Soldier skills are basic, general knowledge and proficiency at your profession. They range from simple physical fitness and weapon proficiency to battle drills and warrior tasks.
Each point increases fitness, dexterity, and mechanical skills by 2, reduces reload and unjam time by 15%, and unlocks specific abilities.
Level 1 : Perform Self-Aid
Level 2 : MOS-specific ability
Level 3 : +.1 MS and improves Prone
Level 4 : Rifle Butt
Rifle Butt Behavior Controller on units within 2.5: 20 dmg, move speed at least 2, uncommandable for 0.2 s
Fitness
+2
+4
+6
+8
Mechanical
+2
+4
+6
+8
Dexterity
+2
+4
+6
+8
Move speed
–
–
+0.1
+0.1
Sets
–
Burst Fire: duration +1
Improved Burst Fire: duration +0.5
–
–
First Aid4 lv
First Aid provides a range of skills for treating the wounded. Each level improves mechanical skills by 1.
Level 1 : Blood Transfusion
Level 2 : Nano-Injection
Level 3 : Improved Blood Transfusion
Level 4 : Improved Nano-Injection
Lv 1
Lv 2
Lv 3
Lv 4
Mechanical
+1
+2
+3
+4
Augmentation5 lv
Augmentation contains abilities that allow the Combat Medic to augment his squad's fighting capabilities as well as his own.
Each level improves mechanical skills by 1. Each ability also has a 50% chance to apply to yourself.
Level 1 : Anabolic Performance Enhancement
Level 2 : Cognitive Enhancement
Level 3 : Pain Killer
Level 4 : Improves Anabolic Performance Enhancement
Level 5 : Improves Cognitive Enhancement and Pain Killer
Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Mechanical
+1
+2
+3
+4
+5
Revive3 lv
Revives a nearby dead soldier.
Level 1 : 7s delay, 180 energy, 90s CD
Level 2 : 6s delay, 120 energy, 80s CD
Level 3 : 5s delay, 100 energy, 60s CD
Lv 1
Lv 2
Lv 3
Energy
180
120
100
Cooldown
1.5 min
1.33 min
1 min
Cast
7 s
6 s
4.5 s
Marksmanship4 lv
Marksmanship is your ability to accurately fire, reactively fire, and focus under stress.
Increases dexterity by 4, range by 1, and improves critical shot per level.
Critical shot has a 12.5% chance to deal bonus damage on each attack :
Level 1 : 2x
Level 2 : 3x
Level 3 : 4x
Level 4 : 5x
Lv 1
Lv 2
Lv 3
Lv 4
Dexterity
+4
+8
+12
+16
Weapon range
+1
+2
+3
+4
Standard abilities · 21
Commands this class has by default, with their numbers from the map data.
Sprint
Toggles sprinting on and off. Sprinting increases movement speed by 1 for up to 8 seconds, which slowly drains off. Recovers over up to 15 seconds while not sprinting.
"Double time!"
The less points the sprint bar has, the less fast you run.
For optimal long runs, don't sprint more than 2,5s, then wait for full sprint bar and use the jump during this non sprinting time.
Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed.
Use this ability to unjam a weapon.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Blood Transfusion
Replaces lost blood and re-establishes equilibrium in the body.
Heals 150 life and 25 energy over 30 seconds.
Can cure mutation (necrotic or neurotoxic) venom 1 and minor laceration.
Replaces lost blood and re-establishes equilibrium in the body.
Heals 250 life and 40 energy over 20 seconds, and cures minor ailments.
Can cure every necrotic and neurotoxic venom, and minor laceration.
Injects the target with a mixture of plasma, nutrients, and nano-machines that instantly repair tissue and bone damage.
Heals 100 life and cures moderate ailments instantly.
Injects the target with a mixture of plasma, nutrients, and nano-machines that instantly repair tissue and bone damage.
Heals 150 life and cures severe ailments and poisons instantly.
Synthetic hormones and nutrients cause an anabolic reaction in the target, increasing their drive and focus.
Increases damage by 30%, attack speed by 30%, and range by 4 for 30 seconds.
Temporarily relieves pain in the target, extending their endurance.
Increases life by 100, movement speed by .1, and minimizes movement loss for 30 seconds.
Synthetic hormones and nutrients cause an anabolic reaction in the target, increasing their drive and focus.
Increases attack speed by 30% and movement speed by 0.15 for 30 seconds.
Synthetic hormones and nutrients cause an anabolic reaction in the target, increasing their drive and focus.
Increases attack speed by 40% and movement speed by 0.2 for 35 seconds.
Synthetic hormones and nutrients cause an anabolic reaction in the target, increasing their drive and focus.
Increases damage by 45%, attack speed by 35%, and range by 6 for 35 seconds.
Temporarily relieves pain in the target, extending their endurance.
Increases life by 170, movement speed by .15, and minimizes movement loss for 35 seconds.
Jumps to the target location.
Cannot jump up cliffs.
Jumping down great heights can cause injury.
Jumps can be used to quickly escape close undeads before they reach you.
Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.
Goes into the prone position, slowing movement speed but increasing damage. Prone also has an 80% chance to reduce explosion damage by 35%.
Increases damage by 10% and slows movement speed by 45%.
With Solder Skills level 3 : Increases damage by 13%, attack speed by 8%, and range by 1.
PMC mode only : adds 15% additional evasion.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Frag Grenade Medic
Throws a frag grenade at the target point, dealing 400 damage.
Explosives hurt allies.
Energy
85
Cooldown
2 min
Cast
0.15 s
Range
12
Damage
400 +0–25
Bonus
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Splash full damage
3
Flare Gun WO5
Fires a flare at the target point providing vision.
Sends a flare into the sky above the target point for 45 seconds that removes the fog of war for all players within 15 radius.
Detects invisible units within 15 radius. Slows enemies within 6 radius by ?%.
Enemies also gain vision from flare.