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% |
| REINFORCED MELANITE | ||
| LVL 1 | Reinforced Melanite | Enemies remain crystallized for 3 seconds longer |
| LVL 2 | Reinforced Melanite 2 | Increased ammo capacity for Shattergun rounds by 30% |
| LVL 3 | Reinforced Melanite 3 | Crystal effect can chain to 2 additional targets |
| 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% |
| MED BEACON | ||
| LVL 1 | Med Beacon | Deploy a Med Beacon that heals and revives agents within its radius |
TIER 2 SKILLS | ||
| FIREARMS EXPERT | ||
| LVL 1 | Med-Field Reactive Rounds | Team firearm damage increased 10% while near a Med Beacon |
| 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 |
| MED BEACON UPGRADE | ||
| LVL 1 | Med Beacon 2 | Med Beacon heal rate improved 30% |
| LVL 2 | Med Beacon 3 | Med Beacon duration increased by 10 seconds |
| OVERCHARGE CAPACITOR | ||
| LVL 1 | Overcharge Capacitor | Shatter kills have a 5% chance of detonating for a critical strike |
| LVL 2 | Overcharge Capacitor 2 | Shatter kills have a 10% chance of detonating for a critical strike |
| LVL 3 | Overcharge Capacitor 3 | Shatter kills have a 15% chance of detonating for a 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 |
| MEDIC OVERCHARGE AMP | ||
| LVL 1 | Medic Overcharge Amp | Each heal or revive of an agent adds 2% chance of a critical strike on your next shatter |
| LVL 2 | Medic Overcharge Amp 2 | Each heal or revive of an agent adds 4% chance of a critical strike on your next shatter |
| LVL 3 | Medic Overcharge Amp 3 | Each heal or revive of an agent adds 6% chance of a critical strike on your next shatter |
| 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 shatter kills |
| 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) - Izzy's Skills
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