Skills

A lot of actions in the game are rewarded with *Experience Points* (XP). Upon reaching certain XP levels, players receive *Skill Points*, that can be used to level up *Skills* that are listed below. To check your current skill point distribution type **!skills** in the chat.

To level up a skill, type **!levelup *skill-name pointsop****t* in the chat, e.g. **!levelup sentry 2**.

Current maximum skill level for every skill is 12.

## Skills

#### General skills

* **Micro** — This skill affects all units automatic micro behaviors and abilities. To achieve the best result, make sure to level up this skill along with **Attack** / **Defense** skills and specific ability skills that you want to improve.
* **Attack** — Every offensive ability is affected by this skill; it also determines the stutter step precision and some other behaviors in aggressive stance.
* **Defense** — Every defensive ability is affected by this skill, along with kiting micro in defensive stance.
* **Macro** — This skill affects the taxing of the minerals. Every one point spent on this skill reduces the tax by 1% and increases worker limit by 1.
* **Detection** — Not implemented yet.

#### Protoss skills

* **Blink** — affects the probability of successful auto-blink for Stalkers; can be attack or defense skill depending on the stance:
- in **offensive** stance, Stalkers will try to blink forward to catch up with retreating enemy;
- in **defensive** stance, Stalkers will try to blink away from danger when their shields are depleted.

* **Storm** — attack skill; affects the probability and precision of High Templars auto-casting Psionic Storm.
* **Sentry** — affects the probability and positioning of Force Fields placed by Sentries.
 in offensive stance, Sentries try to place Force Fields behind enemy groups, cutting of their retreat path. (attack skill)
 in defensive stance, Sentries try to place Force Fields between themselves and approaching enemy unit. (defense skill)
 in neutral stance, Sentries try to place Force Fields in the middle of enemy army, splitting in in two. (defense skill)
* **Nova** — attack skill; determines the precision of *Disruptor Nova*
* **Phoenix** — attack skill; affects the probability of Phoenix casting *Graviton Beam* when focusing ground units.

#### Terran skills

* **Stim** — affects the probability of Marines and Marauders using *Stimpack*; *Stimpack* is used when the effect is not active depending on the stance:
- in **defensive** and **neutral** stance, Marines and Marauders will use *Stimpack* when their current health is at least 75% and 50% of their maximum health respectively;
- in **offensive** stance, Marines and Marauders will use *Stimpack* without limitation.
* **Yamato** — attack skill; affects the probability of Battlecruisers auto-casting *Yamato Cannon*.
* **Raven** — affects the probability of multiple abilities used by Ravens.
- in **offensive** stance, Ravens try to cast *Anti-Armor Missile* on enemy unit, an attack skill.
- in **defensive** stance, Ravens try to cast *Interference Matrix* on enemy Mechanical or Psionic unit, a defense skill.
- in **neutral** stance, Ravens try to drop *Auto-Turret* near the enemy units or structures, a defense skill.
* **Liberator** — attack skill; determines the positioning of Liberator's *Defender Mode*. Doesn't work for now.
* **Ghost** — attack skill; affects the probability of Ghost casting *Steady Targeting* and *EMP Round*.

#### Zerg skills

* **Queen** — affects the probability of Queen casting *Infusion* on ally biological units and structures.
* **Burrow** — Unknown
* **Bile** — attack skill; determines the precision of Ravager's *Corrosive Bile*.
* **Viper** — affects the probability of abilities used by Vipers.
- when idle, Vipers *Consume* on nearby biological structures with >550HP. Can be interrupted with army control commands.
- when not focusing on unit type, Vipers try to cast *Parasitic Bomb* on enemy air unit, an attack skill. Vipers also try to cast *Blinding Cloud* on enemy ranged units when friendly units are damaged by ranged attacks, a defense skill.
- when focusing on unit type, Vipers try to *Abduct* a unit that matches the selected unit type, an attack skill.
* **Infestor** — affects the probability of abilities used by Infestors.
- when not focusing on unit type, Infestors try to cast *Fungal Growth* on group of enemy units, an attack skill. Infestors also try to cast *Microbial Shroud* on allied units damaged by air attacks, a defense skill.
- when focusing on unit type, Infestors try to cast Neural Parasite on a unit that matches the selected unit type, an attack skill.