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  1. ---Technician---
  2.  
  3. Unlocked on becoming Technician:
  4. - Focal Point: Increases laser sight accuracy by 25%.
  5. - Scrap Collector: When Common/Special infected die or Tanks take damage, they randomly
  6. drop scrap for you to pick up. Scrap is used for some class abilities.
  7. - Tagger: Spend 3 scrap to craft the Tagger. With it, shoving items gives a faint glow
  8. until it's picked up. Shoving inventory items makes their glow brighter and go past walls.
  9. Each craft gives 5 uses. (Command: sm_tagger)
  10.  
  11. Unlocked on Technician Level 1:
  12. - Tracker: Shoving a Tank will cause it's glow to be visible through walls for 30 seconds.
  13. Costs 5 scrap. Tanks without a glow will be given one for the duration. Same Tank cannot be
  14. tracked again for a minute.
  15. - Tinker: Increases Drone/Turret buff enhancement chances 1%. Drone/Turret shots to Specials
  16. have a 1/2/3/4/5% chance to instantly kill/stun/ignite/stagger/cripple the target.
  17.  
  18. Unlocked on Technician Level 2:
  19. - Modular Turret: You can spend scrap to upgrade your turret up to 9 times by shoving it.
  20. Each upgrade increases damage, range, fire rate and refire chance by 2%. Scrap cost is
  21. 3 + current level. Drones gain the same refire chance as Turrets.
  22. - Shoulder-Mounted Laser: Upon use, attaches a laser which shoots when you shoot every 10
  23. seconds dealing 400 base damage per shot. Costs 10 scrap, lasts whole round, 1000 max range.
  24. (Command: sm_mlaser)
  25.  
  26. Unlocked on Technician Level 3:
  27. - Guardian Protocols: If your Helping/Assassin Drone hasn't shot in 4/8 seconds you gain +30%
  28. defense against your next hit from any target. Once active, drone shots won't cancel the effect.
  29. - Flexible Turret: Your turret longer rotates but instead shoots in a 360 degree arc around it.
  30. You can now press USE on the turret to move it. While moving it you cannot run or jump.
  31.  
  32. Unlocked on Technician Level 4:
  33. - Accelerate: Use 15 scrap to reduce all ability cooldowns by 30 seconds. 90 second cooldown.
  34. (Command: sm_accelerate)
  35. - Barrier: Use 25 scrap to spawn a barrier which lowers infected damage to 1, with the remainder
  36. absorbed by the barrier. Barrier absorbs 500/1000/1500/2000 damage on Easy/Normal/Adv./Expert.
  37. 90 second cooldown after Barrier breaks. (Command: sm_barrier)
  38.  
  39. Unlocked on Technician Level 5:
  40. - Burst Resonance: Once per round, you command all drones and turrets to overcharge. 3 seconds
  41. later they deal 1,500 true shock damage in an area around each one, stunning for 3 seconds,
  42. bypassing debilitate cooldowns. A target hit by multiple sources takes 100 less damage per hit.
  43. Costs 50 scrap. Once used, Burst Resonance cannot be used by another player for 2 minutes.
  44. (Command: sm_burstres)
  45.  
  46. ---Support---
  47.  
  48. Unlocked on becoming Support:
  49. - Clutch Focus: When heal/defibbing an ally, you both resist lethal damage. Poison revive slow
  50. is halved. Every 3 damage interrupted revives will be 30% slower but ignores damage interrupts.
  51. - Heroic Sprint: If a pinned/down ally is in view you gain 15% move and recovery speed.
  52. - Assist Return: Every 4th ally free/revive/heal/defib gives a random bonus effect to you.
  53. Duration starts at 50% but rises 4% for each effect.
  54.  
  55. Unlocked on Support Level 1:
  56. - Guardian Angel: Shoving a player gives them 15% defense and 20% move speed for 30 seconds.
  57. 20 second cooldown. Reviving a player gives crowd control/pin immunity and 50% defense for 10
  58. seconds. Being revived gives the same effects, but for half duration.
  59. - Retribution: When a survivor is pinned, downed or killed you gain +20% attack and defense
  60. against the attacker for 5 seconds.
  61.  
  62. Unlocked on Support Level 2:
  63. - Fall Cushion: If an ally is to take 100+ fall damage and lands within 75 units of you, the
  64. damage they take is reduced by 25%, with you taking the remainder damage.
  65. - Safety Clear: After an ally free/revive/heal/defib, you grant the target 3 seconds of Safety
  66. Clear, shoving away nearby infected for 100 damage each second as well as clearing them of bile.
  67.  
  68. Unlocked on Support Level 3:
  69. - Area Support: Increases the range and lowers the cooldown of Increased Electricity,
  70. First Aid Saving and Extended Hand by 25%. First Aid Saving is 33% more efficient when
  71. sharing health and can now trigger on allies.
  72. - Adrenaline Dart: With adrenaline in hand, press ZOOM while looking at a downed ally in 750
  73. unit range to throw a dart at them, instantly reviving them and giving 15 seconds of adrenaline.
  74. A missed dart can be reclaimed.
  75.  
  76. Unlocked on Support Level 4:
  77. - Gratuitous Offer: Lowers the bounty cost of health items 10%. Health items bought now have a
  78. chance to not consume bounty. The chance is equal to your current Assist Return count, max 20%.
  79. If Gratuitous Offer activates, it cannot occur again for 60 seconds.
  80. - CPR: Shoving a dead body has a 5% chance to resurrect them. If successful, they will be revived
  81. with half their normal health. You can also move bodies by holding WALK while shoving.
  82.  
  83. Unlocked on Support Level 5:
  84. - Blessing: Once per round, on use, you grant all allies a Blessing, motivating them, removing
  85. and blocking slows/status effects and giving 50 HP regen each second. The duration is equal to
  86. your Assist Return count (min 15s, max 40s). Each ally affected activates Assist Return.
  87. Once used, Blessing cannot be used by another player for 2 minutes. (Command: sm_blessing)
  88.  
  89. ---Controller---
  90.  
  91. Unlocked on becoming Controller:
  92. - Overcharge: Doubles maximum temporary health and increases temporary health gain from all
  93. sources by 50%. Temporary health is also no longer limited by your maximum health.
  94. - Rage: On each infected pin attempt, you gain 1% rage. Rage is used for some class abilities.
  95. - Retaliate: After being freed from a pin, you deal bonus attack for 10 seconds.
  96. The bonus is equal to 5 + 0.25x current rage %. Rage bonus is halved to Tanks.
  97.  
  98. Unlocked on Controller Level 1:
  99. - Torment: On use, all Commons/Specials in 250 units will aggro you for 20 seconds. Specials
  100. pinning an ally will release them to target you. In this time, you cannot be pinned and gain
  101. +30% defense. Requires 20% rage, 3 minute cooldown. (Command: sm_torment)
  102. - Boxing Bag: Special infected are 10% more likely to target you, but you gain 10% damage
  103. resistance to all infected damage, including from true damage.
  104.  
  105. Unlocked on Controller Level 2:
  106. - Reload Priority: If a weapon reload is interrupted twice in a row by infected pins or Tank
  107. punch/rock stuns, you will be immune to these effects for the duration of your next reload.
  108. - Parry: Shoving a Special Infected inside 0.2 seconds of them failing to pin you will stun them
  109. for 5 seconds. You will also gain 1% rage on a successful parry.
  110.  
  111. Unlocked on Controller Level 3:
  112. - Natural Fear: Specials in 1000 units with sight of you will suffer 25% less move/attack speed.
  113. Specials in 500 units in view have a 15% chance to be feared and crippled for 3 seconds.
  114. - Defiance: On use, you and all allies in 400 range will gain immunity to Special Infected pins.
  115. The duration is equal to 10 + (0.35x current rage %) seconds. Requires 50% rage but consumes all.
  116. (Command: sm_defiance)
  117.  
  118. Unlocked on Controller Level 4:
  119. - Hyper Recover: Increases your recovery speed from pins/staggers by 30% + (0.4x current rage %).
  120. After being freed from an infected, you gain a 33% chance to ignite all nearby infected.
  121. - Global Defiance: Defiance now affects all allies regardless of range. Additionally, all allies
  122. gain immunity to Tank punch/rock stuns for (0.1x rage % consumed) seconds.
  123.  
  124. Unlocked on Controller Level 5:
  125. - Staunched Bleeding: Upon taking 10+ non-true or non-fatal damage from the infected, only 25% is
  126. dealt instantly with the remainder being dealt at a rate of 25%/second over 3 seconds. If you are
  127. damage immune, the remainder damage will be paused until the immunity ends.
  128.  
  129. ---Agile---
  130.  
  131. Unlocked on becoming Agile:
  132. - Dodge: You lose 15% max health but gain a 10% chance to evade infected damage. The chance rises
  133. as your health drops, double if below 20% HP or down. Chance is halved from Tanks.
  134. - Blur: Special Infected are 10% less likely to target you and you generate 5% less Tank aggro.
  135. - Phase Strike: If you hit, shove or are hit by a common infected, that common infected will no
  136. longer be able to body block survivors.
  137.  
  138. Unlocked on Agile Level 1:
  139. - Evasive Manoeuvres: If aggro'd by a Tank, you gain 15% move speed when looking away and
  140. running away from it.
  141. - Limber Arms: Increases the fire rate of any semi automatic weapon by 5%, increases melee
  142. fatigue decay rate by 25%, and gives a 20% chance to not increase fatigue on melee swing.
  143.  
  144. Unlocked on Agile Level 2:
  145. - Surge: On use, increases dodge chance by 20% and move speed by 10% for 20 seconds.
  146. You will also clear and be immune to non-status slows in this time. While surging, Tank
  147. dodge penalty is removed. 2 minute cooldown. (Command: sm_surge)
  148. - Backstab: Attacking Specials/Tanks from behind them gives +20/10% attack from any source.
  149. Also grants a 2% chance to instantly kill Specials on Backstab.
  150.  
  151. Unlocked on Agile Level 3:
  152. - Expert Dodge: Lowers max health by another 15% but doubles base chance to dodge and
  153. permanently removes Tank dodge chance penalty.
  154. - Catch Up: After being freed from an infected pin you gain 20% move, reload, deploy and
  155. recovery speed for 5 seconds.
  156.  
  157. Unlocked on Agile Level 4:
  158. - Breath of Air: Recover 1-15 HP on a successful dodge if below 75% HP. Maximum heal is given
  159. when below 20% HP or down.
  160. - Elusive: After being pinned for 5 seconds, if you dodge damage from the pinner, you gain a
  161. chance to free yourself from them. The chance to free is half your current dodge chance.
  162. On success the infected that pinned you will be blinded for 5 seconds.
  163.  
  164. Unlocked on Agile Level 5:
  165. - Smoke Bomb: On use, you become invisible to all infected for 10 seconds, making them unable to
  166. target you. Infected in 250 range will be staggered and blinded for 3 seconds. Non-desperate
  167. Tanks or infected aggroing or pinning you will target someone else. In this time you cannot
  168. attack but move at double speed. You start with 3 charges and they recharge every 2 minutes.
  169. You can stack Smoke Bombs to extend the duration. (Command: sm_smokebomb)
  170.  
  171. ---Debuffer---
  172.  
  173. Unlocked on becoming Debuffer:
  174. - Antiviral Pills: Shove Special/Tank with Pills to poison them for 20 seconds, dealing true
  175. damage the faster they move. 30 second cooldown/immunity. Item not consumed if used on Special.
  176. - Contagious: When a Special Infected debuffs you, you gain a 33% chance to return it.
  177. - Scourge: Each time you inflict a debuff onto an infected, the strength of future debuffs
  178. increases by 1%, up to 50%. You also gain 1 bounty per infected debuffed.
  179.  
  180. Unlocked on Debuffer Level 1:
  181. - Regen Inhibitor: Shove Special/Tank with Adrenaline to negate/half health gain or regen effects
  182. they get for 10 seconds. 30 second cooldown and immunity. Item not consumed if used on Special.
  183. - Mark: Pressing USE while looking at a Tank will increase the damage it takes from all players
  184. by 5% for 20 seconds. Marks on the same target resets duration. 50 second cooldown.
  185.  
  186. Unlocked on Debuffer Level 2:
  187. - Gastric Vomit: Biling any infected will slow their move and attack speed by 15%.
  188. Cannot be refreshed until the previous bile wears off.
  189. - Berserk Gene: Shove Special/Tank with a Pipe bomb to enrage it, making it move/attack 10%
  190. faster, but cannot use non-Fury actives for 10 seconds. 30 second cooldown, 60 second immunity.
  191. Item not consumed if used on Special.
  192.  
  193. Unlocked on Debuffer Level 3:
  194. - Enhanced Mark: Marking an already marked target now adds more effects. The 2nd mark will
  195. lower the Tank's defense by 5%. The 3rd mark will lower the Tank's speed by 5%. The 4th mark
  196. will lower the Tank's damage by 5%.
  197. - Inhibiting Vomit: Biling Tanks will stop their ability cooldown timers from ticking for
  198. 5 seconds. Cannot be refreshed until the previous bile wears off.
  199.  
  200. Unlocked on Debuffer Level 4:
  201. - Crack Shot: Headshotting a Tank has a 33% chance to cripple them, causing it to suffer
  202. major move speed slow for a short time. Tanks gain immunity to this effect for 30 seconds.
  203. - Prolonged Exposure: Increases duration of Antiviral Pills, Regen Inhibitor, Mark,
  204. Berserk Gene and Inhibiting Vomit by 50%. Increases duration of other statuses by 25%.
  205.  
  206. Unlocked on Debuffer Level 5:
  207. - Outbreak: Once per round, on use, you emit several noxious gas bursts around you. Each burst
  208. deals 100 true damage to nearby infected and adds an Outbreak stack, lowering attack, defense,
  209. move and attack speed by 1% for 5 seconds, after which they rapidly decay. Burst count is equal
  210. to your Scourge % (min. 20). Once used, Outbreak can't be used by another player for 2 minutes.
  211. (Command: sm_outbreak)
  212.  
  213. ---Hunter---
  214.  
  215. Unlocked on becoming Hunter:
  216. - Safety First: Fire/Explosive damage no longer hurt allies.
  217. - Scrap Collector: When Common/Special infected die or Tanks take damage, they randomly
  218. drop scrap for you to pick up. Scrap is used for some class abilities.
  219. - Lure: Shove the ground with your secondary to deploy a Lure, attracting infected to
  220. attack it instead of survivors. Lure success lowers the more lured. Consumes 10 scrap.
  221. After 30 seconds, it explodes for 1,000 blast damage.
  222.  
  223. Unlocked on Hunter Level 1:
  224. - Throwable Pouch: Allows you to hold one of each throwable. Incompatible with Infirmary buff.
  225. Press your throwable hotkey (default: 3) to swap between them.
  226. - Complimentary Throwable: Every 5th throwable thrown or deployed as a trap will not consume
  227. the throwable. Lowers the bounty cost of throwables by 10%.
  228.  
  229. Unlocked on Hunter Level 2:
  230. - Augmented Grenades: Increases explosive blast radius by 40%. Vomit clouds bile any infected
  231. that pass through it. Fire deals +50 damage/tick and hurts (but not ignites) fire immune Tanks.
  232. - Scout Module: On use, attaches a Scout Module on your next thrown grenade. Where it detonates
  233. the module is deployed. Infected that enter 400 units of the module will be made visible through
  234. walls. Costs 10 scrap, lasts 60 seconds. (Command: sm_scout)
  235.  
  236. Unlocked on Hunter Level 3:
  237. - Bear Trap: Shove the ground with your primary to deploy a Bear Trap. Any Special/Tank that gets
  238. near will be unable to move for 6/3 seconds, taking 750 true damage a second. The bear trap holds
  239. up to 3 Specials or 1 Tank. Consumes 15 scrap. The same target cannot be trapped for 1 minute.
  240. Expires after two minutes.
  241. - Predator: You gain +15% attack against infected that are lured, scouted or trapped.
  242.  
  243. Unlocked on Hunter Level 4:
  244. - Restock: Once per round, you can reset the cost for throwables to their default values, with
  245. your next one costing 25% less bounty. Costs 20 scrap. (Command: sm_restock)
  246. - Splinter Addon: Blast/Bullet/Melee damage to Specials have a 100%/15%/30% chance to inflict
  247. bleeding for 10 seconds, dealing 100 true damage/second and stopping health regen.
  248. To Tanks or Specials already bleeding, each hit has a 5% chance to deal 100 true damage.
  249.  
  250. Unlocked on Hunter Level 5:
  251. - Stockpile Draw: On use, gives adrenaline and causes your primary weapon to consume reserve ammo
  252. on shots instead of the weapon's magazine for 15 seconds. Does not work with custom weapons.
  253. Each shot also deals blast damage to nearby targets. When Stockpile Draw ends, your primary will
  254. be forcefully reloaded. Costs 30 scrap, 3 minute cooldown. (Command: sm_stockpile)
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