Every Templar has a Class with its unique strengths and weaknesses which are most evident in the list of high-level skills, called Talents, available to them. The majority of Talents is specific to a Class, with only Grapple (Soldier, Engineer, Hydra), and Sensorkit Scan (Scout, Engineer) available to more than one.
- 1 Attacks
- 2 Damage over Time
- 3 Area of Effect
- 4 Buffs
- 5 Debuffs
- 6 Combinations
- 7 Unique Talents
- 8 Restrictions on Use
- 9 Leveling Talents
Many Talents are pure attacks, giving bonuses to a single attack, accuracy or damage bonuses being the most common. Talents such as Slash and Burst Fire fall into this category. Melee attacks (Blades, Cutter Fists and Gauntlets) have range 1 and can only attack the 8 adjacent tiles. Non-melee attacks can target enemies within gun's range, although some Talents (Incinerator) further restrict that.
Damage over Time
Damage of Time, or DoT, is pretty much only Bio-Poison in this game.
Area of Effect
Talents that affect an area instead of a single tile are Area of Effect, or AoE, talents for short. Almost all AoE talents must still be centered on a valid target (i.e. an enemy for attacks, or a Templar for Buffs). The exceptions are grenade attacks, Napalm Charge, Napalm Lance which can target empty tiles. See AoE Patterns.
Talents that provide bonuses to Templars for a number of turns are called Buffs. Self-buffs only affect the 'caster', group-buffs can target several Templars. For example, Commander's_Confidence increases the affected Templars' attack accuracy and Dodge for 4 turns. When using a Buff, the caster must select a single Templar to center to buff on. If it is a group-buff, then around the center (currently always in a 3x3 Pattern) a number of knights will be buffed too. The maximum number affected is determined by the caster's Tactics skill or, less frequently, the Engineering skill. Due to the shape being 3x3, no more than 9 Templars may be buffed in a single action.
Debuffs are like Buffs but they target enemies and apply penalties to some of their statistics. The Captain#Fire Commander Talent, for instance, increases the Critical Vulnerability of the affected enemies, and also reduces their Dodge for 3 turns.
Buffing attacks (e.g. Honing) provide bonuses to the attack and a lasting Buff for the attacker if the attack connects. Debuffing attacks (e.g. Denounce) also have attack bonuses but also Debuff the enemies who were hit.
- Sensorkit Scan (Scout, Engineer) dispels fog of war from a distance.
- Heat Sink, Manual Vent and Full-Vent manage Heat.
- Battlefield Medic, Battlefield Enhancers and War Machine heal HP.
- Sentry Turret, Pyro Turret and Landmine deploy stationary units that nonetheless can take some actions (shoot, detonate).
- Engineer's Capture and Repair are for interacting with Tact Points.
- The Hydra's (and sometimes the Engineer's) Napalm attacks leave flames on the map that cause Fire damage to both enemies and Templars.
Restrictions on Use
A Talent with this restriction can only be used when a Templar is not Overheated.
Using a Talent with this restriction will reduce a Templar's MP to 0. The Tempar will not be able to move again until the next turn.
Requires Dual Axes
A Talent with this restriction can only be used when a Templar is carrying a Hand Axe in their second hand.
Requires 2H Hammer
A Talent with this restriction can only be used when a Templar is carrying a Shock Hammer.
Requires Flame-Tank Armor
A Talent with this restriction can only be used when a Templar is equipped with a Flame Tank Armor.
Requires Standard Armor
A Talent with this restriction can only be used when a Templar is equipped with a Infantry Armor.