Name
What does it do?
Absorption
+0.2% chance per point to drain an additional 10% of your opponents current HP per combat turn (only works on a successful hit).
Armor Proficiency
Consume all Psi ammo on next round of combat to increase Attack and Damage by +0.2% per point
Augmentation
Hardwire items gain an extra +0.1% per point Attack.
Bandage
Heals 10 HP (+ 0.2% of your total HP per point) upon use.
Bite Mutation
Equip 'Bite Mutation' weaponary.
Brinkmanship
+0.2% per point chance to survive death in combat (once per combat).
Called Shot
+0.05% chance to do double damage when using 'Heavy' weaponary.
Camouflage
+0.1% per point increase to your 'Body Armor' Defence when using 'Battlesuit' armor.
Cannibalise
+0.1% chance to refill your Rad bar by defeating Irradiated entities. (Gain between 2 and 5 Rad.).
Carapace
Increases resistance to 'Solid' weapons by +0.1% per point.
Chitinous Skin
Reduces damage from Blade weapons by 0.05% per point.
Chomp Mutation
+0.1% per point chance the opponent will start combat with reduced HP.
Claw Mutation
Equip 'Claw Mutation' weaponary.
Combat Training
Opens Soldier class skills. Locks all other classes apart from Core. Allows Battlesuit items to be used by your character (Higher level items will require more points allocated to this skill). Allocates 'Adrenaline' skill bar.
Controlled Bursts
+0.1% chance to use no ammo in a combat round.
Corrode
+0.1% per point reduction of opponents armor.
Crystal Thought
+0.1% per point chance that attacks using Psi weapons will not use any Psi Ammo.
Data Processor
+0.1% per point increase in XP from entity kills.
Defiance
+0.25% per point reduction in XP lost when defeated in combat by an entity.
Deflect
+0.25% chance per point that a player attacking you will fail before combat.
Echo
+0.1% chance to respawn at your current location with full health. (Only works when killed by an entity).
Entity Seeker
+0.2% per point chance to make certain entities respawn at your location.
Feedback
+0.1% chance to respawn at your current location with full health. (Only works when killed by an entity).
Find Item
+0.1% per point increase of the entities drop rate for items.
Focused
Miss your first attack in combat to increase your damage. +0.1% Damage increase per point.
Glowing Hands
+0.1% per point Additional Damage from Blades
Haggle
+0.1% chance per point that the Assembly Plant will make Items 50% cheaper.
Half Life
Increases your Base Armor by +0.1% per point.
Hydraulic Strength
+0.2% chance to change current weapons Damage Type to Crushing
Imbue
+0.25% per point chance to change 'Solid' weapon damage into 'Psi' damage.
Intensifier
At level 50, 2x Energy usage in return for 2x XP/Class Skill. (Level 100 = 3x, Level 150 = 4x etc).
Interface
+0.1% per point Damage from Hardwired items.
Interlaced
+0.1% per point Base Defence, Base Armor and Base HP.
Internal Reserves
+0.2% Base HP per point.
Kinetic Reserves
+0.2% Base Damage per point.
Machine Mind
+0.05% per point chance that each hit will ignore armor.
Mag Coupler
+0.25% per point increase to ammo gained from reloads..
Marksman
Increases Damage by +0.1% when using 'Rifle' weaponary.
Mental Strength
Create a Psi Shield which can absorb 1 hit + an additional hit for each 50 points.
Metallic Skin
Reduce damage from 'Pistol', 'Rifle' and 'Heavy' weapons by 0.1% per point.
Mind Orb
50% (+0.25% per point) chance to fill an empty 'Mind Orb', allowing it to be used as ammo.
Mind Shard
50% (+0.25% per point) chance to fill an empty 'Mind Shard', allowing it to be used as ammo.
Mind Stone
50% (+0.25% per point) chance to fill an empty 'Mind Stone', allowing it to be used as ammo.
Mission Finder
+0.1% per point chance to obtain a Mission Item on an additional loot roll. (Only if the normal loot roll fails to obtain anything)
Nano Blood
+0.2% per point chance that when invoking a Cyborg class skill, the usage cost will be halfed.
Network
Increase Armor by +0.1% per Cyborg in the Squad. (Squad Leader only)
Overload
Each shot uses a full ammo clip, however Damage is increased by +0.3% per point.
Patch
Heals 10 HP (+ 0.2% of your total HP per point) upon use.
Phase
+0.25% chance to double your defense when your health drops below 20%.
Port 1
Equip 'Port 1' Add-Ons.
Port 2
Equip 'Port 2' Add-Ons.
Port 3
Equip 'Port 3' Add-Ons.
Prehensile Tail
+0.05% chance your opponent will miss their next attack.
Protection Field
+0.1% per point Base Defence, Base Armor and Base HP.
Psionic Bolt
Allows use of 'Psi Bolt' items.
Psionic Dart
Allows use of 'Psi Dart' items.
Psionic Missile
Allows use of 'Psi Missile' items.
Psionic Sensitivity
Opens Purist class skills. Locks all other classes apart from Core. Allows Psi items to be used by your character (Higher level items will require more points allocated to this skill). Allocates Psi skill bar.
Rabble Rouser
Increases Attack by +0.1% per point for every Mutant in the Squad. (Squad Leader only)
Rad Hunter
+0.2% extra damage vs. irradiated entities.
Rad-Laced
Increases resistance to 'Radiation' weapons by +0.1% per point.
Reconstruct
Heals 25 HP (+ 0.5% of your total HP per point) upon use.
Recover
Heals 10 HP (+ 0.2% of your total HP per point) upon use.
Regain
Heals 10 HP (+ 0.2% of your total HP per point) upon use.
Reincarnate
+0.1% chance to respawn at your current location with full health. (Only works when killed by an entity).
Reinforce Skeleton
Opens Cyborg class skills. Locks all other classes apart from Core. Allows Hardwired items to be used by your character (Higher level items will require more points allocated to this skill). Allocates 'Surge' skill bar.
Rejuvenate
Heals 25 HP (+ 0.5% of your total HP per point) upon use.
Remedy
Heals 25 HP (+ 0.5% of your total HP per point) upon use.
Researcher
+0.1% per point chance to gain double XP from entities.
Resuscitation
+0.1% chance to respawn at your current location with full health. (Only works when killed by an entity).
Revive
Heals 25 HP (+ 0.5% of your total HP per point) upon use.
Robot Hunter
+0.2% extra damage vs. robotic entities.
Salvage
Increases chance of success when attempting to extract a component from a resource.
Scope
Increases Attack by +0.1% when using 'Rifle' weaponary.
Silencer
+0.2% chance to double your Adrenaline gain while using 'Pistol' weaponary.
Sniper
+0.1% chance that targets Defence is reduced by 10% for the duration of the combat.
Socket Mk 1
Equip 'Socket Mk 1' Add-Ons.
Stim Sensitivity
Increases Stim duration by +0.2% per point (only affects stims taken after skill is active).
Strike
+0.2% Base Attack per point.
Strike Leader
Increases Damage by +0.1% per point for each Soldier in the Squad. (Squad Leader only)
Sword of Psi
Allows the use of 'Psi Sword' items.
Syphon
+0.2% chance per point that Energy damage received is halved.
Target Lock
+0.1% per point to Attack when using Hardwired items.
Telekinetic Shield
+0.1% per point Armor to Psi armor.
Telepathic Field
Increase Defence by +0.1% per point for each Purist in the squad. (Squad Leader only)
Tentacle Mutation
Equip 'Tentacle Mutation' weaponary.
Toxic
+0.1% chance that 'Rad' weaponary will half the targets armor at the start of combat.
Traverse
+0.1% chance to use no Energy when moving
Unique DNA
Opens Mutant class skills. Locks all other classes apart from Core. Allows Rad items to be used by your character (Higher level items will require more points allocated to this skill). Allocates 'Rad' skill bar.
Variance
Increases Rad damage by +0.1% per point.
Weapon Specialist
Increases damage by +0.05% when using 'Pistol', 'Rifle' and 'Heavy' weaponary.