TIER 1 SKILLS | ||
|---|---|---|
| FIREARMS SPECIALIST | ||
| LVL 1 | Casket Magazines | Increases magazine size for Harbinger and Prowler by 3, all other firearms by 30% |
| LVL 2 | Explosive Rounds | Increases weak spot and headshot damage 15% for firearms |
| LVL 3 | Grenade Belt | Increases grenade capacity by 2 and damage radius by 30% |
| FERROFLUID STABILIZER | ||
| LVL 1 | Ferrofluid Stabilizer | Ammo cost of Magshield blast reduced by 25% |
| LVL 2 | Ferrofluid Stabilizer 2 | Ammo drain for catching bullets reduced by 20% |
| LVL 3 | Ferrofluid Stabilizer 3 | Maximum number of enemies killed by Magshield Blast increased by 2 |
| COMBAT SUIT | ||
| LVL 1 | Active Camouflage | Decreases damage 10% while in cover |
| LVL 2 | Nanite Healers | Increases health regeneration rate 25% |
| LVL 3 | Composite Armor | Increases maximum health 20% |
| DEPLOYABLE SHIELD | ||
| LVL 1 | Deployable Shield | Deploy Stationary Magshields |
TIER 2 SKILLS | ||
| FIREARMS EXPERT | ||
| LVL 1 | Ferrofluid Reactive Rounds | Increases firearm damage 10% for team members shooting through Magshield |
| LVL 2 | Cupronickel Jackets 1 | Increases damage 15% on Guardian, Dragonfly, and Prowler |
| LVL 3 | Cupronickel Jackets 2 | Increases damage 15% on Savager, Daybreaker, and Harbinger |
| DEPLOYABLE SHIELD UPGRADE | ||
| LVL 1 | Deployable Shield 2 | Deployable Magshield lasts for 10 seconds longer |
| LVL 2 | Deployable Shield 3 | Ammo cost of deployable shields reduced by 50% |
| OVERCHARGE CAPACITOR | ||
| LVL 1 | Overcharge Capacitor | Magshield blasts have a 10% chance of critical strike |
| LVL 2 | Overcharge Capacitor 2 | Magshield blasts have a 15% chance of critical strike |
| LVL 3 | Overcharge Capacitor 3 | Magshield blasts have a 20% chance of critical strike |
| FUSE GRENADES | ||
| LVL 1 | Fuse Grenades | Grenades become Fuse grenades, unleashing 1 Fuse tendril upon explosion |
TIER 3 SKILLS | ||
| XENOTECH CIRCUITRY | ||
| LVL 1 | Xenotech Circuitry | Kills with firearms have a 10% chance to partially recharge Xenotech ammo |
| LVL 2 | Xenotech Circuitry 2 | Kills with firearms have a 20% chance to partially recharge Xenotech ammo |
| LVL 3 | Xenotech Circuitry 3 | Kills with firearms have a 30% chance to partially recharge Xenotech ammo |
| FUSE GRENADE UPGRADE | ||
| LVL 1 | Fuse Grenades 2 | Unleashes 2 weaponized Fuse tendrils upon explosion |
| LVL 2 | Fuse Grenades 3 | Unleashes 3 Fuse tendrils upon explosion |
| KINETIC CONVERTER | ||
| LVL 1 | Kinetic Converter | Adds a 2% chance of critical strike on next Magshield blast for every Volley caught |
| LVL 2 | Kinetic Converter 2 | Adds a 4% chance of critical strike on next Magshield blast for every Volley caught |
| LVL 3 | Kinetic Converter 3 | Adds a 6% chance of critical strike on next Magshield blast for every Volley caught |
| FUSION | ||
| LVL 1 | Fusion | Unlocks Fusion Ability. Fusion enables invincibility and unlimited Xenotech ammo for a limited time |
TIER 4 SKILLS | ||
| FIREARMS MASTER | ||
| LVL 1 | Tungsten Carbide Rounds 1 | Increases damage 15% on Guardian, Dragonfly, and Prowler |
| LVL 2 | Tungsten Carbide Rounds 2 | Increases damage 15% on Savager, Daybreaker, and Harbinger |
| FUSION UPGRADE | ||
| LVL 1 | Fusion 2 | Revive team to full health and unlimited Xenotech ammo for 10 seconds |
| LVL 2 | Fusion 3 | Fusion enables 100% critical strikes with Magshield blasts |
| RESERVE FUSION CELLS | ||
| LVL 1 | Reserve Fusion Cells | Increases Fusion duration 2 seconds and rate of Fusion gain by 10% |
| LVL 2 | Reserve Fusion Cells 2 | Increases Fusion duration 4 seconds and rate of Fusion gain by 20% |
Fuse (Insomniac) - Dalton's Skills
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