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.
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 |
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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.
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Blood in Blood Out
[Combat Medic] Improves Blood Transfusion and Nano-Injection.
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Heavy Weapons Training
[Automatic Rifleman] Increases your training with heavy weapons, gives more movespeed, range, reload/unjam time reduction, and less friendly fire.
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BaRrier
[Flamethrower] Improves Plasma Shield and Graviton Charge.
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DeFender
[Enforcer] Improves Blast Shield and Aura of Valor.
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STeel Saber
[Cav Scout] Adds damage, range, and suppresses weapon.
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SCouter
[Squad Designated Marksman] Improves Binoculars and Field Camera.
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High Explosive
[Javelin Gunner] Substantially improves High Explosive Rocket and lowers Backblast.
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InSpirational
[Platoon Leader] Grants both Born to Lead and Instructor auras and improves the range on Leadership, Born to Lead, and Instructor.
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LoadOut
[Combat Engineer] Allows the usage of M2 Sentry Guns.
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OVerclock
[Cyborg] Improves Charge and Cluster Rockets.
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Energy Efficient[Ghost] Reduces energy cost on all Ghost abilities, including special rounds.
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Heavy Artillery
[Fire Support Specialist] Reduces energy cost on Call for fire and generates 1 shell every minute.
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SUrvivalist
[Commando] Adds fitness and movement speed, improves Self Aid and Field Aid.
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WaVe Amplifier
[Energy Weapon Specialist] Grants usage of the Wave Amplifier ability.
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PHantasm
[Specter] Improves Cloak and adds a chance to dodge damage while cloaked.
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Skilled Weaponry[Mercenary] Same as Improved Battle Rifle but applies to All Weapons of mercenary.
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Steel Barrels
[Heavy Gunner] Overheat cooldown speed increased, overheated duration decreased, barrel spin-up time is near-instant, spinning barrels drains less energy.
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Crysis Suit [Ghost]
Makes ghost cloak permanently.
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Riot Control [Enforcer] Enhances your Crowd Control and Concussive Shells
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