XCOM:EU Perks

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Revision as of 10:08, 28 October 2012 by Pepprmintbutler (talk | contribs) ("Legacy" Perks)
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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..."[1] and "Custom Soldier Ability Trees"[2] threads in the XCOM Mod Talk forum. Hereunder is a list of the perks found in XComGame.upk/XComPerkManager and their uses & effects, to be completed as testing advances.


Assault Class Perk Tree

Reserved space for future editing

Support Class Perks Tree

Reserved space for future editing

Heavy Class Perks Tree

Reserved space for future editing

Sniper Class Perks Tree

Reserved space for future editing

Psi Class Perks Tree

Reserved space for future editing

"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.

  • BuildPerk(12, 0, "ButtonUp");

If added to ability tree, appears with a "?" icon and no description. Does not seems to activate a particular ability.

  • BuildPerk(30, 0, "ReadyForAnything");

does not appear in any tree. Testing needed. Related script : simulated function bool ReadyForAnythingPerkActive() { return GetCharacter().HasUpgrade(30) && (m_iFireActionsPerformed == 1) && (m_iMovesActionsPerformed == 0) && (m_arrVisibleEnemies.Length > 0); }

  • BuildPerk(29, 0, "FirstBlood");

does not appear in any tree. Testing needed. Descriptions for perk number 29 point to rocketeer ..?

  • BuildPerk(38, 0, "FlameOn");

does not appear in any tree. Testing needed. Posssibly a legacy perk linked to the canceled flamer weapon ?

  • BuildPerk(42, 0, "Vengeance");

does not appear in any tree. Testing needed

  • 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");

Benefits of the MindMerge ability (receiving end)
m_strPassiveTxt[77]="Confers extra protection against critical hits. Enemies suffer a -<XGAbility:HardenedCritPenalty/>% chance to inflict critical hits."

  • BuildPerk(78, 1, "MindMerge2");

Provide the benefits (receiving end) of the Greater Mind Merge ability
m_strBonusTxt[78]="Receiving psionic assistance from an ally, gaining +<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 [3] 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.
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)

  • 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.