Let’s talk about Cahal’s Tactical perks. These are generally those used during exploration and stealthily making your way through various rooms.
Anyway, the tables are formatted as thus: skill/perk and points required followed by the effect and, lastly, any additional comments.
|Electric Bolts (1)||Crossbow bolts can destroy security cameras, reinforcement entries, and turrets.||Not that useful since you’ll find lots of rooms to disable these objects, but it is a pre-requisite for the next perk.|
|Expanded Magazine (2)||The crossbow can hold two additional bolts.||Having extra ammo is always a good thing.|
|Furtive Hunter I (1)||Takedowns increase rage gain even more.||Ignore|
|Furtive Hunter II (2)||Crossbow kills increase rage.||Ignore|
|Marksmanship I (1)||Slow-motion is activated upon detection.||Aiming is a bit janky due to camera issues.|
|Marksmanship II (2)||Mark multiple enemies and chain-kill them.||Ignore|
|Spiritual Link (1)||Penumbra Vision perceives distant enemies when in wolf form.||Useless, but it’s a pre-requisite for the next perk.|
|Camouflage (2)||Wolf form is harder to detect unless you’re running.||One of the most helpful perks to obtain.|
Extra Rage Pips
|Release the Wolf I (1)||Gain an extra rage slot.||You can ignore both of these in the early-game. I’ll explain further below.|
|Release the Wolf II (2)||Gain two more rage slots.|
While completing Werewolf: The Apocalypse – Earthblood‘s campaign, I hardly made use of multiple rage slots that have been filled. I tend to spam one particular skill that’s equally cheesy and reliable, and it works even if the rage pip isn’t full yet. That brings us to the next section: Cahal’s combat abilities while in Crinos form.