![]() ![]() Covert Efficiency: Gain +2 Covert strength and +2 Covert defense.Covert Expertise: −20% Society operations research cost.This is clearly not your first deployment. You enlisted as soon as possible, and quickly gained rank and honor. Veteran: Hero starts at level 3, gaining +10 Skill points to spend after landing.Combat Experience:All units gain +15% experience in battle.What others achieve through violence, you achieve through flattery and negotiation. Your natural charisma and sympathetic personality led you to a life in the diplomatic corps. Fast Talker: −35% Influence costs for bribing armies to leave sectors.Charismatic: Start with +300 relation with all races, excluding your own.You had a normal and generic upbringing for your race, not specializing in anything in particular. It was last verified for version Pre-release. Please help with verifying or updating this section. Note: A perk with a diamond near its name merely indicates a recommendation from the game and has no other effects. Picking a vice allows to raise the base perk points. The player has an overall of 3 points to spend between all perk groups with costs ranging from −2 points for vices and up to 2 points for the rest. ![]() The difference has to do with the different damage channels a race has an affinity to. While the first 3 types are global perks and available to all commanders, the commander loadout perks will change mainly by the chosen race and, depending on the perk, by the picked secret technology. Commander loadout - Defines the starting gear and associated skills the hero has due to his training and past experience.Vice - A perk which contains a positive modifier for the hero and its army on the expense of the empire. ![]()
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