131 skills,
six roles.
Player Skills is a progression system that is not live yet. Its button already sits on the customise screen, disabled, and its trees are already in the game files: one per role, 131 skills in all, each with the game's own name, its own description and its place in the tree.
62 of them are wired to an effect in the current build. The other 69 have a name and a description and nothing behind them yet. Each role also has a skill point currency of its own and a mastery track of 100 levels; how the two connect, the files do not say yet.
The trees, role by role
Each tree as the game lays it out. A filled diamond is a skill with an effect in the build, an empty one a skill that has only its text so far.
// What the files hold
- Layout
- Every tree is a fan of 9 columns and 4 rows, the same template for all six roles. Positions are read from the tree screen's own preset, to the pixel.
- Effects
- A wired skill applies a gameplay effect to the character, the held item, a vehicle or a supply crate, sometimes only for one weapon family or one kind of vehicle. 3 of them unlock an ability outright, such as breaching a door at a sprint.
- Values
- 58 skills read their value from a curve, level by level, and they share 2 curves between them: ×0.8, ×0.7 and ×0.6 at levels 2, 3 and 4 (36 skills), or ×1.2 and ×1.4 at levels 2 and 4 (22 skills). Recoil, fuel use and crate durability moving by the same steps: these are work values, not final tuning.
- Skill points
- One currency per role, from Assault skill points to Pilot skill points, credited like any other player resource. No table in the client says how many a level gives or what a skill costs.
- Role mastery
- 6 tracks of 100 levels, one per role, on the same XP thresholds. Mastery is already in use: unlocking an item at the vendor asks for a role level, as Requisition shows item by item.
- Not in the files
- What a skill costs, how many levels it has, which skills open which. The registry that holds the trees declares a server source ahead of its own table, which is where those numbers are most likely to come from.
Role mastery, level by level
Total XP needed to reach each level of a role, from DT_RoleMasteryDefinitions. The six roles share the same table. Level 50 takes 22 % of the XP that level 100 does.
| Level | Total XP | Share of level 100 |
|---|---|---|
| 1 | 200 | < 0.01 % |
| 5 | 6,250 | 0.12 % |
| 10 | 25,000 | 0.49 % |
| 15 | 54,750 | 1.1 % |
| 20 | 111,500 | 2.2 % |
| 25 | 206,600 | 4.0 % |
| 30 | 318,200 | 6.2 % |
| 40 | 712,500 | 13.9 % |
| 50 | 1,150,000 | 22.4 % |
| 60 | 1,529,500 | 29.8 % |
| 70 | 1,967,750 | 38.3 % |
| 75 | 2,218,000 | 43.2 % |
| 80 | 2,597,000 | 50.6 % |
| 90 | 3,598,750 | 70.1 % |
| 100 | 5,132,500 | 100.0 % |





