.
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''This page is in creation/undergoing construction.''
''It is based on the work done in the "Probably found a way to edit ability tree's of your troops..."[http://forums.nexusmods.com/index.php?/topic/813563-probably-found-a-way-to-edit-ability-trees-of-your-troops-and-enemies/] and "Custom Soldier Ability Trees"[http://forums.nexusmods.com/index.php?/topic/815794-custom-soldier-ability-trees/page__gopid__6537686#entry6537686] threads in the XCOM Mod Talk forum.
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''It is based on the work done in the [http://forums.nexusmods.com/index.php?/topic/813563-probably-found-a-way-to-edit-ability-trees-of-your-troops-and-enemies/ Probably found a way to edit ability tree's of your troops...] and [http://forums.nexusmods.com/index.php?/topic/815794-custom-soldier-ability-trees/page__gopid__6537686#entry6537686 Custom Soldier Ability Trees] threads in the [http://forums.nexusmods.com/index.php?/forum/559-xcom-mod-talk/ XCOM Mod Talk] forum.''<br><br>
''Hereunder is a list of the perks found in XComGame.upk/XComPerkManager and their uses & effects, to be completed as testing advances.
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'''''Page needs re-organization to reduce it's overall size.  The hex code for changing each Class Perks Tree should be moved to their own 'Mods' pages and linked from here.'''''
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----
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<br><br>
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==Overview==
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Here is a list of the perks found in [[XComGame.upk]][[XComPerkManager]] and their uses & effects, to be completed as testing advances.
  
 
== Perk Tree Layout for UI Choices ==
 
== Perk Tree Layout for UI Choices ==
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==References==
 
==References==
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* [[Abilities_Modding_-_XCOM:EU_2012]]
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[[Category:XCOM Modding]]
 
[[Category:XCOM Modding]]
[[Category:Abilities_XCOM_Modding_Subject]]
 
 
[[Category:XCOM_Modding_Subjects]]
 
[[Category:XCOM_Modding_Subjects]]
 
[[Category:XCOM_Mods]]
 
[[Category:XCOM_Mods]]

Revision as of 06:02, 1 May 2013

This page is in creation/undergoing construction. It is based on the work done in the Probably found a way to edit ability tree's of your troops... and Custom Soldier Ability Trees threads in the XCOM Mod Talk forum.


Page needs re-organization to reduce it's overall size. The hex code for changing each Class Perks Tree should be moved to their own 'Mods' pages and linked from here.




Overview

Here is a list of the perks found in XComGame.upkXComPerkManager and their uses & effects, to be completed as testing advances.

Perk Tree Layout for UI Choices

Choice Table Layout:
01
03 02
05 04
07 06
09 08
10
12 11


Here the choices are simply "Choice 1", Choice 2", etc. as displayed on the UI, rather than specific Perk codes. In each Class specific Perk Tree that follows, the numbers are the significant HEX code values assigned to each Perk which need to be replaced with the desired perk code in the existing code pattern. They are presented in the order they appear in the vanilla UI table as choices (i.e. first perk will be in choice position labelled '01', second perk will be in choice position labelled '02', etc.

Assault Class Perks Tree

Hex Perk Description
06 Run & Gun: Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
21 Tactical Sense: Confers +5 Defense per enemy in sight (max 20).
20 Aggression: Confers +10% critical chance per enemy in sight (max +30%).
23 Lightning Reflexes: Forces the first reaction shot against this unit each turn to miss.
22 Close and Personal: Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
25 Flush: Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
24 Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
28 Close Combat Specialist: Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
27 Bring 'Em On: Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
1B Extra Conditioning: Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
2B Resilience: Confers immunity to critical hits.
29 Killer Instinct: Activating Run & Gun now also grants +50% critical damage for the rest of the turn.

Here is the hex code for the vanilla tree, with { comments } (syntax as recognized by mod 'ToolBoks') identifying specific perk codes:

{ ASSAULT }
04 2C

{ Rank 1 Private }
06 { Run & Gun }

06 4A 01 07 4F 00 9A 00 37 66 00 00 2C 02 16 07 3A 00 9A 00 36 66 00 00 25 16 04 2C

{ Rank 2 Corporal }
20 { Aggression }

06 4C 00 07 4C 00 9A 00 36 66 00 00 26 16 04 2C

21 { Tactical Sense }

06 4A 01 07 89 00 9A 00 37 66 00 00 2C 03 16 07 74 00 9A 00 36 66 00 00 25 16 04 2C

{ Rank 3 Sergeant }
22 { Close & Personal }

06 86 00 07 86 00 9A 00 36 66 00 00 26 16 04 2C

23 { Lightning Reflexes }

06 4A 01 07 C3 00 9A 00 37 66 00 00 2C 04 16 07 AE 00 9A 00 36 66 00 00 25 16 04 2C

{ Rank 4 Lieutenant }
24 { Rapid Fire }

06 C0 00 07 C0 00 9A 00 36 66 00 00 26 16 04 2C

25 { Flush }

06 4A 01 07 FD 00 9A 00 37 66 00 00 2C 05 16 07 E8 00 9A 00 36 66 00 00 25 16 04 2C

{ Rank 5 Captain }
27 { Bring em On }

06 FA 00 07 FA 00 9A 00 36 66 00 00 26 16 04 2C

28 { Close Combat Specialist }

06 4A 01 07 13 01 9A 00 37 66 00 00 2C 06 16 04 2C

{ Rank 6 Major }
1B { Extra Conditioning }

06 4A 01 07 4A 01 9A 00 37 66 00 00 2C 07 16 07 38 01 9A 00 36 66 00 00 25 16 04 2C

{ Rank 7 Colonel }
29 { Killer Instinct }

06 4A 01 07 4A 01 9A 00 36 66 00 00 26 16 04 2C

2B { Resilience }

04 25 04 3A 35 66 00 00 53 00 00 00 02 00 02 00 FE 33 00 00 00 00 00 00 4A 66 00 00 50 55 00 00 00 00 00 00 00 00 00 00 01 00 00 00 80 05 00 00 00 00 00 00 50 55 00 00 00 00 00 00 00 00 00 00 4B 66 00 00 50 55 00 00 00 00 00 00 39 66 00 00 01 00 00 00 80 00 00 00 00 00 00 00 50 55 00 00 00 00 00 00 00 00 00 00 4C 66 00 00 50 55 00 00 00 00 00 00 3A 66 00 00 01 00 00 00 80 00 00 00 00 00 00 00 50 55 00 00 00 00 00 00 00 00 00 00 4D 66 00 00 50 55 00 00 00 00 00 00 38 66 00 00 00 00 00 00 00 00 00 00 3B 66 00 00 00 00 00 00 C5 01 00 00 A2 41 00 00 57 01 00 00 0F 01 00 00 07 15 00 9A 00 3B 66 00 00 26 16 04 2C

{ End of vanilla Skill default assignments }

Support Class Perks Tree

Hex Perk Description
2C Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
1F Sprinter: Allows the support to move 3 additional tiles.
2F Covering Fire: Allows reaction shot to trigger on enemy attacks, not just movement.
30 Field Medic: Allows medikits to be used 3 times per battle instead of once.
5C Smoke and Mirrors: Allows 1 additional use of Smoke Grenade each mission.
38 Revive: Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
31 Rifle Suppression: Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
34 Dense Smoke: Smoke Grenades have increased area of effect and further increase units' Defense by 20.
33 Combat Drugs: Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% critical chance for all units in the cloud.
35 Deep Pockets: Confers an additional item slot in inventory.
37 Savior: Medikits restore 4 more health per use.
36 Sentinel: Allows two reaction shots during Overwatch, instead of only one.

Here is the hex code for the vanilla tree, with { comments } identifying specific perk codes:

{SUPPORT }
04 2C

{ Rank 1 Private }
2C { Smoke Grenade }

06 4A 01 07 4F 00 9A 00 3B 66 00 00 2C 02 16 07 3A 00 9A 00 3A 66 00 00 25 16 04 2C

{ Rank 2 Corporal }
2F { Covering Fire }

06 4C 00 07 4C 00 9A 00 3A 66 00 00 26 16 04 2C

1F { Sprinter }

06 4A 01 07 89 00 9A 00 3B 66 00 00 2C 03 16 07 74 00 9A 00 3A 66 00 00 25 16 04 2C

{ Rank 3 Sergeant }
5C { Smoke and Mirrors }

06 86 00 07 86 00 9A 00 3A 66 00 00 26 16 04 2C

30 { Field Medic }

06 4A 01 07 C3 00 9A 00 3B 66 00 00 2C 04 16 07 AE 00 9A 00 3A 66 00 00 25 16 04 2C


{ Rank 4 Lieutenant }
31 { Rifle Suppression }

06 C0 00 07 C0 00 9A 00 3A 66 00 00 26 16 04 2C

38 { Revive }

06 4A 01 07 FD 00 9A 00 3B 66 00 00 2C 05 16 07 E8 00 9A 00 3A 66 00 00 25 16 04 2C

{ Rank 5 Captain }
33 { Combat Drugs }

06 FA 00 07 FA 00 9A 00 3A 66 00 00 26 16 04 2C

34 { Dense Smoke }

06 4A 01 07 13 01 9A 00 3B 66 00 00 2C 06 16 04 2C

{ Rank 6 Major }
35 { Deep Pockets }

06 4A 01 07 4A 01 9A 00 3B 66 00 00 2C 07 16 07 38 01 9A 00 3A 66 00 00 25 16 04 2C

{ Rank 7 Colonel }
36 { Sentinel }

06 4A 01 07 4A 01 9A 00 3A 66 00 00 26 16 04 2C

37 { Savior }

{ End of vanilla Skill default assignments }

Heavy Class Perks Tree

Hex Perk Description
12 Fire Rocket: Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (Note: Only works for Heavies)
1A Bullet Swarm: Firing the primary weapon as the first action no longer ends the turn. (Note: Only works for Heavies)
13 Holo-Targeting: Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
16 Shredder Rocket: Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.
15 Suppression: Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
5B HEAT Ammo: +100% to damage against robotic enemies.
17 Rapid Reaction: Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
18 Grenadier: Allows to carry 2 grenades in a single inventory slot.
19 Danger Zone: Increases hit area of rockets and suppression by 2 tiles.
11 Will to Survive: Reduces all normal damage taken by 2 if in cover and not flanked.
5D Rocketeer: Allows 1 additional standard rocket to be fired per battle.
5E Mayhem: Confers additional damage based on weapon tech level to Suppression and all area-effect abilities (1 damage per tech level).

Here is the hex code for the vanilla tree, with { comments } identifying specific perk codes:

{ HEAVY }
04 2C

{ Rank 1 Private }
12 { Fire Rocket }

06 4A 01 07 4F 00 9A 00 33 66 00 00 2C 02 16 07 3A 00 9A 00 32 66 00 00 25 16 04 2C

{ Rank 2 Corporal }
13 { Holotargetting }

06 4C 00 07 4C 00 9A 00 32 66 00 00 26 16 04 2C

1A { Bulletswarm }

06 4A 01 07 89 00 9A 00 33 66 00 00 2C 03 16 07 74 00 9A 00 32 66 00 00 25 16 04 2C

{ Rank 3 Sergeant }
15  { Suppression }

06 86 00 07 86 00 9A 00 32 66 00 00 26 16 04 2C

16 { Shredder Rocket }

06 4A 01 07 C3 00 9A 00 33 66 00 00 2C 04 16 07 AE 00 9A 00 32 66 00 00 25 16 04 2C

{ Rank 4 Lieutenant }
17 { Rapid Reaction }

06 C0 00 07 C0 00 9A 00 32 66 00 00 26 16 04 2C

5B { HEAT Ammo }

06 4A 01 07 FD 00 9A 00 33 66 00 00 2C 05 16 07 E8 00 9A 00 32 66 00 00 25 16 04 2C

{ Rank 5 Captain }
19 { Danger Zone }

06 FA 00 07 FA 00 9A 00 32 66 00 00 26 16 04 2C

18 { Grenadier }

06 4A 01 07 13 01 9A 00 33 66 00 00 2C 06 16 04 2C

{ Rank 6 Major }
11 { Will to Survive }

06 4A 01 07 4A 01 9A 00 33 66 00 00 2C 07 16 07 38 01 9A 00 32 66 00 00 25 16 04 2C

{ Rank 7 Colonel }
5E { Mayhem }

06 4A 01 07 4A 01 9A 00 32 66 00 00 26 16 04 2C

5D { Rocketeer }

04 25 04 3A 31 66 00 00 53 00 00 00 02 00 02 00 FF 33 00 00 00 00 00 00 46 66 00 00 50 55 00 00 00 00 00 00 00 00 00 00 01 00 00 00 80 05 00 00 00 00 00 00 50 55 00 00 00 00 00 00 00 00 00 00 47 66 00 00 50 55 00 00 00 00 00 00 35 66 00 00 01 00 00 00 80 00 00 00 00 00 00 00 50 55 00 00 00 00 00 00 00 00 00 00 48 66 00 00 50 55 00 00 00 00 00 00 36 66 00 00 01 00 00 00 80 00 00 00 00 00 00 00 50 55 00 00 00 00 00 00 00 00 00 00 49 66 00 00 50 55 00 00 00 00 00 00 34 66 00 00 00 00 00 00 00 00 00 00 37 66 00 00 00 00 00 00 92 01 00 00 DB 3D 00 00 57 01 00 00 0F 01 00 00 07 15 00 9A 00 37 66 00 00 26 16 04 2C

{ End of vanilla Skill default assignments }

Sniper Class Perks Tree

Hex Perk Description
02 Headshot: Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. (Note: Only works for sniper)
10 Snap Shot: Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Squadsight: Allows firing at targets in any ally's sight radius.
5F Gunslinger: Confers 2 bonus damage with pistols.
0F Damn Good Ground: +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
09 Disabling Shot: Fire a shot that causes the target's main weapon to jam. The target may Reload to fix the weapon. 2 turn cooldown. -10 Aim penalty. (Note: Only works for sniper)
08 Battle Scanner: Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
0B Executioner: +10 Aim against targets with less than 50% health.
0A Opportunist: Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
05 Low Profile: Makes partial cover count as full.
0E In The Zone: Killing a flanked or uncovered target with the sniper rifle does not cost an action. (Note: Works for all classes)
0D Double Tap: Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown. (Note: Only works for sniper)

Here is the hex code for the vanilla tree, with { comments } identifying specific perk codes:

{ SNIPER }
04 2C

{ Rank 1 Private }
02 { Headshot }

06 4A 01 07 4F 00 9A 00 2F 66 00 00 2C 02 16 07 3A 00 9A 00 2E 66 00 00 25 16 04 2C

{ Rank 2 Corporal }
03 { Squadsight }

06 4C 00 07 4C 00 9A 00 2E 66 00 00 26 16 04 2C

10 { Snapshot }

06 4A 01 07 89 00 9A 00 2F 66 00 00 2C 03 16 07 74 00 9A 00 2E 66 00 00 25 16 04 2C

{ Rank 3 Sergeant }
0F { Damn Good Ground }

06 86 00 07 86 00 9A 00 2E 66 00 00 26 16 04 2C

5F { Gunslinger }

06 4A 01 07 C3 00 9A 00 2F 66 00 00 2C 04 16 07 AE 00 9A 00 2E 66 00 00 25 16 04 2C

{ Rank 4 Lieutenant }
08 { Battlescanner }

06 C0 00 07 C0 00 9A 00 2E 66 00 00 26 16 04 2C

09 { Disabling Shot }

06 4A 01 07 FD 00 9A 00 2F 66 00 00 2C 05 16 07 E8 00 9A 00 2E 66 00 00 25 16 04 2C

{ Rank 5 Captain }
0A {Opportunist}

06 FA 00 07 FA 00 9A 00 2E 66 00 00 26 16 04 2C

0B { Executioner }

06 4A 01 07 13 01 9A 00 2F 66 00 00 2C 06 16 04 2C

{Rank 6 Major}
05 { Low Profile }

06 4A 01 07 4A 01 9A 00 2F 66 00 00 2C 07 16 07 38 01 9A 00 2E 66 00 00 25 16 04 2C

{ Rank 7 Colonel }
0D { DoubleTap }

06 4A 01 07 4A 01 9A 00 2E 66 00 00 26 16 04 2C

0E { In the Zone }

04 25 04 3A 2D 66 00 00 53 00 00 00 02 00 02 00 01 34 00 00 00 00 00 00 42 66 00 00 50 55 00 00 00 00 00 00 00 00 00 00 01 00 00 00 80 05 00 00 00 00 00 00 50 55 00 00 00 00 00 00 00 00 00 00 43 66 00 00 50 55 00 00 00 00 00 00 31 66 00 00 01 00 00 00 80 00 00 00 00 00 00 00 50 55 00 00 00 00 00 00 00 00 00 00 44 66 00 00 50 55 00 00 00 00 00 00 32 66 00 00 01 00 00 00 80 00 00 00 00 00 00 00 50 55 00 00 00 00 00 00 00 00 00 00 45 66 00 00 50 55 00 00 00 00 00 00 30 66 00 00 00 00 00 00 00 00 00 00 33 66 00 00 00 00 00 00 5F 01 00 00 20 3A 00 00 57 01 00 00 0F 01 00 00 07 15 00 9A 00 33 66 00 00 26 16 04 2C

{ End of vanilla Skill default assignments }

Psi Class Perks Tree

Hex Perk Description
45 Mindfray: Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.
46 Psi Panic: Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
47 Psi Inspiration: Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown.
48 Mind Control: Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.
49 Telekinetic Field: Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. 5 turn cooldown.
4A Rift: Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Only available at a certain time in the story.

Here is the hex code for the vanilla tree, with { comments } identifying specific perk codes:

{ PSI }
55 00 45 65 00 00 03 00 2C
45                                        { PsiMindfray }
16 55 00 45 65 00 00 03 00 2C
46                                        { PsiPanic }
16 55 00 45 65 00 00 03 00 2C
47                                        { PsiInspiration }
16 55 00 45 65 00 00 03 00 2C
48                                        { PsiMindControl }
16 55 00 45 65 00 00 03 00 2C
49                                        { PsiTelekineticField }
16 55 00 45 65 00 00 03 00 2C
4A                                        { PsiRift }
16 04 00 45 65 00 00 04 3A 46 65 00 00 53 00
00 00 02 01 02 00 07 34 00 00 00 00 00 00

"Legacy" Perks

These are perks that are believed to have been in the game at some point but do not appear in any of the classes' perk trees in the final game.

TooCloseForComfort
enum value 4 = 0x04
No BuildPerk() call, but is defined in enum EPerkType as ePerk_TooCloseForComfort
INT Localisation file gives additional information:
m_strPassiveTxt[ePerk_TooCloseForComfort]="Aim penalty for close proximity is halved."
Presumably a discarded Sniper Class perk
Button Up
BuildPerk(12, 0, "ButtonUp");
If added to ability tree, appears with a "?" icon and no description. Does not seems to activate a particular ability.
HEAT Rockets
BuildPerk(20, 0, "HEATRockets");
Appears to be early version of Perk 'Heat Ammo'
Blitz
enum value 28 = 0x1C
No BuildPerk() call, but is defined in enum EPerkType as ePerk_Blitz
First Blood
BuildPerk(29, 0, "FirstBlood");
does not appear in any tree. Testing needed.
From localisation files
m_strPassiveTitle[ePerk_FirstBlood]="Rocketeer"
m_strPassiveTxt[ePerk_FirstBlood]="Allows a second use of Fire Rocket in each mission."
Ready For Anything
BuildPerk(30, 0, "ReadyForAnything");
Does not appear in any tree.
Can be granted to soldiers via Perk Tree
Has no icon or descriptive text
If soldier does not move, then after firing a shot the soldier can enter overwatch
Abilities do not correctly update after firing - pressing fire again will cause the ability HUD to refresh
Using Overwatch after firing shows text "Soldier is Ready for Anything"
Using a grenade ends turn as usual -- overwatch cannot be entered
Related script :
simulated function bool ReadyForAnythingPerkActive()
{
return GetCharacter().HasUpgrade(30) && (m_iFireActionsPerformed == 1) && (m_iMovesActionsPerformed == 0) && (m_arrVisibleEnemies.Length > 0);
}
Flame On
BuildPerk(38, 0, "FlameOn");
Does not appear in any tree. Testing needed.
Possibly a legacy perk linked to the canceled flamer weapon ?
Vengeance
BuildPerk(42, 0, "Vengeance");
Does not appear in any tree. Testing needed
Appears to cause unit to use 'Fire' ability on any unit that damages it
The Blue Wire
enum value 45 = 0x2D
No BuildPerk() call, but is defined in enum EPerkType as ePerk_TheBlueWire
Modern Foxhole
enum value 50 = 0x32
No BuildPerk() call, but is defined in enum EPerkType as ePerk_ModernFoxhole
Heat Wave
BuildPerk(96, 1, "HeatWave");
Does not appear in any tree or alien. Placement suggests it is intended as an Alien perk. "1" indicates an active perk.
If added to ability tree, appears with a "?" icon and no description. When combined with the eAbility_HeatWave (does not appear anywhere in Vanilla), it adds an active ability which has a randomly changing icon and no desciption. Trying to activate it brings up a targeting interface, but I was not able to target anything even with enemies in sight. This ability may be only partially implemented, or be tied to a specific weapon.

"State" Perks

Some of the states soldiers and aliens can be in during tactical combat are described with perks.

BuildPerk(57, 0, "HeightAdvantage");
self-explanatory, descriptions as follows :
m_strBonusTxt[57]="All units receive offensive bonuses against enemies on lower ground."
m_strPenaltyTxt[57]="An enemy unit has elevated position and can see this unit."
m_strPassiveTxt[57]="Elevated Ground"
BuildPerk(59, 0, "ImmuneToDisabled");
no other references found
BuildPerk(60, 0, "SuppressedActive");
self-explanatory, descriptions as follows :
m_strBonusTxt[60]="Suppressed ERROR" (probably should not show bonus txt for this state, hence the ERROR)
m_strPenaltyTxt[60]="Suppressed units suffer a penalty to Aim and, if they move, will be shot at by the suppressing unit."
BuildPerk(61, 0, "CriticallyWounded");
self-explanatory, descriptions as follows :
m_strBonusTxt[61]="Critically Wounded ERROR" (probably should not show bonus txt for this state, hence the ERROR)
m_strPenaltyTxt[61]="Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit."
BuildPerk(62, 0, "Flying");
self-explanatory, descriptions as follows :
m_strBonusTxt[62]="Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel."
m_strPenaltyTxt[62]="Airborne ERROR" (probably should not show penalty txt for this state, hence the ERROR)
BuildPerk(63, 0, "Stealth");
self-explanatory, descriptions as follows :
m_strBonusTxt[63]="Stealthed units are much harder for enemies to see, and receive a bonus to their critical chance."
Could not be used successfully as a perk ; needs eAbility_Ghost in soldier definition, which works even without the perk.
BuildPerk(65, 0, "ChitinPlating");
Perk activated when wearing Chiting Plating.
m_strBonusTxt[65]="Units with Chitin Plating suffer <XGAbility:ChitinPlatingDamageReduction/>% less melee damage and receive +<XGAbility:ChitinPlatingHealthBonus/> bonus health."
BuildPerk(66, 0, "CombatStimsActive");
Perk activated after activating Combat Stims or while inside the radius of a smoke grenade put out by a Support soldier with the relevant perk[TBC].
m_strBonusTxt[66]="Units under the influence of Combat Stims are less likely to panic, move faster, and take <XGAbility:CombatStimsDamageReduction/>% less damage from all sources."
BuildPerk(68, 0, "Panicked");
self-explanatory, descriptions as follows :
m_strPenaltyTxt[68]="Panicked units have a chance to move or act unpredictably."
BuildPerk(107, 0, "BattleFatigue");
Permanent will malus after a critical wound has been suffered
m_strPenaltyTxt[107]="This unit has suffered combat wounds, weakening its Will."
BuildPerk(108, 0, "MindShield");
Perk activated when wearing a Mind Shield.
m_strPassiveTxt[108]="A device that protects the wearer's mind, increasing their Will."
BuildPerk(76, 1, "MindMerge");
Based on ePerk_MindMerger
Benefits of the MindMerge ability (receiving end)
m_strBonusTxt[ePerk_MindMerger]="Psionically assisting an ally, granting the ally an array of stat bonuses."
BuildPerk(79, 1, "MindMerge2");
Based on ePerk_GreaterMindMerger
Provide the benefits (receiving end) of the Greater Mind Merge ability
From Localisation File:
 ; For Greater Mind Merge Caster.
m_strBonusTitle[ePerk_GreaterMindMerger]="Greater Mind Merge"
m_strBonusTxt[ePerk_GreaterMindMerger]="Psionically assisting any nearby Sectoids, granting them +<XGAbility:MindMergeCritBonus/>% critical chance and +<XGAbility:MindMergeHealthBonus/> health."

"Alien" Perks

These are perks that are believed to be be giving aliens their abilities, possibly in conjunction with eAbility properties found in Defaultgamecore.ini [1] like eAbility_MindMerge or eAbility_Launch.


BuildPerk(46, 0, "Stun");
Stun resist perk found on the cyberdisk and chrysalid
m_strPassiveTxt[46]="This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible."
BuildPerk(81, 1, "Launch");
Gives Floaters and Heavy Floaters the ability to "teleport" anywhere on the map.
m_strPassiveTxt[81]="Move anywhere on the battlefield in a single turn. Launch cannot be used indoors."
Related ability : eAbility_Launch
If both perk and ability are given to a soldier, it can then use this ability succesfully.
BuildPerk(80, 1, "Evasion");
Floater and Drone perk.
m_strPassiveTxt[80]="Enemies targeting this unit when it is airborne suffer a -<XGAbility:EvasionDefenseBonus/> Aim penalty."
Related ability : eCP_AirEvade
BuildPerk(79, 1, "MindMerge2");
Give Sectoid Commanders the Greater Mind Merge ability
m_strBonusTxt[79]="Psionically assisting any nearby Sectoids, granting them +<XGAbility:MindMergeCritBonus/>% critical chance and +<XGAbility:MindMergeHealthBonus/> health."
Related ability : eAbility_GreaterMindMerge
BuildPerk(82, 1, "Bombard");
Floater, Heavy Floater, Muton, Muton Elite and Cyberdisk perk.
Can be granted to soldiers, but will not work without an additional patch to XcomGame.upk. For hex change, see: [2]
m_strPassiveTxt[82]="Throw or launch grenades over exceptionally long distances."
BuildPerk(83, 1, "Leap");
Thin Man and chrysalid perk
m_strPassiveTxt[83]="Allows vertical leaps onto elevated surfaces during movement."
Related ability : eCP_Climb
BuildPerk(84, 1, "PoisonSpit");
Thin Man perk
m_strPassiveTxt[84]="Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield."
Related Ability : eAbility_Plague
BuildPerk(85, 1, "PoisonSpit");
Chrysalid Perk (name should read "Poisonous" or the like)
m_strPassiveTxt[85]="Poison enemies wounded with melee attacks."
Related Character Property : eCP_Poisonous
BuildPerk(86, 1, "Bloodcall");
Muton-type aliens perk.
m_strPassiveTxt[86]="Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for <XGAbility:BloodCallDuration/> turns. <XGAbility:BloodCallCooldown/> turn cooldown."
Related Ability : eAbility_BloodCall
BuildPerk(87, 1, "Intimidate");
Muton-type aliens perk.
m_strPassiveTxt[87]="Reacts unpredictably when wounded, provoking panic in enemies."
Related ability : eAbility_Intimidate
BuildPerk(89, 1, "Bloodlust");
Muton Berserker perk.
m_strPassiveTxt[89]="Allows the Berserker to charge an enemy that wounds it."
Related ability : eAbility_Bloodlust
BuildPerk(90, 1, "Bullrush");
Muton Berserker perk.
m_strPassiveTxt[90]="Charge in a straight line through cover to unleash a devastating melee attack."
Related ability : eAbility_BullRush
BuildPerk(75, 1, "MindMerge");
Sectoid perk (giving end)
m_strPassiveTxt[75]="Merge minds with the target, granting the target +<XGAbility:MindMergeCritBonus/>% critical chance and +<XGAbility:MindMergeHealthBonus/> health."
Related ability : eAbility_MindMerge
BuildPerk(97, 1, "ClusterBomb");
Sectopod "artillery" perk.
m_strPassiveTxt[97]="Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs."
Related ability : eAbility_ClusterBomb (on eItem_SectopodClusterBomb weapon)
BuildPerk(98, 1, "PsiLance");
Ethereal's psi attack perk.
m_strPassiveTxt[98]="Project a bolt of pure psi force at an enemy."
Related ability : eAbility_PsiLance (on eItem_ElderWeapon weapon)
BuildPerk(99, 1, "DeathBlossom");
Cyberdisk perk.
m_strPassiveTxt[99]="Project an intense energy field from Closed position, damaging all nearby enemies. <XGAbility:DeathBlossomCooldown/> turn cooldown."
Related ability : eAbility_DeathBlossom (found on eItem_CyberdiscWeapon weapon)
BuildPerk(100, 1, "Overload");
Drone perk.
m_strPassiveTxt[100]="Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's."
Related ability : eAbility_ShotOverload
BuildPerk(77, 0, "Harden");
Sectopod, Chryssalid and Berserker perk.
m_strBonusTxt[77]="Hardened units receive extra protection against critical hits."
Related Character property : eCP_Hardened.
BuildPerk(101, 1, "PsiMindControl");
Sectoid Commander and Ethereal perk. Separate from the psi-soldier Mind Control perk.
m_strPassiveTxt[101]="Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies."
Related ability : eAbility_PsiControl
BuildPerk(102, 1, "PsiDrain");
Ethereal perk.
m_strPassiveTxt[102]="Drain health from an ally."
Related ability : eAbility_PsiDrain
BuildPerk(103, 1, "Repair");
Drone perk.
m_strPassiveTxt[103]="Repairs robotic units."
Related ability : eAbility_Repair (found on eItem_DroneBeam weapon)
Can be granted to XCOM soldiers via Perk Tree, but has no effect
May require an item with eAbility_Repair
BuildPerk(104, 1, "CannonFire");
Sectopod's main attack perk.
m_strPassiveTxt[104]="Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies)."
Related ability : eAbility_CannonFire (found on eItem_SectopodChestCannon weapon)
BuildPerk(106, 0, "Implant");
The "implant" title is an artifact, it should read "Chryssalid Spawn".
Zombie perk.
m_strPassiveTitle[106]="Chryssalid Spawn"
m_strPassiveTxt[106]="Implanted Chryssalid eggs hatch into Chryssalids after 3 turns if the Zombie host is not killed."

Other Perks

These are the remaining perks, the use and effect of has not been discovered yet.

BuildPerk(105, 0, "Implant");
Needs more info. Possibly the Chryssalid's ability to lay eggs in their victims.
BuildPerk(7, 0, "AutopsyRequired");
Is displayed on the info panel of aliens not yet autopsied instead of their actual info.
m_strPassiveTitle[7]="Autopsy Required"
BuildPerk(88, 0, "FallenComrades");
Needs more info.
m_strPenaltyTxt[88]="An ally has fallen, weakening this unit's Will."
BuildPerk(109, 0, "DONT_USE_ItemRangeBonus");
Needs more info.
BuildPerk(110, 0, "DONT_USE_ItemRangePenalty");
Needs more info.

References