Skills
From OutbreakWiki
Skills are a mercenary's way of improving himself or herself. Skills can be purchased using credits at Company supply depots.
Skill availability depends on which city you're in. Higher level skills are available only from more heavily-infested cities. Listed along with the skill is the *highest* class city in which the skill is available.
Mercenaries train their skills at Company training centers.
Available Skills
Bodybuilding Skills
- Lightweight Bodybuilding (5000 credits, Class 5)
- Increases your maximum health, the amount of Armor you can wear, and the amount of Bullets, Shells, and Fuel you can carry. Required to heft and use the Flamethrower.
- Middleweight Bodybuilding (10,000 credits, Class 4)
- Further increases your maximum health, the amount of Armor you can wear, and the amount of Bullets, Shells, and Fuel you can carry. Required to heft and use the Heavy Machinegun.
- Heavyweight Bodybuilding (20,000 credits, Class 4)
- Maximizes your maximum health, the amount of Armor you can wear, and the amount of Bullets, Shells, and Fuel you can carry. Required to heft and use the Gatling Minigun.
Chainsaw Skills
- Sixpack Redneck Fighting (250 credits, Class 5)
- Increases the accuracy (from 30% to 40%) of your attack when using a Chainsaw even with six beers in you.
- Twelvepack Redneck Fighting (500 credits, Class 5)
- Further increases the accuracy (50%) of your attack when using a Chainsaw even with twelve beers in you.
- Case Redneck Fighting (1000 credits, Class 5)
- Maximizes the accuracy (60%) of your attack when using a Chainsaw even with a whole case of beer in you.
Barricading Skills
- Basic Urban Fortification (250 credits, Class 5)
- Increases your ability to build a barricade (up to the "strongly secured" level), and allows you to build barricades faster.
- Intermediate Urban Fortification (500 credits, Class 5)
- Further increases your ability to build a stronger barricade (up to the "very heavily secured" level), and allows you to build barricades faster still.
- Advanced Urban Fortification (1000 credits, Class 4)
- Maximizes your ability to build a stronger barricade, and allows you to build barricades as rapidly as possible.
Knife Skills
- Basic Knife Fighting (250 credits, Class 5)
- Increases the accuracy of your Knife (from 30% to 50%) or other bladed weapon during close-quarters combat.
- Intermediate Knife Fighting (500 credits, Class 5)
- Further increases the accuracy of your Knife (60%) or other bladed weapon during close-quarters combat.
- Advanced Knife Fighting (1000 credits, Class 5)
- Further increases the accuracy of your Knife (75%) or other bladed weapon during close-quarters combat.
- Expert Knife Fighting (2000 credits, Class 5)
- Maximizes the accuracy of your Knife (85%) or other bladed weapon during close-quarters combat.
Pistol and Shotgun Accuracy Skills
- Basic Light Weapons (500 credits, Class 5)
- Increases the accuracy (from 35% to 45%) of your fire from Pistols and Shotguns.
- Intermediate Light Weapons (5000 credits, Class 5)
- Further increases the accuracy (55%) of your fire from Pistols and Shotguns.
- Advanced Light Weapons (15000 credits, Class 5)
- Further increases the accuracy (65%) of your fire from Pistols and Shotguns.
- Expert Light Weapons (25000 credits, Class 5)
- Maximizes the accuracy (75%) of your fire from Pistols and Shotguns.
Pistol Damage Skills
- Basic Pistol (20,000 credits, Class 5)
- Increases the damage range (from 3-5 to 4-6) that each round from a Pistol inflicts on your target.
- Advanced Pistol (30,000 credits, Class 5)
- Maximizes the damage range (5-7) that each round from a Pistol inflicts on your target.
Shotgun Damage Skills
- Basic Shotgun (25,000 credits, Class 5)
- Increases the damage range (from 4-8 to 5-9) that each blast from a Shotgun inflicts on your target.
- Advanced Shotgun (35,000 credits, Class 5)
- Maximizes the damage range (6-11) that each blast from a Shotgun inflicts on your target.
Bare Hands Skills
- White Belt Martial Arts (250 credits, Class 5)
- Increases the accuracy of your Bare Hands (30% to 40%) during hand-to-hand combat.
- Yellow Belt Martial Arts (500 credits, Class 5)
- Further increases the accuracy of your Bare Hands (50%) during hand-to-hand combat.
- Orange Belt Martial Arts (1000 credits, Class 5)
- Further increases the accuracy of your Bare Hands (60%) during hand-to-hand combat.
- Green Belt Martial Arts (1500 credits, Class 5)
- Further increases the accuracy of your Bare Hands (70%) during hand-to-hand combat.
- Blue Belt Martial Arts (2000 credits, Class 5)
- Further increases the accuracy of your Bare Hands (80%) during hand-to-hand combat.
- Brown Belt Martial Arts (3000 credits, Class 5)
- Further increases the accuracy of your Bare Hands (90%) during hand-to-hand combat.
- Black Belt Martial Arts (5000 credits, Class 5)
- Maximizes the accuracy of your Bare Hands (100%) during hand-to-hand combat.
Field Medicine Skills
- Basic Field Medicine (1000 credits, Class 5)
- Allows you to rapidly diagnose the health of your fellow mercenaries while in the field.
- Intermediate Field Medicine (1500 credits, Class 5)
- Slightly increases the effectiveness of each Medkit that you use on yourself or your fellow mercenaries.
- Advanced Field Medicine (? credits, Class ?)
- Expert Field Medicine (? credits, Class ?)
Urban Stealth Skills
- Basic Urban Stealth (2,500 credits, Class 5)
- Gives you the ability to slip undetected between buildings without needing to exit into the street.
- Intermediate Urban Stealth (5,000 credits, Class 5)
- Increases your skill of climbing between buildings and slightly reduces your chances of falling, slipping, or otherwise accidentally exiting into the street.
- Advanced Urban Stealth (10,000 credits, Class 4)
- Further increases your skill of climbing between buildings and reduces your chances of falling, slipping, or otherwise accidentally exiting into the street.
- Expert Urban Stealth (20,000 credits, Class 4)
- Further increases your skill of climbing between buildings and significantly reduces your chances of falling, slipping, or otherwise accidentally exiting into the street.
- Elite Urban Stealth (45,000 credits, Class 4)
- Maximizes your skill of climbing between buildings and greatly reduces your chances of falling, slipping, or otherwise accidentally exiting into the street.
Scouting Skills
- Basic Scouting (? credits, Class 3)
- Allows you to sense the presence of one or more demons in any of your surrounding locations, but without the ability to specifically identify what kinds of demons they are.
- Advanced Scouting (? credits, Class ?)
Search and Rescue Skills
- Basic Search and Rescue (? credits, Class 3)
- Allows you to sense the presence of one or more dead mercenaries in the building you are outside of, or outside the building you are inside of.
- Advanced Search and Rescue (? credits, Class ?)
Trap Sense Skills
- Basic Trap Sense (? credits, Class 3)
- Allows you to detect a possible trap set on the inside of a building before you enter it while you are standing outside the building.
- Advanced Trap Sense (? credits, Class ?)
Miscellaneous Skills
- Dual Wielding (40,000 credits, Class 5)
- Allows you to dual-wield and attack with two Knives, Chainsaws, Pistols, Pump Shotguns, or Machineguns at the same time.
NOTICE: Assault rifles CANNOT be dual wielded.
Strategy Considerations
In general, light weapon skills are preferable to melee (martial arts and knives). As such, the accuracy skills for pistol and shotgun are usually the first skills purchased. There is some debate, but many think that after Advanced Light Weapons has been purchased, it is most cost-effective to save up and buy Dual Wielding before finishing out the Light Weapon tree by learning Expert Light Weapons.
After that, it is recommended that a mercenary learn body building, barricading and medical skills. Urban stealth, martial arts, and chainsaw skills are generally considered not to be worthwhile.
