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
–
–
Throw a Seaweed4 lv
Throws a Seaweed on the head of the target.
Slows the target, reduces the chance to hit of the target.
Level 1 : -20% move speed, 12s
Level 2 : -25% move speed, 14s
Level 3 : -30% move speed, 16s
Level 4 : -35% move speed, 18s
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
Like a Fish in Water4 lv
Increases the move speed and the health regeneration in water areas.
Now remains few seconds after leaving a water area.
Why walk when you can swim ?
Level 1 : +0,3 move speed, +0,5 health regeneration/s, remains 10s
Level 2 : +0,6 move speed, +1 health regeneration/s, remains 20s
Level 3 : +0,9 move speed, +1,5 health regeneration/s, remains 30s
Level 4 : +1,2 move speed, +2 health regeneration/s, remains 40s
Lv 1
Lv 2
Lv 3
Lv 4
Life regen
×0.5
×1
×1.5
×2
Move speed
+0.6
+1.1
+1.5
+1.4
Standard abilities · 7
Commands this class has by default, with their numbers from the map data.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Jump
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.
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.