Progression

Skills

32 skills in 4 branches. 3 points at level 1, +1 per level: 62 at level 60; the whole tree costs 68, so even a colonel specialises.

weapons 25 pts

Rifle foregrip
w_rifle_grip · row 0 · 1 pt

Rifle spread 15% tighter.

rifle_spread -15 % · leads to Extended magazine
Rifle scope
w_rifle_scope · row 0 · 1 pt

An optic on the rifle: a closer view and 5% tighter.

rifle_zoom 0.75, rifle_spread -5 % · leads to Rifle Mk II
LMG bipod grip
w_lmg_grip · row 0 · 1 pt

LMG spread 15% tighter.

lmg_spread -15 % · leads to 150-round box
DMR high-power scope
w_dmr_scope · row 0 · 1 pt

Closer view, 20% tighter.

dmr_zoom 0.6, dmr_spread -20 % · leads to DMR 15-round magazine
Extended magazine
w_rifle_mag · row 1 · 2 pts

Rifle magazine +15 rounds; reload 12% slower.

needs Rifle foregrip · rifle_mag 15, rifle_reload_mul +12 % · leads to Rifle Mk II
150-round box
w_lmg_box · row 1 · 2 pts

LMG box +50 rounds; reload 15% slower.

needs LMG bipod grip · lmg_mag 50, lmg_reload_mul +15 % · leads to LMG Mk II
DMR 15-round magazine
w_dmr_mag · row 1 · 2 pts

DMR magazine +5 rounds.

needs DMR high-power scope · dmr_mag 5 · leads to DMR Mk II
Rifle Mk II
w_rifle_mk2 · row 2 · 5 pts

Tier-II rifle: 8% more damage, 15% further.

needs Extended magazine + Rifle scope · rifle_damage +8 %, rifle_range +15 %
LMG Mk II
w_lmg_mk2 · row 2 · 5 pts

Tier-II LMG: 8% more damage, 8% faster.

needs 150-round box · lmg_damage +8 %, lmg_rof +8 %
DMR Mk II
w_dmr_mk2 · row 2 · 5 pts

Tier-II DMR: 8% more damage, 10% faster.

needs DMR 15-round magazine · dmr_damage +8 %, dmr_rof +10 %

field 10 pts

Trauma training
f_trauma · row 0 · 1 pt

Revives 30% faster (medkit).

revive_time -30 % · leads to Adrenaline
Field dressing
f_dressing · row 0 · 1 pt

Medkit heals 50% faster.

heal_rate +50 % · leads to Aid station
Extra pouches
f_pouches · row 0 · 1 pt

Two more spare magazines.

reserve_mags 2 · leads to Bandolier
Adrenaline
f_adrenaline · row 1 · 2 pts

Revived soldiers come back at full health.

needs Trauma training · revive_hp +50 %
Aid station
f_aid_station · row 1 · 2 pts

Medkit heals 60% further out.

needs Field dressing · heal_range +60 %
Bandolier
f_bandolier · row 1 · 1 pt

Ammo bag hands out twice as often.

needs Extra pouches · resupply_rate +100 % · leads to Demolition supply
Demolition supply
f_demo_supply · row 2 · 2 pts

Your ammo bag also refills mines and C4.

needs Bandolier · resupply_gear 1

demolition 14 pts

Grenadier
d_grenadier · row 0 · 1 pt

One more frag grenade.

grenades 1 · leads to C4 charges
Anti-vehicle mines
d_mines · row 0 · 4 pts

Carry two AV mines. One wrecks an APC.

unlocks mine · · leads to Minefield, Field repair
Minefield
d_minefield · row 1 · 1 pt

Two more mines.

needs Anti-vehicle mines · mines 2 · leads to Blast padding
C4 charges
d_c4 · row 1 · 4 pts

Carry two C4 charges: two break a bunker.

needs Grenadier · unlocks c4 · · leads to Demolitions
Field repair
d_repair · row 1 · 1 pt

Stand by your side's APC to repair it (30 hp/s).

needs Anti-vehicle mines · repair 30
Demolitions
d_demolitions · row 2 · 2 pts

One more C4 charge.

needs C4 charges · c4 1
Blast padding
d_padding · row 2 · 1 pt

30% less damage from explosions.

needs Minefield · blast +30 %

tech 19 pts

Conditioning
t_conditioning · row 0 · 1 pt

Sprint 30% longer.

sprint +30 % · leads to Light infantry, Sensor jammer
Heavy armour
t_heavy · row 0 · 4 pts

Unlocks heavy armour: 130 health, slower.

unlocks heavy · · leads to Ceramic plates, Shield generator
Light infantry
t_runner · row 1 · 2 pts

5% faster in light armour.

needs Conditioning · speed_light +5 %
Ceramic plates
t_plates · row 1 · 2 pts

Heavy armour +15 health.

needs Heavy armour · heavy_hp 15
Sensor jammer
t_jammer · row 1 · 4 pts

Carry a jammer: enemy minimaps go to static around it.

needs Conditioning · unlocks jammer · · leads to Wideband jammer
Wideband jammer
t_wideband · row 2 · 1 pt

Jammer reaches 50% further.

needs Sensor jammer · jammer_radius +50 %
Shield generator
t_shield · row 2 · 4 pts

Carry a deployable shield that stops enemy bullets.

needs Heavy armour · unlocks shield · · leads to Hardened emitter
Hardened emitter
t_hardened · row 3 · 1 pt

Shield takes 50% more to break.

needs Shield generator · shield_hp +50 %

All skills

skillbranchrowcostneedsunlockseffects
Rifle foregripweapons01rifle_spread -15 %
Rifle scopeweapons01rifle_zoom 0.75, rifle_spread -5 %
Extended magazineweapons12w_rifle_griprifle_mag 15, rifle_reload_mul +12 %
Rifle Mk IIweapons25w_rifle_mag, w_rifle_scoperifle_damage +8 %, rifle_range +15 %
LMG bipod gripweapons01lmg_spread -15 %
150-round boxweapons12w_lmg_griplmg_mag 50, lmg_reload_mul +15 %
LMG Mk IIweapons25w_lmg_boxlmg_damage +8 %, lmg_rof +8 %
DMR high-power scopeweapons01dmr_zoom 0.6, dmr_spread -20 %
DMR 15-round magazineweapons12w_dmr_scopedmr_mag 5
DMR Mk IIweapons25w_dmr_magdmr_damage +8 %, dmr_rof +10 %
Trauma trainingfield01revive_time -30 %
Field dressingfield01heal_rate +50 %
Adrenalinefield12f_traumarevive_hp +50 %
Aid stationfield12f_dressingheal_range +60 %
Extra pouchesfield01reserve_mags 2
Bandolierfield11f_pouchesresupply_rate +100 %
Demolition supplyfield22f_bandolierresupply_gear 1
Grenadierdemolition01grenades 1
Anti-vehicle minesdemolition04mine
Minefielddemolition11d_minesmines 2
C4 chargesdemolition14d_grenadierc4
Demolitionsdemolition22d_c4c4 1
Field repairdemolition11d_minesrepair 30
Blast paddingdemolition21d_minefieldblast +30 %
Conditioningtech01sprint +30 %
Light infantrytech12t_conditioningspeed_light +5 %
Heavy armourtech04heavy
Ceramic platestech12t_heavyheavy_hp 15
Sensor jammertech14t_conditioningjammer
Wideband jammertech21t_jammerjammer_radius +50 %
Shield generatortech24t_heavyshield
Hardened emittertech31t_shieldshield_hp +50 %

Armour

armourhealthwalk speedsprintstamina regennote
Light armour100×1.0010 s6 sFast, sprints longest. 100 health.
Heavy armour130×0.906 s8 sSlower, shorter sprint. 130 health.

Deployables

itemHPcarriedmax standingnumbersunlocked by
AV mine4026arm_s 2.0, trigger 2.5, vehicle 800, radius 4.0, infantry 90Anti-vehicle mines
C44024reach 3.5, vehicle 450, bunker 200, radius 6.0, infantry 150C4 charges
Sensor jammer6011radius 40Sensor jammer
Shield50011width 2.6, height 1.9Shield 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.

last built 2026-10-26 from 2dba433 · generated by tools/wiki-build.mjs · BF4 numbers are observed reference values read into clean-room notes; no BF4 code, data file or asset is on this site · OpenMAG values are proposed until playtests confirm them · OpenMAG home