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- ---Technician---
- Unlocked on becoming Technician:
- - Focal Point: Increases laser sight accuracy by 25%.
- - Scrap Collector: When Common/Special infected die or Tanks take damage, they randomly
- drop scrap for you to pick up. Scrap is used for some class abilities.
- - Tagger: Spend 3 scrap to craft the Tagger. With it, shoving items gives a faint glow
- until it's picked up. Shoving inventory items makes their glow brighter and go past walls.
- Each craft gives 5 uses. (Command: sm_tagger)
- Unlocked on Technician Level 1:
- - Tracker: Shoving a Tank will cause it's glow to be visible through walls for 30 seconds.
- Costs 5 scrap. Tanks without a glow will be given one for the duration. Same Tank cannot be
- tracked again for a minute.
- - Tinker: Increases Drone/Turret buff enhancement chances 1%. Drone/Turret shots to Specials
- have a 1/2/3/4/5% chance to instantly kill/stun/ignite/stagger/cripple the target.
- Unlocked on Technician Level 2:
- - Modular Turret: You can spend scrap to upgrade your turret up to 9 times by shoving it.
- Each upgrade increases damage, range, fire rate and refire chance by 2%. Scrap cost is
- 3 + current level. Drones gain the same refire chance as Turrets.
- - Shoulder-Mounted Laser: Upon use, attaches a laser which shoots when you shoot every 10
- seconds dealing 400 base damage per shot. Costs 10 scrap, lasts whole round, 1000 max range.
- (Command: sm_mlaser)
- Unlocked on Technician Level 3:
- - Guardian Protocols: If your Helping/Assassin Drone hasn't shot in 4/8 seconds you gain +30%
- defense against your next hit from any target. Once active, drone shots won't cancel the effect.
- - Flexible Turret: Your turret longer rotates but instead shoots in a 360 degree arc around it.
- You can now press USE on the turret to move it. While moving it you cannot run or jump.
- Unlocked on Technician Level 4:
- - Accelerate: Use 15 scrap to reduce all ability cooldowns by 30 seconds. 90 second cooldown.
- (Command: sm_accelerate)
- - Barrier: Use 25 scrap to spawn a barrier which lowers infected damage to 1, with the remainder
- absorbed by the barrier. Barrier absorbs 500/1000/1500/2000 damage on Easy/Normal/Adv./Expert.
- 90 second cooldown after Barrier breaks. (Command: sm_barrier)
- Unlocked on Technician Level 5:
- - Burst Resonance: Once per round, you command all drones and turrets to overcharge. 3 seconds
- later they deal 1,500 true shock damage in an area around each one, stunning for 3 seconds,
- bypassing debilitate cooldowns. A target hit by multiple sources takes 100 less damage per hit.
- Costs 50 scrap. Once used, Burst Resonance cannot be used by another player for 2 minutes.
- (Command: sm_burstres)
- ---Support---
- Unlocked on becoming Support:
- - Clutch Focus: When heal/defibbing an ally, you both resist lethal damage. Poison revive slow
- is halved. Every 3 damage interrupted revives will be 30% slower but ignores damage interrupts.
- - Heroic Sprint: If a pinned/down ally is in view you gain 15% move and recovery speed.
- - Assist Return: Every 4th ally free/revive/heal/defib gives a random bonus effect to you.
- Duration starts at 50% but rises 4% for each effect.
- Unlocked on Support Level 1:
- - Guardian Angel: Shoving a player gives them 15% defense and 20% move speed for 30 seconds.
- 20 second cooldown. Reviving a player gives crowd control/pin immunity and 50% defense for 10
- seconds. Being revived gives the same effects, but for half duration.
- - Retribution: When a survivor is pinned, downed or killed you gain +20% attack and defense
- against the attacker for 5 seconds.
- Unlocked on Support Level 2:
- - Fall Cushion: If an ally is to take 100+ fall damage and lands within 75 units of you, the
- damage they take is reduced by 25%, with you taking the remainder damage.
- - Safety Clear: After an ally free/revive/heal/defib, you grant the target 3 seconds of Safety
- Clear, shoving away nearby infected for 100 damage each second as well as clearing them of bile.
- Unlocked on Support Level 3:
- - Area Support: Increases the range and lowers the cooldown of Increased Electricity,
- First Aid Saving and Extended Hand by 25%. First Aid Saving is 33% more efficient when
- sharing health and can now trigger on allies.
- - Adrenaline Dart: With adrenaline in hand, press ZOOM while looking at a downed ally in 750
- unit range to throw a dart at them, instantly reviving them and giving 15 seconds of adrenaline.
- A missed dart can be reclaimed.
- Unlocked on Support Level 4:
- - Gratuitous Offer: Lowers the bounty cost of health items 10%. Health items bought now have a
- chance to not consume bounty. The chance is equal to your current Assist Return count, max 20%.
- If Gratuitous Offer activates, it cannot occur again for 60 seconds.
- - CPR: Shoving a dead body has a 5% chance to resurrect them. If successful, they will be revived
- with half their normal health. You can also move bodies by holding WALK while shoving.
- Unlocked on Support Level 5:
- - Blessing: Once per round, on use, you grant all allies a Blessing, motivating them, removing
- and blocking slows/status effects and giving 50 HP regen each second. The duration is equal to
- your Assist Return count (min 15s, max 40s). Each ally affected activates Assist Return.
- Once used, Blessing cannot be used by another player for 2 minutes. (Command: sm_blessing)
- ---Controller---
- Unlocked on becoming Controller:
- - Overcharge: Doubles maximum temporary health and increases temporary health gain from all
- sources by 50%. Temporary health is also no longer limited by your maximum health.
- - Rage: On each infected pin attempt, you gain 1% rage. Rage is used for some class abilities.
- - Retaliate: After being freed from a pin, you deal bonus attack for 10 seconds.
- The bonus is equal to 5 + 0.25x current rage %. Rage bonus is halved to Tanks.
- Unlocked on Controller Level 1:
- - Torment: On use, all Commons/Specials in 250 units will aggro you for 20 seconds. Specials
- pinning an ally will release them to target you. In this time, you cannot be pinned and gain
- +30% defense. Requires 20% rage, 3 minute cooldown. (Command: sm_torment)
- - Boxing Bag: Special infected are 10% more likely to target you, but you gain 10% damage
- resistance to all infected damage, including from true damage.
- Unlocked on Controller Level 2:
- - Reload Priority: If a weapon reload is interrupted twice in a row by infected pins or Tank
- punch/rock stuns, you will be immune to these effects for the duration of your next reload.
- - Parry: Shoving a Special Infected inside 0.2 seconds of them failing to pin you will stun them
- for 5 seconds. You will also gain 1% rage on a successful parry.
- Unlocked on Controller Level 3:
- - Natural Fear: Specials in 1000 units with sight of you will suffer 25% less move/attack speed.
- Specials in 500 units in view have a 15% chance to be feared and crippled for 3 seconds.
- - Defiance: On use, you and all allies in 400 range will gain immunity to Special Infected pins.
- The duration is equal to 10 + (0.35x current rage %) seconds. Requires 50% rage but consumes all.
- (Command: sm_defiance)
- Unlocked on Controller Level 4:
- - Hyper Recover: Increases your recovery speed from pins/staggers by 30% + (0.4x current rage %).
- After being freed from an infected, you gain a 33% chance to ignite all nearby infected.
- - Global Defiance: Defiance now affects all allies regardless of range. Additionally, all allies
- gain immunity to Tank punch/rock stuns for (0.1x rage % consumed) seconds.
- Unlocked on Controller Level 5:
- - Staunched Bleeding: Upon taking 10+ non-true or non-fatal damage from the infected, only 25% is
- dealt instantly with the remainder being dealt at a rate of 25%/second over 3 seconds. If you are
- damage immune, the remainder damage will be paused until the immunity ends.
- ---Agile---
- Unlocked on becoming Agile:
- - Dodge: You lose 15% max health but gain a 10% chance to evade infected damage. The chance rises
- as your health drops, double if below 20% HP or down. Chance is halved from Tanks.
- - Blur: Special Infected are 10% less likely to target you and you generate 5% less Tank aggro.
- - Phase Strike: If you hit, shove or are hit by a common infected, that common infected will no
- longer be able to body block survivors.
- Unlocked on Agile Level 1:
- - Evasive Manoeuvres: If aggro'd by a Tank, you gain 15% move speed when looking away and
- running away from it.
- - Limber Arms: Increases the fire rate of any semi automatic weapon by 5%, increases melee
- fatigue decay rate by 25%, and gives a 20% chance to not increase fatigue on melee swing.
- Unlocked on Agile Level 2:
- - Surge: On use, increases dodge chance by 20% and move speed by 10% for 20 seconds.
- You will also clear and be immune to non-status slows in this time. While surging, Tank
- dodge penalty is removed. 2 minute cooldown. (Command: sm_surge)
- - Backstab: Attacking Specials/Tanks from behind them gives +20/10% attack from any source.
- Also grants a 2% chance to instantly kill Specials on Backstab.
- Unlocked on Agile Level 3:
- - Expert Dodge: Lowers max health by another 15% but doubles base chance to dodge and
- permanently removes Tank dodge chance penalty.
- - Catch Up: After being freed from an infected pin you gain 20% move, reload, deploy and
- recovery speed for 5 seconds.
- Unlocked on Agile Level 4:
- - Breath of Air: Recover 1-15 HP on a successful dodge if below 75% HP. Maximum heal is given
- when below 20% HP or down.
- - Elusive: After being pinned for 5 seconds, if you dodge damage from the pinner, you gain a
- chance to free yourself from them. The chance to free is half your current dodge chance.
- On success the infected that pinned you will be blinded for 5 seconds.
- Unlocked on Agile Level 5:
- - Smoke Bomb: On use, you become invisible to all infected for 10 seconds, making them unable to
- target you. Infected in 250 range will be staggered and blinded for 3 seconds. Non-desperate
- Tanks or infected aggroing or pinning you will target someone else. In this time you cannot
- attack but move at double speed. You start with 3 charges and they recharge every 2 minutes.
- You can stack Smoke Bombs to extend the duration. (Command: sm_smokebomb)
- ---Debuffer---
- Unlocked on becoming Debuffer:
- - Antiviral Pills: Shove Special/Tank with Pills to poison them for 20 seconds, dealing true
- damage the faster they move. 30 second cooldown/immunity. Item not consumed if used on Special.
- - Contagious: When a Special Infected debuffs you, you gain a 33% chance to return it.
- - Scourge: Each time you inflict a debuff onto an infected, the strength of future debuffs
- increases by 1%, up to 50%. You also gain 1 bounty per infected debuffed.
- Unlocked on Debuffer Level 1:
- - Regen Inhibitor: Shove Special/Tank with Adrenaline to negate/half health gain or regen effects
- they get for 10 seconds. 30 second cooldown and immunity. Item not consumed if used on Special.
- - Mark: Pressing USE while looking at a Tank will increase the damage it takes from all players
- by 5% for 20 seconds. Marks on the same target resets duration. 50 second cooldown.
- Unlocked on Debuffer Level 2:
- - Gastric Vomit: Biling any infected will slow their move and attack speed by 15%.
- Cannot be refreshed until the previous bile wears off.
- - Berserk Gene: Shove Special/Tank with a Pipe bomb to enrage it, making it move/attack 10%
- faster, but cannot use non-Fury actives for 10 seconds. 30 second cooldown, 60 second immunity.
- Item not consumed if used on Special.
- Unlocked on Debuffer Level 3:
- - Enhanced Mark: Marking an already marked target now adds more effects. The 2nd mark will
- lower the Tank's defense by 5%. The 3rd mark will lower the Tank's speed by 5%. The 4th mark
- will lower the Tank's damage by 5%.
- - Inhibiting Vomit: Biling Tanks will stop their ability cooldown timers from ticking for
- 5 seconds. Cannot be refreshed until the previous bile wears off.
- Unlocked on Debuffer Level 4:
- - Crack Shot: Headshotting a Tank has a 33% chance to cripple them, causing it to suffer
- major move speed slow for a short time. Tanks gain immunity to this effect for 30 seconds.
- - Prolonged Exposure: Increases duration of Antiviral Pills, Regen Inhibitor, Mark,
- Berserk Gene and Inhibiting Vomit by 50%. Increases duration of other statuses by 25%.
- Unlocked on Debuffer Level 5:
- - Outbreak: Once per round, on use, you emit several noxious gas bursts around you. Each burst
- deals 100 true damage to nearby infected and adds an Outbreak stack, lowering attack, defense,
- move and attack speed by 1% for 5 seconds, after which they rapidly decay. Burst count is equal
- to your Scourge % (min. 20). Once used, Outbreak can't be used by another player for 2 minutes.
- (Command: sm_outbreak)
- ---Hunter---
- Unlocked on becoming Hunter:
- - Safety First: Fire/Explosive damage no longer hurt allies.
- - Scrap Collector: When Common/Special infected die or Tanks take damage, they randomly
- drop scrap for you to pick up. Scrap is used for some class abilities.
- - Lure: Shove the ground with your secondary to deploy a Lure, attracting infected to
- attack it instead of survivors. Lure success lowers the more lured. Consumes 10 scrap.
- After 30 seconds, it explodes for 1,000 blast damage.
- Unlocked on Hunter Level 1:
- - Throwable Pouch: Allows you to hold one of each throwable. Incompatible with Infirmary buff.
- Press your throwable hotkey (default: 3) to swap between them.
- - Complimentary Throwable: Every 5th throwable thrown or deployed as a trap will not consume
- the throwable. Lowers the bounty cost of throwables by 10%.
- Unlocked on Hunter Level 2:
- - Augmented Grenades: Increases explosive blast radius by 40%. Vomit clouds bile any infected
- that pass through it. Fire deals +50 damage/tick and hurts (but not ignites) fire immune Tanks.
- - Scout Module: On use, attaches a Scout Module on your next thrown grenade. Where it detonates
- the module is deployed. Infected that enter 400 units of the module will be made visible through
- walls. Costs 10 scrap, lasts 60 seconds. (Command: sm_scout)
- Unlocked on Hunter Level 3:
- - Bear Trap: Shove the ground with your primary to deploy a Bear Trap. Any Special/Tank that gets
- near will be unable to move for 6/3 seconds, taking 750 true damage a second. The bear trap holds
- up to 3 Specials or 1 Tank. Consumes 15 scrap. The same target cannot be trapped for 1 minute.
- Expires after two minutes.
- - Predator: You gain +15% attack against infected that are lured, scouted or trapped.
- Unlocked on Hunter Level 4:
- - Restock: Once per round, you can reset the cost for throwables to their default values, with
- your next one costing 25% less bounty. Costs 20 scrap. (Command: sm_restock)
- - Splinter Addon: Blast/Bullet/Melee damage to Specials have a 100%/15%/30% chance to inflict
- bleeding for 10 seconds, dealing 100 true damage/second and stopping health regen.
- To Tanks or Specials already bleeding, each hit has a 5% chance to deal 100 true damage.
- Unlocked on Hunter Level 5:
- - Stockpile Draw: On use, gives adrenaline and causes your primary weapon to consume reserve ammo
- on shots instead of the weapon's magazine for 15 seconds. Does not work with custom weapons.
- Each shot also deals blast damage to nearby targets. When Stockpile Draw ends, your primary will
- be forcefully reloaded. Costs 30 scrap, 3 minute cooldown. (Command: sm_stockpile)
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