external image SWAT_Teaser_Poster_L.jpgEvery hero is given a random talent upon creation. These talents are balanced to around 1/5 of a trait and is hidden until rank 9. Each class has access to 4 out of 7 talents. You are supposed to discover what classes have access to which talents yourself.

Talents can be unlocked to higher ranks by ranking up the classes that have each talent, using the online rank code manager, RCPD. Courage is unlocked to 12 by default. To unlock talents to 12 you must have unlocked every class that has that talent unlocked to 12, regardless of the talents that those codes have.

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Class Options

Class







Medic
Yes
Yes



Yes
Yes
Tactician
Yes
Yes
Yes



Yes
Cyborg
Yes
Yes
Yes
Yes



Sniper
Yes

Yes

Yes

Yes
Pyrotechnician
Yes


Yes
Yes
Yes

Demolitions
Yes

Yes
Yes

Yes

Heavy Ordnance
Yes

Yes

Yes
Yes

Psychologist
Yes
Yes

Yes


Yes
Maverick
Yes
Yes
Yes

Yes


Watchman
Yes


Yes
Yes
Yes

Technician
Yes
Yes


Yes

Yes
Umbrella Clone
Yes


Yes

Yes
Yes


external image roar.gifCourage

Gives a 35% chance to gain an additional valor point each level-up. This is independent from the regular chance to gain valor on a level-up and it is entirely possible to gain 3 per level from LSA+Courage+Level-up.
Note: Medals are only active in Extinction so the maximum valor points per level in non-Extinction is 2.

During a typical game you can expect to hit level 50 for a total of 49 level-ups. You'll most likely get 18 to 21 Valor points until reaching level 50.

Although courage is available to any class, it will never be the random talent that is generated with a new character. It can be generated onto any class using the RCPD Code Manager provided by redscull.

Courage Valor
Chance
16 pts
6.8667417%
17 pts
8.8863716%
18 pts
10.5319959%
19 pts
11.4558552%
20 pts
11.4558552%
21 pts
10.5466604%
22 pts
8.9486815%
23 pts
7.0033160%


external image talent-hacking.jpgHacking

Allows you to auction items and confiscate credits from the black market via your Lab. Locker.

official.gif Using the Auction Item ability on an item in the hacker's locker is the only way to sell items prior to powering ABMs. Items sold to ABMs are worth exactly 50% of their original cost, but auctioned items are worth a random value between 33% and 75% of their original cost. So while you could get more credits for auctioning an item instead of selling it at an ABM, it's worth noting that the average auction, statistically, will return only 44% of the original cost. If the item you hacked returns more credits than its worth the message telling you how much you earned ends with a '!' otherwise just a '.' .

ATME items and Assault Droid parts auction for a random value between 25% and 37.5% of their original cost (Assuming 'original cost' would be 4000 credits if they were able to be purchased). When you strategically auction one of these items early instead of selling it to an ABM later, you're forfeiting 500-1000 credits.

official.gif All hackers can confiscate credits from powered ABMs. Doing so requires that their hero stand near the ABM while the player uses the locker's Hack Kiosk ability on that ABM. Every time you hack, you confiscate a random amount of credits from the black market account. This account initially has 1600 credits. The higher your green intelligence, the more credits you're likely to confiscate per hack, but in the end, intelligence just means less total hacks required to get all the credits out. On average, you'll have confiscated about 1200 credits after 3-5 hacks. Acquiring the remaining credits in the account could take several additional hacks. Which ABM you use 'Hack Kiosk' on is irrelevant; you can hack the same one repeatedly.

Every hacking player in the game accesses the same account so it is possible to use just one player to hack all of the credits out of it. Also, while the first hacking player adds 1600 credits to the account, every additional hacker causes the account to be increased by 160 less credits (i.e. 1600 - 160(x-1)). Thus a team still benefits from the 9th hacking player, but that 9th hacker only added 320 credits to the account. It is probably not worth it to have more than a few hackers in the game; the additional hackers could probably have made better use out of alternate talents.


external image drum.gifRunning

Movement speed is increased by 15.


external image talent-spotting.jpgSpotting

Increases sight range by 266.
Also increases the sight range of Pyro's Firefly, Demo's C4, and Psy's Clairvoyance. Stacks with Awareness, Prowler, Marksmanship and Ocular Enhancements.


external image peasantgather.gifTinkering

Intelligence is +3-4 for the purpose of determining item usability.
Classes with higher intelligence gain get more intelligence than those with lower gain. (ex. Technician gets +4 and Covert Sniper gets +3 int)
Most Tinkering classes have low intelligence growth, 3 intelligence is worth 7-9 levels for them, allowing them to use certain items earlier. Tinkering is considered black int.


external image drunkenhaze.gifToughness

Increases health by 40 and armor by 1.


external image talent-wiring.jpgWiring

Increases energy regeneration by 14%, .78 eps.