Six roles earn XP separately, and the Black Market unlocks sit on three trees. Every skill and every node below is the game's own.
Each tree is laid out left to right, so a node's step is how far along it sits. That is the tree's shape, not a price list: what an unlock costs is decided by the game's servers, so nobody can read it out of the files.
Backpacks, armor, medical and the gear you carry.
Everything you drive or fly, and the crates they haul.
Guns, magazines, optics and the parts that hang off them.
Rifle work. Movement, handling and the weapons you carry on foot.
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the 'assault' archetype.
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the 'SMG' archetypes.
Increases the base speed a player moves when they are in crouch & prone.
Unlocks the ability to quickly descend ladders by sliding down them.
Tac-sprint stamina recovery is faster when player is crouched or proned.
Reduces the time it takes to perform vaults at all heights.
Reduces the amount of horizontal recoil a player experiences when firing weapons within the 'assault' archetype.
Reduces the amount of horizontal recoil a player experiences when firing weapons within the 'SMG' archetypes.
Increase throw strength when throwing grenades, allowing for a higher potential maximum distance.
Increase the damage dealt by the player's melee attacks. This includes fists, melee weapons and weapon 'bashing'.
Reduce the time it takes for players to complete a melee attack. This includes fists, melee weapons and weapon 'bashing'.
Reduces the time it takes for your gun to come up after certain actions, specifically with weapons that fall under the 'assault' archetype (eg. Sprinting, dismounting ladder, exiting vault, etc).
Reduces the time it takes for your gun to come up after certain actions, specifically with weapons that fall under the 'SMG' archetypes (eg. Sprinting, dismounting ladder, exiting vault, etc).
Reduces the effect that receiving damage has on your focus-time.
Reduces the amount of focus-time penalty the player experiences when they shoot their weapon whilst holding their breath. This should apply to weapons in both Assault & SMG archetypes.
Reduces the severity of the suppresion effect experienced when under fire / near an explosion.
Reduces the amount that movement is negatively affected by inventory weight.
Reduces the time it takes to reload. Specifically with weapons within the 'assault' archetype.
Reduces the time it takes to reload. Specifically with weapons within the 'SMG' archetypes.
Unlocks the ability to bash through doors by sprinting into them.
Increased duration of tac-sprint before it runs out.
Reduces the time it takes to recover tac-sprint stamina.
Increased duration of tac-swimming before it runs out.
Reduces the time it takes to enter ADS, specifically with weapons within the 'assault' archetype.
Reduces the time it takes to enter ADS, specifically with weapons within the 'SMG' archetypes.
Increases the speed a player sprints when they have their fists out.
Reduces the amount of vertical recoil a player experiences when firing weapons under the 'assault' archetype.
Reduces the amount of vertical recoil a player experiences when firing weapons under the 'SMG' archetypes.
Reduces the amount of time it takes to switch TO any weapon in the assault & SMG archetypes.
Optics, spotting and staying unseen while you do it.
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the 'marksman' archetypes.
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the 'sniper rifle' archetype.
Reduces the time it takes to rechamber a bullet when using bolt action rifles.
Reduces the time it takes for the 'steady aim' effect to complete when you hold your breath with a weapon.
Unlocks the ability to eavesdrop nearby enemy squad chats.
Reduces the amount of horizontal recoil a player experiences when firing weapons within the 'marksman' archetypes.
Reduces the amount of horizontal recoil a player experiences when firing weapons within the 'sniper rifle' archetype.
Increases the duration that enemies remain spotted when you have personally spotted them.
Increases the amount of time you are able to "hold breath" with a weapon before it runs out.
Increases the amount of damage you do with melee attacks, specifically when you hit an enemy from behind. This includes fists, melee weapons and weapon 'bashing'.
Increases the time it takes for you to be successfully spotted by an enemy player.
Reduces how visible you are on enemies infrared sights when people are looking at you. (not completely invisible, just heavily reduced to make it harder to see you) This is a one time unlock, not different percentages.
Unlock the ability to 'lockpick' enemy locked vehicles, buildables and fortifications.
Reduces the time it takes to 'zoom in' on scopes that have magnification.
Unlocks the ability to perform all interactions that make noise quieter.
Reduces the time it takes for your gun to come up after certain actions, specifically with weapons that fall under the 'marksman' archetypes (eg. Sprinting, dismounting ladder, exiting vault, etc).
Reduces the time it takes for your weapon to come up after certain actions, specifically with weapons that fall under the 'sniper rifle' archetype (eg. Sprinting, dismounting ladder, exiting vault, etc).
Reduces the amount of focus-time penalty the player experiences when they shoot their weapon whilst holding their breath. This should apply to weapon in both Sniper rifle and Marksman archetypes.
Reduces the time it takes to reload. Specifically with weapons within the 'marksman' archetypes.
Reduces the time it takes to reload. Specifically with weapons within the 'sniper rifle' archetype.
Downing an enemy player with any weapon in the 'sniper rifle' platform with replenish your focus. (one time unlock)
Unlock the ability to spot enemy buildables, fortifications and deployables.
Reduces the time it takes to enter ADS, specifically with weapons within the 'marksman' archetypes.
Reduces the time it takes to enter ADS, specifically with weapons within the 'sniper rifle' archetype.
Reduces the amount of vertical recoil a player experiences when firing weapons within the 'marksman' archetypes.
Reduces the amount of vertical recoil a player experiences when firing weapons within the 'sniper rifle' archetype.
Reduces the amount of time it takes to switch TO any weapons within the sidearm archetype.
Reduces the amount of time it takes to switch TO any weapons within the Sniper Rifle & Marksman archetypes.
Building, resupply and everything that keeps a position standing.
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the 'LMG' archetype.
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the 'shotgun' archetype.
Unlocks the ability to build things with the medium hammer that you would normally need the heavy hammer to build.
Unlocks the ability to build things with the small hammer that you would normally need the medium or heavy hammer to build.
Reduces the amount of time it takes to combine mags in your inventory.
Reduces the amount of time it takes to deploy deployable equipment.
Reduces the amount of damage that your explosives do to teammates. This includes explosives from launchers, grenades & deployables.
Reduces the amount of horizontal recoil a player experiences when firing weapons within the 'LMG' archetype.
Reduces the amount of horizontal recoil a player experiences when firing weapons within the 'shotgun' archetype.
Increases the amount of damage it takes to destroy buildables that YOU have built.
Unlocks Increased effective range of the C4's detonator. (Can detonate C4s from further away). This is a one time unlock.
Increases the amount of durability your repair tools have when you are using them. This should affect all repair tools.
Reduces the amount of resources that are used per hit of building.
Reduces the time it takes for your weapon to come up after certain actions, specifically with weapons that fall under the 'LMG' archetype (eg. Sprinting, dismounting ladder, exiting vault, etc).
Reduces the time it takes for your weapon to come up after certain actions, specifically with weapons that fall under the 'shotgun' archetype (eg. Sprinting, dismounting ladder, exiting vault, etc).
Reduces the amount of focus-time penalty the player experiences when they shoot their weapon whilst holding their breath. This should apply to weapons in both LMG and shotgun archetypes.
Reduces the time it takes to refuel vehicles.
Reduces the amount of time it takes to reload weapons within the 'LMG' archetype.
Reduces the amount of time it takes to reload weapons within the 'launcher' archetype.
Reduces the time it takes to reload. Specifically with weapons within the 'shotgun' archetype.
Reduces the time it takes to repair damaged vehicles.
Unlocks the ability to pick up and throw back enemy grenades that have been thrown at you and have landed on the floor.
Reduces the time it takes to enter ADS, specifically with weapons within the 'LMG' archetype.
Reduces the time it takes to enter ADS, specifically with weapons within the 'shotgun' archetype.
Reduces the amount of vertical recoil a player experiences when firing weapons within the 'LMG' archetype.
Reduces the amount of vertical recoil a player experiences when firing weapons within the 'shotgun' archetype.
Reduces the amount of time it takes to switch TO any weapons within the LMG and shotgun archetypes.
Revives, healing and how fast you get someone back on their feet.
Reduces the time it takes to 'base-revive' a teammate. (no equipment, just bare hands).
Reduces the amount of time it takes to apply buffs to self AND teammates.
Reduces the amount of time it takes to charge up your defib.
Increases the speed that you can move when you are dragging another player.
Reduces the amount of time it takes to heal a teammate whilst you are experiencing the suppressed effect from enemy fire.
Increases the amount of time you have before you bleed out when you are in a downed state.
Increases the amount of charges per battery when you are using a defib. (One time unlock).
Increases the amount of health a teammate revives with after you have revived them using the base-revive (no equipment, just bare hands).
Increases the amount of time a buff is active after you have self-buffed.
After you have revived a teammate, YOU will receive a temporary increase in your sprint speed.
Increases the amount of time a buff is active on a teammate you have buffed.
Reduces the amount of time it takes to switch TO any items / equipment within the 'medical' archetype.
Unlocks the ability to purchase a medic bag, which provides additional slots specifically for medical items.
Increases the amount of 'uses' a medkit has before it is depleted (only when you are using it).
Increases the amount of 'uses' a medkit has before it is depleted (only when you are using it).
Reduces the amount of fall damage you take.
Reduces the duration of the effects received from flash & stun grenades.
Reduces the severity of the suppression effect experienced when enemies are firing at you.
Reduces the amount of weight-penalty that is given from carrying medical items specifically.
Reduces the amount of time it takes to heal yourself with all medical items.
Reduces the amount of incoming damage whilst you are reviving a teammate.
Reduces the amount of time it takes to heal teammates with all medical items.
After you have revived a teammate, THEY will receive a temporary increase in their sprint speed.
Ground vehicles, from fuel burn to the guns bolted on top.
Unlocks the ability to auto repair ground vehicles at a petrol station.
Reduces the time it takes to turn the engine on in ground vehicles.
Reduces the usage of fuel when driving ground vehicles, providing a longer fuel time.
Reduces horizontal recoil experienced when firing a mounted MG on a ground vehicle.
Reduces the amount of damage your ground vehicle receives from impacting with objects & landscape in the world (when you are driver).
Increases the amount of damage a supply crate can take before it is destroyed (when the supply crate is dropped by you as a driver)
Reduces the amount of time it takes to refuel a ground vehicle at a petrol station.
Reduces the amount of time it takes to reload the mounted MG's on ground vehicles.
Reduces the amount of time it takes to refuel a ground vehicle in the spawnzone.
Reduces the amount of time it takes to repair a ground vehicle in the spawnzone.
Reduces the amount of time it takes to enter ADS whilst using any mounted MG's on ground vehicles.
Reduces vertical recoil experienced when firing a mounted MG on a ground vehicle.
Rotary wing. Handling, survivability and what you can carry.
Unlocks the ability to auto repair air vehicles at a petrol station.
Reduces the time it takes to turn the engine on in air vehicles.
Reduces the usage of fuel when piloting air vehicles, providing a longer fuel time.
Reduces horizontal recoil experienced when firing a mounted MG on an air vehicle.
Reduces the amount of damage your air vehicle receives from impacting with objects & landscape in the world (when you are driver).
Increases the amount of damage a supply crate can take before it is destroyed (when the supply crate is dropped by you as a pilot)
Reduces the amount of time it takes to refuel an air vehicle at a petrol station.
Reduces the amount of time it takes to reload the mounted MG's on air vehicles.
Reduces the amount of time it takes to refuel an air vehicle in the spawnzone.
Reduces the amount of time it takes to repair an air vehicle in the spawnzone.
Reduces the amount of time it takes to enter ADS whilst using any mounted MG's on air vehicles.
Reduces vertical recoil experienced when firing a mounted MG on an air vehicle.