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 inge-values.json). - Skill level curves: 6
CT_*Skillstables, 61 curve rows, 219 keys. - Live curve tables: 10 (
WDLiveCurveTableRow), 18 rows, 189CRV_*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.ColdBloodedhas a literal 2.0 forAttribute.Gameplay.CustomDepthStencilValueand no curve table) and a curve row in aCT_*Skillstable. 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 isSetByCaller, which means the number is supplied when the effect is applied. The skill’s curve value is the number supplied, so “MultiplyAttribute.Xby the skill value” reads as: the attribute is multiplied by the curve value for the player’s skill rank. Three skills grant aSkill.*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
AimTimemultiplier 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 assetDA_UI_RoleSkillTree_NodePresetData. None of the 62 appears in the unlock treeDT_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 exampleMeta.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 sixAttribute.Meta.Currency.SkillPoint.Role.*modifiers (SetByCaller) inGE_Meta_ResourceChange; they are not inDT_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 = 1Item: 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 = 1Item: 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: 1.4CT_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 = 1Item: 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 = 1Item: 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 = 1Item: 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: 1.4CT_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: 1.4CT_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 = 1Item: 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 = 1Item: 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 = 1Item: 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 = 1Item: 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
WDLiveCurveTableRowis a gameplay tag plus a pointer to aCurveFloatasset (CRV_*). The table below decodes each asset: the keys are input then output, and the interpolation is the key mode (Constantholds the value until the next key,Linearblends,Cubicis a smooth curve). - Data. A reward formula variable of type
ScalingValuenames a curve tag inScalingValueCurveTag. The “Reward formula rows” column lists the formula rows (in anyDT_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
-50twice inFactionScoreDifferenceand10twice inPlayerCountCashScalar). 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, andPlayerCountXPScalarpoints at the same asset asPlayerCountCashScalar. Where the game reads them is not traced. - Data. The two
EndOfMatchcurves are named by rows ofDT_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
WDCosmeticDatarow 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
WDVehicleSlotPartRowtable (the bobblehead*_SlotPartstables): the vehicle slot the part fits and the vehicles it is limited to (none means no filter). - Data.
DT_Cosmetics_Debughas no rows.DT_Bobblehead_HeavyHelmet_Cosmeticsnames the localization keyCosmetic.Bobblehead.Grenade.DisplayName, which is the Grenade key, and the Faction row’s key is spelledCosmetic.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 |