Barotrauma

Barotrauma

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LeCrazyy's Talent Rework
By LeCrazyy
A list of all the talents changed by my talent rework, as well as the new items added.
Mod Link: https://sp.zhabite.com/sharedfiles/filedetails/?id=3447049360
   
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Assistant
Generic Basic Talents:(Few changes here, combining a couple talents into one, putting a new one in the now free space and changing the infinite scaling xp talent to be a skill points one instead as assistant already has three xp boosting talents in generic talents anyway.
[1]Crew Layabout: Unchanged.
[1]Mailman: Unchanged.
[1]Playing Catchup: Unchanged.
[1]Punching Bag: Taking damage heals you slowly for a small amount increased by how much damage you just took. Gain an additional 5% Maximum Health.
[1]Skedaddle: Unchanged.
[1]Starter Quest: Unchanged.
[2]Indentured Servitude: Unchanged.
[2]Inspiring Tunes: Unchanged.
[2]Jenga Master: Unchanged.
[2]Mule: Stackable Materials can have +2 items per stack in your inventory. Unlock Recipe: Backpack.
[2]Peer Learning: While another crew member is nearby, you both gain skill points 50% faster. Skill Book items can be bought 30% cheaper.
[2]Revenge Squad: When you die, your crewmates get 30% increased Physical Damage Resistance, Ranged Weapon Damage and Melee Weapon Damage for 180 seconds.

Survivalist Tree:(Replaces Grayshirt)
[1]Tis' But A Scratch: Naturally regenerate health slowly while below 30% health.
[2]Beast Tamer: Nearby Petraptors gain 100% more health. Can turn unhatched Mudraptors friendly in the Medical Fabricator.
Only 2 per crew can be active at the same time.
Unlock Recipe: Petraptor Egg.
[2]Green Thumb: Playing music near growing plants fertilizes them. Whenever you deconstruct a wild plant, you have a 20% chance to gain double the output.
[3]Still Kicking: While in bleedout, if still above -25% health, you will not go unconscious.
[3]Play Dead: Enemies will ignore you if you have been ragdolled for longer than 3 seconds.
[4]What Doesn't Kill You: Being attacked gives 20 Vigor.
Gain an additional 20% Maximum Health.

Apprenticeship Tree:(Only changes Graduation for balance reasons)
[1]Apprenticeship: Unchanged.
[2]Journeyman: Unchanged.
[2]Logistics System: Unchanged.
[3]Loyal Assistant: Unchanged.
[3]Treacherous Scum: Unchanged.
[4]Graduation Ceremony: Get all talents from one random specialization tree of your apprenticeship job's talent tree.
Can not be reset by Mind Wipe.
Unlocks recipe: Ceremonial Sword.

Clown Tree:(Smaller changes to existing ones and adds 2 new talents.)
[1]Enroll into Clown College: Unchanged.
[2]Performance Artist: Playing instruments for 10 seconds gives everyone nearby a different buff based on the instrument.
Accordion: Gain 15% Movement Speed for 200 seconds.
Harmonica: Gain 10% Damage Resistance for 200 seconds.
Guitar: Gain 20% Repair Speed for 200 seconds.
[2]Water Prankster: Unlocks recipe: Clown Diving Mask, Clown Diving Suit. (Clown Diving Suit is a swift diving suit but offers little protection outside of a high resistance to stun, letting you slip out of trouble if you can survive being hit in the first place.)
Clown power grants you: +50% Swimming Speed.
[3]Chonky Honks: Honking your horn stuns nearby creatures for 4 seconds.
This effect can only activate every 10 seconds.
[3]Psycho Clown: Clown power allows you to attack faster with melee weapons based on how much Psychosis you have, up to 150%.
Attacking with melee gives you 5% Psychosis.
[4]True Potential - Naughty: Attacking with a Toy Hammer causes 1.5 additional seconds of Stun and knocks the victim back.
Every 10 seconds, gain 100% resistance to Stun on the next attack against you.
[4]True Potential - Nice: Hitting a unconscious teammate with a Toy Hammer wakes them up with Encore! giving them damage regeneration for 15 seconds. This effect can only occur on a crewmate every 60 seconds.
Whenever you fall below -50% health, you will be granted Encore! for 15 seconds.
Captain
Generic Basic Talents:(Many many changes here, with some of the functionality of existing ones being moved around, being combined into one talent or put into another tree.
[1]Bonus Pay: When completing a mission, all crew members gain an additional 75 bonus money. The last character you gave an order to gets double bonus money.
[1]Bounty Hunter: Unlocks Recipe: Revolver, Revolver Round, Cigar. (Cigars have been edited to now be more useful, now healing withdrawal afflictions from opiate and chems, though not the addiction itself.)
[1]Inspirational Leader: Unchanged
[1]Smooth Sailing: During a mission, as long as no crew members have died, all crew members gain 25% Repair Speed and Hull Repair Speed. The death of assistants do not count.
[1]Tour De Europa: Complete tasks to gain one time rewards:
- Complete a Cargo Mission (+ 5 Bonus Helm Skill)
- Complete a Monster Mission (+ 5 Weapons Helm Skill)
- Complete a Escort Personnel Mission (+ 5 Bonus Medical Skill)
- Complete a Wreck Salvage Mission (+ 5 Bonus Mechanical Skill)
- Reactivate a Beacon Station (+ 5 Bonus Electrical Skill)
- Complete a Monster Nest Mission (+ 3% Swimming Speed.)
- Complete a Mining Mission (Sell ores for 5% more.)
- Complete a Abandoned Station Mission (+ 1000 money.)
- Complete a Ruin Mission (+ 750 XP.)
- Complete a Hunting Grounds Mission (+ 5% Repair Speed and Hull Repair Speed)
[1]Veteran: Unchanged.
[2]Drunken Sailor: Gain 50% resistance to stun while drunk. Whenever you finish at least one mission, gain a random drink in your inventory.
Unlock Recipe: Rum.
[2]Emergency Maneuvers: Whenever your submarine takes damage from a monster, gain maximum Helm skill for 5 seconds.
Unlock Recipe: Nav Terminal PDA. (A handheld device linked to your navigation terminal, with a large cost to Helm skill while using it to simulate latency.)
[2]Performance Review: Crew members right next to you gain bonuses based on their job.
Mechanic, Engineer, Assistant: Gain 60% Repair Speed and Hull Repair Speed.
Security Officer: Gain 20% ranged weapon and turret fire rate.
Medical Doctor: Gain 30% more potent healing.
Captain: Gain 30 Bonus Helm Skill.
You become immune to Performance Review.
[2]Prodigy: Gain an additional 25% more experience, until you have obtained 5 talent points. When you have 5 or more talent points, gian 10% Maximum Health instead.
[2]Rough Seas: Gain an additional 5% Physical Damage Resistance. Gain an additional 75% Psychosis Resistance.
[2]V.I.P: The last crew member that was given an order by you gains an additional 15 to all skills, and 20% faster movement speed.

Gunslinger Tree:(Moved away less relevant stuff in place of more fitting things.)
[1]Bullseye: Deal 10% more damage with pistols. Gain a bonus of 15 Weapons.
[2]Lone Wolf: While outside the submarine, if there are no crew members nearby, gain the following:
+20% Physical Damage Resistance.
+20% Stun Resistance.
+20% fire rate with handheld ranged weapons.
[2]Pack Leader: While outside the submarine and crew members are nearby, activate Pack Leader which gives all nearby crew members the following:
+10% Physical Damage Resistance.
+20% Stun Resistance.
+10 to allskills.
While Pack Leader is active, you gain 10% swimming speed.
[3]Feelin' Lucky?: Each shot with a pistol has a 17% chance to deal 30% more damage.
[3]Quickdraw: Unchanged, just moved up here.
[4]Big Guns: Unchanged.

Skipper Tree:(This tree has had significant changes while still keeping some of its old identity, now its a bigger focus on the submarine itself and its unison with the crew.)
[1]Helsman: Gain a bonus of 20 Helm skill. Increases Engines and Pumps effectiveness by 5%.
Does not stack with multiple of the same talent.
[2]Ace Pilot: Increases Engine and Pumps effectiveness by 10%.
Does not stack with multiple of the same talent.
[2]Response Crew: Whenever your submarine takes damage from a monster, you and all of your crew gain a buff for 5 seconds based on what job they are:
Mechanic, Engineer, Assistant: Gain 35% Repair Speed and Hull Repair Speed.
Security Officer: Gain 35% turret fire rate.
Medical Doctor: Move 25% faster and resist 25% Stun.
Captain: Gain 15 more Bonus Helm Skill.
[3]Down With The Ship: When inside your submarine and it is over 75% flooded, you and nearby crew gain 25% more swimming speed and a 75% boost to Repair Speed and Hull Repair Speed.
[3]Scrappy: Unlock Engine and Pump upgrades as if your submarine is the max tier. Shipyards offer 20% discount for upgrades and buying submarines.
All crew members gain 5% Hull Repair Speed.
Does not stack with multiple of the same talent.
[4]Symbiotic: When your submarine is less than 20% flooded, you and your crew gain 10% movement speed and +15 to all skills. When your submarine is over 70% flooded, you and your crew instead gain 10% resistance to damage and deal 10% more damage with handheld ranged weapons.
Increases Engines and Pumps effectiveness by 5%.
Does not stack with multiple of the same talent.

Politician Tree:(I feel like some of these felt like nothingburgers so have moved around stuff a bit and given a bit more identity and playstyle to the choices here)
[1]Commendations: Unchanged.
[2]Travelling Tradesman: Unchanged but moved here.
[2]With Friends Like These: Affiliated faction shops offer 20% lower prices. Doubled for faction-unique items.
[3]Pioneer: Visiting a uninhabited location for the first time rewards you and your crew with 250 experience.
You and your crew recieve 50% more experience and 250 bonus money when reactivating a Beacon Station.
[3]War Effort: When completing a Enemy Submarine mission, gain 50% more reputation. Weapons and ammo are 10% cheaper to purchase.
[4]Figurehead: Replaces Commendations with Medals that give 550 XP. If the character is below level 5, give them XP to reach level 5.
Outposts may offer higher pay, more dangerous swarm missions.
Engineer
Generic Basic Talents:(Engineer's generic talents in my opinion had many stinkers in vanilla, so I've changed up quite a lot of them here.)
[1]Fun With Fission: Fuel Rods you fabricate are of 1 higher quality. (Moved down from a 2nd tier talent so it can be used as an early game fuel efficiency option when its needed most.)
[1]Grounded: Heal from burns much quicker.
Gain an additional 25% Burn resistance.
[1]Junction Junkie: Unchanged.
[1]Remote Monitor: Gain a bonus of 5 to Electrical Engineering.
Unlock Recipe: Reactor PDA, Handheld Electrical Monitor.
[1]Station Engineer: Gain 100% Bonus XP and 300 bonus money when reactivating a Beacon Station.
Also gain +50% Repair Speed and +50% Hull Repair Speed while on a Beacon Station.
[1]Theoretical Exit Plan: When you are attacked, gain 20% Movement Speed and Stun Resistance for 3 seconds.
[2]Better Than New: Electrical Devices you've repaired deteriorate 20% slower.
[2]Brain Over Brawn: +50% Skill Gain Speed.
Gain 30% more XP from completing missions, lose -10% health permanently.
[2]Conductor: Repairing an Electrical Device stores Conductor on you, up to 10 times. When attacking with a melee tool and at least one stack of Conductor, your attack will deal an additional 15 Burn and 3 Stun and depleted your Conductor by one stack.
You lose all stacks of Conductor on death.
[2]In The Field: Gain an additional 5% Swimming Speed.
Unlock Recipe: Cargo Scooter.
[2]Melodic Respite: After playing a Guitar for 10 seconds or longer, you and nearby allies gain 15% Repair Speed and 15 Electrical skill for 120 seconds.
[2]Submarine Of Things: You can craft FPGA Circuits and Circuit Boxes with much fewer materials.
Stackable Electrical items can have +2 items per stack in your inventory.

Weapons Engineer Tree:(This is the most heavily changed talent tree, introducing a new way for gaining basic weapon recipes as a semi long term investment system similar to genetics, this provides access to weapons without a security guard if worst comes worst.)
[1]Research and Development: You are able to create and use a Blueprint Station to reverse engineer and learn recipes for weapons.
You can install a maximum of 1 of this item on your submarine.
Unlock Recipe: Blueprint Station.
[2]Extra Sting: Unlock Recipe: Depleted Fuel Coilgun Ammunition, Depleted Fuel Chaingun Ammunition, Depleted Fuel Flak Shells Box, Depleted Fuel SMG Magazine, Depleted Fuel Revolver Round.
[2]Heavy Hitter: Unchanged.
[3]Bigger Booms: Explosives you fabricate are of 2 higher quality.
[3]Nuclear Option: You can craft much cheaper Nuclear Shells and Nuclear Depth Charges, using non-spent Fuel Rods.
Inflict 20% more Radiation Sickness.
[4]Peer Review: All crew members craft weapons at 1 higher quality.
You can research blueprints 30% faster.
Unlock Recipe: Rapid Fissile Accelerator.

Electrician Tree:(Kept mostly intact aside from a small buff as I moved the Electrical Monitor recipe to a earlier talent and giving the third talent a choice between 2 different defense options.)
[1]Grid Maintainer: Gain an additional 50% Repair Speed.
Gain a bonus of 10 to Electrical Engineering.
[2]Pyromaniac: Unchanged.
[2]Unlimited Power: Unchanged.
[3]High Voltage: While you are inside the submarine, each hostile creature inside the submarine will be zapped once, stunning and burning them.
[3]Robotics: Build a powerful (but fragile) drone to watch your back.
Only 2 defense bots per crew can be active at the same time.
Unlock Recipe: Defense Bot, Defense Bot Ammunition Rounds. (Yes this is stolen from mechanic, mechanic will be getting that tree heavily changed instead in their talent rework.)
[4]Lightning Wizard: Unchanged.

Physicist Tree:(Smaller changes that keep in theme while while also splitting the crowbar buffs into a optional talent and making PUCs more useful in the finale.)
[1]Unstoppable Curiosity: Gain 10% more XP from completing missions.
Force open doors 80% faster with crowbars.
[2]Buzzin': Unchanged.
[2]Cruisin': Unchanged.
[3]Danger Zone: You and your crew gain 25% resistance to Radiation Sickness. This effect does not stack.
Fuel rods you fabricate are of 1 higher quality.
Unlock Recipe: Volatile Fulgurium Fuel Rod.
[3]Raising The Bar: Your attacks with crowbars are 150% more powerful and swing 50% faster.
[4]Ph.D In Nuclear Physics: Move 30% faster in PUCs while on land.
Unlock Recipe: PUCs.
Mechanic
Generic Basic Talents:(Buffed one of the most lackluster talents I think this game had as well as buffs to few others and added repair based talent as an early game option as well as a "sister talent" to the Engineer's Brain Over Brawn.)
[1]It's A Wonderful Life: While the ship is over 75% flooded, gain 25% Hull Repair Speed. After repairing a device, if you repair 2 more devices within 45 seconds, gain 50% Repair Speed for 2 minutes.
[1]Ballast Denizen: Hold your breath 300% longer. While inside the submarine, swim 10% faster. Oxygen Tanks you fabricate are of 1 higher quality.
[1]Engine Engineer: Unchanged.
[1]Machine Maniac: Unchanged.
[1]Safety First: While above 90% health, passively heal damage.
Unlock Recipe: Safety Harness.
[1]Salvage Crew: Unchanged.
[2]Ironman: Whenever you open a container in a wreck for the first time, you have a 15% chance of finding additional Iron. Whenever you deconstruct Iron Ore, you have a 15% chance to gain double the output.
Unlock Recipe: Iron Helmet, Makeshift Armor.
[2]Might Makes Right: Gain 5% more health and 50% more melee damage, lose -10 in all skills permanently.
[2]Modular Repairs: Unchanged.
[2]Oiled Machinery: Unchanged.
[2]Pump N Dump: Unchanged.
[2]Retrofit: Unlock Hull Upgrades as if your submarine is one tier higher. Does not stack with multiple of the same talent.
Tools you fabricate are of 1 higher quality.

Scrapper Tree:(Just a little buff to Miner which is now an optional talent, while Scrap Savant has been made the first talent in the tree as well as changed to now have a unique gimmick for gaining random items.)
[1]Scrap Savant: Can find up to 3 Scrap Piles inside Wrecks, which can be dismantled by hand to obtain scrap and other materials.
[2]Mass Production: Unchanged.
[2]Residual Waste: Unchanged.
[3]Miner: Whenever you deconstruct an ore, you have a 20% chance to gain double the output. Detach ores 100% faster with cutters.
Stackable materials can have +1 items per stack in your inventory.
[3]Tool Maintenance: Unchanged.
[4]Iron Storm.: Unchanged.

Handyman Tree:(This talent tree has been renamed from machanist purely because of the removal of Robotics pretty much, added a new option for a upgraded welding tool and brings back Tinker tinkering, as in THE tinkering from old, changed to be less powerful overall but still, TINKERING IS BACK, and as such I've renamed the faker Tinkerer to Durable to avoid confusion.)
[1]Hull Fixer: Unchanged.
[2]Durable: You can repair mechanical devices 40% past their normal maximum condition. (This is just a renamed talent to avoid confusion)
[2]Quickfixer: Unchanged.
[3]Let It Drain: Build portable pumps and install them where you need them. You can only install a maximum of 2 of this item on your submarine.
Unlock Recipe: Portable Pump.
Gain an additional Repair Speed.
[3]Patchwork: Unlock Recipe: Heavy Welder.
Gain an additional 10% Hull Repair Speed.
[4]Tinkerer: You can use a wrench to tinker with devices.
You can tinker with a pump, increasing its pumping rate by 200%.
You can tinker with a engine, increasing its torque by 75%.
You can tinker with a loader, increasing the connected turret's firing rate and damage by 10%, while lowering its power usage by 10%.
You can tinker with a fabricator or a deconstructor, increasing their operating rate by 125%.
You can tinker with fabricators and deconstructors indefinitely.
The device is only affected for as long as you keep tinkering it.
You can tinker for 15 seconds. After you have tinkered with a device, you cannot tinker for 25 seconds.

Brawler Tree:(Revamped a bit to replace the meme level bad talent as well as give a bit more variety in how you choose to pummel things.)
[1]I Am That Guy: Inflict 20% more Blunt Force Trauma damage with melee weapons. Gain a bonus of 20 to Bonus Weapons Skill.
[2]Heavy Lifting: Aiming with a melee weapon increases damage on the next swing by up to 50% over 3 seconds.
Gain an additional 5% Maximum Health.
[2]Quick Jabs: Melee attack speed is increased by 30%.
Gain an additional 5% Movement Speed.
[3]Didn't Hear No Bell: While below 30% health, you gain the following:
+20% Physical Damage Resistance.
+20% Melee Damage Dealt.
[3]Mudraptor Wrestler: Unchanged.
[4]MECHanic: While in open sea and wearing an Exosuit, gain an additional 5% Physical Damage Resistance.
Unlock Recipe: Exosuit. (Exosuit has been minorly nerfed, I wanted to focus more on it being a hulking overkill suit is still very cumbersome, but right now it's just as fast as regular diving suits so I decreased it's speed to still keep its insane protection it's known for, but have it sacrifice something in return for all that protection.)
Medic
Generic Basic Talents:(Many straight up buffs and rework/combining of existing ones into new ones as well as a few just new ones for early game healing options.)
[1]Budgeting: Whenever you finish at least one mission, receive 200 bonus money. Medical items can be bought 15% cheaper.
[1]Example Of Health: Gain an additional 15% Maximum Health.
[1]First Aid Course: All crew members perform 50% more powerful CPR and gain +10 to Medical.
[1]Fix Up: Applying opiates provides additional very slow passive healing over 5 minutes to the recipient. Apply 25% less Opiate Addiction.
[1]Self Care: Medical items are 20% more potent when applied to you. As long as you are at full health. Gain 10% more XP from missions.
[1]Shepherd: Small pets on the submarine regenerate health passively and gain a 50% increase to their health.
Whenever you deconstruct a pet drop item, you have a 10% chance to gain double the output.
[2]Ancient Curiosity: When opening an alien container for the first time, you have a 5% chance to find an additional Alien Curio inside.
While using an Alien Weapon deal 10% more damage.
[2]Blood Donor: Unchanged.
[2]Dr Submarine: Medical items you apply are 10% more potent. Gain a bonus of 10 to Medical.
[2]Medical Companion: Crew members below 50% health receive 7.5% more healing.
Unlock Recipe: Auto-Injector Headset.
[2]No Pressure: Applying a medical item to a crew member gives them 20 seconds of Pressure Immunity.
Unlock Recipe: Pressure Stabilizer.
[2]Supplier: Buffs you apply last 50% longer. Chemicals can be bought 30% cheaper and be sold for 30% more.

Xenologist Tree:(Not too many changes here, just spread out the gene splicing buffs a bit, as well as making Gene Tampering more interesting by adding everyones favourite thing, RNG.)
[1]Gene Harvester: Unchanged.
[2]Gene Splicer: Unchanged.
[2]Lab Safety: Combining different types of genetic materials is 90% less likely to taint the materials.
[3]Blackmarket Genes: Unchanged.
[3]Gene Tampering: Everyone in your crew gains a randomized buff that lasts until the end of the round or until they die. This buff is reset and rerolled each round.
Possible Buffs:
- Gain an additional 10% Maximum Health.
- Gain an additional 5% Physical Damage Resistance.
- Gain an additional 15% Movement Speed.
- Gain an additional 50% Melee Damage Dealt.
- Gain 20 Vigor when attacked.
- Passively heal slowly.
Only one buff can be active at a time.
[4]Genetic Genius.: Refining genetic materials adds an additional 5% to their potency.
Unlock Recipe: Advanced Gene Splicer, Endocrine Booster.

Doctor Tree:(A few changes here, both from adding some new interesting talents but also de-assistantifying Medical Assistance into Surgery Team and making Vitamin Supplements no longer a fire and forget talent as that is already handled by Gene Tampering.)
[1]Medical Expertise: Unchanged.
[2]Stayin' Alive: You can drag characters at full speed. Nearby unconscious crew members vitality bar decreases 20% slower and emits a Sonar Signal.
[2]Surgery Team: Crew members in the same room as you gain +15 Medical.
Medical items you apply are 10% more potent.
[3]Doctorate Doctor: Medical items you apply are 25% more potent.
After completing a mission in which no crew members have died, gain a Europan Medicine book.
[3]Pain Killers: Whenever you apply a medical item to a friendly character, they gain 10% Physical Damage Resistance for the next 5 minutes.
[4]Miracle In Progress: Nearby crew members are unable to succumb to their injuries unless they give in.
Unlock Recipe: Combat Stimulant.

Combat Medic Tree:(Now being a chemical warfare guy is optional, you can choose to fight the old fashion way with more generic damage type buffs or still go down the melting people's insides path.)
[1]Super Soldier: Gain an additional 10% Movement Speed. Gain an additional 10% Maximum health.
[2]Plague Doctor: Gain an additional 50% Acid Burn resistance.
Unlock Recipe: Advanced Syringe Gun, Europa Brew, Crimson Acid.
[2]Vitals: Attacking an enemy causes them to take 5% increased damage for 20 seconds.
[3]Leech: After attacking a conscious enemy, regenerate some health over 10 seconds.
Deal 25% more Bleeding.
[3]Melting Point: Acid Burns deal 40% more damage.
Unlock Recipe: Acid Grenade, 40mm Acid Grenade.
[4]Hippocratic Hoax: Poisons are applied with 100% more strength.
Your previous choices in this tree are improved:
- Vitals increased damage taken is now 10% instead.
- Plague Doctor gives 90% resistance to Acid Burn instead.
- Leech healing potency is doubled.
- Melting Point deals 60% more Acid Burn instead.
Security
Generic Basic Talents:(Slight changes as well as splitting shotgun and smgs into their own talents alongside respective ammo types, letting you choose a style rather than just needing both like in vanilla.)
[1]Buff: Gain an additional 50% buff duration.
Gain an additional 25% Chem addiction resistance.
[1]First Aid Training: Unchanged.
[1]Conditioning: Unchanged.
[1]Protect And Serve: Gain 50% more XP and 300 bonus money when completing a Escort mission.
[1]Spray N' Pray: Gain 15% reduction to spread.
Reduce the penalty for dual-wielding ranged weapons by 50%.
Unlock Recipe: Machine Pistol, SMG Magaazine.
[1]War Stories: Unchanged.
[2]Bootcamp: Unchanged.
[2]By The Book: Unchanged.
[2]Close Quarters: Deal 10% more damage to up close enemies.
Unlock Recipe: Riot Shotgun, Shotgun Shells.
[2]Lead Rain: Unlock Recipe: SMG, SMG Magazines, Bandolier.
[2]Swole: Unchanged but moved to this tier.
[2]Warmup: Gain Exercise by ragdolling for 1 second that lasts 30 seconds, this can be stacked up to 180 seconds.
Exercise provides an increase of 20% to Movement Speed, Melee Damage and resistance to Stun.

Frogman Tree:(A lot of talent items have been moved around here, requiring a bit more investment to unlock while also putting rifle alongside this tree to fit with the spec-ops finale.)
[1]Boarding Party: While inside an enemy submarine, gain 20% resistance to damage.
Unlock Recipe: Boarding Axe, Rifle, Rifle Round.
[2]Scavenger: Whenever you open a secure cabinet inside a Wreck for the first time, you have a 20% chance of finding additional items.
While inside a Wreck, gain 10% resistance to damage.
[2]Slayer: Gain an additional 25% attack power with harpoons.
If you are in the open sea, gain an additional 50% attack power to harpoons instead.
Unlocks Recipe: Harpoon Coil-Rifle.
[3]Crusty Seaman: Recover from bleeding much more quickly.
Take 15% less damage while you are in water.
[3]Daring Dolphin: Gain an additional 10% swimming speed.
Unlocks Recipe: Slipsuit.
[4]Spec-Ops: Unchanged.

Enforcer Tree:(I wanted this tree to be a bigger focus on up close and bloody fights, putting the more "overkill" type talents into it.)
[1]Pacification Kit: Unlock Recipe: Fulgurium Stun Gun Dart, Riot Shield, Riot Armor. (Riot Armor being a new armor as an alternative to Makeshift Armor, this one providing higher defense against Gunshot and Explosions.)
[2]Beat Cop: Unchanged.
[2]Stonewall: Unchanged.
[3]Extra Powder: Explosions have 20% larger radius and deal 10% more damage.
Unlock Recipe: Grenade Launcher.
[3]Rampage: Inflict 10% more damage with ranged weapons for every nearby enemy. Up to 50%.
[4]Inplacable: Whenever you fall below 0 health, you will remain fully conscious and your attacks are 25% more powerful for 15 seconds. This effect can only occur once per life each round.
Unlock Recipe: Autoshotgun, Explosive Slug.

Gunner Tree:(Rebalanced and reworked to have the centrepiece be the assault rifle)
[1]Weapon Artisan: Weapons you fabricate are of 1 additional quality.
[2]Commando: Unchanged.
[2]Tandem Fire: Unchanged.
[3]Gun Runner: Gain 30% movement speed while carrying ammo boxes or railgun shells.
You construct Ammunition Boxes and Railgun Shells 100% faster.
[3]Side By Side: When an ally is right next to you, you both gain 20% more ranged weapon damage and take 25% less stun.
[4]Iron Grip: After aiming with a handheld ranged weapon for 3 seconds, gain 20% more fire rate and 30% reduction to spread until you stop aiming.
Unlock Recipe: Assault Rifle, Assault Rifle Magazine.
New Items/Override Changes.
Clown Diving Suit
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Required Talent: Water Prankster
Required Skill: Mechanical 60
Time To Craft: 45
Required Items: Diving Suit, 3* Organic Fiber, 4* Rubber, Bike Horn.
Speed Modifiers: +40% Swimming Speed, -30% Walking Speed.
Damage Resistances:
10% Blunt Force Trauma, Gunshot Wound, Bite Wounds, Lacerations, Bleeding, Burn.
75% Stun, Husk Infection.

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Riot Armor
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Required Talent: Pacification Kit
Required Skill: Weapons 50
Time To Craft: 45
Required Items: 5* Ballistic Fiber, Steel Bar.
Speed Modifiers: 50% Flow Resistance, -30% Propulsion Speed. -30% Movement Speed.
Damage Resistances:
40% Bite Wounds, Lacerations.
50% Bleeding, Stun.
70% Gunshot Wound, Deep Tissue Injury, Burn.


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Heavy Welder
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Required Talent: Patchwork
Required Skill: Mechanical 70
Time To Craft: 60
Required Items: 3* Titanium Aluminum Alloy, 3* Plastic.
Structure Fix Amount: 3.3
Range: 250
Burn Damage: 10



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Scrap Pile
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Required Talent: Scrap Savant
Spawn Logic: Each case of the talent triggers following:
- Spawns one scrap pile in wreck.
- 70% chance to spawn a second scrap pile in wreck.
- 25% chance to spawn a third scrap pile in wreck.
Health: 100
Drop Chances On Damaging: (2 max)
- Scrap (45%)
- Copper (27%)
- Iron (27%)
Drop Chances On Breaking:
- Scrap (37%)
- Steel Bar (25%)
- Titanium Aluminum Alloy (12%)
- Copper (12%)
- Iron (12%)


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Depleted Fuel Chaingun Ammunition Box
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Required Talent: Extra Sting
Required Skill: Weapons 40
Time To Craft: 20
Required Items: Any Munitions Core, Aluminum, 2* Depleted Fuel.
Rounds Per Box: 500
Damage Per Shot:
Lacerations: 12
Bleeding: 2
Radiation Sickness: 4
Stun: 0.025
Stun: 0.025 (50% chance)


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Depleted Fuel Flak Shells Box
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Required Talent: Extra Sting
Required Skill: Weapons 40
Time To Craft: 25
Required Items: Any Munitions Core, Any Munitions Propulsion, 2 * Any Advanced Munitions Jacket, Aluminum, 2* Depleted Fuel.
Rounds Per Box: 40
Damage Per Shot:
Penetration: 40%
Sever Limb Probability: 100%.
Deep Tissue Injury: 70
Bleeding: 20
Radiation Sickness: 20
Stun: 4
Explosion:
Range: 30
Deep Tissue Injury: 20

Spawns 22 Shrapnel On Impact:
Damage Per Shrapnel:
Penetration: 40%
Sever Limb Probability: 40%.
Lacerations: 14
Bleeding: 7.5
Radiation Sickness: 1.5
Stun: 0.2


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Machine Pistol Override
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Required Talent: Spray N' Pray
Required Skill: Weapons 35
Time To Craft: 25
Required Items: 2* Steel Bar, Plastic.

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Grenade Launcher Override
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Required Talent: Extra Powder
Required Skill: Weapons 60
Time To Craft: 45
Required Items: 2* Titanium Aluminum Alloy, 2* Steel, 2* Plastic.

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HMG Override
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Required Talent: None, removed fabrication. Can now only be purchased late game from military/armory merchants.

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HMG Magazine Override
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Required Talent: None, removed fabrication. Can now only be purchased late game from military/armory merchants.

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Exosuit Override
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Speed Modifiers Added: -30% Swimming Speed, -20% Walking Speed.

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Endocrine Booster Override
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Required Talent: Genetic Genius.
New Potential Talent List:
On Skill Check Success: Drunken Sailor, Rough Seas, Ballast Denizen, A Wonderful Life, Grounded, Buff, Physical Conditioning, Swole, Selfcare, Mule, Revenge Squad, Skedaddle, Theoretical Exit Plan.
On Skill Check Fail: A Wonderful Life, Grounded, Buff, Mule, Revenge Squad, Skedaddle, Theoretical Exit Plan.

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1 Comments
LeCrazyy  [author] 22 Mar @ 10:57am 
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