Rifle spread 15% tighter.
An optic on the rifle: a closer view and 5% tighter.
LMG spread 15% tighter.
Closer view, 20% tighter.
Rifle magazine +15 rounds; reload 12% slower.
LMG box +50 rounds; reload 15% slower.
DMR magazine +5 rounds.
Tier-II rifle: 8% more damage, 15% further.
Tier-II LMG: 8% more damage, 8% faster.
Tier-II DMR: 8% more damage, 10% faster.
Revives 30% faster (medkit).
Medkit heals 50% faster.
Two more spare magazines.
Revived soldiers come back at full health.
Medkit heals 60% further out.
Ammo bag hands out twice as often.
Your ammo bag also refills mines and C4.
One more frag grenade.
Carry two AV mines. One wrecks an APC.
Two more mines.
Carry two C4 charges: two break a bunker.
Stand by your side's APC to repair it (30 hp/s).
One more C4 charge.
30% less damage from explosions.
Sprint 30% longer.
Unlocks heavy armour: 130 health, slower.
5% faster in light armour.
Heavy armour +15 health.
Carry a jammer: enemy minimaps go to static around it.
Jammer reaches 50% further.
Carry a deployable shield that stops enemy bullets.
Shield takes 50% more to break.
| skill | branch | row | cost | needs | unlocks | effects |
|---|---|---|---|---|---|---|
| Rifle foregrip | weapons | 0 | 1 | rifle_spread -15 % | ||
| Rifle scope | weapons | 0 | 1 | rifle_zoom 0.75, rifle_spread -5 % | ||
| Extended magazine | weapons | 1 | 2 | w_rifle_grip | rifle_mag 15, rifle_reload_mul +12 % | |
| Rifle Mk II | weapons | 2 | 5 | w_rifle_mag, w_rifle_scope | rifle_damage +8 %, rifle_range +15 % | |
| LMG bipod grip | weapons | 0 | 1 | lmg_spread -15 % | ||
| 150-round box | weapons | 1 | 2 | w_lmg_grip | lmg_mag 50, lmg_reload_mul +15 % | |
| LMG Mk II | weapons | 2 | 5 | w_lmg_box | lmg_damage +8 %, lmg_rof +8 % | |
| DMR high-power scope | weapons | 0 | 1 | dmr_zoom 0.6, dmr_spread -20 % | ||
| DMR 15-round magazine | weapons | 1 | 2 | w_dmr_scope | dmr_mag 5 | |
| DMR Mk II | weapons | 2 | 5 | w_dmr_mag | dmr_damage +8 %, dmr_rof +10 % | |
| Trauma training | field | 0 | 1 | revive_time -30 % | ||
| Field dressing | field | 0 | 1 | heal_rate +50 % | ||
| Adrenaline | field | 1 | 2 | f_trauma | revive_hp +50 % | |
| Aid station | field | 1 | 2 | f_dressing | heal_range +60 % | |
| Extra pouches | field | 0 | 1 | reserve_mags 2 | ||
| Bandolier | field | 1 | 1 | f_pouches | resupply_rate +100 % | |
| Demolition supply | field | 2 | 2 | f_bandolier | resupply_gear 1 | |
| Grenadier | demolition | 0 | 1 | grenades 1 | ||
| Anti-vehicle mines | demolition | 0 | 4 | mine | ||
| Minefield | demolition | 1 | 1 | d_mines | mines 2 | |
| C4 charges | demolition | 1 | 4 | d_grenadier | c4 | |
| Demolitions | demolition | 2 | 2 | d_c4 | c4 1 | |
| Field repair | demolition | 1 | 1 | d_mines | repair 30 | |
| Blast padding | demolition | 2 | 1 | d_minefield | blast +30 % | |
| Conditioning | tech | 0 | 1 | sprint +30 % | ||
| Light infantry | tech | 1 | 2 | t_conditioning | speed_light +5 % | |
| Heavy armour | tech | 0 | 4 | heavy | ||
| Ceramic plates | tech | 1 | 2 | t_heavy | heavy_hp 15 | |
| Sensor jammer | tech | 1 | 4 | t_conditioning | jammer | |
| Wideband jammer | tech | 2 | 1 | t_jammer | jammer_radius +50 % | |
| Shield generator | tech | 2 | 4 | t_heavy | shield | |
| Hardened emitter | tech | 3 | 1 | t_shield | shield_hp +50 % |
| armour | health | walk speed | sprint | stamina regen | note |
|---|---|---|---|---|---|
| Light armour | 100 | ×1.00 | 10 s | 6 s | Fast, sprints longest. 100 health. |
| Heavy armour | 130 | ×0.90 | 6 s | 8 s | Slower, shorter sprint. 130 health. |
| item | HP | carried | max standing | numbers | unlocked by |
|---|---|---|---|---|---|
| AV mine | 40 | 2 | 6 | arm_s 2.0, trigger 2.5, vehicle 800, radius 4.0, infantry 90 | Anti-vehicle mines |
| C4 | 40 | 2 | 4 | reach 3.5, vehicle 450, bunker 200, radius 6.0, infantry 150 | C4 charges |
| Sensor jammer | 60 | 1 | 1 | radius 40 | Sensor jammer |
| Shield | 500 | 1 | 1 | width 2.6, height 1.9 | Shield generator |
Source: server/crates/sim/data/progression.txt, compiled into the server and the client. Effects add up across skills; fractions are shown as percentages.