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Abilities and Talents

Stats set a character’s physical foundation, skills define their habitual style, and abilities and talents turn that style into concrete new moves: a precise shot, a confident reload, a calm blast right next to your allies, or a bit of extra vision on the road. In this article we’ll break down how abilities and passive talents work today — how they function, how you unlock them, and how they differ from one another.

What an ability is

An ability is an improvement tied to one of the ten skills. Every ability has a threshold: to unlock it, the skill must be trained up to the required value. Some abilities also have a base-stat requirement on top of the skill — for example, a minimum Perception or Dexterity.

Abilities are best read not as a passive "bonus to a number," but as a conditional skill: they aren’t strong all the time, only at the moment when you create the right situation. Some effects only switch on with the right type of weapon in hand; others kick in when your character stands still, moves, attacks, reloads, forages a resource, takes damage, or falls into a dangerous condition.

Many abilities trigger under matching conditions: with the right weapon, on an attack, reload, movement, health change, or foraging action. Combat actions on the panel also require you to select them before attacking; enabling the ability alone does not add its action to every shot.

How abilities are unlocked

Abilities are unlocked with ability points — a separate resource, unrelated to skill points. A character starts with 2 ability points, and each new level adds 2 more. You spend them to unlock a chosen ability through the character screen.

When you unlock an ability, it’s added to your list of learned abilities and becomes active right away. All build changes — unlocking abilities, training skills, and distributing stats — can be done only outside of combat. An attempt to rebuild during combat is rejected, and the game will tell you why.

Abilities aren’t gated evenly: some branches are developed more deeply than others. The most thoroughly developed directions are weapons (light, heavy), explosives, melee combat, medicine, foraging, and travel. For now, the remaining directions are better viewed as roles than as finished "skill trees."

Active abilities and permanent talents

Not all improvements work the same way. Today, abilities come in two kinds.

  • Active (toggleable) abilities. You can turn them on and off outside combat. An active ability usually reserves some stamina (reducing its maximum while its effect applies) and may spend stamina on a shot, reload, or throw. The more stamina abilities reserve, the less you have left to maneuver.
  • Permanent abilities — "talents." These are always-on effects. Once you unlock such a talent, you have it forever; it can’t be turned off — the game simply won’t accept toggling a permanent ability. Talents hold no stamina reservation on themselves and usually don’t spend stamina — they’re "unlock keys," not switches with a cost. There’s no separate "talent system" in the game: a talent is exactly a permanent ability.

Important: the bonus and its cost can live in different moments. An ability may constantly speed up drawing a weapon while you hold the right type, but charge stamina specifically at the moment of drawing it. Another effect may boost health regeneration at the cost of a smaller durability reserve. That’s why you should always read an ability’s description in full — it tells you not only "what improves," but also "when you’ll have to pay for it."

Travel abilities

Trail discipline and Wade crossing each cost 2 Stamina per second only while
travelling on foot on the global map
. There is no upkeep while stopped,
waiting for an encounter, in locations, or riding a vehicle or train. Normal
Stamina recovery works separately and can offset some of this cost. The abilities
stay enabled across map transitions: while enabled, they reduce maximum Stamina
by 12 and 21 respectively. Stopping removes travel upkeep but keeps this
reservation. Caravaneer, Ambush sense and Surefooted relief still charge their
per-second upkeep in locations because they also grant local benefits.
See Stamina.

Toggling is blocked in combat

Change your set of enabled abilities outside combat: during combat you can neither enable a new one nor disable an existing one. Permanent talents cannot be toggled. Selecting an available action on the combat panel works during combat; it prepares an action and does not release the ability’s stamina reservation.

Selecting a combat action

Z shows or hides the strip of basic and special moves for your next attack. Locked or incompatible moves are hidden; temporarily unavailable unlocked actions are dim. Slow down and Spoil aim are available with suitable weapons without an ability; a ready, enabled injury ability upgrades them. Basic blindness also requires no ability. Other special actions require unlocking and enabling the corresponding ability outside combat; unlocking Overwatch is sufficient.

Enhancement or move Key Effect on a hit Extra stamina Cooldown
Leg injury F3 Leg injury without a critical hit instead of a brief slowdown 8 6 seconds
Arm injury Ctrl+4 Arm injury without a critical hit instead of a brief accuracy reduction 8 6 seconds
Strong blindness F4 Blindness from an eye hit for 5 seconds 10 12 seconds
Disarm F6 Remove the weapon from the main slot 12 15 seconds
Pin down F7 1 extra suppression stack on top of normal suppression 8 5 seconds
Whirlwind F9 Up to 6 adjacent non-friendly targets take 60% damage 8 8 seconds

Arm and leg injuries share one ability’s cooldown. Enhanced injuries, blindness, disarming, and suppression require light small arms; Whirlwind requires a melee weapon. While an enhancement is unavailable, its button offers the basic variant and shows that cost. In single mode, choose the move again after its cooldown; repeat and queue modes check readiness on every attack.

The table’s cost is added to the weapon’s normal attack cost. Selection waits for the next attack without an eight-second limit; attack normally. Stamina is spent and the cooldown starts when an attack is accepted, even if it misses. Selection and cancellation are free; selecting the same action clears the entire selection, and another move replaces it. Changing weapons or the active hand, moving to another map, and dying clear preparation. In single mode, an accepted attack clears both enhancement and basic aiming. In single mode, your next attack is ordinary until a new selection. Changing the attack mode also clears selection.

Whirlwind resolves each additional target’s protection separately: they do not necessarily lose 60% of the health lost by the primary target. Blindness requires attacking from the front, and repeated injuries target an intact limb when possible. See Combat Moves and Crippling Injuries.

Overwatch (V) is available on the same strip. Select it and click the map to choose a sector. Setting it costs 15 stamina, the sector lasts up to 10 seconds, and its 12-second cooldown starts when it is set. The automatic shot separately costs the weapon’s normal stamina. See Overwatch and suppression.

An unavailable button’s tooltip explains why: check the ability, weapon, mode, ammunition, jams, stamina, and cooldown. Window buttons, quick buttons, and the keys listed in their tooltips use the same conditions.

Examples of abilities

These examples show the different characters that abilities can have. The specific thresholds and percentages are current values and may change with balancing.

  • Quick draw (Light Weapons) — unlocks already at the starting skill level with enough Perception. While a light weapon is in your hands, drawing and swapping the gun is almost instant (+50% speed), but the ability lowers your maximum stamina while active and spends a bit of stamina each time you draw the weapon. A classic example of "constant bonus — pinpoint cost."
  • The Light Weapons branch is all about a shooter’s flexibility: quick draw, accuracy, faster reload, firing on the move, burst control, an on-call field of fire — all of which require watching your stamina.
  • Heavy weapons add permanent unlock-talents — for example, for carrying and quickly swapping a heavy gun, or for reducing overheat during sustained fire. These are always-on effects that don’t drain stamina.
  • Explosives change the very character of a blast: direct impact, radius, shrapnel, chain reaction, fire, poison, flash, shaped charge — and protection from your own detonation.
  • Leadership comes into its own in a group: its abilities strengthen squad members and direct companions and animal companions.

Passive conditions — not only bonuses

Besides the abilities you unlock yourself, there are also passive conditions that work against you. These aren’t lines in a profile but real effects that force you to change your plan: a character may be strong "on paper," yet the environment temporarily cuts down their capabilities.

  • Exhaustion drags down your core stats and makes the character worse at almost everything that needs focus.
  • Hypothermia hits strength, endurance, perception, and health regeneration.
  • Frostbite especially noticeably cuts dexterity and perception and keeps doing harm over time.
  • Radiation Sickness and Toxic Weakness hamper regeneration, accuracy, perception, and movement pace.
  • Injury and critical condition slow you down and reduce health regeneration by 50% and 75%, respectively. Critical condition also reduces Perception and dodge chance; a pause alone may not be enough after a hard fight, so consider using medicine. See Health and Regeneration.

A simple example: when stamina drops really low, all four stats temporarily drop at once — and stay down until you catch your breath. Cold is the main survival pressure in the game, so passive conditions deserve to be factored into your build on equal footing with abilities.

How to read your own build

The character interface shows which of your abilities are active and which are permanent. Many effects also reveal themselves in combat — through icons, pop-up text, and markers on the map — so it’s clear exactly what fired and on whom.

The main guideline when choosing abilities is simple: develop a role, not everything at once. A good ability answers not the question "where’s the bigger number," but "what new move do I now have" — has it become possible to act more boldly, more cautiously, faster, more precisely, or more usefully for the group. If a new ability helps you survive the cold, carry your loot home, win distance, or take a route more safely — that’s no longer a figure in a profile, but a part of your playstyle.

And one more thing: abilities aren’t a life sentence. By lowering a skill or stat outside of combat, you free the points back up, and abilities that no longer meet their requirements close automatically. There’s also a full character-reset item that lets you rebuild from scratch.

Repeating and queuing moves

The main button selects one accepted attack; pressing it again cancels selection, and another move replaces it. On the right, ∞ repeats one move in subsequent attacks; press ∞ again to stop. + appends one attack in click order, up to 99: head, head, slow down, head executes in that order. +N shows how many attacks with that move remain, and the tooltip shows the order. The main button and ∞ clear the queue. Repeating uses your existing attack cycle against the chosen target; selection itself does not attack.

An accepted attack consumes one entry even if it misses; rejection consumes none. Attacks become ordinary when the queue ends. A special move waits for its cooldown, stamina, and a working loaded weapon. A basic move works without its enhancement and, in repeat or queue mode, uses it again when ready. A single basic selection does not upgrade itself after a cooldown. Every attack pays its own full stamina and cooldowns; building the program is free. Pausing and changing targets preserve it; changing weapons, hands, attack mode, map, dying, ending the session, or switching characters clears it.