Melee damage increase
No effect yetIncrease the damage dealt by the player's melee attacks. This includes fists, melee weapons and weapon 'bashing'.
No effect table points to this skill in the current build.
29 skills, laid out the way the game lays them out. 17 of them have an effect in the current build, 16 with values read from a curve; the other 12 are a name and a description so far.
Names and descriptions are the game's own, work notes included. Effects are read from the tables that apply them: which attribute moves, and by how much at each level.
Increase the damage dealt by the player's melee attacks. This includes fists, melee weapons and weapon 'bashing'.
No effect table points to this skill in the current build.
Reduce the time it takes for players to complete a melee attack. This includes fists, melee weapons and weapon 'bashing'.
No effect table points to this skill in the current build.
Unlocks the ability to bash through doors by sprinting into them.
Skill.DoorBreachIncrease throw strength when throwing grenades, allowing for a higher potential maximum distance.
No effect table points to this skill in the current build.
Reduces the amount that movement is negatively affected by inventory weight.
No effect table points to this skill in the current build.
Reduces the effect that receiving damage has on your focus-time.
No effect table points to this skill in the current build.
Reduces the severity of the suppresion effect experienced when under fire / near an explosion.
No effect table points to this skill in the current build.
Reduces the time it takes for your gun to come up after certain actions, specifically with weapons that fall under the 'assault' archetype (eg. Sprinting, dismounting ladder, exiting vault, etc).
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the 'assault' archetype.
Reduces the amount of horizontal recoil a player experiences when firing weapons within the 'assault' archetype.
Reduces the amount of vertical recoil a player experiences when firing weapons under the 'assault' archetype.
Reduces the time it takes to enter ADS, specifically with weapons within the 'assault' archetype.
Reduces the time it takes to reload. Specifically with weapons within the 'assault' archetype.
No effect table points to this skill in the current build.
Reduces the amount of focus-time penalty the player experiences when they shoot their weapon whilst holding their breath. This should apply to weapons in both Assault & SMG archetypes.
No effect table points to this skill in the current build.
Reduces the amount of time it takes to switch TO any weapon in the assault & SMG archetypes.
Reduces the amount of horizontal recoil a player experiences when firing weapons within the 'SMG' archetypes.
Reduces the amount of vertical recoil a player experiences when firing weapons under the 'SMG' archetypes.
Reduces the time it takes to enter ADS, specifically with weapons within the 'SMG' archetypes.
Reduces the time it takes to reload. Specifically with weapons within the 'SMG' archetypes.
No effect table points to this skill in the current build.
Reduces the time it takes for your gun to come up after certain actions, specifically with weapons that fall under the 'SMG' archetypes (eg. Sprinting, dismounting ladder, exiting vault, etc).
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the 'SMG' archetypes.
Unlocks the ability to quickly descend ladders by sliding down them.
No effect table points to this skill in the current build.
Increases the speed a player sprints when they have their fists out.
Reduces the time it takes to recover tac-sprint stamina.
Reduces the time it takes to perform vaults at all heights.
No effect table points to this skill in the current build.
Tac-sprint stamina recovery is faster when player is crouched or proned.
Increased duration of tac-swimming before it runs out.
No effect table points to this skill in the current build.
Increases the base speed a player moves when they are in crouch & prone.
Increased duration of tac-sprint before it runs out.