Professional Trainings gives a soldier one, or more special abilities. When the Team Management Screen is in Training mode, it displays all available soldier training options. Each training type has a minimum requirement in terms of soldier attributes—only soldiers that meet or exceed these requirements are eligible for that type of training.
Each training type has three levels, and each level of training has different requirements. A soldier can have a maximum of three different types of training. Therefore, you must select training types carefully for each soldier. You cannot replace a training type that the soldier has already learned with another.
Each level of every training type gives the soldier one, or more new abilities. Some abilities are common to more training types: for example the ‘Heal unconscious’ ability is common to both Medic and Trooper training. Every training type, however, has some abilities that are unique to it. You will do well to consult the in-game Glossary on what type of training you want to choose for a soldier.
- 1 Abilities
- 1.1 Equipment Abilities
- 1.2 Bonus Abilities
- 1.3 Enemy Abilities
- 1.4 Special Abilities
- 1.5 Defense skills.
This is the complete list of abilities available in the game:
This group of abilities allows the soldier to use weapons, or equipment that requires this type of training. To determine if an item requires particular equipment training, see its description. This group includes:
- Sniper Equipment
- Medical Equipment
- Scout Equipment
- Rocket Equipment
- Deployable Equipment
- Heavy Equipment
- Commando Equipment
- First, Second and Third-Level Implant
- First, Second and Third-Level Psionic
These abilities increase one of the soldier’s skills by 1. This group includes:
- Sniper Bonus: increases Long Range skill.
- Grenade and Rocket Bonus: increases Missiles skill.
- Rifle Bonus: increases Rifles skill.
- Close combat: increases Close Range skill.
- Medical Bonus: increases Medic skill.
- Dodge: increases Dodge skill.
- Acute Hearing: increases Observation skill.
These abilities enable the soldier to get important information about the enemy. They all pertain to the enemies the soldier can see.
View Enemy Target:
Ability to view any planned attacks. Planned enemy attacks are displayed in the same manner as planned allied attacks — as numbers that appear over the target’s head, showing the alien’s chance to hit that target.
View Enemy Health I:
Ability to determine health status. Move the mouse cursor over the enemy for which you want information in order to see the enemy’s health statistics.
View Enemy Weapon:
Ability to see the specifics of a currently equipped weapon. To see the statistics of the enemy’s weapon, move the mouse cursor over the enemy.
View Enemy Health II:
Ability to constantly monitor health statistics. A health bar (identical to the health bar that appears over your soldiers) is visible for each enemy the soldier can see.
View Enemy Armor:
Ability to determine armor statistics. To view the armor statistics, move the mouse cursor over the enemy in question.
This is the most interesting group of abilities. Each of them gives a soldier a new specific faculty, not available to the other soldiers. It includes:
Target Body Parts:
Target body parts training allows a soldier to aim at a specific body part on a target (as opposed to targeting the enemy as a whole). A targeted attack often has a lower chance of hitting, but can do additional damage, or provide other valuable bonuses depending on the targeted body part:
- Head: inflicts greater damage
- Hands: disarms the enemy
- Legs: causes the enemy to fall down
- Body: identical to an untargeted attack in both effect and accuracy
When a soldier has this ability, a diagram of the enemy appears when in aimed mode, allowing you to select the body part you want to target.
Under normal circumstances, a soldier is only able to heal temporary damage on the battlefield. However, when a soldier has heal stun training, they are able to heal a victim’s stun (blue) damage as well. This ability is automatic — when the soldier uses a medikit, the victim’s temporary damage and some of their stun damage are healed.
Under normal circumstances, a soldier equipped with a medikit can only apply first aid to conscious victims. When the soldier has heal unconscious training, they are also able to apply healing to victims who are unconscious (have no green remaining on their health bar). This ability is automatic — a soldier with a medikit can simply heal both conscious and unconscious victims.
A solider with advanced healing is able to cure a number of special afflictions, including paralysis and blindness. No special actions are required to utilize this skill — when the soldier uses a medikit on a victim, any special affliction the victim is suffering is automatically cured along with the normal healing effects imparted by the medikit.
Heal Permanent Damage:
Under normal circumstances, it is impossible to heal permanent (black) damage that is suffered by a victim in battle. However, a soldier with the heal permanent damage ability is able to do so. This ability is an automatic side effect of using a medikit on a victim — in addition to the medikit’s normal healing effects, some of the victim’s permanent damage is also healed.
The effects of the healing only apply to the current battle. Healing permanent damage does not change the amount of time the injured victim will have to spend in the hospital recuperating between missions from his wounds.
This medical ability allows a soldier to stop unconscious units from bleeding, thus preventing them from dying from loss of blood during the course of the battle. This ability is automatic — when the soldier uses a medikit on an unconscious soldier, the victim is stabilized.
Reanimation is an advanced medical technique that allows a soldier to bring a dead victim back to life. The effect does not work on all victims — those who have been dead for a prolonged period of time, are badly mutilated, or burned cannot be saved.
Reanimation is automatic — when a soldier uses a medikit on an suitable dead victim, the victim is revived.
Enemy sight allows a soldier to temporarily see through the eyes of the enemy. If any soldier in the squad has this ability, the Enemy LOS mode is available. When this mode is activated, the line of sight for all enemies who can see at least one of your soldiers who has enemy sight ability is highlighted on the map.
Calculate Hit Probability:
When a soldier with this ability is present, you can click the chance to hit number on the map for a detailed summary of all of the elements that went into calculating the hit probability — the soldier’s skills, the enemy’s cover, movement, and so on.
A soldier with the rocket tracking ability is able to determine where an enemy rocket, or grenade is going to land. When the weapon is launched, or thrown, a marker appears on the map at the explosive’s projected point of impact. As the weapon moves along its track, the marker converges on the precise point of impact.
A soldier with ambidextrous training can use two one-handed weapons (pistols, for example), or one-and-a-half handed weapons (submachineguns, for instance) simultaneously. When using this ability, both of the soldier’s weapons work as one — therefore, both weapons must fire at the same target.
Force of will:
Normally, when a soldier is critically wounded in combat, the soldier’s projected plan is interrupted. Soldiers with the Force of Will ability are able to shrug off the effects of the critical hit and continue their plan uninterrupted.
A soldier with inspiration ability is able to rally allied soldiers and reduce the effects of psionic attacks have on their actions. The inspiration ability essentially provides the allied soldiers with a 1-point boost in their Psi
Group Attack Bonus:
A soldier with this ability is able to communicate his knowledge of an enemy to nearby allied soldiers. If the soldier with the group attack bonus ability has a higher Enemy skill than that of his fellow soldiers, it is this soldier’s Enemy skill that is used to calculate the amount of damage inflicted in an attack.
Soldiers with the rapid attack ability are able to close quickly on an enemy’s position when engaging in a melee attack. When you plan a melee attack for a soldier with this ability, the soldier crosses the last five meters to the target in a blur of motion, hitting the enemy before it has a chance to react.
Normally, a soldier whose health bar is completely red falls unconscious. When the soldier has perseverance, however, the soldier can continue to move and function in this condition.
Explosions cause a great deal of knock-back damage — when they go off they generally knock soldiers in the blast radius to the ground. Soldiers with knock-back resistance are able to maintain their footing when hit by explosions that would normally knock them down.
Soldiers who are carrying more than 100 percent of their maximum carrying capacity are generally unable to run. When they have the run encumbered ability, however, soldiers retain their ability to run even when their maximum carrying capacity is exceeded.
To be of most use would be the weak strength sniper, most likely a Psionic, who need to lug around the big heavy sniper rifle.