Wardogs: Progression Tables (skills, live curves, currencies, cosmetics)

Source: the data tables whose row type is WDMetaSkillEffectsTaggedTableRow, WDLiveCurveTableRow, WDCurrencyDefinition or WDCosmeticData, plus the curve tables and assets they point at, all under data/Wardogs. GameplayEffect numbers come from assets/data/ge-values.json. Every table below is generated by _tools/meta_tables.py; do not edit it by hand.

This page lists the small progression tables that no other page covered row by row: what each role skill does in numbers, the live curves that scale challenge rewards, the two currencies, and every cosmetic row. Context lives on other pages: the role unlock trees, XP and the gold market are on Meta, the reward formulas on Session-Event Reward Lookups, and the challenge trees on Challenges and Session Events. What the Medic skills change in item and revive numbers, and the Medic nodes that have no data row, are on Medical and Healing.

Labels: Data is read straight from the export. Native is read from the game code (nothing on this page needed it). Derived is worked out from Data values. “Not traced” means nobody has followed it yet.

1. Totals

  • Skill tables: 10 (WDMetaSkillEffectsTaggedTableRow), 62 skill rows, 23 distinct GameplayEffects (23 found in ge-values.json).
  • Skill level curves: 6 CT_*Skills tables, 61 curve rows, 219 keys.
  • Live curve tables: 10 (WDLiveCurveTableRow), 18 rows, 189 CRV_* curve assets in the export.
  • Currency tables: 1, 2 currencies.
  • Cosmetic tables: 10 (WDCosmeticData), 36 rows.

The skill tables hold the 6 role tables and 4 plugin tables (C4, PrototypeMaskedScopes, Spotting, Lockpicking). The live curve tables are the 8 DT_Challenges_Curves_* tables, one in the BuildableRewards plugin, and DT_Meta_RewardScalingCurves.

2. Role skills

  • Data. A skill row is keyed by a Meta.Role.<Role>.<Skill> tag. It holds a list of effect groups. Each group has a slot tag (the “Applies via” column: Meta.Skill.Item, Meta.Skill.Vehicle, Meta.Skill.Character, Meta.Skill.Character.HeldItemUpdated, Meta.Skill.SupplyCrate, Meta.Skill.Revive.Target) and, inside it, one GameplayEffect class, its custom magnitudes and extra data.
  • Data. A magnitude is an attribute tag with a base value (there are 62 magnitudes in 59 rows, three rows have two; 61 have base 1.0 and a curve; Meta.Role.Recon.ColdBlooded has a literal 2.0 for Attribute.Gameplay.CustomDepthStencilValue and no curve table) and a curve row in a CT_*Skills table. The “Applies to” column is the extra data: an item filter (RequireTags/IgnoreTags), a vehicle filter (a tag query), or default attribute values.
  • Data. The effect classes are resolved through ge-values.json. Most effects have one modifier whose value is SetByCaller, which means the number is supplied when the effect is applied. The skill’s curve value is the number supplied, so “Multiply Attribute.X by the skill value” reads as: the attribute is multiplied by the curve value for the player’s skill rank. Three skills grant a Skill.* tag and have no modifiers or curve.
  • Native (round 45). The curve is read at the skill node’s own upgrade level. The server-built list of skill effects for a player evaluates each custom magnitude at a signed byte stored with the node tag in the player’s meta-tree component (the unlocked-node map; the node upgrade response carries the same byte-sized level), so the curve key time is that level, not a point count or tier. Curve keys run 0 to 4 (36 rows have keys 0, 2, 3, 4 and 25 rows have 0, 2, 4), so a level between two keys is interpolated; the value at key time 0 is 1.0 in all 61 rows. Static reading (evidence). What the first unlock stores (1 or another number) is not read.
  • Derived (older reading, now backed by the item above). The curve keys (time 0, 1, 2 …) look like skill ranks and the value is what rank gives. For example the Driver ADS skill runs 1.0, 0.8, 0.7, 0.6 at ranks 0, 2, 3, 4: a lower AimTime multiplier means a faster ADS. The export does not say that the key time is the rank, and the sign convention per attribute is not confirmed in game code. Not traced.
  • Open. The 62 skill tags are in the UI node table DT_CharacterSkillNodes_Data (name and description, 131 rows in all) and in the tree layout asset DA_UI_RoleSkillTree_NodePresetData. None of the 62 appears in the unlock tree DT_MetaTree_Roles, which holds only items and vehicles (264 nodes, all costed in cash). Round 36 result: the layout lists 130 nodes, of which only these 62 have an effect row; the other 68 (for example Meta.Role.Infantry.StrongArm, Meta.Role.Support.ReloadSpeed.LMG) have a name and a grid position but no effect, no level and no cost anywhere in the client. Skill points exist only as six Attribute.Meta.Currency.SkillPoint.Role.* modifiers (SetByCaller) in GE_Meta_ResourceChange; they are not in DT_CurrenciesDefinitions (Cash and Gold Bars only), and no table, reward row or mission grants them. The node upgrade request (Pragma_PlayerData_UpgradeNodeRequestProto: NodeId, TreeId and the MetaTrees, Currency and PlayerMastery content versions) goes to the backend, which checks the exported tree. See round 36 economy.

Driver (6 skills)

Skill tag Display name Table Applies via GameplayEffect What the effect does Skill value curve Applies to
Meta.Role.Driver.AimDownSightSpeed.MountedGun Time-to-ADS speed improvement (Mounted MG - Ground Vehicles)
Reduces the amount of time it takes to enter ADS whilst using any mounted MG’s on ground vehicles.
DT_DriverSkills Meta.Skill.Item GE_Weapon_AimTime Multiply Attribute.Gameplay.Weapon.AimTime by the skill value CT_DriverSkills / AimDownSight_MountedGun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require ID.Item.HeavyTankMountedMachineGun
Meta.Role.Driver.FuelUsageReduction Fuel usage rate reduction (Ground Vehicles)
Reduces the usage of fuel when driving ground vehicles, providing a longer fuel time.
DT_DriverSkills Meta.Skill.Vehicle GE_Vehicle_FuelUsageReductionMultiplier Override Attribute.Gameplay.FuelUsageReductionMultiplier by the skill value CT_DriverSkills / FuelUsageReduction: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Vehicle: query ANY( Vehicle.Variant.Land )
Meta.Role.Driver.HorizontalRecoil.MountedGun Horizontal recoil reduction (Mounted MG - Ground Vehicles)
Reduces horizontal recoil experienced when firing a mounted MG on a ground vehicle.
DT_DriverSkills Meta.Skill.Item GE_Weapon_HorizontalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.HorizontalRecoilMultiplier by the skill value CT_DriverSkills / HorizontalRecoil_MountedGun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require ID.Item.HeavyTankMountedMachineGun
Meta.Role.Driver.ImpactDamageReduction Impact damage reduction (Ground Vehicles)
Reduces the amount of damage your ground vehicle receives from impacting with objects & landscape in the world (when you are driver).
DT_DriverSkills Meta.Skill.Vehicle GE_Vehicle_ImpactReductionMultiplier Override Attribute.Gameplay.Health.ImpactReductionMultiplier by the skill value CT_DriverSkills / ImpactDamageReduction: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Vehicle: query ANY( Vehicle.Variant.Land )
Meta.Role.Driver.IncreasedHealth.SupplyCrate Increased supply crate durability (Ground Vehicles)
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)
DT_DriverSkills Meta.Skill.SupplyCrate GE_Vehicle_Health Multiply Attribute.Gameplay.Health by the skill value CT_DriverSkills / IncreasedHealth_SupplyCrate: 0: 1, 2: 1.2, 4: 1.4 Vehicle: query ANY( Vehicle.Variant.Land )
Meta.Role.Driver.VerticalRecoil.MountedGun Vertical recoil reduction (Mounted MG - Ground Vehicles)
Reduces vertical recoil experienced when firing a mounted MG on a ground vehicle.
DT_DriverSkills Meta.Skill.Item GE_Weapon_VerticalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.VerticalRecoilMultiplier by the skill value CT_DriverSkills / VerticalRecoil_MountedGun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require ID.Item.HeavyTankMountedMachineGun

Infantry (17 skills)

Skill tag Display name Table Applies via GameplayEffect What the effect does Skill value curve Applies to
Meta.Role.Infantry.AimDownSightSpeed.AssaultRifle Time-to-ADS speed improvement (Assault Archetype)
Reduces the time it takes to enter ADS, specifically with weapons within the ‘assault’ archetype.
DT_InfantrySkills Meta.Skill.Item GE_Weapon_AimTime Multiply Attribute.Gameplay.Weapon.AimTime by the skill value CT_InfantrySkills / AimDownSightSpeed_AssaultRifle: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.AR
Meta.Role.Infantry.AimDownSightSpeed.SMG Time-to-ADS speed improvement (SMG Archetype)
Reduces the time it takes to enter ADS, specifically with weapons within the ‘SMG’ archetypes.
DT_InfantrySkills Meta.Skill.Item GE_Weapon_AimTime Multiply Attribute.Gameplay.Weapon.AimTime by the skill value CT_InfantrySkills / AimDownSightSpeed_SMG: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.SMG
Meta.Role.Infantry.AimMoveSpeed.AssaultRifle ADS movement speed improvement (Assault Archetype)
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the ‘assault’ archetype.
DT_InfantrySkills Meta.Skill.Character.HeldItemUpdated GE_Player_MaxSpeedMultiplier_Aiming Multiply Attribute.Gameplay.Movement.MaxSpeedMultiplier by the skill value CT_InfantrySkills / AimMoveSpeed_AssaultRifle: 0: 1, 2: 1.2, 4: 1.4 Item: require Item.Archetype.AR
Meta.Role.Infantry.AimMoveSpeed.SMG ADS movement speed improvement (SMG Archetype)
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the ‘SMG’ archetypes.
DT_InfantrySkills Meta.Skill.Character.HeldItemUpdated GE_Player_MaxSpeedMultiplier_Aiming Multiply Attribute.Gameplay.Movement.MaxSpeedMultiplier by the skill value CT_InfantrySkills / AimMoveSpeed_SMG: 0: 1, 2: 1.2, 4: 1.4 Item: require Item.Archetype.SMG
Meta.Role.Infantry.CovertMovementSpeed Crouch/prone movement speed improvements
Increases the base speed a player moves when they are in crouch & prone.
DT_InfantrySkills Meta.Skill.Character GE_Player_MaxSpeedMultiplier_Covert Multiply Attribute.Gameplay.Movement.MaxSpeedMultiplier by the skill value CT_InfantrySkills / CovertMovementSpeed: 0: 1, 2: 1.2, 4: 1.4 -
Meta.Role.Infantry.CovertStaminaRegen Faster Tac-sprint stamina regen whilst crouched/proned
Tac-sprint stamina recovery is faster when player is crouched or proned.
DT_InfantrySkills Meta.Skill.Character GE_Player_StaminaRegenPerSecondMultiplier_Covert Multiply Attribute.Gameplay.Movement.StaminaRegenPerSecondMultiplier by the skill value CT_InfantrySkills / CovertStaminaRegen: 0: 1, 2: 1.2, 4: 1.4 -
Meta.Role.Infantry.HorizontalRecoil.AssaultRifle Horizontal recoil reduction (Assault Archetype)
Reduces the amount of horizontal recoil a player experiences when firing weapons within the ‘assault’ archetype.
DT_InfantrySkills Meta.Skill.Item GE_Weapon_HorizontalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.HorizontalRecoilMultiplier by the skill value CT_InfantrySkills / HorizontalRecoil_AssaultRifle: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.AR
Meta.Role.Infantry.HorizontalRecoil.SMG Horizontal recoil reduction (SMG Archetype)
Reduces the amount of horizontal recoil a player experiences when firing weapons within the ‘SMG’ archetypes.
DT_InfantrySkills Meta.Skill.Item GE_Weapon_HorizontalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.HorizontalRecoilMultiplier by the skill value CT_InfantrySkills / HorizontalRecoil_SMG: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.SMG
Meta.Role.Infantry.ReturnToFireSpeed.AssaultRifle Ready-to-fire speed improvement (Assault Archetype)
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).
DT_InfantrySkills Meta.Skill.Character GE_Player_ReadyToFirePlayRate Multiply Attribute.Gameplay.Movement.ReadyToFirePlayRate by the skill value CT_InfantrySkills / ReadyToFireSpeed_AssaultRifle: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Default Attribute.Gameplay.Movement.ReadyToFirePlayRate = 1
Item: require Item.Archetype.AR
Meta.Role.Infantry.ReturnToFireSpeed.SMG Ready-to-fire speed improvement (SMG Archetype)
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).
DT_InfantrySkills Meta.Skill.Character GE_Player_ReadyToFirePlayRate Multiply Attribute.Gameplay.Movement.ReadyToFirePlayRate by the skill value CT_InfantrySkills / ReadyToFireSpeed_SMG: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Default Attribute.Gameplay.Movement.ReadyToFirePlayRate = 1
Item: require Item.Archetype.SMG
Meta.Role.Infantry.SprintBreach Sprint-breach through doors
Unlocks the ability to bash through doors by sprinting into them.
DT_InfantrySkills Meta.Skill.Character GE_GrantSkill_DoorBreach no modifiers (grants Skill.DoorBreach) - -
Meta.Role.Infantry.TacticalSprintDuration Tac-sprint duration
Increased duration of tac-sprint before it runs out.
DT_InfantrySkills Meta.Skill.Character GE_Player_TacSprintStaminaUsageMultiplier Multiply Attribute.Gameplay.Movement.TacSprintStaminaUsageMultiplier by the skill value CT_InfantrySkills / TacticalSprintDuration: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 -
Meta.Role.Infantry.TacticalSprintRecovery Tac-sprint recovery time improvement
Reduces the time it takes to recover tac-sprint stamina.
DT_InfantrySkills Meta.Skill.Character GE_Player_StaminaRegenPerSecondMultiplier Multiply Attribute.Gameplay.Movement.StaminaRegenPerSecondMultiplier by the skill value CT_InfantrySkills / TacticalSprintRecovery: 0: 1, 2: 1.2, 4: 1.4 -
Meta.Role.Infantry.UnarmedSprintSpeed Unarmed sprint speed improvement
Increases the speed a player sprints when they have their fists out.
DT_InfantrySkills Meta.Skill.Character.HeldItemUpdated GE_Player_SprintSpeedMultiplier Multiply Attribute.Gameplay.Movement.SprintSpeedMultiplier by the skill value; Multiply Attribute.Gameplay.Movement.TacSprintSpeedMultiplier by the skill value CT_InfantrySkills / UnarmedSprintSpeed_SprintSpeed: 0: 1, 2: 1.2, 4: 1.4
CT_InfantrySkills / UnarmedSprintSpeed_TacSprintSpeed: 0: 1, 2: 1.2, 4: 1.4
Item: require Id.Item.Fists
Meta.Role.Infantry.VerticalRecoil.AssaultRifle Vertical recoil reduction (Assault Archetype)
Reduces the amount of vertical recoil a player experiences when firing weapons under the ‘assault’ archetype.
DT_InfantrySkills Meta.Skill.Item GE_Weapon_VerticalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.VerticalRecoilMultiplier by the skill value CT_InfantrySkills / VerticalRecoil_AssaultRifle: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.AR
Meta.Role.Infantry.VerticalRecoil.SMG Vertical recoil reduction (SMG Archetype)
Reduces the amount of vertical recoil a player experiences when firing weapons under the ‘SMG’ archetypes.
DT_InfantrySkills Meta.Skill.Item GE_Weapon_VerticalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.VerticalRecoilMultiplier by the skill value CT_InfantrySkills / VerticalRecoil_SMG: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.SMG
Meta.Role.Infantry.WeaponSwitchSpeed Weapon-switch speed improvement (Assault & SMG Archetypes)
Reduces the amount of time it takes to switch TO any weapon in the assault & SMG archetypes.
DT_InfantrySkills Meta.Skill.Item GE_Weapon_EquipSpeedMultiplier Multiply Attribute.Gameplay.Weapon.EquipSpeedMultiplier by the skill value CT_InfantrySkills / WeaponSwitchSpeed: 0: 1, 2: 1.2, 4: 1.4 Default Attribute.Gameplay.Weapon.EquipSpeedMultiplier = 1
Item: query ANY( Item.Archetype.AR, Item.Archetype.SMG )

Medic (4 skills)

Skill tag Display name Table Applies via GameplayEffect What the effect does Skill value curve Applies to
Meta.Role.Medic.MedicalItemSwapSpeed Item-switch speed improvement (Medical Archetype)
Reduces the amount of time it takes to switch TO any items / equipment within the ‘medical’ archetype.
DT_MedicSkills Meta.Skill.Item GE_Weapon_EquipSpeedMultiplier Multiply Attribute.Gameplay.Weapon.EquipSpeedMultiplier by the skill value CT_MedicSkills / MedicalItemSwapSpeed: 0: 1, 2: 1.2, 4: 1.4 Default Attribute.Gameplay.Weapon.EquipSpeedMultiplier = 1
Item: require Item.Context.Medical
Meta.Role.Medic.ReduceUsage.Medkit Medkits have more uses
Increases the amount of ‘uses’ a medkit has before it is depleted (only when you are using it).
DT_MedicSkills Meta.Skill.Item GE_Item_UsageRateMultiplier Multiply Attribute.Gameplay.Item.UsageRateMultiplier by the skill value CT_MedicSkills / ReduceUsage_Medkit: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Default Attribute.Gameplay.Item.UsageRateMultiplier = 1
Item: require ID.Item.MedKit.Standard
Meta.Role.Medic.ReviveSpeedBoost.Self Increased sprint speed after reviving teammates
After you have revived a teammate, YOU will receive a temporary increase in your sprint speed.
DT_MedicSkills Meta.Skill.Revive.Target GE_Player_SprintSpeedMultiplier_Temp Multiply Attribute.Gameplay.Movement.SprintSpeedMultiplier by the skill value; Multiply Attribute.Gameplay.Movement.TacSprintSpeedMultiplier by the skill value (duration 5.0) CT_MedicSkills / ReviveSpeedBoost_Self_SprintSpeed: 0: 1, 2: 1.2, 4: 1.4
CT_MedicSkills / ReviveSpeedBoost_Self_TacSprintSpeed: 0: 1, 2: 1.2, 4: 1.4
-
Meta.Role.Medic.ReviveSpeedBoost.Teammate Teammates faster after you’ve revived them
After you have revived a teammate, THEY will receive a temporary increase in their sprint speed.
DT_MedicSkills Meta.Skill.Revive.Target GE_Player_SprintSpeedMultiplier_Temp Multiply Attribute.Gameplay.Movement.SprintSpeedMultiplier by the skill value; Multiply Attribute.Gameplay.Movement.TacSprintSpeedMultiplier by the skill value (duration 5.0) CT_MedicSkills / ReviveSpeedBoost_Teammate_SprintSpeed: 0: 1, 2: 1.2, 4: 1.4
CT_MedicSkills / ReviveSpeedBoost_Teammate_TacSprintSpeed: 0: 1, 2: 1.2, 4: 1.4
-

Pilot (6 skills)

Skill tag Display name Table Applies via GameplayEffect What the effect does Skill value curve Applies to
Meta.Role.Pilot.AimDownSightSpeed.MountedGun Time-to-ADS speed improvement (Mounted MG - Air Vehicles)
Reduces the amount of time it takes to enter ADS whilst using any mounted MG’s on air vehicles.
DT_PilotSkills Meta.Skill.Item GE_Weapon_AimTime Multiply Attribute.Gameplay.Weapon.AimTime by the skill value CT_PilotSkills / AimDownSight_MountedGun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Id.Item.ROT_01.MountedMachineGun
Meta.Role.Pilot.FuelUsageReduction Fuel usage rate reduction (Air Vehicles)
Reduces the usage of fuel when piloting air vehicles, providing a longer fuel time.
DT_PilotSkills Meta.Skill.Vehicle GE_Vehicle_FuelUsageReductionMultiplier Override Attribute.Gameplay.FuelUsageReductionMultiplier by the skill value CT_PilotSkills / FuelUsageReduction: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Vehicle: query ANY( Vehicle.Variant.Air )
Meta.Role.Pilot.HorizontalRecoil.MountedGun Horizontal recoil reduction (Mounted MG - Air Vehicles)
Reduces horizontal recoil experienced when firing a mounted MG on an air vehicle.
DT_PilotSkills Meta.Skill.Item GE_Weapon_HorizontalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.HorizontalRecoilMultiplier by the skill value CT_PilotSkills / HorizontalRecoil_MountedGun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Id.Item.ROT_01.MountedMachineGun
Meta.Role.Pilot.ImpactDamageReduction Impact damage reduction (Air Vehicles)
Reduces the amount of damage your air vehicle receives from impacting with objects & landscape in the world (when you are driver).
DT_PilotSkills Meta.Skill.Vehicle GE_Vehicle_ImpactReductionMultiplier Override Attribute.Gameplay.Health.ImpactReductionMultiplier by the skill value CT_PilotSkills / ImpactDamageReduction: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Vehicle: query ANY( Vehicle.Variant.Air )
Meta.Role.Pilot.IncreasedHealth.SupplyCrate Increased supply crate durability (Air Vehicles)
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)
DT_PilotSkills Meta.Skill.SupplyCrate GE_Vehicle_Health Multiply Attribute.Gameplay.Health by the skill value CT_PilotSkills / IncreasedHealth_SupplyCrate: 0: 1, 2: 1.2, 4: 1.4 Vehicle: query ANY( Vehicle.Variant.Air )
Meta.Role.Pilot.VerticalRecoil.MountedGun Vertical recoil reduction (Mounted MG - Air Vehicles)
Reduces vertical recoil experienced when firing a mounted MG on an air vehicle.
DT_PilotSkills Meta.Skill.Item GE_Weapon_VerticalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.VerticalRecoilMultiplier by the skill value CT_PilotSkills / VerticalRecoil_MountedGun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Id.Item.ROT_01.MountedMachineGun

Recon (17 skills)

Skill tag Display name Table Applies via GameplayEffect What the effect does Skill value curve Applies to
Meta.Role.Recon.AimDownSightSpeed.Marksman Time-to-ADS speed improvement (Marksman Archetype)
Reduces the time it takes to enter ADS, specifically with weapons within the ‘marksman’ archetypes.
DT_ReconSkills Meta.Skill.Item GE_Weapon_AimTime Multiply Attribute.Gameplay.Weapon.AimTime by the skill value CT_ReconSkills / AimDownSightSpeed_DMR: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.DMR
Meta.Role.Recon.AimDownSightSpeed.Sniper Time-to-ADS speed improvement (Sniper Rifle Archetype)
Reduces the time it takes to enter ADS, specifically with weapons within the ‘sniper rifle’ archetype.
DT_ReconSkills Meta.Skill.Item GE_Weapon_AimTime Multiply Attribute.Gameplay.Weapon.AimTime by the skill value CT_ReconSkills / AimDownSightSpeed_Sniper: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.Sniper
Meta.Role.Recon.AimMoveSpeed.Marksman ADS movement speed improvement (Marksman Archetype)
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the ‘marksman’ archetypes.
DT_ReconSkills Meta.Skill.Character.HeldItemUpdated GE_Player_MaxSpeedMultiplier_Aiming Multiply Attribute.Gameplay.Movement.MaxSpeedMultiplier by the skill value CT_ReconSkills / AimMoveSpeed_DMR: 0: 1, 2: 1.2, 4: 1.4 Item: require Item.Archetype.DMR
Meta.Role.Recon.AimMoveSpeed.Sniper ADS movement speed improvement (Sniper Rifle Archetype)
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the ‘sniper rifle’ archetype.
DT_ReconSkills Meta.Skill.Character.HeldItemUpdated GE_Player_MaxSpeedMultiplier_Aiming Multiply Attribute.Gameplay.Movement.MaxSpeedMultiplier by the skill value CT_ReconSkills / AimMoveSpeed_Sniper: 0: 1, 2: 1.2, 4: 1.4 Item: require Item.Archetype.Sniper
Meta.Role.Recon.ColdBlooded Infrared visibility reduction
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.
DT_Skills_PrototypeMaskedScopes Meta.Skill.Character GE_Spotting_CustomDepthStencilValue Override Attribute.Gameplay.CustomDepthStencilValue by the skill value no curve table (base 2) Default Attribute.Gameplay.CustomDepthStencilValue = 1
Meta.Role.Recon.HorizontalRecoil.Marksman Horizontal recoil reduction (Marksman Archetype)
Reduces the amount of horizontal recoil a player experiences when firing weapons within the ‘marksman’ archetypes.
DT_ReconSkills Meta.Skill.Item GE_Weapon_HorizontalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.HorizontalRecoilMultiplier by the skill value CT_ReconSkills / HorizontalRecoil_DMR: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.DMR
Meta.Role.Recon.HorizontalRecoil.Sniper Horizontal recoil reduction (Sniper Rifle Archetype)
Reduces the amount of horizontal recoil a player experiences when firing weapons within the ‘sniper rifle’ archetype.
DT_ReconSkills Meta.Skill.Item GE_Weapon_HorizontalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.HorizontalRecoilMultiplier by the skill value CT_ReconSkills / HorizontalRecoil_Sniper: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.Sniper
Meta.Role.Recon.IncreasedSpottedTime Increased time to be spotted
Increases the time it takes for you to be successfully spotted by an enemy player.
DT_Skills_Spotting Meta.Skill.Character GE_Spotting_IncreasedSpottedTime Multiply Attribute.Gameplay.Spotting.SpottedTimeMultiplier by the skill value CT_ReconSkills / IncreasedSpottedTime: 0: 1, 2: 1.2, 4: 1.4 Default Attribute.Gameplay.Spotting.SpottedTimeMultiplier = 1
Meta.Role.Recon.IncreasedSpottingDuration Increased ‘enemy spotted’ duration
Increases the duration that enemies remain spotted when you have personally spotted them.
DT_Skills_Spotting Meta.Skill.Item GE_Spotting_IncreasedSpottingDuration Multiply Attribute.Gameplay.Spotting.SpottingDurationMultiplier by the skill value CT_ReconSkills / IncreasedSpottingDuration: 0: 1, 2: 1.2, 4: 1.4 Default Attribute.Gameplay.Spotting.SpottingDurationMultiplier = 1
Meta.Role.Recon.Lockpicking Lockpicking
Unlock the ability to ‘lockpick’ enemy locked vehicles, buildables and fortifications.
DT_Skills_Lockpicking Meta.Skill.Character GE_GrantSkill_Lockpicking no modifiers (grants Skill.Lockpicking) - -
Meta.Role.Recon.ReadyToFireSpeed.Marksman Ready-to-fire speed improvement (Marksman Archetype)
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).
DT_ReconSkills Meta.Skill.Character GE_Player_ReadyToFirePlayRate Multiply Attribute.Gameplay.Movement.ReadyToFirePlayRate by the skill value CT_ReconSkills / ReadyToFireSpeed_DMR: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Default Attribute.Gameplay.Movement.ReadyToFirePlayRate = 1
Item: require Item.Archetype.DMR
Meta.Role.Recon.ReadyToFireSpeed.Sniper Ready-to-fire speed improvement (Sniper Rifle Archetype)
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).
DT_ReconSkills Meta.Skill.Character GE_Player_ReadyToFirePlayRate Multiply Attribute.Gameplay.Movement.ReadyToFirePlayRate by the skill value CT_ReconSkills / ReadyToFireSpeed_Sniper: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Default Attribute.Gameplay.Movement.ReadyToFirePlayRate = 1
Item: require Item.Archetype.Sniper
Meta.Role.Recon.SniperKillFocusReset Sniper Rifle kill replenishes focus
Downing an enemy player with any weapon in the ‘sniper rifle’ platform with replenish your focus. (one time unlock)
DT_ReconSkills Meta.Skill.Character GE_GrantSkill_SniperKillFocusRefresh no modifiers (grants Skill.SniperKillFocusRefresh) - -
Meta.Role.Recon.VerticalRecoil.Marksman Vertical recoil reduction (Marksman Archetype)
Reduces the amount of vertical recoil a player experiences when firing weapons within the ‘marksman’ archetypes.
DT_ReconSkills Meta.Skill.Item GE_Weapon_VerticalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.VerticalRecoilMultiplier by the skill value CT_ReconSkills / VerticalRecoil_DMR: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.DMR
Meta.Role.Recon.VerticalRecoil.Sniper Vertical recoil reduction (Sniper Rifle Archetype)
Reduces the amount of vertical recoil a player experiences when firing weapons within the ‘sniper rifle’ archetype.
DT_ReconSkills Meta.Skill.Item GE_Weapon_VerticalRecoilMultiplier Multiply Attribute.Gameplay.Weapon.VerticalRecoilMultiplier by the skill value CT_ReconSkills / VerticalRecoil_Sniper: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 Item: require Item.Archetype.Sniper
Meta.Role.Recon.WeaponSwitchSpeed.Pistol Weapon-switch speed improvement (Sidearms Archetype).
Reduces the amount of time it takes to switch TO any weapons within the sidearm archetype.
DT_ReconSkills Meta.Skill.Item GE_Weapon_EquipSpeedMultiplier Multiply Attribute.Gameplay.Weapon.EquipSpeedMultiplier by the skill value CT_ReconSkills / WeaponSwitchSpeed_Pistol: 0: 1, 2: 1.2, 4: 1.4 Default Attribute.Gameplay.Weapon.EquipSpeedMultiplier = 1
Item: require Item.Archetype.Pistol
Meta.Role.Recon.WeaponSwitchSpeed.ReconWeaponry Weapon-switch speed improvement (Sniper Rifle & Marksman Archetypes)
Reduces the amount of time it takes to switch TO any weapons within the Sniper Rifle & Marksman archetypes.
DT_ReconSkills Meta.Skill.Item GE_Weapon_EquipSpeedMultiplier Multiply Attribute.Gameplay.Weapon.EquipSpeedMultiplier by the skill value CT_ReconSkills / WeaponSwitchSpeed_ReconWeaponry: 0: 1, 2: 1.2, 4: 1.4 Default Attribute.Gameplay.Weapon.EquipSpeedMultiplier = 1
Item: query ANY( Item.Archetype.Sniper, Item.Archetype.DMR )

Support (12 skills)

| Skill tag | Display name | Table | Applies via | GameplayEffect | What the effect does | Skill value curve | Applies to | |—|—|—|—|—|—|—|—| | Meta.Role.Support.AimDownSightSpeed.LMG | Time-to-ADS speed improvement (LMG Archetype)
Reduces the time it takes to enter ADS, specifically with weapons within the ‘LMG’ archetype. | DT_SupportSkills | Meta.Skill.Item | GE_Weapon_AimTime | Multiply Attribute.Gameplay.Weapon.AimTime by the skill value | CT_SupportSkills / AimDownSightSpeed_LMG: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Item: require Item.Archetype.LMG | | Meta.Role.Support.AimMoveSpeed.LMG | ADS movement speed improvement (LMG Archetype)
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the ‘LMG’ archetype. | DT_SupportSkills | Meta.Skill.Character.HeldItemUpdated | GE_Player_MaxSpeedMultiplier_Aiming | Multiply Attribute.Gameplay.Movement.MaxSpeedMultiplier by the skill value | CT_SupportSkills / AimMoveSpeed_LMG: 0: 1, 2: 1.2, 4: 1.4 | Item: require Item.Archetype.LMG | | Meta.Role.Support.AimMoveSpeed.Shotgun | ADS movement speed improvement (Shotgun Archetype)
Increases the speed a player can move whilst aiming down sights, specifically with weapons within the ‘shotgun’ archetype. | DT_SupportSkills | Meta.Skill.Character.HeldItemUpdated | GE_Player_MaxSpeedMultiplier_Aiming | Multiply Attribute.Gameplay.Movement.MaxSpeedMultiplier by the skill value | CT_SupportSkills / AimMoveSpeed_Shotgun: 0: 1, 2: 1.2, 4: 1.4 | Item: require Item.Archetype.Shotgun | | Meta.Role.Support.AimdownSightspeed.Shotgun | Time-to-ADS speed improvement (Shotgun Archetype)
Reduces the time it takes to enter ADS, specifically with weapons within the ‘shotgun’ archetype. | DT_SupportSkills | Meta.Skill.Item | GE_Weapon_AimTime | Multiply Attribute.Gameplay.Weapon.AimTime by the skill value | CT_SupportSkills / AimDownSightSpeed_Shotgun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Item: require Item.Archetype.Shotgun | | Meta.Role.Support.HorizontalRecoil.LMG | Horizontal recoil reduction (LMG Archetype)
Reduces the amount of horizontal recoil a player experiences when firing weapons within the ‘LMG’ archetype. | DT_SupportSkills | Meta.Skill.Item | GE_Weapon_HorizontalRecoilMultiplier | Multiply Attribute.Gameplay.Weapon.HorizontalRecoilMultiplier by the skill value | CT_SupportSkills / HorizontalRecoil_LMG: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Item: require Item.Archetype.LMG | | Meta.Role.Support.HorizontalRecoil.Shotgun | Horizontal recoil reduction (Shotgun Archetype)
Reduces the amount of horizontal recoil a player experiences when firing weapons within the ‘shotgun’ archetype. | DT_SupportSkills | Meta.Skill.Item | GE_Weapon_HorizontalRecoilMultiplier | Multiply Attribute.Gameplay.Weapon.HorizontalRecoilMultiplier by the skill value | CT_SupportSkills / HorizontalRecoil_Shotgun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Item: require Item.Archetype.Shotgun | | Meta.Role.Support.IncreadedDetonatorRange | Increased detonator range
Unlocks Increased effective range of the C4’s detonator. (Can detonate C4s from further away). This is a one time unlock. | DT_Skills_C4 | Meta.Skill.Item | GE_Weapons_DetonatorRangeMultiplier | Multiply Attribute.Gameplay.Weapon.DetonatorRangeMultiplier by the skill value | CT_SupportSkills / IncreasedDetonatorRange: 0: 1, 2: 1.2, 4: 1.4 | Default Attribute.Gameplay.Weapon.DetonatorRangeMultiplier = 1 | | Meta.Role.Support.ReadyToFireSpeed.LMG | Ready-to-fire speed improvement (LMG Archetype)
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). | DT_SupportSkills | Meta.Skill.Character | GE_Player_ReadyToFirePlayRate | Multiply Attribute.Gameplay.Movement.ReadyToFirePlayRate by the skill value | CT_SupportSkills / ReadyToFireSpeed_LMG: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Default Attribute.Gameplay.Movement.ReadyToFirePlayRate = 1
Item: require Item.Archetype.LMG | | Meta.Role.Support.ReadyToFireSpeed.Shotgun | Ready-to-fire speed improvement (Shotgun Archetype)
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). | DT_SupportSkills | Meta.Skill.Character | GE_Player_ReadyToFirePlayRate | Multiply Attribute.Gameplay.Movement.ReadyToFirePlayRate by the skill value | CT_SupportSkills / ReadyToFireSpeed_Shotgun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Default Attribute.Gameplay.Movement.ReadyToFirePlayRate = 1
Item: require Item.Archetype.Shotgun | | Meta.Role.Support.VerticalRecoil.LMG | Vertical recoil reduction (LMG Archetype)
Reduces the amount of vertical recoil a player experiences when firing weapons within the ‘LMG’ archetype. | DT_SupportSkills | Meta.Skill.Item | GE_Weapon_VerticalRecoilMultiplier | Multiply Attribute.Gameplay.Weapon.VerticalRecoilMultiplier by the skill value | CT_SupportSkills / VerticalRecoil_LMG: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Item: require Item.Archetype.LMG | | Meta.Role.Support.VerticalRecoil.Shotgun | Vertical recoil reduction (Shotgun Archetype)
Reduces the amount of vertical recoil a player experiences when firing weapons within the ‘shotgun’ archetype. | DT_SupportSkills | Meta.Skill.Item | GE_Weapon_VerticalRecoilMultiplier | Multiply Attribute.Gameplay.Weapon.VerticalRecoilMultiplier by the skill value | CT_SupportSkills / VerticalRecoil_Shotgun: 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Item: require Item.Archetype.Shotgun | | Meta.Role.Support.WeaponSwitchSpeed | Weapon-switch speed improvement (LMG & Shotgun Archetypes)
Reduces the amount of time it takes to switch TO any weapons within the LMG and shotgun archetypes. | DT_SupportSkills | Meta.Skill.Item | GE_Weapon_EquipSpeedMultiplier | Multiply Attribute.Gameplay.Weapon.EquipSpeedMultiplier by the skill value | CT_SupportSkills / WeaponSwitchSpeed: 0: 1, 2: 1.2, 4: 1.4 | Default Attribute.Gameplay.Weapon.EquipSpeedMultiplier = 1
Item: query ANY( Item.Archetype.LMG, Item.Archetype.Shotgun ) |

3. Skill level curves

Every row of the six CT_*Skills tables, with the skill that reads it (Data: the skill row names the table and row). Time is the key input, value is the output. Interpolation is the key mode in the export.

| Curve table | Row | Keys (level: value) | Interpolation | Used by skill | |—|—|—|—|—| | CT_DriverSkills | ImpactDamageReduction | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Driver.ImpactDamageReduction | | CT_DriverSkills | FuelUsageReduction | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Driver.FuelUsageReduction | | CT_DriverSkills | IncreasedHealth_SupplyCrate | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Driver.IncreasedHealth.SupplyCrate | | CT_DriverSkills | HorizontalRecoil_MountedGun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Driver.HorizontalRecoil.MountedGun | | CT_DriverSkills | VerticalRecoil_MountedGun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Driver.VerticalRecoil.MountedGun | | CT_DriverSkills | AimDownSight_MountedGun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Driver.AimDownSightSpeed.MountedGun | | CT_InfantrySkills | HorizontalRecoil_SMG | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Infantry.HorizontalRecoil.SMG | | CT_InfantrySkills | TacticalSprintRecovery | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Infantry.TacticalSprintRecovery | | CT_InfantrySkills | CovertStaminaRegen | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Infantry.CovertStaminaRegen | | CT_InfantrySkills | TacticalSprintDuration | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Infantry.TacticalSprintDuration | | CT_InfantrySkills | CovertMovementSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Infantry.CovertMovementSpeed | | CT_InfantrySkills | HorizontalRecoil_AssaultRifle | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Infantry.HorizontalRecoil.AssaultRifle | | CT_InfantrySkills | VerticalRecoil_SMG | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Infantry.VerticalRecoil.SMG | | CT_InfantrySkills | AimDownSightSpeed_AssaultRifle | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Infantry.AimDownSightSpeed.AssaultRifle | | CT_InfantrySkills | WeaponSwitchSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Infantry.WeaponSwitchSpeed | | CT_InfantrySkills | AimMoveSpeed_SMG | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Infantry.AimMoveSpeed.SMG | | CT_InfantrySkills | UnarmedSprintSpeed_SprintSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Infantry.UnarmedSprintSpeed | | CT_InfantrySkills | UnarmedSprintSpeed_TacSprintSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Infantry.UnarmedSprintSpeed | | CT_InfantrySkills | AimDownSightSpeed_SMG | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Infantry.AimDownSightSpeed.SMG | | CT_InfantrySkills | AimMoveSpeed_AssaultRifle | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Infantry.AimMoveSpeed.AssaultRifle | | CT_InfantrySkills | VerticalRecoil_AssaultRifle | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Infantry.VerticalRecoil.AssaultRifle | | CT_InfantrySkills | ReadyToFireSpeed_AssaultRifle | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Infantry.ReturnToFireSpeed.AssaultRifle | | CT_InfantrySkills | ReadyToFireSpeed_SMG | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Infantry.ReturnToFireSpeed.SMG | | CT_MedicSkills | ReviveSpeedBoost_Self_TacSprintSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Medic.ReviveSpeedBoost.Self | | CT_MedicSkills | ReviveSpeedBoost_Teammate_TacSprintSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Medic.ReviveSpeedBoost.Teammate | | CT_MedicSkills | ReviveSpeedBoost_Self_SprintSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Medic.ReviveSpeedBoost.Self | | CT_MedicSkills | ReviveSpeedBoost_Teammate_SprintSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Medic.ReviveSpeedBoost.Teammate | | CT_MedicSkills | ReduceUsage_Medkit | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Medic.ReduceUsage.Medkit | | CT_MedicSkills | MedicalItemSwapSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Medic.MedicalItemSwapSpeed | | CT_PilotSkills | FuelUsageReduction | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Pilot.FuelUsageReduction | | CT_PilotSkills | ImpactDamageReduction | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Pilot.ImpactDamageReduction | | CT_PilotSkills | IncreasedHealth_SupplyCrate | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Pilot.IncreasedHealth.SupplyCrate | | CT_PilotSkills | HorizontalRecoil_MountedGun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Pilot.HorizontalRecoil.MountedGun | | CT_PilotSkills | VerticalRecoil_MountedGun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Pilot.VerticalRecoil.MountedGun | | CT_PilotSkills | AimDownSight_MountedGun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Pilot.AimDownSightSpeed.MountedGun | | CT_ReconSkills | IncreasedSpottingDuration | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Recon.IncreasedSpottingDuration | | CT_ReconSkills | VerticalRecoil_Sniper | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Recon.VerticalRecoil.Sniper | | CT_ReconSkills | HorizontalRecoil_Sniper | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Recon.HorizontalRecoil.Sniper | | CT_ReconSkills | AimDownSightSpeed_Sniper | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Recon.AimDownSightSpeed.Sniper | | CT_ReconSkills | IncreasedSpottedTime | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Recon.IncreasedSpottedTime | | CT_ReconSkills | VerticalRecoil_DMR | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Recon.VerticalRecoil.Marksman | | CT_ReconSkills | HorizontalRecoil_DMR | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Recon.HorizontalRecoil.Marksman | | CT_ReconSkills | AimMoveSpeed_DMR | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Recon.AimMoveSpeed.Marksman | | CT_ReconSkills | WeaponSwitchSpeed_Pistol | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Recon.WeaponSwitchSpeed.Pistol | | CT_ReconSkills | WeaponSwitchSpeed_ReconWeaponry | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Recon.WeaponSwitchSpeed.ReconWeaponry | | CT_ReconSkills | AimDownSightSpeed_DMR | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Recon.AimDownSightSpeed.Marksman | | CT_ReconSkills | AimMoveSpeed_Sniper | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Recon.AimMoveSpeed.Sniper | | CT_ReconSkills | ReadyToFireSpeed_Sniper | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Recon.ReadyToFireSpeed.Sniper | | CT_ReconSkills | ReadyToFireSpeed_DMR | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Recon.ReadyToFireSpeed.Marksman | | CT_SupportSkills | AimDownSightSpeed_LMG | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Support.AimDownSightSpeed.LMG | | CT_SupportSkills | HorizontalRecoil_LMG | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Support.HorizontalRecoil.LMG | | CT_SupportSkills | VerticalRecoil_LMG | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Support.VerticalRecoil.LMG | | CT_SupportSkills | WeaponSwitchSpeed | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Support.WeaponSwitchSpeed | | CT_SupportSkills | HorizontalRecoil_Shotgun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Support.HorizontalRecoil.Shotgun | | CT_SupportSkills | VerticalRecoil_Shotgun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Support.VerticalRecoil.Shotgun | | CT_SupportSkills | AimMoveSpeed_Shotgun | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Support.AimMoveSpeed.Shotgun | | CT_SupportSkills | AimDownSightSpeed_Shotgun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Support.AimdownSightspeed.Shotgun | | CT_SupportSkills | AimMoveSpeed_LMG | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Support.AimMoveSpeed.LMG | | CT_SupportSkills | ReadyToFireSpeed_LMG | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Support.ReadyToFireSpeed.LMG | | CT_SupportSkills | ReadyToFireSpeed_Shotgun | 0: 1, 2: 0.8, 3: 0.7, 4: 0.6 | Linear | Meta.Role.Support.ReadyToFireSpeed.Shotgun | | CT_SupportSkills | IncreasedDetonatorRange | 0: 1, 2: 1.2, 4: 1.4 | Linear | Meta.Role.Support.IncreadedDetonatorRange |

4. Live curves

  • Data. A WDLiveCurveTableRow is a gameplay tag plus a pointer to a CurveFloat asset (CRV_*). The table below decodes each asset: the keys are input then output, and the interpolation is the key mode (Constant holds the value until the next key, Linear blends, Cubic is a smooth curve).
  • Data. A reward formula variable of type ScalingValue names a curve tag in ScalingValueCurveTag. The “Reward formula rows” column lists the formula rows (in any DT_ChallengeRewards_* table) whose variable names that tag exactly.
  • Derived. The last column lists the state trees that name one of those reward tags in a calculate or grant step. The tag join is by name; whether the game does the same join is not traced.
  • Data. Two keys can share an input (for example -50 twice in FactionScoreDifference and 10 twice in PlayerCountCashScalar). That is a step in the curve as exported.
  • Data. The three rows of DT_Meta_RewardScalingCurves (PlayerCountCashScalar, PlayerCountXPScalar, MatchScoreScalar) are not named by any reward formula in the export, and PlayerCountXPScalar points at the same asset as PlayerCountCashScalar. Where the game reads them is not traced.
  • Data. The two EndOfMatch curves are named by rows of DT_ChallengeRewards_EndOfMatch, which is not one of the five session-event formula tables, so the Challenges page does not list them.

| Table | Curve row tag | Curve asset | Keys (input: value) | Interpolation | Reward formula rows using it | State trees naming those reward tags | |—|—|—|—|—|—|—| | DT_Challenges_Curves_DestroyVehicle | LiveCurves.Challenges.SessionEvents.DestroyVehicle.FactionScoreDifference | CRV_Challenges_Curves_DestroyVehicle_FactionScoreDifference | -50: 2, -50: 1.75, -20: 1.5, -10: 1.25, -5: 1, 0: 1 | Constant | 4: Challenges.Rewards.VehicleDestroyed.SpawnVehicle, Challenges.Rewards.VehicleDestroyed.SpawnVehicle.Lonestar, Challenges.Rewards.VehicleDestroyed.SpawnVehicle.Manticore, Challenges.Rewards.VehicleDestroyed.SpawnVehicle.Valkyra | - | | DT_Challenges_Curves_DestroyVehicleAssist | LiveCurves.Challenges.SessionEvents.DestroyVehicleAssist.DamageFraction | CRV_Challenges_Curves_DestroyVehicleAssist_DamageFraction | 0: 0, 1: 1 | Linear | 84: Challenges.Rewards.DestroyVehicleSection.Blackhawk, Challenges.Rewards.DestroyVehicleSection.Blackhawk.Default, Challenges.Rewards.DestroyVehicleSection.Blackhawk.MountedMachineGuns, Challenges.Rewards.DestroyVehicleSection.Bobcat, Challenges.Rewards.DestroyVehicleSection.Bobcat.Default, Challenges.Rewards.DestroyVehicleSection.DuneBuggy, … (+78) | - | | DT_Challenges_Curves_EndOfMatch | LiveCurves.Challenges.SessionEvents.EndOfMatch.CashEarned | CRV_Challenges_Curves_EndOfMatch_CashEarned | 0: 0, 10,000: 10,000, 20,000: 20,000, 30,000: 30,000, 40,000: 40,000, 50,000: 50,000, 60,000: 60,000, 70,000: 70,000, 80,000: 80,000, 90,000: 90,000, 100,000: 100,000 | Constant | 1: Challenges.Rewards.EndOfMatchFactionReward.Bonus | - | | DT_Challenges_Curves_EndOfMatch | LiveCurves.Challenges.SessionEvents.EndOfMatch.XPEarned | CRV_Challenges_Curves_EndOfMatch_XPEarned | 0: 0, 500: 500, 1,000: 1,000, 1,500: 1,500, 2,000: 2,000, 2,500: 2,500 | Constant | 1: Challenges.Rewards.EndOfMatchFactionReward.Bonus | - | | DT_Challenges_Curves_HealPlayer | LiveCurves.Challenges.SessionEvents.HealPlayer.ReviveHealPlayer | CRV_Challenges_Curves_HealPlayer_ReviveHealPlayer | 0: 0, 0.4: 0.2, 1: 1 | Cubic | 6: Challenges.Rewards.HealPlayer, Challenges.Rewards.HealPlayer.Bandage, Challenges.Rewards.HealPlayer.Defibrillator, Challenges.Rewards.HealPlayer.MedKit, Challenges.Rewards.HealPlayer.SuperBandage, Challenges.Rewards.RevivePlayer | 15: ST_Challenges_SessionEvents_KOTH_DestroyVehicleSection_Assist_LogisticAssist, ST_Challenges_SessionEvents_KOTH_DestroyVehicleSection_Assist_ReviveAssist, ST_Challenges_SessionEvents_KOTH_DestroyVehicleSection_LogisticAssist, ST_Challenges_SessionEvents_KOTH_DestroyVehicleSection_ReviveAssist, … (+11) | | DT_Challenges_Curves_HealPlayer | LiveCurves.Challenges.SessionEvents.HealPlayer.HealPlayer | CRV_Challenges_Curves_HealPlayer_HealPlayer | 0: 0.25, 0.3: 0.25, 0.4: 0.5, 0.5: 0.7, 0.6: 0.85, 0.7: 0.95, 0.8: 1 | Linear | 5: Challenges.Rewards.HealPlayer, Challenges.Rewards.HealPlayer.Bandage, Challenges.Rewards.HealPlayer.Defibrillator, Challenges.Rewards.HealPlayer.MedKit, Challenges.Rewards.HealPlayer.SuperBandage | 1: ST_Challenges_SessionEvents_KOTH_HealPlayer | | DT_Challenges_Curves_PlayerDelivered | LiveCurves.Challenges.SessionEvents.PlayerDelivered.PlayerCount | CRV_Challenges_Curves_PlayerDelivered_PlayerCount | 0: 1, 10: 1.1, 20: 1.2, 30: 1.3, 40: 1.5, 50: 2, 75: 3 | Constant | 1: Challenges.Rewards.PlayerDelivered | - | | DT_Challenges_Curves_PlayerKill | LiveCurves.Challenges.SessionEvents.PlayerKill.DistanceScalar | CRV_Challenges_Curves_PlayerKill_DistanceScalar | 0: 1, 30,000: 1.5, 40,000: 2, 50,000: 2.5, 60,000: 3, 70,000: 3.25, 80,000: 3.5, 90,000: 4 | Constant | 1: Challenges.Rewards.PlayerKill | 7: ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist, ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist_FOBSuppliedAssist, ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist_LogisticAssist, ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist_ReviveAssist, … (+3) | | DT_Challenges_Curves_PlayerKill | LiveCurves.Challenges.SessionEvents.PlayerKill.DistanceScalar.Artillery | CRV_Challenges_Curves_PlayerKill_DistanceScalar_Artillery | 0: 1, 50,000: 1.25, 150,000: 1.5 | Constant | 1: Challenges.Rewards.PlayerKill | 7: ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist, ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist_FOBSuppliedAssist, ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist_LogisticAssist, ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist_ReviveAssist, … (+3) | | DT_Challenges_Curves_PlayerKill | LiveCurves.Challenges.SessionEvents.PlayerKill.KillAssist | CRV_Challenges_Curves_PlayerKill_KillAssist | 1: 0, 2: 1 | Linear | 1: Challenges.Rewards.PlayerKill.Assist | 4: ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist, ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist_FOBSuppliedAssist, ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist_LogisticAssist, ST_Challenges_SessionEvents_KOTH_PlayerKill_Assist_ReviveAssist | | DT_Challenges_Curves_PurchaseFromSupplyCrate | LiveCurves.Challenges.SessionEvents.PurchaseFromSupplyCrate.XP | CRV_Challenges_Curves_PurchaseFromSupplyCrate_XP | 0: 0, 1: 1, 10: 5, 250: 25, 500: 50, 750: 100, 1,000: 200 | Constant | 1: Challenges.Rewards.PurchaseFromSupplyCrate | 1: ST_Challenges_SessionEvents_KOTH_PurchaseFromSupplyCrate | | DT_Challenges_Curves_PurchaseFromSupplyCrate | LiveCurves.Challenges.SessionEvents.DeploySupplyCrate.XP | CRV_Challenges_Curves_DeploySupplyCrate_XP | 0: 0, 500: 0.1, 1,000: 0.25, 2,000: 0.5, 2,500: 1 | Constant | 1: Challenges.Rewards.DeploySupplyCrate | 1: ST_Challenges_SessionEvents_Player_DeploySupplyCrate | | DT_Challenges_Curves_PurchaseFromSupplyCrate | LiveCurves.Challenges.SessionEvents.DestroySupplyCrate.Cash | CRV_Challenges_Curves_DestroySupplyCrate_Cash | 0: 1, 500: 1.1, 1,000: 1.25, 2,000: 1.5, 2,500: 2, 5,000: 3 | Constant | 6: Challenges.Rewards.DestroySupplyCrate.Container.Free, Challenges.Rewards.DestroySupplyCrate.Free, Challenges.Rewards.DestroySupplyCrate.Large, Challenges.Rewards.DestroySupplyCrate.Large.Armoured, Challenges.Rewards.DestroySupplyCrate.Small, Challenges.Rewards.DestroySupplyCrate.Small.Armoured | 1: ST_Challenges_SessionEvents_KOTH_DestroySupplyCrate | | DT_Challenges_Curves_VehicleAirborne | LiveCurves.Challenges.SessionEvents.VehicleAirborne.ElapsedAirTime | CRV_Challenges_Curves_VehicleAirborne_ElapsedAirTimeCurve | 0: 0, 1.5: 1, 2: 3, 3: 5, 4: 8 | Constant | 1: Challenges.Rewards.VehicleAirborne | - | | DT_Meta_RewardScalingCurves | Challenges.Rewards.PlayerCountCashScalar | CRV_Meta_PlayerCountCashScalar | 0: 0, 10: 0, 10: 0.15, 20: 0.2, 25: 0.3, 30: 0.4, 35: 0.5, 40: 0.7, 45: 0.8, 50: 0.9, 60: 1 | Constant | none | - | | DT_Meta_RewardScalingCurves | Challenges.Rewards.PlayerCountXPScalar | CRV_Meta_PlayerCountCashScalar | 0: 0, 10: 0, 10: 0.15, 20: 0.2, 25: 0.3, 30: 0.4, 35: 0.5, 40: 0.7, 45: 0.8, 50: 0.9, 60: 1 | Constant | none | - | | DT_Meta_RewardScalingCurves | Challenges.Rewards.MatchScoreScalar | CRV_Meta_MatchScoreScalar | 18: 0.6, 21: 0.7, 24: 0.8, 27: 0.9, 30: 1 | Constant | none | - | | DT_Challenges_Curves_BuildableDestroyedAssist | LiveCurves.Challenges.SessionEvents.BuildableDestroyedAssist.DamageFraction | CRV_Challenges_Curves_BuildableDestroyedAssist_DamageFraction | 0: 0, 1: 1 | Linear | 36: Challenges.Rewards.Buildables.BuildableDestroyed.AirRaidShelter, Challenges.Rewards.Buildables.BuildableDestroyed.AirRaidShelter.Ceiling, Challenges.Rewards.Buildables.BuildableDestroyed.AirRaidShelter.Floor, Challenges.Rewards.Buildables.BuildableDestroyed.BarbedWire, Challenges.Rewards.Buildables.BuildableDestroyed.BremmerWall, Challenges.Rewards.Buildables.BuildableDestroyed.Bunker, … (+30) | - |

5. Currencies

Data. WDCurrencyDefinition holds a tag, a display name and an initial balance. There are no other properties in the row.

| Table | Currency tag | Display name | Localization key | Initial balance | |—|—|—|—|—| | DT_CurrenciesDefinitions | Attribute.Meta.Currency.Cash | Cash | 7AA881BE49C2155CBD4E2DBEF80B9E2D | 10,000 | | DT_CurrenciesDefinitions | Attribute.Meta.Currency.GoldBars | Gold Bars | 8E28344E41B9D5159E2A82AA1EFBDC6D | 0 |

The cash and Gold Bar uses (role unlock costs, gold market prices) are on Meta.

6. Cosmetics

  • Data. A WDCosmeticData row has an entity id (the item or vehicle it skins), a category tag (the set), an archetype, UI texture references, a skin definition asset and an optional name override. Icon names only are listed here, no images.
  • Data. “Gold market” is a join on the cosmetic tag to DT_GoldMarket (cost in Gold Bars). Rows with - have no market row; their source is not stated in the data.
  • Data. “Slot / vehicle filter” comes from the sibling WDVehicleSlotPartRow table (the bobblehead *_SlotParts tables): the vehicle slot the part fits and the vehicles it is limited to (none means no filter).
  • Data. DT_Cosmetics_Debug has no rows. DT_Bobblehead_HeavyHelmet_Cosmetics names the localization key Cosmetic.Bobblehead.Grenade.DisplayName, which is the Grenade key, and the Faction row’s key is spelled Cosmetic.Bobblhead.Faction.DisplayName. Both are as exported.

| Table | Cosmetic tag | Entity (item or vehicle) | Category | Archetype | Name | Skin definition | Icon assets | Slot / vehicle filter | Gold market | |—|—|—|—|—|—|—|—|—|—| | DT_Cosmetics_Debug | (no rows) | - | - | - | - | - | - | - | - | | DT_Cosmetics_Season01_Emotes | Meta.Cosmetic.Emote.Shh | Id.Emote.Shh | Meta.Cosmetic.Emote | - | - | - | WD_BM_Emotes_Shh_2_1x1 | - | 5 Gold Bars | | DT_Cosmetics_Season01_Emotes | Meta.Cosmetic.Emote.RockPaperScissors | Id.Emote.RockPaperScissors | Meta.Cosmetic.Emote | - | - | - | WD_BM_Emotes_RockPaperScissors_2_1x1 | - | 5 Gold Bars | | DT_Cosmetics_Season01_Emotes | Meta.Cosmetic.Emote.Middle_Finger | Id.Emote.Middle_Finger | Meta.Cosmetic.Emote | - | - | - | WD_BM_Emotes_MiddleFInger_2_1x1 | - | 5 Gold Bars | | DT_Cosmetics_FactionLogo | Meta.Cosmetic.FactionLogo.WEPN_033 | Id.Item.WEPN_033 | Meta.Cosmetic.FactionLogo | Item.Archetype.AR | - | Skin_Supporter_Lonestar | T_UI_OptionsScreen_PlaceholderImage, T_UI_SkinIcon_SupporterPack_Lonestar | - | - | | DT_Cosmetics_FactionLogo | Meta.Cosmetic.FactionLogo.KH2002 | Id.Item.KH2002 | Meta.Cosmetic.FactionLogo | Item.Archetype.AR | - | Skin_Supporter_Manticore | T_UI_OptionsScreen_PlaceholderImage, T_UI_SkinIcon_SupporterPack_Manticore | - | - | | DT_Cosmetics_FactionLogo | Meta.Cosmetic.FactionLogo.A91 | Id.Item.A91 | Meta.Cosmetic.FactionLogo | Item.Archetype.AR | - | Skin_Supporter_Valkyra | T_UI_OptionsScreen_PlaceholderImage, T_UI_SkinIcon_SupporterPack_Valkyra | - | - | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.BlackAndGold.AK74 | Id.Item.AK74M | Meta.Cosmetic.BlackAndGold | Item.Archetype.AR | - | Skin_BlackAndGold | T_UI_Cosmetic_AK74M_Debug | - | - | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.DigitalWood.GGX17 | Id.Item.Glock17 | Meta.Cosmetic.DigitalWood | Item.Archetype.Pistol | - | Skin_DigitalWood | T_UI_OptionsScreen_PlaceholderImage | - | 5 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.DigitalWood.SportsParachute | Id.Item.Parachute.Sport | Meta.Cosmetic.DigitalWood | Item.Archetype.Parachute | - | Skin_DigitalWood | T_UI_OptionsScreen_PlaceholderImage | - | 15 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.DigitalWood.SV98 | Id.Item.SV98 | Meta.Cosmetic.DigitalWood | Item.Archetype.Sniper | - | Skin_DigitalWood | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.DigitalWood.M4 | Id.Item.M4 | Meta.Cosmetic.DigitalWood | Item.Archetype.AR | - | Skin_DigitalWood | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.Humvee | Vehicle.Variant.Land.Wheeled.Humvee.Default | Meta.Cosmetic.TwoToneDesert | Vehicle.Archetype.Land.Wheeled | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.Bobcat | Vehicle.Variant.Land.Wheeled.Bobcat.Default | Meta.Cosmetic.TwoToneDesert | Vehicle.Archetype.Land.Wheeled | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 5 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.Littlebird | Vehicle.Variant.Air.Rotary.Littlebird.Default | Meta.Cosmetic.TwoToneDesert | Vehicle.Archetype.Air.Rotary | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 15 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.DuneBuggy | Vehicle.Variant.Land.Wheeled.DuneBuggy.Default | Meta.Cosmetic.TwoToneDesert | Vehicle.Archetype.Land.Wheeled | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.A91 | Id.Item.A91 | Meta.Cosmetic.TwoToneDesert | Item.Archetype.AR | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 5 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.Bushmaster | Id.Item.WEPN_033 | Meta.Cosmetic.TwoToneDesert | Item.Archetype.AR | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 5 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.KH2002 | Id.Item.KH2002 | Meta.Cosmetic.TwoToneDesert | Item.Archetype.AR | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 5 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.M4 | Id.Item.M4 | Meta.Cosmetic.TwoToneDesert | Item.Archetype.AR | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.M249 | Id.Item.M249 | Meta.Cosmetic.TwoToneDesert | Item.Archetype.LMG | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 15 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.AX50 | Id.Item.SR_04 | Meta.Cosmetic.TwoToneDesert | Item.Archetype.Sniper | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 15 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.MP9 | Id.Item.MP9 | Meta.Cosmetic.TwoToneDesert | Item.Archetype.SMG | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season01_Skins | Meta.Cosmetic.TwoToneDesert.M500 | Id.Item.M500 | Meta.Cosmetic.TwoToneDesert | Item.Archetype.Shotgun | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season02_Skins | Meta.Cosmetic.BlackAndGold.Littlebird | Vehicle.Variant.Air.Rotary.Littlebird.Default | Meta.Cosmetic.BlackAndGold | Vehicle.Archetype.Air.Rotary | - | Skin_BlackAndGold | T_UI_OptionsScreen_PlaceholderImage | - | 30 Gold Bars | | DT_Cosmetics_Season02_Skins | Meta.Cosmetic.TwoToneDesert.Mosin | Id.Item.Mosin | Meta.Cosmetic.TwoToneDesert | Item.Archetype.Sniper | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season02_Skins | Meta.Cosmetic.TwoToneDesert.Galil | Id.Item.WEPN_029 | Meta.Cosmetic.TwoToneDesert | Item.Archetype.AR | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season02_Skins | Meta.Cosmetic.TwoToneDesert.Havoc | Vehicle.Variant.Air.Rotary.Havoc.Default | Meta.Cosmetic.TwoToneDesert | Vehicle.Archetype.Air.Rotary | - | Skin_TwoTone_Desert | T_UI_OptionsScreen_PlaceholderImage | - | 15 Gold Bars | | DT_Cosmetics_Season02_Skins | Meta.Cosmetic.DigitalWood.M500 | Id.Item.M500 | Meta.Cosmetic.DigitalWood | Item.Archetype.Shotgun | - | Skin_DigitalWood | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season02_Skins | Meta.Cosmetic.ChocolateChip.M14 | Id.Item.WEPN_034 | Meta.Cosmetic.ChocolateChip | Item.Archetype.DMR | - | Skin_ChocolateChip | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season02_Skins | Meta.Cosmetic.ChocolateChip.Evolys | Id.Item.WEPN_036 | Meta.Cosmetic.ChocolateChip | Item.Archetype.LMG | - | Skin_ChocolateChip | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Season02_Skins | Meta.Cosmetic.ChocolateChip.TCXSPR | Id.Item.WEPN_037 | Meta.Cosmetic.ChocolateChip | Item.Archetype.AR | - | Skin_ChocolateChip | T_UI_OptionsScreen_PlaceholderImage | - | 10 Gold Bars | | DT_Cosmetics_Taxi | Meta.Cosmetic.Taxi.Littlebird | Vehicle.Variant.Air.Rotary.Littlebird.Default | Meta.Cosmetic.Taxi | Vehicle.Archetype.Air.Rotary | - | Skin_Taxi | T_UI_OptionsScreen_PlaceholderImage, T_UI_SkinIcon_SupporterPack_Taxi | - | - | | DT_Bobblehead_Faction_Cosmetics | Meta.Cosmetic.Bobblehead.Wardog | Id.Bobblehead | Meta.Cosmetic.Bobblehead | Item.Archetype.Bobblehead | key Cosmetic.Bobblhead.Faction.DisplayName | - | T_UI_OptionsScreen_PlaceholderImage, T_UI_Faction_MiddleEast_Team_256 | Bobblehead; vehicle filter none | - | | DT_Bobblehead_Grenade_Cosmetics | Meta.Cosmetic.Bobblehead.Grenade | Id.Bobblehead | Meta.Cosmetic.Bobblehead | Item.Archetype.Bobblehead | key Cosmetic.Bobblehead.Grenade.DisplayName | - | T_UI_OptionsScreen_PlaceholderImage, T_UI_Icon_Bobblehead_Grenade | Bobblehead; vehicle filter none | - | | DT_Bobblehead_HeavyHelmet_Cosmetics | Meta.Cosmetic.Bobblehead.Helmet | Id.Bobblehead | Meta.Cosmetic.Bobblehead | Item.Archetype.Bobblehead | key Cosmetic.Bobblehead.Grenade.DisplayName | - | T_UI_OptionsScreen_PlaceholderImage, T_UI_Icon_Bobblehead_Helmet | Bobblehead; vehicle filter none | - | | DT_Bobblehead_Warpup_Cosmetics | Meta.Cosmetic.Bobblehead.Warpup | Id.Bobblehead | Meta.Cosmetic.Bobblehead | Item.Archetype.Bobblehead | key Cosmetic.Bobblehead.Warpup.DisplayName | - | T_UI_OptionsScreen_PlaceholderImage, T_UI_Icon_Placeholder_Supplier | Bobblehead; vehicle filter none | - |

7. Coverage

All tables this page generates from, by row struct.

| Row struct | Table | Rows | Section | |—|—|—|—| | WDMetaSkillEffectsTaggedTableRow | DT_DriverSkills | 6 | 2 | | WDMetaSkillEffectsTaggedTableRow | DT_InfantrySkills | 17 | 2 | | WDMetaSkillEffectsTaggedTableRow | DT_MedicSkills | 4 | 2 | | WDMetaSkillEffectsTaggedTableRow | DT_PilotSkills | 6 | 2 | | WDMetaSkillEffectsTaggedTableRow | DT_ReconSkills | 13 | 2 | | WDMetaSkillEffectsTaggedTableRow | DT_SupportSkills | 11 | 2 | | WDMetaSkillEffectsTaggedTableRow | DT_Skills_C4 | 1 | 2 | | WDMetaSkillEffectsTaggedTableRow | DT_Skills_PrototypeMaskedScopes | 1 | 2 | | WDMetaSkillEffectsTaggedTableRow | DT_Skills_Spotting | 2 | 2 | | WDMetaSkillEffectsTaggedTableRow | DT_Skills_Lockpicking | 1 | 2 | | WDLiveCurveTableRow | DT_Challenges_Curves_DestroyVehicle | 1 | 4 | | WDLiveCurveTableRow | DT_Challenges_Curves_DestroyVehicleAssist | 1 | 4 | | WDLiveCurveTableRow | DT_Challenges_Curves_EndOfMatch | 2 | 4 | | WDLiveCurveTableRow | DT_Challenges_Curves_HealPlayer | 2 | 4 | | WDLiveCurveTableRow | DT_Challenges_Curves_PlayerDelivered | 1 | 4 | | WDLiveCurveTableRow | DT_Challenges_Curves_PlayerKill | 3 | 4 | | WDLiveCurveTableRow | DT_Challenges_Curves_PurchaseFromSupplyCrate | 3 | 4 | | WDLiveCurveTableRow | DT_Challenges_Curves_VehicleAirborne | 1 | 4 | | WDLiveCurveTableRow | DT_Meta_RewardScalingCurves | 3 | 4 | | WDLiveCurveTableRow | DT_Challenges_Curves_BuildableDestroyedAssist | 1 | 4 | | WDCurrencyDefinition | DT_CurrenciesDefinitions | 2 | 5 | | WDCosmeticData | DT_Cosmetics_Debug | 0 | 6 | | WDCosmeticData | DT_Cosmetics_Season01_Emotes | 3 | 6 | | WDCosmeticData | DT_Cosmetics_FactionLogo | 3 | 6 | | WDCosmeticData | DT_Cosmetics_Season01_Skins | 17 | 6 | | WDCosmeticData | DT_Cosmetics_Season02_Skins | 8 | 6 | | WDCosmeticData | DT_Cosmetics_Taxi | 1 | 6 | | WDCosmeticData | DT_Bobblehead_Faction_Cosmetics | 1 | 6 | | WDCosmeticData | DT_Bobblehead_Grenade_Cosmetics | 1 | 6 | | WDCosmeticData | DT_Bobblehead_HeavyHelmet_Cosmetics | 1 | 6 | | WDCosmeticData | DT_Bobblehead_Warpup_Cosmetics | 1 | 6 |