Combat skills#

A clone can participate in tournaments, work as a security guard, duel a robber, or rob houses and settlements. The game’s combat mode (except for battles with General Webman) is based on PvP (player versus player), taking into account military knowledge, military initiative, and tactics. Battles are conducted automatically, taking into account the clone’s combat skills and weapons. Skills can increase accuracy, damage dealt, reduce enemy stats, provide self-help, and select targets in group combat.
Combat skills are upgraded on the * “Combat Skills” page (Character → “Education” → “Combat Skills”). Skill stat increases are calculated based on the resulting value. For example, clone accuracy 30% + sniper rifle 25% + skill bonus 10% → the resulting hit probability is 60.5%.
“Hand-to-hand combat” refers to combat with melee weapons or fists. Some skills work in all combats, while others only work in guard/robber combat and tournaments, but not against a common enemy or stash-robbing squads.
Acquiring and mastering skills#
- To learn a skill, a clone must possess a certain amount of military knowledge. This knowledge is not consumed during learning.
- The maximum sum of a clone’s combat skills cannot exceed the amount of military knowledge he has.
- A skill can be learned instantly and for free, only one skill of one type.
- Incompatible skills are highlighted in red; learning is only possible after abandoning the incompatible skill.
- It is impossible to gain skills during combat.
- The skill is lost instantly 24 hours after acquisition. For 24 hours, “Absent-Mindedness” is active (damage and hit chance +5%, accuracy and damage dealt -5%).
Full list of skills#
Ninja#
- Effect: Melee attacks are invisible, white smoke from salt cartridges; maximum of 10 cartridges; attacks against opponents with melee weapons in the group are prioritized; if no melee weapons are available, attacks opponents with firearms; accuracy is reduced by 25%, firearm damage by 20%.
- Requirements: 3000 military knowledge.
- Limitations: Not usable in combat; incompatible with the Bruiser and Karate Kid skills.
Adrenalin#
- Effect: Accuracy increases at low health (max +25% at 10 health), damage from injuries received is increased by 10%.
- Requirements: 1500 military knowledge.
- Limitations: Not usable in combat; compatible with all skills.
Bruiser#
- Effect: Attacks with melee weapons or fists deal +15% damage, attack accuracy is reduced by 15%.
- Requirements: 500 military knowledge.
- Limitations: Not usable in combat; incompatible with Ninja and Karate Kid.
Karate guy#
- Effect: Hit accuracy +15%, damage reduced by 15% (at least 1).
- Requirements: 500 military knowledge.
- Limitations: Not usable in combat; incompatible with Ninja and Bruiser.
Sheriff#
- Effect: Damage to the enemy depends on the crime boss; +1% damage for every 1000 points of authority (max. +15%); against clones without authority -10% damage; against the “Recidivist” skill, the maximum bonus is 15%.
- Requirements: 3500 military knowledge.
- Limitations: Not usable in combat; incompatible with Recidivist.
Recidivist#
- Effect: Increased damage to civilians, reduced damage to “brothers in craft”; +1% damage for every 1000 points of Authority, max. 15%; without Authority, additional damage +15%; +1 lead in the current list.
- Requirements: 3500 military knowledge.
- Limitations: Not usable in combat; incompatible with Sheriff.
Kamikaze#
- Effect: Ignores defense, damage +10%, receives 10% more damage.
- Requirements: 1400 military knowledge.
- Limitations: Not usable in combat; compatible with all skills.
Sniper#
- Effect: Accuracy +10% when shooting, damage reduced by 10%.
- Requirements: 2000 military knowledge.
- Limitations: Not usable in combat; incompatible with Maniac.
Competent sniper#
- Effect: Shoots at enemies with firearms, then at melee weapons; the skill is used in combat.
- Requirements: 5000 military knowledge.
- Limitations: Sniper rifle only; incompatible with Strategist.
Maniac#
- Effect: accuracy -10%, damage +10%.
- Requirements: 2000 military knowledge.
- Limitations: Not usable in combat; incompatible with Sniper.
Master of hand-to-hand combat#
- Effect: Damage to the clone is reduced by 10% in melee combat, shooting accuracy is reduced by 5%.
- Requirements: 800 military knowledge.
- Limitations: Not usable in combat; compatible with all skills.
First aid#
- Effect: Restores 3 health at the end of a battle round (max 100 health per battle).
- Requirements: 3200 military knowledge + surgical education.
- Limitations: Not usable in combat; incompatible with Last Chance.
Sick#
- Effect: hard to hit; enemy accuracy -20%, damage to clone +10%.
- Requirements: 1600 military knowledge.
- Limitations: Not usable in combat; incompatible with Big Man.
Big guy#
- Effect: quickly restores health, damage reduced by 15%, enemy accuracy +10%.
- Requirements: 1800 military knowledge.
- Limitations: Not usable in combat; incompatible with “Sickly”.
Last chance#
- Effect: when health <10, restores health to 10 units.
- Requirements: 2800 military knowledge + surgical education.
- Limitations: Not for combat use; incompatible with First Aid.
Strategist#
- Effect: Selects the target with the highest damage potential or the greatest military knowledge.
- Requirements: 1900 military knowledge.
- Limitations: Not usable in combat; incompatible with “Skilled Sniper”.
Absent-mindedness#
- Effect: Damage to the clone and the probability of hitting it +5%, accuracy of strikes and damage to the enemy -5%.
- Limitations: Activates after skill loss; compatible with all skills; not usable in combat.
Punishment skills#
- Wounds of Whipping: -1 health per turn per battle.
- Dung Spirit: Attack accuracy -10%, lasts for one battle.
- Chicken: Damage taken +10%, lasts for one battle.
All punishment skills are compatible with all skills and are not used in combat.