Class Skills

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Note: Skills that are "Open" are not yet completed. It will say you gained the level, but there is currently no reward attached to it.

Skill Table

Level Heavy Weapons First Aid Engineering Signals Covert Operations Light Weapons Battle Sense
1 Extra Heavy Weapon Ammunition Additional Ammo Additional Explosive Ammunition Improved Resources Extra Scoped Weapon Ammunition Extra Light Weapon Ammunition Binoculars
2 Reduced Overheating Improved Resources Faster Arming and Defusing Improved Signals Improved use of Sabotage and Misdirection Faster Reload Improved Physical Fitness
3 Increased Movement Speed Full Revive Improved Construction and Demolitions Improved Air and Ground Support Improved Accuracy Improved Light Weapon Handling Improved Health
4 SMG Sidearm Adrenaline Self a Flak Jacket Enemy Recognition Backstab Dual-Wield Pistols Trap Awareness
5 Improved Machine Gun Usage Improved Health Care Advanced Weapon Cooling Inspire Morale Improved Disguises Faster Weapon Switching Steel Toe Boots (> 1.2.8)
6 Additional Heavy Weapon Ammo Full Payload Advanced Arming and Defusing Ammo Sensory Stealthy MovementAdditional Light Weapons Ammo Improved Lung Capacity
7 Improved Flamethrower Health Pack Delivery Advanced Construction and Demolitions Ammo Pack Delivery Recognition Disruption Poison Needles Dynamite Prediction
8 Advanced Weapons Training Improved Poison Needles (>1.2.5) Faster Rifle Grenades Advanced Resources Enemy Communications Throwing Knives Danger Awareness
9 Helmet Armor Battlefield Resuscitation Open Open Impersonation Pistol Execution Battlefield Briefing (> 1.2.3)

Heavy Weapons

Icon soldier.png

Level 5: Improved Machine Gun Usage
Soldiers using Mobile MG's can now reload them mid-belt/clip.
Level 6: Additional Heavy Weapon Ammo
Soldiers gain an extra clip for all Heavy Weapons.
Level 7: Improved Flamethrower
Your strength and skills allow you to run at full speed even when shooting with Flamethrower. Additionally it reduces healing received by its victims to 50%, be careful and don't hit your teammates, as this apply to them as well.
Level 8: Advanced Weapons Training
Soldiers (and only Soldiers) can pick up and use any weapon that is on the field. This does NOT carry over to other classes. Use Insanity mode Unlocked Weapons if you want any class to be able to pick up any weapon.
Level 9: Helmet Armour
Soldiers' helmets get an upgrade! 40% reduction in damage from the first headshot. After that, the piece of armour on the helmet will fall off, leaving your normal helmet. Picking up an ammo pack will restore lost armour.

First Aid

Icon medic.png

Level 5: Improved Health Care
Aura Skill: Health packs near a medic with this skill, heal teammates 30hp rather than 20hp
Level 6: Full Payload
Medics gain 4 extra needles and 2 extra grenades.
Level 7: Health Pack Delivery
Medics can toss medpacks onto or close to depleted Health Racks to resupply them.
Level 8: Improved Poison Needles
Victims are forced to drop their weapons if poisoned. Note: You need light weapons skill level 7 to activate the poison syringes in general.
Level 9: Battlefield Resuscitation
This is a complex skill that carries over when you are not a medic and primarily not used when you are a medic. Having mastered First Aid, you can now perform Battlefield Resuscitation on wounded teammates, which is similar to CPR. You use this skill by approaching a wounded teammate and holding the Activate/Use key (F key default) for about 7-8 seconds. Your teammate will come back to life. Note: If you do not complete the revive in one sitting, you will need to start over and do a full 7-8 seconds again, as the "progress" of the revive will rapidly decay if you stop. You will also be able to see wounded teammates easier as they will have a caduceus icon over them when they are wounded, similar to how the medic sees the needle icon over the wounded, but the caduceus icon does not appear on your radar.

Engineering

Icon engineer.png

Level 5: Advanced Weapon Cooling
Aura Skill: An engineer with this skill helps to keep your teammate's weapons cool. MGs will last longer before they overheat and will cool faster, as well as Sten/MP34.
Level 6: Advanced Arming and Defusing
Arming and defusing of dynamite and landmines is faster.
Level 7: Advanced Construction and Demolitions
Constructing, tossing landmines, and tossing dynamite, uses less charge bar.
Level 8: Faster Rifle Grenades
Reduces the charge bar usage of rifle grenades.
Level 9: Engineering Level 9
Open

Signals

Icon fieldops.png

Level 5: Inspire Morale
Aura Skill: Nearby teammates will lose stamina at half the normal rate and recharge stamina at triple the normal rate
Level 6: Ammo Sensory (Working Name)
Much like aiming at a tank or another player shows their name and health, Field Ops can see current ammo supply of teammates.
Level 7: Ammo Pack Delivery
Field Ops can toss ammo packs onto or close to depleted Ammo Racks to resupply them.
Level 8: Advanced Resources
Ammopacks are once again upgraded, this time to the Huge Ammo Pack, which is silver in color. It contains 3x the amount ammo as a normal ammo pack.
Level 9: Signals Level 9
Open

Covert Operations

Icon covertops.png

Level 5: Improved Disguises
Covert Ops no longer automatically lose their disguise when firing a weapon within an enemy's view. Instead, their charge bar is drained somewhat. If they do not have enough charge, they will lose their disguise instead. This skill improves with each Covert Ops level gained after this one, using less charge for this skill as you progress.
Level 6: Stealthy Movement
Covert Ops can now move at normal speed without making a sound so long as they remain unobserved. They can also exit water silently while holding the crouch or walk buttons. Doors will still open normally.
Level 7: Recognition Disruption
Nullifies level 4 Field Ops skill, so you won't display as "Disguised Enemy!"
Level 8: Enemy Communications
While in disguise, you can call for ammo or a medic and have your vsay appear in the other team's chat, appearing to be said by the player whose disguise you stole, along with an ammo or medic icon over your head.
Level 9: Impersonation
Disguised name doesn't disappear at close range. Coupled with Enemy Communications, you can easily get an enemy to give you medpacks or ammo, then blast them in the face as thanks for it.

Light Weapons

Icon lightweap.png

Level 5: Faster Weapon Switching
Switching between weapons is 33% faster.
Level 6: Additional Light Weapons Ammo
Gain an extra clip for light weapons.
Level 7: Poison Needles
You get needles full of poison which you can use to disorient an enemy and obscure their vision. It will also drain their health at a rate of 20hp/second. Once poisoned, the only way to be cured is to have a medic poke you with their revive needle. Dying does not cure you of poison either, you will still be poisoned while wounded, until the poison drains your corpse health and gibs you. If revived by a medic's needle, the poison will be cured and you will be revived. If revived by CPR, the poison will remain and you will be revived.
Level 8: Throwing Knives
Players can now throw their knives. Bind +attack2 to your normal alternate fire key. Hold your alt fire key to charge up throw power. Weapon icon will grow in size until max power is achieved. Release alt fire to throw the knife.
Level 9: Pistol Execution
Execute players like a professional assassin. When closely behind an enemy, shoot your pistol at his head to cause instant death. Death from an execution puts a player in limbo and is unrevivable. You will see a pistol hint icon when you are close enough behind to execute someone, much like a backstab.

Battle Sense

Icon battlesense.png

Level 5: Steel Toe Boots
Your new boots with steel tongue inside cause twice the damage if you kick others with the the food.
Level 6: Improved Lung Capacity
All your hard training has increased your physical fitness even more, allowing you to hold your breath 25% longer underwater.
Level 7: Dynamite Prediction
Much like aiming at a tank or another player shows their name and health, you can now look at a dynamite to see how much time is left before it explodes. A newly planted dynamite has a full health bar while with an empty health bar, its timer is up and will explode.
Level 8: Danger Awareness
Having mastered Battle Sense, your senses are so fine tuned, you gain a sixth sense about danger. When a grenade is tossed nearby, you will see a visual indicator in your HUD. The location of the icon in your HUD also shows what direction the grenade is. The icon will appear around your crosshair, in a fashion similar to your compass. If the grenade is behind you, the icon will be below your crosshair. If it is to the right, the icon will be to the right of your crosshair.
Level 9: Battlefield Briefing
You will be warned if you reach an area where was called arty support. When an arty is called nearby, you will see a visual indicator in your HUD.


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