Undead Assault Chronicles Wikia
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Skill Identifiers are talents that can be selected during a game to enhance your MOS in a certain aspect. A maximum of 2 SI can be selected per game. Selected Si cannot be changed throughout the game run.

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Skill Identifier Overview[]

XP requirements will progress as Enlisted, Warrant or Commissioned. A 0 denotes the SI cannot be unlocked in the rank set, a 1 means it is unlocked immediately.

Name of SI Enlisted Xp Warrant XP Commissioned XP
Synthesis(SY) 600 1 1
Tough as Nail(TA) 2000 1 1
Quick Thinking(QT) 3100 1 1
Energetic(EN) 4200 1 1
Hawkeye(HE) 8000 1500 1800
Always Ready(AR) 13500 5000 0
Twinkle Toes(TT) 20000 15000 0
Pure Blood(PB) 16000 12000 13000
Intellectual(IN) 0 4000 8000
Born to Lead(BL) 0 0 15000
Barbaric(BA) 25000 12000 19000
Instructor(IS) 0 0 45000
Impatient(IP) 50000 35000 40000
Nimble(NI) 26500 20000 20000
Power User(PU) 0 11000 0
Whiz Kid(WK) 15000 6000 14000
Reactive Armor(RA) 0 34000 35000
Lucky(LY) 125000 100000 0
Blood Lust(BT) 95000 0 95000
Veteran(VT) 170000 120000 130000
Light Armor(LA) 50000 50000 50000
Heavy Armor(HA) 20000 20000 20000
Combat Load(CL) 90000 80000 85000
Marksman(MA) 75000 60000 0
Siphon(SI) 67500 35000 48000
Battle Buddy(BB) Beat Nightmare & Epilogue Beat Nightmare & Epilogue Beat Nightmare & Epilogue
Gillie Suit(GS) 95000 0 0
Big Game Hunter(BG) Beat BM 10 times Beat BM 10 times Beat BM 10 times

MOS Si's Effects[]

SYnthesizer

+.1 health and energy regeneration. Effect doubles if you are SMA, CW5, or GEN rank. Effect Triples if you are CMA3, MW5, or GOA rank.

Tough As Nails

Adds 5 to fitness.

Quick Thinking

Reduces reload and unjam time by 25%.

ENergetic

Increases energy regeneration by .5/s.

Hawk Eye

Increases weapon range by 2 and adds 15 range invisible detection.

Always Ready

Start at level 3, begin with quik clot, smoke grenades, flares, and an ammo case.

Twinkle Toes

Increases movement speed by .06.

Pure Blood

Prevents you from getting infected bite, parasitic infection, and unidentified infection.

INtellectual

Adds 5 to mechanical skills.

Born to Lead

(Aura) Adds 5% bonus bullet and explosive damage.

BArbaric

Start with rifle butt unlocked.

InStructor

(Aura) Adds 6% attack speed, .03ms, and improves reload/unjam time by 20%.

ImPatient

Makes all abilities cooldown 15% faster.

Nimble

Makes jumping safe from any height. Prevents licker tongue.

Power User

Start with energy cells, and improves energy cell efficiency by 50%.

Whiz Kid

Increases damage with explosives by 20%,  IFS explosives do not count.

Reactive Armor

Have a 33% chance to reduce damage by 40% if damage taken is 150 or more.

LuckY

Periodically have 9% chance chance to land critical hits.

Blood LusT

Kills increase damage dealt by 1.5% for 8 seconds. Buff stacks up to 30% bonus damage.

VeTeran

Reduces life by 70%, increases damage 50% and .05ms.

Light Armor

Reduces life by 25%, but increases MS by .1.

Heavy Armor

Increases life by 30%, but reduces MS by .1.

Combat Load

Increases maximum mag capacity and prevents jamming. Mag increase varies MOS to MOS. Flamethrower MOS: can carry 3000 fuel without being encumbered.  Automatic Rifleman or Heavy Gunner MOS: can carry 25 mags without being encumbered.

MArksman

Adds 5 to dexterity.

SIphon

Siphons .75 energy/sec to regenerate 1.5 health/sec.

Battle Buddy

Opens up a menu to select a mini of your choice





MOS Nightmare SI & Special SI[]

Mos Nightmare SI are skill identifier that are unlock by doing nightmare run's or specific objectives. Most class specific SI are unlocked by completing campaign in nightmare difficulty using the MOS that you want to unlock them in. Some are unlock by demonstrating exceptional prowess and handling of said MOS i.e. Ghost Crysis Suit (CS) is unlocked by completing solo PMC survival & Enforcer Riot Control (RC) is unlocked by completing Solo PMC Survival with Tier 2 Modifier.

GRenadier

[Rifleman] Improves Frag Grenade/MGL and Rifleman Skills.

  • Increases Frag Grenade, Ground Flare, Improved Ground Flare and Improved Smoke Grenade range by 4
  • Reduces Frag Grenade and MGL cooldown by 5
  • Reduces Frag Grenade and MGL energy by 15
  • Reduces Ground Flare cooldown 40
  • Reduces Smoke Grenade cooldown by 20
  • Increases Smoke Grenade range by 3
  • Reduces Improved Ground Flare cooldown by 10
  • Reduces Improved Smoke Grenade cooldown by 7
  • Increases MGL range by 7.5




Blood in Blood Out

[Combat Medic] Improves Blood Transfusion and Nano-Injection.

  • Blood Transfusion and Improved Blood Transfusion gain 2 charges
  • Blood Transfusion and Improved Blood Transfusion cooldown reduced to 5
  • Blood Transfusion and Improved Blood Transfusion charge cooldown match the old versions cooldown
  • Nano Injection Heal increased by 50
  • Improved Nano Injection Heal increased by 150
Heavy Weapons Training

[Automatic Rifleman] Increases your training with heavy weapons, gives more movespeed, range, reload/unjam time reduction, and less friendly fire.

  • Increases movement speed by 0.0507
  • Increases weapon range by 4
  • Reduces damage to heroic and local national units by 20%
  • Reduces reload time by 30%

BaRrier

[Flamethrower] Improves Plasma Shield and Graviton Charge.

  • Plasma Shield shield increased by 400
  • Plasma Shield duration increased by 5
  • Gravitron Charge gains 2 charges
  • Gravitron Charge cooldown reduced to 5
  • Gravitron Charge charge cooldown match Gravitron Charge old cooldown
DeFender

[Enforcer] Improves Blast Shield and Aura of Valor.

  • Increases Aura of Valor life armor bonus by 3
  • Reduces damage taken by 10%
  • Blast Shield damage reduction increased by 12%

STeel Saber

[Cav Scout] Adds damage, range, and suppresses weapon.

  • Carbine is replaced with Steel Saber Carbine
  • Increases weapon range by 2
  • Increases weapon damage by 4
  • Increases random weapon damage by 2
  • Can attack while camouflaged
SCouter

[Squad Designated Marksman] Improves Binoculars and Field Camera.

  • Reduces field camera cooldown by 45
  • Level 1 and 2 Binoculars reveal radius increased by 1
  • Level 2 Binoculars  reveal radius increased by 2
  • Binoculars gains 2 charges
  • Binoculars cooldown reduced to 5
  • Binoculars charge cooldown match Binoculars old cooldown
  • Binoculars expire delay increased by 2

High Explosive

[Javelin Gunner] Substantially improves High Explosive Rocket and lowers Backblast.

  • High Explosive Rocket cast time reduce by .2
  • High Explosive Rocket energy cost reduce by 10
  • Backblast damage reduce by 100
  • High Explosive Rocket cooldown reduced by 5



InSpirational

[Platoon Leader] Grants both Born to Lead and Instructor auras and improves the range on Leadership, Born to Lead, and Instructor.

  • Note that you can pick this SI even if you don’t have BL or IS unlocked!
  • Grants both Instructor and Born to Lead SI behaviors
  • Increases radius of Leadership, Born to Lead and Instructor by 7

LoadOut

[Combat Engineer] Allows the usage of M2 Sentry Guns.

  • Security level 2 allows 1 M2 Sentry Gun and unlocks Anti-Air Turret
  • Security level 3 allows 2 M2 Sentry Guns and unlocks MGL Turret
  • Security level 4 allows 3 M2 Sentry Guns and unlocks Railgun
OVerclock

[Cyborg] Improves Charge and Cluster Rockets.

  • Charge energy cost reduced to 0
  • Cluster Rockets gains 2 charges
  • Cluster Rockets cooldown reduced to 5
  • Cluster Rockets charge cooldown match Cluster Rockets old cooldown

Energy Efficient
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[Ghost] Reduces energy cost on all Ghost abilities, including special rounds.
  • Energy cost of Disruptor Rounds, Cryo Rounds, and Incendiary Rounds reduced by 50%.
  • Energy cost of Binoculars, Field Camera, Flare Gun, Motion Sensor, Ion Cannon, and Plasma Grenade reduced by 20%
Heavy Artillery

[Fire Support Specialist] Reduces energy cost on Call for fire and generates 1 shell every minute.

  • Call for Fire energy reduced by 15
  • Gain 1 shell every minute

SUrvivalist

[Commando] Adds fitness and movement speed, improves Self Aid and Field Aid.

  • Reduces energy cost of Perform Self Aid by 30
  • Reduces energy cost of Field Aid by 47
  • Field Aid gains 2 charges
  • Field Aid cooldown reduced to 5
  • Field Aid charge cooldown match Field Aid old cooldown
  • Increases movement speed by .0507
  • Adds 6 Fitness
WaVe Amplifier

[Energy Weapon Specialist] Grants usage of the Wave Amplifier ability.

  • Wave Amplifier increases damage by 12 and range by 5 for 8 seconds
  • Wave Amplifier costs 35 energy and has a cooldown of 20 seconds
  • Has a 10% chance to stun target for 2 seconds

PHantasm

[Specter] Improves Cloak and adds a chance to dodge damage while cloaked.

  • Reduces Specter Cloak energy cost by 20
  • Reduces Specter Cloak cooldown by 10
  • Reduces Specter Cloak’s energy regeneration reduction to 0
  • Gains 15% chance to reduce damage to 0 when attacked
Skilled Weaponry
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[Mercenary] Same as Improved Battle Rifle but applies to All Weapons of mercenary.
  • Improves reload time of python and rail gun by 1s.
  • Reduces Battle Rifle Reload/Unjam time by 15%.
  • Increase Python damage to Armored hostiles by 15%.
  • Enables rifle butt when rail gun is active and Soldier Skills is leveled 4.
  • Grants Improved Weaponry instead of Improved Battle Rifle.

Steel Barrels

[Heavy Gunner] Overheat cooldown speed increased, overheated duration decreased, barrel spin-up time is near-instant, spinning barrels drains less energy.

  • Energy degeneration from barrels spinning reduced from 1.9492 to 1.4492,
  • Overheated duration decreased from 15 to 10
  • Spinning up... duration decreased from 1.25 to 0.25,
  • Time in between removing stacks of overheat when not spinning barrels reduced from 0.75 to 0.5.
Crysis Suit
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[Ghost]

Makes ghost cloak permanently.

  • No longer decloak to attack.
  • Reduces movement speed.
  • Reduces energy regeneration.
  • Gain 7.5% chance to dodge attack.
Riot Control
Riot Control SI Icon
[Enforcer] Enhances your Crowd Control and Concussive Shells
  • Chemical Shells
    • Adds 5 more damage, reduce armor penalty by 1, and slow enemy attack and movement speed by 16% for 2 Seconds
    • Adds a stacking debuff on the target shot with -35hp/s and -1 Armor to a maximum stack of 3
  • Riot Control
    • Initial Damage Deals 80% reduced dmg vs. Friendly Heroic
    • Slows by 40% and also overrides any Smoke Grenade that is placed on top of it so it'll only take the Riot Control Slow
    • Reduces Weapon Range by 4 & Vision Range to 13
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