Skills

All Templars have Skills that, combined with attributes, define their base statistics. Each templar class has its own starting (minimum) skill levels as well as its own set of possible skills to invest in. Upon gaining a level, a single point may be allocated to one of these skills up to a maximum of 16 points.

Gunnery
Dictates a templar's ability to manage firearms.
 * Increases ranged attack accuracy with all guns by 1 standard die per point.
 * Increases the accuracy of Overwatch defensive attacks.
 * Trainable by: Captain, Engineer, Hydra, Neptune, Scout and Soldier

Warrior
Dictates a templar's distilled knowledge about hand-to-hand combat.
 * Increases melee attack accuracy by 1 standard die per point.
 * Increases melee defense by 1 strong die per point.
 * Increases the accuracy of counter-attacks.
 * Trainable by: All templar

Tactics
Dictates a templar's knowledge of enemy weakness and how to bolster allies.
 * Increases critical hit chance by 1% per point.
 * Increases the maximum number of allies affected by most AoE buffing talents by 1 per point.
 * Increases the maximum number of enemies affected by some non-damaging AoE debuffing talents by 1 per point.
 * Increases ranged defense by 1 standard die per point.
 * Trainable by: All templar

Evasion
Dictates a templar's ability to avoid harm from attacks via parrying and dodging.
 * Increases melee defense by 1 standard die per point.
 * Increases ranged defense by 1 standard die per point.
 * Trainable by: All templar

Grenades
Dictates a templar's ability to throw Grenades with precision.
 * Increases grenade accuracy by 1 standard die per point.
 * Increases grenade critical hit multiplier by 6% per point.
 * Trainable by: Berserker, Captain, and Soldier

Medic
Dictates a templar's ability to treat the wounds of comrades in battle.
 * Improves the health restored by healing talents per point.
 * Improves the number of allies healed at once by group healing talents per point.
 * Trainable by: Paladin

Engineer
Dictates the problem-solving and practical application of the scientific lineage of certain templars.
 * Improves the overall capabilities of deployed turrets and landmines.
 * Improves the ability of an Engineer to remove Heat from allied templar with the Heat Sink and Manual Vent talents.
 * Improves the number of targets affected by certain buffing talents.
 * Increases damage during attacks on enemy Tact Points.
 * Trainable by: Engineer

Stealth
Dictates the ability to avoid detection from hostile forces when assisted by stealth-enabling talents.
 * Increases the critical damage multiplier of sniper rifles by 6% per point.
 * Reduces the detection radius of foes by 1 tile per point, down to a minimum of 2 tiles. Some foes will have an extremely large sight radius of 30, while most will have a radius of 10. Thus there is no point in having Stealth above 28 factoring in bonuses from talents and gear.
 * Grants a 5% chance of being completely ignored by all foes for a turn per point.
 * Trainable by: Scout