Hey raiders!
Just uploaded a full skill tree overview video to YouTube. Wanted to give everyone a clear look at all the available skills across Survival, Mobility, and Conditioning branches.
If you’re planning your builds, this should help you see all options before spending those precious skill points. The Survival tree has some particularly interesting options like “Just Another Plant” (reduced detection while crouching) and “Looter’s Luck” (chance for double loot).
What skills are you prioritizing in your builds? Any combinations working well together?
Survival Tree
- Just Another Plant: While crouched, you are less noticeable to ARC.
- Distracting Aura: ARC enemies are less accurate when targeting you.
- Unburdened Roll: If your shield breaks, your first Dodge Roll within a few seconds does not cost stamina. (Requires 15 points in Survival)
- A Little Extra: Breaching an object generates resources.
- Looter’s Luck: While looting, there’s a chance to reveal twice as many items at once.
- Gentle Pressure: You make less noise when breaching.
- One Raider’s Scraps: When looting Raider containers, you have a small chance of finding additional field-crafted items.
- Minesweeper: Mines and explosive deployables can be defused when in close proximity. (Requires 36 points in Survival)
- Back On Your Feet: When you’re critically hurt, your health regenerates until a certain limit. (Requires 36 points in Survival)
- Traveling Tinkerer: Unlocks additional items to field craft.
- Downed But Determined: When you’re downed, it takes longer before you collapse.
- Suffer In Silence: While critically hurt, your movement makes less noise. (Requires 15 points in Survival)
- Silent Scavenger: You make less noise when looting.
- Turtle Crawl: While downed, you take less damage.
Mobility
- Nimble Climber: You can climb and vault more quickly.
- Slip and Slide: You can slide further and faster.
- Agile Croucher: Your movement speed while crouching is increased.
- Survivor’s Stamina: When you’re critically hurt, your stamina regenerates faster. (Requires 15 points in Mobility)
- Vaults on Vaults on Vaults: Vaulting no longer costs stamina. (Requires 36 points in Mobility)
- Crawl Before You Walk: When you’re downed, you crawl faster.
- Fight Or Flight: When you’re hurt in combat, regain a fixed amount of stamina. Has a 15-second cooldown between uses.
- Ready To Roll: When falling, your timing window to perform a Recovery Roll is increased.
- Vault Spring: Lets you jump at the end of a vault. (Requires 36 points in Mobility)
- Marathon Runner: Moving around costs less stamina.
- Effortless Roll: Dodge Rolls cost less stamina.
- Carry The Momentum: After a Sprint Dodge Roll, sprinting does not consume stamina for a short time. Has a cooldown between uses. (Requires 15 points in Mobility)
- Heroic Leap: You can Dodge Roll further.
- Off The Wall: You can Wall Leap further.
Conditioning
- Youthful Lungs: Increases your max stamina.
- Flyswatter: A single melee attack destroys a Tick, Pop, Wasp or Turret. (Requires 36 points in Conditioning)
- Sturdy Ankles: You take less fall damage when falling from a non-lethal height.
- Blast-Born: Your hearing is less affected by nearby explosions.
- Proficient Pryer: Breaching doors and containers takes less time.
- Sky-Clearing Swing: You deal more melee damage to drones.
- Calming Stroll: While walking, your stamina regenerates as if you were standing still. (Requires 15 points in Conditioning)
- Three Deep Breaths: After an ability drains your stamina, you recover more quickly.
- Security Breach: Lets you breach Security Lockers. (Requires 36 points in Conditioning)
- Stubborn Mule: Your stamina regeneration is less affected by being over-encumbered.
- Used To The Weight: Wearing a shield doesn’t slow you down as much.
- Good As New: While under a healing effect, stamina regeneration is increased. (Requires 15 points in Conditioning)
- Broad Shoulders: Increases the maximum weight you can carry.
- Loaded Arms: Your equipped weapon has less impact on your encumbrance.