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Squad Skills
Upon leveling up, players can spend skill points in skill trees to make their units more effective. Below are the various skill trees that a player will come across. Players must at least spend ONE skill point on each sub-branch's pre-required skill before unlocking the other 3 skills. Note: Squads will have a level limit of 25 in game.
##Basic This is the base/trunk of the skill tree. Skills here are more general and have no specialization. <table> <tr><th>Skill</th><th>Effect</th></tr> <tr><td>Conscription</td><td>Adds more units to a player's squad</td></tr> </table> ##Combat This branch of skills will mainly be concerned about fighting in skirmishes ###Power This sub-branch deals with how to inflict as much damage to enemies as possible. <table> <tr><th>Skill</th><th>Effect</th></tr> <tr><td>Advanced training</td><td>Physical damage increased by X % (Pre-req)</td></tr> <tr><td>Stunning Blow</td><td>Stun chance increased</td></tr> <tr><td>Crippling Strike</td><td>Increase chance of critical attacks by X %</td></tr> <tr><td>Weapon Mastery</td><td>Reduced % of melee weapons breaking</td></tr> </table> ###Range This sub-branch deals with increasing the potency of ranged warfare. <table> <tr><th>Skill</th><th>Effect</th></tr> <tr><td>Eagle eyes</td><td>Range of attack increase (Pre-req)</td></tr> <tr><td>Bullseye</td><td>Ranged attack accuracy/Effect percentage of ranged attack increase</td></tr> <tr><td>Ammo conservation</td><td>Increased ammo capacity</td></tr> <tr><td>Ranged Mastery</td><td>Ranged damage increased by X %</td></tr> </table> ###Constitution This sub-branch deals with increasing survivability of units. <table> <tr><th>Skill</th><th>Effect</tr></th> <tr><td>Iron hide</td><td>Units receive X % less damage from physical attacks (Pre-req)</td></tr> <tr><td>Thick Skin</td><td>Units will receive X % less damage from ranged attacks</td></tr> <tr><td>Resilience</td><td>Units will be affected X % less by debuffs</td></tr> <tr><td>Enhanced Reflexes</td><td>Increases Block/Dodge %</td></tr> </table> ##Support This branch of skills will mainly be concerned about the world map. ###Reinforcement This sub-branch deals with providing buffs to allies. <table> <tr><th>Skill</th><th>Effect</th></tr> <tr><td>Meditation</td><td>Increased Energy (Pre-req)</td></tr> <tr><td>Revive</td><td>High cost, long cooldown. Revives one knocked-out unit</td></tr> <tr><td>Motivation</td><td>Adds various Buffs (i.e increased damage/defence by X %) for X number of turns</td></tr> <tr><td>Healing</td><td>Heals units by X amount</td></tr> </table> ###Construction
This sub-branch deals with building facilities
<table> <tr><th>Skill</th><th>Effect</th></tr> <tr><td>Toughness</td><td>Increased health (Pre-req)</td></tr> <tr><td>Better Tools</td><td>Construction/Demolition speed increase</td></tr> <tr><td>Barriers</td><td>Creates a temporary barrier (stone for earth pony, Wind for Pegasi, Magic for Unicorns) around the selected squad</td></tr> <tr><td>Masonry</td><td>High level building construction unlocked/Able to work on high level buildings/ Turn items invisible</td></tr> ###Perception This sub-branch deals with skills that allow players to perceive their environment better Skill|Effect ---|--- Haste|Increased Speed (Pre-req) Hawk Eyes|Increased Range of Vision, ability to venture further from captain without debuffs. Invisibility|Remain unseen for X period of time Premonition|Ability to forecast the weather, effects added (i.e. easier to see resources, detect invisible enemies) when leveled up.
Unit Skills https://www.assembla.com/spaces/mewars/wiki/Unit_skills
Captain Battle Skills https://www.assembla.com/spaces/mewars/wiki/Captain_Battle_Skills
Captain Skirmish Skills https://www.assembla.com/spaces/mewars/wiki/Captain_Skirmish_Skills
Commander Skills https://www.assembla.com/spaces/mewars/wiki/Commander_Skills
Skill Effects https://www.assembla.com/spaces/mewars/wiki/Skill_effects
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