Proficiencies are special abilities that can be purchased for Gold, and become stronger through four Tiers as your character gains experience and levels up. Purchasing Proficiencies with gold is shared between characters, but Tier progress is not.
Each Tier adds a new effect or strengthens a previous effect of the Proficiency. Experience is gained by doing God's work, namely slaughtering Nazis and achieving mission objectives.
Warcries[ | ]
All classes can choose between a default Warcry and an alternate unlockable Warcry.
Class | Name | Tier I | Tier II | Tier III | Tier IV |
---|---|---|---|---|---|
Recon | Sharpshooter | While active, you gain pinpoint aim that will lock on to enemies. Lock on effect will lock on to the head when aiming. Duration: 10s |
Killing an enemy regenerates 4 health. | Health regeneration is increased to 6. | Sniper rifle rounds can ricochet off enemies and hit nearby targets. Health regeneration is increased to 8. |
Silver Bullet | While active, ranged weapons can penetrate through surfaces and enemies. Additionally, enemies within 20 meters are highlighted through walls. Every bullet fired drains the remaining warcry duration. Duration: 7.5s |
Killing an enemy extends the warcry's duration by 2 seconds. This effect has diminishing returns. |
Enemy highlight radius is increased to 35 meters. Warcry duration drain for firing weapons is reduced by 56%. |
Bullets deal 33% increased damage after penetrating a surface or enemy. | |
Insurgent | Untouchable | While active, you have a 60% chance to dodge each incoming attack. Additionally, enemies are highlighted during the effect. Duration: 10s |
The chances of dodging incoming attacks is increased to 70%. | The chances of dodging incoming attacks is increased to 80%. | The chances of dodging incoming attacks is increased to 90%. |
Pain Train | Initiate an uncontrollable charge that knocks back and damages enemies. Damage taken while charging is reduced by 30%. Charge damage is affected by melee talents. Duration 4.6s |
A charge can be initiated at 50% warcry fill and colliding with a wall won't remove your entire fill progress. | Enemy knockback cone is increased to 60 degrees. Charge damage reduction is increased to 40%. | Charging into Flamers will stun them for a few seconds but ends the charge. Charge damage reduction is increased to 55%. | |
Assault | Berserk | While active, ammo is only consumed at a 3rd of the normal rate. Killing an enemy regenerates 5% health. Duration: 10s | Overheat speed is reduced by 7.5% on mounted machine guns. Health regeneration for killing an enemy is increased to 8%. | Ammo consumption is decreased to a 6th of the normal rate. Health regeneration for killing an enemy is increased to 10%. | Your weapons consume no ammo and every shot fired refills your current magazine. |
Sentry | Primary weapons gain perfect accuracy and stability. Movement speed is reduced by 70% while shooting. Instantly reloads your primary weapon upon activation. Duration: 6s | Magazine capacity for primary weapons is increased by 100%. Incoming damage is reduced by 50% while shooting. | While shooting, warcry duration is increased by 40%, and the damage reduction is increased to 70%. | Primary weapons can penetrate up to 3 enemies. | |
Demolitions | Ignition | While active, equip special grenades that explode into 2 cluster grenades. These cluster's only deal 50% damage. Duration: 8s |
Cluster grenade damage is increased to 65%. Special grenade capacity is increased by 1. | Cluster grenade count is increased to 4 and their damage is increased to 75%. | Special grenade capacity is increased by 2. Cluster grenades immediately detonate near enemies. |
Scorched Earth | While active, equip a special thermite grenade that burns all nearby enemies. Duration: 10s |
Shooting a thermite grenade causes a fire explosion, reducing its remaining duration. This can only be done once per grenade. |
Thermite grenade capacity is increased by 2. | Thermite grenades also cause a fire explosion at the end of their duration. |
Boosts[ | ]
All classes may pick one Boost, which usually come with a combination of persistent passive effects, and effects only active during your Warcry. These are shared between Classes.
Name | Tier I | Tier II | Tier III | Tier IV |
---|---|---|---|---|
Box of Chocolates
(unlock 5) |
While your warcry is active, the team regenerates 2% health every second. Critical health regeneration speed is increased by 35%. |
Warcry health regeneration bonus is increased to 2.5% per second. | Warcry health regeneration bonus is increased to 3% per second. | Warcry health regeneration bonus is increased to 4% per second. Health regeneration interval is decreased to every 0.8 seconds. |
Sprinter
(unlock 5) |
While your warcry is active, the team's movement speed is increased by 2.5%. Enemies detect you 30% slower while sprinting. |
Warcry movement speed bonus is increased to 5%. | Warcry movement speed bonus is increased to 10%. | Warcry movement speed bonus is increased to 15%. Sprinting movement speed is increased by 20%. |
Painkiller
(unlock 10) |
While your warcry is active, the team takes 10% less damage. Damage taken from fire and explosions is reduced by 50%. |
Warcry damage reduction bonus is increased to 20%. | Warcry damage reduction bonus is increased to 30%. | Warcry damage reduction bonus is increased to 35%. The interval you can take damage between is increased by 15%. |
Critical Thinking
(unlock 10) |
While your warcry is active, the team's critical hit chance is increased by 5%. Critical hit chance is increased by 8%. |
Warcry critical hit chance bonus is increased to 10%. | Warcry critical hit chance bonus is increased to 15%. | Warcry critical hit chance bonus is increased to 20%. Critical hit damage is increased by 20%. |
Cache Basket
(unlock 10) |
During your warcry, you and your team gains 3.5% ammo regeneration per second. Increased ammo pickup rate by 12%. |
Warcry Ammo regeneration is increased to 4% per second. | Warcry Ammo regeneration is increased to 4.5% per second. | Warcry Ammo regeneration is increased to 5% per second. Total ammo is increased by 15%. |
Midas Touch
(unlock 40) |
The value of stolen loot is increased by 5%.[1] (Selfishly grants no bonuses to the team.) |
Extra loot value is increased to 10%. | Extra loot value is increased to 20%. | Extra loot value is increased to 30%. |
Talents[ | ]
You can pick a maximum of 8 Talents, but 5 of those Talent slots are locked behind levels 5, 10, 15, 20, 30 and 40 respectively.
Certain Talents are exclusive to specific Classes. Certain Talents also become alternate versions with specific Class choices.
Class | Name | Tier I | Tier II | Tier III | Tier IV |
---|---|---|---|---|---|
All | Strong Back | Interaction speed when picking up carry items is increased by 55%. | Item carrying limit is increased by 2 (Assault). | Item throw distance is increased by 50%. | You can move 16% faster while carrying heavy items. |
Item carrying limit is increased by 3 (Insurgent and Demolitions). | |||||
Item carrying limit is increased by 4 (Recon). | |||||
Locksmith | Lockpick wheels hotspots are 2.5% larger, but they spin 15% faster. | Damage taken is reduced by 58% while lockpicking. | The number of lockpicking wheels is reduced by 1 wheel, to a minimum of 1. | Lockpick fumbles slow the current ring down by 0-42%. | |
Mounted Gunner
(Assault: Heavy Mounted Gunner) |
Overheat speed is reduced by 24% (38%) on mounted machine guns, and by 20% (32%) on anti air guns. | Turning speed on mounted guns is increased by 24%. | Damage taken is reduced by up to 35% (55%) while on a mounted gun, based on overheat level. | Damage of mounted guns is increased by up to 18%, (30%) based on overheat level. | |
Fleet Footed | You can move 12% faster. | Damage taken from non lethal falls won't alert nearby enemies. | Non lethal fall damage is reduced by 65%. | The movement speed bonus is increased to 30% while on critical health. | |
Clipazines[2]
(Recon) |
Reloading weapons is 22% faster when their magazine is empty. | Ammo received when picking up supplies is increased by 33%. | Recon: Increase magazine size of SMGs by 8 and Snipers by 2 | Single loading weapons reload 2 rounds at once. | |
Doublebuck[2]
(Demolitions) |
Demolitions: Increase magazine size of LMGs by 12 and Shotguns by 3 | ||||
Stockpile[2]
(Assault) |
Assault: Increase magazine size of LMGs by 12 and Rifles by 5 | Reload a full magazine regardless of the weapon's remaining total ammo.[3] | |||
Backup Mags[2]
(Insurgent) |
Insurgent: Increase magazine size of SMGs by 8 and Pistols by 6[4] | ||||
No Holds Barred | Melee attack speed is increased by 18%. | Melee charge speed is increased by 65%. | The chances of staggering enemies with melee attacks is increased by 74%. | Killing an enemy with melee has a 58% chance to cause panic to each enemy within 10 meters. It has no effect whatsoever on stealth. | |
Fitness Freak | The minimum stamina required to start sprinting is decreased by 35%. | Stamina regeneration speed is increased by 42%. | Maximum stamina is increased by 28%. | You can sprint in any direction. | |
Cry For Help | Partially fill your warcry meter every 7 seconds. Warcry meter gain from killing enemies is reduced to 15%. The amount the meter fills for is determined by the equipped warcry. | Warcry duration is increased by 38%. | Warcry meter loss when going down is reduced by 17%. | The Warcry meter now fills every 5 seconds. | |
Medic
(Insurgent: Combat Medic) |
Health gained from supplies is increased by 10%. (15%) | When reviving a teammate, enemies are 35% (50%) less likely to target you. | Interaction speed when reviving allies is increased by 30%. (50%) | 6% (8%) of health gained from supplies is shared to nearby allies. | |
Perseverance | Upon taking lethal damage your warcry meter prolongs your life, for a maximum of 5 seconds until it runs dry. While Perseverance is active, interactions are prohibited. | Killing an enemy while Perseverance is active increases the timer by 0.5 seconds. This effect has diminishing returns. | The maximum time the warcry meter can prolong your life for is increased to 9 seconds. | While Perseverance is active, you are now able to revive teammates. | |
Apex Predator | You can move 90% faster while carrying bodies. | Interaction speed when picking up bodies is increased by 62%. | The grace time where you can still insta-kill enemies with melee and headshots after being alerted is increased by 0.47 seconds. | For 1.5 seconds after alerting an enemy, any melee strike will stumble them. | |
Grenadier
(Demolitions: Master Grenadier) |
The amount of grenades you can carry is increased by 1. (2) Only applies to throwable grenade equipment. | Damage taken from explosions is reduced by 30%. (50%) | Killing enemies with explosives fills the warcry meter by an additional 15%. (30%) | The explosion radius of your grenades is increased by 25%. (45%) | |
Scuttler | You can move 20% faster while crouching. | Weapon accuracy is increased by 25% while crouching. | Stamina regeneration speed is increased by 50% while crouching. | Movement speed penalty for carrying items is reduced by 16% while crouching. | |
Pickpocket | Meleeing an enemy will steal 15% ammo for your current weapon. This can only occur once every 7 seconds. An enemy can only be pickpocketed once. | Meleeing an enemy will also steal 16 health from the, | Going too close to enemies will slowly detect you instead of instantly. | You can interact with unaware enemies to steal valuables from them. The chances for valuables is based on difficulty. | |
Fast Hands | Aiming down sights is 50% faster. | Ladder climbing speed is increased by 50%. Mantling speed is increased by 28%. | Weapon swap speed is increased by 25%. | Reload speed is increased by 20%. | |
Marshal
(Recon: Field Marshal) |
Consecutive hits with pistols build up to 8 stacks. Stacks decay after 1 second. Each stack increases pistol reload speed by 2.5%. Missed shots won't remove any stacks. | Pistol melee damage is increased by 13% (24%) for each stack. Meleeing an enemy consumes all stacks. | Stack decay timer is increased to 2 seconds. | Pistol damage is increased by 6% (8%) for each stack. | |
Revenant | You can go down 1 more time before dying, but bleedout time is 35% shorter. | You can aim down sights while downed. | All damage taken is reduced by 50% for 10 seconds after being revived. | Critical hit chance is increased by 30% while downed. This effect persists for 7 seconds after being revived. | |
Assault | High-Dive | Crouching while in the air initiates a ground dive. Landing from a dive, any fall damage you'd take will be inflicted to stamina instead. A dive cannot be initiated when stamina is too low. | Falling speed while diving is increased by 180%. | Handling from a dive will knock down nearby enemies. This can only occur once every 10 seconds. | Landing from a dive will save you from lethal fall damage, leaving you with 1 health. This doesn't apply to falls that would kill you. |
Bellhop | Item carrying limit is increased by 3 while your primary weapon is holstered. | Stamina consumption penalty for carrying items is reduced by 25%. | Item carrying penalties are negated while holding melee weapons or equipment. | The stamina consumption reduction is increased to 50%. | |
Pack Mule | Total ammo for weapon is increased by 25%. | The amount of equipment you can carry is increased by 1. | Item carrying limit is increased by 2. | 15% of ammo gained from supplies is shared to nearby allies. | |
Rally | 35% of damage taken stays behind as recoverable health, up to 32 points. Damaging enemies recovers a portion of health from this pool. Recoverable health can't be healed by medkits. Also disables critical health regeneration. | Dealing headshots recovers 50% more health. | Maximum recoverable health is increased to 48 points at once. | The amount of recoverable health gained from taking damage is increased to 50%. | |
Brutality | Dismembering enemies fills the warcry meter by an additional 50%. | Critical hit chance is increased by 19% for weapons in single fire mode. | Dismemberment chance is increased by 12% for weapons in single fire mode. | Dismembering an enemy grants you 20% critical hit chance for 5 seconds. This can only occur once every 5 seconds. | |
Assault/Recon | Heavy Focus | Damage taken is reduced by 50% while interacting. | Damage taken is reduced by 38% while in a vehicle. | Damage taken is reduced by 18% while aiming down sights. | Your movement speed is unhindered while aiming down sights. |
Recon | Steady Aim | While scoped in with sniper rifles, you don't suffer from flinching effects, but your movement speed is reduced by 32%. | Killing enemies with headshots fills the warcry meter by an additional 25%. | Weapon sway with sniper rifles is reduced by 95% while scoped in. | Chambering speed for sniper rifles is increased by 26% while scoped in. |
Farsighted | Primary weapons deal 20% more damage at long ranges, but 20% less at close range. The long range activation threshold is 17 meters. | Zoom level while aiming down sights is increased by 24%. | Long range kills fill the warcry meter 46% faster. | Critical hit chance is increased by 12% at long ranges. | |
Anatomist | Primary weapons deal 22% increased damage when shooting enemies in the body. | Secondary weapons deal 14% increased damage when shooting enemies in the head. | Critical hit chance is increased by 19% for sniper rifles, and by 8% for submachine guns. | Shooting enemies in the legs can knock them over. The chance is based on weapon damage. | |
Big-Game Hunter | You can sense nearby special enemies within 18 meters, automatically marking them every 15 seconds. | Damage dealt against sensed special enemies is increased by 35%. | Special enemy detection range is increased to 30 meters. | Killing a marked special enemy grants you 4% health regeneration for 6 seconds. | |
Recon/Demolitions | Equal Opportunist | When picking up health, 8% of health recovered is also gained as ammo. | When picking up ammo, 23% of ammo gained is also recovered as health. | When picking up equipment, either gain 20% of a regular ammo supply or 10 health. | When taking any supplies, gain 0-4% fill on your warcry meter. |
Demolitions | Do Or Die | Melee recovery speed is increased by 40%. | Killing enemies with melee fills the warcry meter by an additional 36%. | You can charge and attack with melee weapons while sprinting. | Killing an enemy with melee weapons increases melee attack speed by 28% for 3 seconds. |
Fragmentation Tombstone | After getting downed, a number of cluster grenades drop around you. The amount dropped is based on current equipment, and consumes 1. | You can use equipment while downed. | The amount of grenades dropped is affected by capacity increasing talents. | Dropping cluster grenades no longer consumes an equipment. | |
Saboteur | Interaction speeds for mine and dynamite related actions is increased by 55%. | The size of the fuse cutting wheel hotspot is increased by 6%. | Carry weight for explosive items is reduced by 50%. | You can use a grenade to sabotage mounted machine guns. Sabotaged guns will explode when used by enemies, up to 4 times. | |
Sapper | The amount of spring mines you can carry is increased by 2. | The interaction speed for crowbar related actions is increased by 43%. | When you have a crowbar in your inventory, you can open locked crates without the need to lockpick. | Throwing grenades or mines under tanks will disable them for 20 seconds. This can only occur once every 240 seconds. | |
Blamm-Fu | Meleeing an enemy with an equipped grenade has a 60% chance to detonate it in your hands. | Switch speed from and to grenades is increased by 80%. | Your grenades deal 50% less damage to you and your allies. | The melee detonation chance is increased to 100%. | |
Insurgent | Handy Man | Interaction speed for common items is increased by 22%. | Interaction speed when rewiring is increased by 70%. | Interaction speed when repairing vehicles is increased by 60%. | Completing an interaction will boost all interaction speed by 40% for 2 seconds. |
Duck And Cover | Stamina regeneration delay is reduced by 15%. | Stamina loss when jumping or vaulting while sprinting is reduced by 30%. | Stamina consumption penalty for carrying items is reduced by 25%. | Killing an enemy causes your stamina to immediately start regenerating. | |
Brass Knuckle Boxer | Damage taken from enemy melee attacks is decreased by 50%. | Killing enemies with melee fills the warcry meter by an additional 72%. | The damage of melee weapons is increased by 45%. | Your melee weapons can deal headshot damage. Killing enemies with melee headshots will always dismember them. | |
Lead Belly | Every 10th bullet that hits you is absorbed as ammo for your equipped weapon. The absorbed bullet only deals 50% damage. | Absorbed bullets are directly added into your equipped weapon's magazine. | Bullet absorption is reduced to every 8th bullet. | Absorbed bullets no longer deal any damage. | |
Agile | The time to ready weapons after sprinting is decreased by 30%. | Weapon accuracy is increased by 45% while moving. | Damage taken is reduced by 28% while sprinting. | You can reload your weapons while sprinting. | |
Tough Customer | Critical health regeneration threshold is increased by 50%. | Killing enemies while at critical health fills the warcry meter by an additional 40%. | Damage taken is reduced by 25% while on critical health. | Once per down, you can survive lethal damage, healing you back to critical health. |
(OLD) List of proficiencies[ | ]
The following links are to the deprecated Proficiencies skill trees, prior to the August 1st 2024 Resurgence update. Each Proficiencies tree was separated by the game's character classes, and so have separate pages.
- ↑ It increases the amount of gold gained for both you and your team after you secure any loot items. If another player secures riches without Midas the loot value will not get affected in any way.
- ↑ 2.0 2.1 2.2 2.3 Every class has an equivalent version, with a different name, different unlock level and slight variations of the TIII and TIV
- ↑ Shotguns reload one shell at a time and therefore will not be affected.
- ↑ Does not affect Revolvers.