- PrintReadme: Outputs a file called "config_values.md" to the working directory, containing all config values formatted as Markdown.
- FixSkillIconCooldownScaling: Fix the display of cooldowns when cooldown scaling is applied
- EngineerBaseAcceleration: Engineer: The base acceleration of your survivor
- EngineerBaseArmor: Engineer: The base armor of your survivor
- EngineerBaseAttackSpeed: Engineer: The base attack speed of your survivor
- EngineerBaseCrit: Engineer: The base crit chance of your survivor
- EngineerBaseDamage: Engineer: The base damage of your survivor
- EngineerBaseJumpCount: Engineer: The base jump count of your survivor
- EngineerBaseJumpPower: Engineer: The base jump power of your survivor
- EngineerBaseMaxHealth: Engineer: The base health of your survivor
- EngineerBaseMaxShield: Engineer: the base max shield of you survivor
- EngineerBaseMoveSpeed: Engineer: The base move speed of your survivor
- EngineerBaseRegen: Engineer: The base regen of your survivor
- EngineerLevelArmor: Engineer: The armor per level your survivor gets
- EngineerLevelAttackSpeed: Engineer: The attack speed per level your survivor gets
- EngineerLevelCrit: Engineer: The crit chance per level your survivor gets
- EngineerLevelDamage: Engineer: The damage per level your survivor gets
- EngineerLevelJumpPower: Engineer: The jump power per level your survivor gets
- EngineerLevelMaxHealth: Engineer: The max health per level your survivor gets.
- EngineerLevelMaxShield: Engineer: The max shield per level your survivor gets
- EngineerLevelMoveSpeed: Engineer: The move speed per level your survivor gets
- EngineerLevelRegen: Engineer: The regen per level your survivor gets.
- FireGrenadeBaseMaxStock: FireGrenade: Maximum number of charges this skill can carry.
- FireGrenadeBaseRechargeInterval: FireGrenade: How long it takes for this skill to recharge after being used.
- FireGrenadeBeginSkillCooldownOnSkillEnd: FireGrenade: Whether or not the cooldown waits until it leaves the set state
- FireGrenadeCanceledFromSprinting: FireGrenade: Sprinting will actively cancel this ability.
- FireGrenadeIsBullets: FireGrenade: Whether or not it has bullet reload behavior
- FireGrenadeIsCombatSkill: FireGrenade: Whether or not this is considered a combat skill.
- FireGrenadeMustKeyPress: FireGrenade: The skill can't be activated if the key is held.
- FireGrenadeNoSprint: FireGrenade: Whether or not the usage of this skill is mutually exclusive with sprinting.
- FireGrenadeRechargeStock: FireGrenade: How much stock to restore on a recharge.
- FireGrenadeRequiredStock: FireGrenade: How much stock is required to activate this skill.
- FireGrenadeShootDelay: FireGrenade: Time between bullets for bullet-style weapons
- FireGrenadeStockToConsume: FireGrenade: How much stock to deduct when the skill is activated.
- GrenadeMaxChargeTime: Maximum charge time (animation) for grenades, in seconds.
- GrenadeMaxFireAmount: The maximum number of grenades the Engineer can fire.
- GrenadeMinFireAmount: The minimum number of grenades the Engineer fires.
- GrenadeSetChargeCountToFireAmount: Set the number of "clicks" you hear in the charging animation to the maximum grenade count.
- GrenadeTotalChargeDuration: Maximum charge duration (logic) for grenades, in seconds.
- MineMaxDeployCount: The maximum number of mines the Engineer can place.
- PlaceBubbleShieldBaseMaxStock: PlaceBubbleShield: Maximum number of charges this skill can carry.
- PlaceBubbleShieldBaseRechargeInterval: PlaceBubbleShield: How long it takes for this skill to recharge after being used.
- PlaceBubbleShieldBeginSkillCooldownOnSkillEnd: PlaceBubbleShield: Whether or not the cooldown waits until it leaves the set state
- PlaceBubbleShieldCanceledFromSprinting: PlaceBubbleShield: Sprinting will actively cancel this ability.
- PlaceBubbleShieldIsBullets: PlaceBubbleShield: Whether or not it has bullet reload behavior
- PlaceBubbleShieldIsCombatSkill: PlaceBubbleShield: Whether or not this is considered a combat skill.
- PlaceBubbleShieldMustKeyPress: PlaceBubbleShield: The skill can't be activated if the key is held.
- PlaceBubbleShieldNoSprint: PlaceBubbleShield: Whether or not the usage of this skill is mutually exclusive with sprinting.
- PlaceBubbleShieldRechargeStock: PlaceBubbleShield: How much stock to restore on a recharge.
- PlaceBubbleShieldRequiredStock: PlaceBubbleShield: How much stock is required to activate this skill.
- PlaceBubbleShieldShootDelay: PlaceBubbleShield: Time between bullets for bullet-style weapons
- PlaceBubbleShieldStockToConsume: PlaceBubbleShield: How much stock to deduct when the skill is activated.
- PlaceMineBaseMaxStock: PlaceMine: Maximum number of charges this skill can carry.
- PlaceMineBaseRechargeInterval: PlaceMine: How long it takes for this skill to recharge after being used.
- PlaceMineBeginSkillCooldownOnSkillEnd: PlaceMine: Whether or not the cooldown waits until it leaves the set state
- PlaceMineCanceledFromSprinting: PlaceMine: Sprinting will actively cancel this ability.
- PlaceMineIsBullets: PlaceMine: Whether or not it has bullet reload behavior
- PlaceMineIsCombatSkill: PlaceMine: Whether or not this is considered a combat skill.
- PlaceMineMustKeyPress: PlaceMine: The skill can't be activated if the key is held.
- PlaceMineNoSprint: PlaceMine: Whether or not the usage of this skill is mutually exclusive with sprinting.
- PlaceMineRechargeStock: PlaceMine: How much stock to restore on a recharge.
- PlaceMineRequiredStock: PlaceMine: How much stock is required to activate this skill.
- PlaceMineShootDelay: PlaceMine: Time between bullets for bullet-style weapons
- PlaceMineStockToConsume: PlaceMine: How much stock to deduct when the skill is activated.
- PlaceTurretBaseMaxStock: PlaceTurret: Maximum number of charges this skill can carry.
- PlaceTurretBaseRechargeInterval: PlaceTurret: How long it takes for this skill to recharge after being used.
- PlaceTurretBeginSkillCooldownOnSkillEnd: PlaceTurret: Whether or not the cooldown waits until it leaves the set state
- PlaceTurretCanceledFromSprinting: PlaceTurret: Sprinting will actively cancel this ability.
- PlaceTurretIsBullets: PlaceTurret: Whether or not it has bullet reload behavior
- PlaceTurretIsCombatSkill: PlaceTurret: Whether or not this is considered a combat skill.
- PlaceTurretMustKeyPress: PlaceTurret: The skill can't be activated if the key is held.
- PlaceTurretNoSprint: PlaceTurret: Whether or not the usage of this skill is mutually exclusive with sprinting.
- PlaceTurretRechargeStock: PlaceTurret: How much stock to restore on a recharge.
- PlaceTurretRequiredStock: PlaceTurret: How much stock is required to activate this skill.
- PlaceTurretShootDelay: PlaceTurret: Time between bullets for bullet-style weapons
- PlaceTurretStockToConsume: PlaceTurret: How much stock to deduct when the skill is activated.
- ShieldDuration: The number of seconds the shield is active.
- ShieldEndlessDuration: If the duration of the shield should be endless.
- ShieldMaxDeployCount: The maximum number of shields the Engineer can place.
- TurretMaxDeployCount: The maximum number of turrets the Engineer can place.
- BarrageBaseDurationBetweenShots: Base duration between shots in the Barrage skill.
- BarrageBaseMaxStock: Barrage: Maximum number of charges this skill can carry.
- BarrageBaseRechargeInterval: Barrage: How long it takes for this skill to recharge after being used.
- BarrageBaseShotAmount: How many shots the Barrage skill should fire
- BarrageBeginSkillCooldownOnSkillEnd: Barrage: Whether or not the cooldown waits until it leaves the set state
- BarrageCanceledFromSprinting: Barrage: Sprinting will actively cancel this ability.
- BarrageIsBullets: Barrage: Whether or not it has bullet reload behavior
- BarrageIsCombatSkill: Barrage: Whether or not this is considered a combat skill.
- BarrageMustKeyPress: Barrage: The skill can't be activated if the key is held.
- BarrageNoSprint: Barrage: Whether or not the usage of this skill is mutually exclusive with sprinting.
- BarrageRechargeStock: Barrage: How much stock to restore on a recharge.
- BarrageRequiredStock: Barrage: How much stock is required to activate this skill.
- BarrageScaleCoefficient: Coefficient for the AttackSpeed scale of Barrage bullet count, in percent. Formula: BCount + BCount * (ATKSP - 1) * Coeff
- BarrageScalesWithAttackSpeed: If the barrage bullet count should scale with attack speed. Idea by @Twyla. Needs BarrageScaleModifier to be set.
- BarrageShootDelay: Barrage: Time between bullets for bullet-style weapons
- BarrageStockToConsume: Barrage: How much stock to deduct when the skill is activated.
- CommandoBaseAcceleration: Commando: The base acceleration of your survivor
- CommandoBaseArmor: Commando: The base armor of your survivor
- CommandoBaseAttackSpeed: Commando: The base attack speed of your survivor
- CommandoBaseCrit: Commando: The base crit chance of your survivor
- CommandoBaseDamage: Commando: The base damage of your survivor
- CommandoBaseJumpCount: Commando: The base jump count of your survivor
- CommandoBaseJumpPower: Commando: The base jump power of your survivor
- CommandoBaseMaxHealth: Commando: The base health of your survivor
- CommandoBaseMaxShield: Commando: the base max shield of you survivor
- CommandoBaseMoveSpeed: Commando: The base move speed of your survivor
- CommandoBaseRegen: Commando: The base regen of your survivor
- CommandoLevelArmor: Commando: The armor per level your survivor gets
- CommandoLevelAttackSpeed: Commando: The attack speed per level your survivor gets
- CommandoLevelCrit: Commando: The crit chance per level your survivor gets
- CommandoLevelDamage: Commando: The damage per level your survivor gets
- CommandoLevelJumpPower: Commando: The jump power per level your survivor gets
- CommandoLevelMaxHealth: Commando: The max health per level your survivor gets.
- CommandoLevelMaxShield: Commando: The max shield per level your survivor gets
- CommandoLevelMoveSpeed: Commando: The move speed per level your survivor gets
- CommandoLevelRegen: Commando: The regen per level your survivor gets.
- DashInvulnerability: If Commando should be invulnerable while dashing.
- DashInvulnerabilityTimer: How long Commando should be invincible for when dashing. Only active when DashInvulnerability is on. 0 = For the whole dash.
- DashResetsSecondCooldown: If the dash should reset the cooldown of the second ability.
- FireFMJBaseMaxStock: FireFMJ: Maximum number of charges this skill can carry.
- FireFMJBaseRechargeInterval: FireFMJ: How long it takes for this skill to recharge after being used.
- FireFMJBeginSkillCooldownOnSkillEnd: FireFMJ: Whether or not the cooldown waits until it leaves the set state
- FireFMJCanceledFromSprinting: FireFMJ: Sprinting will actively cancel this ability.
- FireFMJIsBullets: FireFMJ: Whether or not it has bullet reload behavior
- FireFMJIsCombatSkill: FireFMJ: Whether or not this is considered a combat skill.
- FireFMJMustKeyPress: FireFMJ: The skill can't be activated if the key is held.
- FireFMJNoSprint: FireFMJ: Whether or not the usage of this skill is mutually exclusive with sprinting.
- FireFMJRechargeStock: FireFMJ: How much stock to restore on a recharge.
- FireFMJRequiredStock: FireFMJ: How much stock is required to activate this skill.
- FireFMJShootDelay: FireFMJ: Time between bullets for bullet-style weapons
- FireFMJStockToConsume: FireFMJ: How much stock to deduct when the skill is activated.
- FirePistolBaseMaxStock: FirePistol: Maximum number of charges this skill can carry.
- FirePistolBaseRechargeInterval: FirePistol: How long it takes for this skill to recharge after being used.
- FirePistolBeginSkillCooldownOnSkillEnd: FirePistol: Whether or not the cooldown waits until it leaves the set state
- FirePistolCanceledFromSprinting: FirePistol: Sprinting will actively cancel this ability.
- FirePistolIsBullets: FirePistol: Whether or not it has bullet reload behavior
- FirePistolIsCombatSkill: FirePistol: Whether or not this is considered a combat skill.
- FirePistolMustKeyPress: FirePistol: The skill can't be activated if the key is held.
- FirePistolNoSprint: FirePistol: Whether or not the usage of this skill is mutually exclusive with sprinting.
- FirePistolRechargeStock: FirePistol: How much stock to restore on a recharge.
- FirePistolRequiredStock: FirePistol: How much stock is required to activate this skill.
- FirePistolShootDelay: FirePistol: Time between bullets for bullet-style weapons
- FirePistolStockToConsume: FirePistol: How much stock to deduct when the skill is activated.
- LaserDamageCoefficient: Damage coefficient for the secondary laser, in percent.
- PistolBaseDuration: Base duration for the pistol shot, in percent. (Attack Speed)
- PistolDamageCoefficient: Damage coefficient for the pistol, in percent.
- PistolHitLowerBarrageCooldown: If the pistol hit should lower the Barrage Skill cooldown. Needs to have PistolHitLowerBarrageCooldownPercent set to work
- PistolHitLowerBarrageCooldownPercent: The amount in percent that the current cooldown of the Barrage Skill should be lowered by. Needs to have PistolHitLowerBarrageCooldownPercent set.
- RollBaseMaxStock: Roll: Maximum number of charges this skill can carry.
- RollBaseRechargeInterval: Roll: How long it takes for this skill to recharge after being used.
- RollBeginSkillCooldownOnSkillEnd: Roll: Whether or not the cooldown waits until it leaves the set state
- RollCanceledFromSprinting: Roll: Sprinting will actively cancel this ability.
- RollIsBullets: Roll: Whether or not it has bullet reload behavior
- RollIsCombatSkill: Roll: Whether or not this is considered a combat skill.
- RollMustKeyPress: Roll: The skill can't be activated if the key is held.
- RollNoSprint: Roll: Whether or not the usage of this skill is mutually exclusive with sprinting.
- RollRechargeStock: Roll: How much stock to restore on a recharge.
- RollRequiredStock: Roll: How much stock is required to activate this skill.
- RollShootDelay: Roll: Time between bullets for bullet-style weapons
- RollStockToConsume: Roll: How much stock to deduct when the skill is activated.
- ArtificerBaseAcceleration: Artificer: The base acceleration of your survivor
- ArtificerBaseArmor: Artificer: The base armor of your survivor
- ArtificerBaseAttackSpeed: Artificer: The base attack speed of your survivor
- ArtificerBaseCrit: Artificer: The base crit chance of your survivor
- ArtificerBaseDamage: Artificer: The base damage of your survivor
- ArtificerBaseJumpCount: Artificer: The base jump count of your survivor
- ArtificerBaseJumpPower: Artificer: The base jump power of your survivor
- ArtificerBaseMaxHealth: Artificer: The base health of your survivor
- ArtificerBaseMaxShield: Artificer: the base max shield of you survivor
- ArtificerBaseMoveSpeed: Artificer: The base move speed of your survivor
- ArtificerBaseRegen: Artificer: The base regen of your survivor
- ArtificerLevelArmor: Artificer: The armor per level your survivor gets
- ArtificerLevelAttackSpeed: Artificer: The attack speed per level your survivor gets
- ArtificerLevelCrit: Artificer: The crit chance per level your survivor gets
- ArtificerLevelDamage: Artificer: The damage per level your survivor gets
- ArtificerLevelJumpPower: Artificer: The jump power per level your survivor gets
- ArtificerLevelMaxHealth: Artificer: The max health per level your survivor gets.
- ArtificerLevelMaxShield: Artificer: The max shield per level your survivor gets
- ArtificerLevelMoveSpeed: Artificer: The move speed per level your survivor gets
- ArtificerLevelRegen: Artificer: The regen per level your survivor gets.
- FireboltAttackSpeedCooldownScaling: If the cooldown of the Firebolt Skill should scale with AttackSpeed. Needs to have FireboltAttackSpeedCooldownScalingCoefficent set to work.
- FireboltAttackSpeedCooldownScalingCoefficient: Coefficient for cooldown AttackSpeed scaling, in percent. Formula: BaseCooldown * (1 / (1 + (ATKSP-1) * Coeff)) .
- FireboltAttackSpeedStockScaling: If the charge count of the FireBolt Skill should scale with AttackSpeed. Needs to have FireboltAttackSpeedStockScalingCoefficent set to work.
- FireboltAttackSpeedStockScalingCoefficient: Coefficient for charge AttackSpeed scaling, in percent. Formula: Stock + Stock * (ATKSP - 1) * Coeff.
- FireFireboltBaseMaxStock: FireFirebolt: Maximum number of charges this skill can carry.
- FireFireboltBaseRechargeInterval: FireFirebolt: How long it takes for this skill to recharge after being used.
- FireFireboltBeginSkillCooldownOnSkillEnd: FireFirebolt: Whether or not the cooldown waits until it leaves the set state
- FireFireboltCanceledFromSprinting: FireFirebolt: Sprinting will actively cancel this ability.
- FireFireboltIsBullets: FireFirebolt: Whether or not it has bullet reload behavior
- FireFireboltIsCombatSkill: FireFirebolt: Whether or not this is considered a combat skill.
- FireFireboltMustKeyPress: FireFirebolt: The skill can't be activated if the key is held.
- FireFireboltNoSprint: FireFirebolt: Whether or not the usage of this skill is mutually exclusive with sprinting.
- FireFireboltRechargeStock: FireFirebolt: How much stock to restore on a recharge.
- FireFireboltRequiredStock: FireFirebolt: How much stock is required to activate this skill.
- FireFireboltShootDelay: FireFirebolt: Time between bullets for bullet-style weapons
- FireFireboltStockToConsume: FireFirebolt: How much stock to deduct when the skill is activated.
- FlamethrowerBaseMaxStock: Flamethrower: Maximum number of charges this skill can carry.
- FlamethrowerBaseRechargeInterval: Flamethrower: How long it takes for this skill to recharge after being used.
- FlamethrowerBeginSkillCooldownOnSkillEnd: Flamethrower: Whether or not the cooldown waits until it leaves the set state
- FlamethrowerCanceledFromSprinting: Flamethrower: Sprinting will actively cancel this ability.
- FlamethrowerDuration: The duration of the flamethrower
- FlamethrowerDurationScaleCoefficient: The coefficient for flame thrower scaling. Formula: Duration - Coeff * (ATKSP - 1) * Duration. Minimum of FlamethrowerMinimalDuration seconds.
- FlamethrowerDurationScaleDownWithAttackSpeed: If the flame thrower duration should get shorter with more attack speed. Needs FlamethrowerDurationScaleCoefficient to be set.
- FlamethrowerIgnitePercentChance: The change to ignite per proc in percent.
- FlamethrowerIsBullets: Flamethrower: Whether or not it has bullet reload behavior
- FlamethrowerIsCombatSkill: Flamethrower: Whether or not this is considered a combat skill.
- FlamethrowerMaxDistance: The max distance of the Flamethrower
- FlamethrowerMinimalDuration: The minimal duration of the flamethrower
- FlamethrowerMustKeyPress: Flamethrower: The skill can't be activated if the key is held.
- FlamethrowerNoSprint: Flamethrower: Whether or not the usage of this skill is mutually exclusive with sprinting.
- FlamethrowerProcCoefficientPerTick: The coefficient for items per proc of the flamethrower.
- FlamethrowerRadius: The radius of the Flamethrower
- FlamethrowerRechargeStock: Flamethrower: How much stock to restore on a recharge.
- FlamethrowerRequiredStock: Flamethrower: How much stock is required to activate this skill.
- FlamethrowerShootDelay: Flamethrower: Time between bullets for bullet-style weapons
- FlamethrowerStockToConsume: Flamethrower: How much stock to deduct when the skill is activated.
- FlamethrowerTickFrequency: The tick frequency of the flamethrower
- FlamethrowerTickFrequencyScaleCoefficient: The coefficient for the AttackSpeed scaling of the Flamethrower. Formula: TickFreq + Coeff * (ATKSP - 1) * TickFreq
- FlamethrowerTickFrequencyScaleWithAttackSpeed: If the tick frequency should scale with AttackSpeed. Needs FlamethrowerTickFrequencyScaleCoefficient to be set to work.
- FlamethrowerTotalDamageCoefficient: The total damage coefficient for the flamethrower
- NovaBombBaseChargeDuration: Base max charging duration of the NovaBomb
- NovaBombBaseMaxStock: NovaBomb: Maximum number of charges this skill can carry.
- NovaBombBaseRechargeInterval: NovaBomb: How long it takes for this skill to recharge after being used.
- NovaBombBeginSkillCooldownOnSkillEnd: NovaBomb: Whether or not the cooldown waits until it leaves the set state
- NovaBombCanceledFromSprinting: NovaBomb: Sprinting will actively cancel this ability.
- NovaBombIsBullets: NovaBomb: Whether or not it has bullet reload behavior
- NovaBombIsCombatSkill: NovaBomb: Whether or not this is considered a combat skill.
- NovaBombMaxDamageCoefficient: Max damage coefficient of the NovaBomb
- NovaBombMustKeyPress: NovaBomb: The skill can't be activated if the key is held.
- NovaBombNoSprint: NovaBomb: Whether or not the usage of this skill is mutually exclusive with sprinting.
- NovaBombRechargeStock: NovaBomb: How much stock to restore on a recharge.
- NovaBombRequiredStock: NovaBomb: How much stock is required to activate this skill.
- NovaBombShootDelay: NovaBomb: Time between bullets for bullet-style weapons
- NovaBombStockToConsume: NovaBomb: How much stock to deduct when the skill is activated.
- WallBaseMaxStock: Wall: Maximum number of charges this skill can carry.
- WallBaseRechargeInterval: Wall: How long it takes for this skill to recharge after being used.
- WallBeginSkillCooldownOnSkillEnd: Wall: Whether or not the cooldown waits until it leaves the set state
- WallCanceledFromSprinting: Wall: Sprinting will actively cancel this ability.
- WallIsBullets: Wall: Whether or not it has bullet reload behavior
- WallIsCombatSkill: Wall: Whether or not this is considered a combat skill.
- WallMustKeyPress: Wall: The skill can't be activated if the key is held.
- WallNoSprint: Wall: Whether or not the usage of this skill is mutually exclusive with sprinting.
- WallRechargeStock: Wall: How much stock to restore on a recharge.
- WallRequiredStock: Wall: How much stock is required to activate this skill.
- WallShootDelay: Wall: Time between bullets for bullet-style weapons
- WallStockToConsume: Wall: How much stock to deduct when the skill is activated.
- FireNailgunBaseMaxStock: FireNailgun: Maximum number of charges this skill can carry.
- FireNailgunBaseRechargeInterval: FireNailgun: How long it takes for this skill to recharge after being used.
- FireNailgunBeginSkillCooldownOnSkillEnd: FireNailgun: Whether or not the cooldown waits until it leaves the set state
- FireNailgunCanceledFromSprinting: FireNailgun: Sprinting will actively cancel this ability.
- FireNailgunIsBullets: FireNailgun: Whether or not it has bullet reload behavior
- FireNailgunIsCombatSkill: FireNailgun: Whether or not this is considered a combat skill.
- FireNailgunMustKeyPress: FireNailgun: The skill can't be activated if the key is held.
- FireNailgunNoSprint: FireNailgun: Whether or not the usage of this skill is mutually exclusive with sprinting.
- FireNailgunRechargeStock: FireNailgun: How much stock to restore on a recharge.
- FireNailgunRequiredStock: FireNailgun: How much stock is required to activate this skill.
- FireNailgunShootDelay: FireNailgun: Time between bullets for bullet-style weapons
- FireNailgunStockToConsume: FireNailgun: How much stock to deduct when the skill is activated.
- FireSpearBaseMaxStock: FireSpear: Maximum number of charges this skill can carry.
- FireSpearBaseRechargeInterval: FireSpear: How long it takes for this skill to recharge after being used.
- FireSpearBeginSkillCooldownOnSkillEnd: FireSpear: Whether or not the cooldown waits until it leaves the set state
- FireSpearCanceledFromSprinting: FireSpear: Sprinting will actively cancel this ability.
- FireSpearIsBullets: FireSpear: Whether or not it has bullet reload behavior
- FireSpearIsCombatSkill: FireSpear: Whether or not this is considered a combat skill.
- FireSpearMustKeyPress: FireSpear: The skill can't be activated if the key is held.
- FireSpearNoSprint: FireSpear: Whether or not the usage of this skill is mutually exclusive with sprinting.
- FireSpearRechargeStock: FireSpear: How much stock to restore on a recharge.
- FireSpearRequiredStock: FireSpear: How much stock is required to activate this skill.
- FireSpearShootDelay: FireSpear: Time between bullets for bullet-style weapons
- FireSpearStockToConsume: FireSpear: How much stock to deduct when the skill is activated.
- MulTBaseAcceleration: MulT: The base acceleration of your survivor
- MulTBaseArmor: MulT: The base armor of your survivor
- MulTBaseAttackSpeed: MulT: The base attack speed of your survivor
- MulTBaseCrit: MulT: The base crit chance of your survivor
- MulTBaseDamage: MulT: The base damage of your survivor
- MulTBaseJumpCount: MulT: The base jump count of your survivor
- MulTBaseJumpPower: MulT: The base jump power of your survivor
- MulTBaseMaxHealth: MulT: The base health of your survivor
- MulTBaseMaxShield: MulT: the base max shield of you survivor
- MulTBaseMoveSpeed: MulT: The base move speed of your survivor
- MulTBaseRegen: MulT: The base regen of your survivor
- MulTLevelArmor: MulT: The armor per level your survivor gets
- MulTLevelAttackSpeed: MulT: The attack speed per level your survivor gets
- MulTLevelCrit: MulT: The crit chance per level your survivor gets
- MulTLevelDamage: MulT: The damage per level your survivor gets
- MulTLevelJumpPower: MulT: The jump power per level your survivor gets
- MulTLevelMaxHealth: MulT: The max health per level your survivor gets.
- MulTLevelMaxShield: MulT: The max shield per level your survivor gets
- MulTLevelMoveSpeed: MulT: The move speed per level your survivor gets
- MulTLevelRegen: MulT: The regen per level your survivor gets.
- NailgunSpreadPitch: Pitch spread of the nailgun, in percent
- NailgunSpreadYaw: Yaw spread of the nailgun, in percent
- StunDroneBaseMaxStock: StunDrone: Maximum number of charges this skill can carry.
- StunDroneBaseRechargeInterval: StunDrone: How long it takes for this skill to recharge after being used.
- StunDroneBeginSkillCooldownOnSkillEnd: StunDrone: Whether or not the cooldown waits until it leaves the set state
- StunDroneCanceledFromSprinting: StunDrone: Sprinting will actively cancel this ability.
- StunDroneIsBullets: StunDrone: Whether or not it has bullet reload behavior
- StunDroneIsCombatSkill: StunDrone: Whether or not this is considered a combat skill.
- StunDroneMustKeyPress: StunDrone: The skill can't be activated if the key is held.
- StunDroneNoSprint: StunDrone: Whether or not the usage of this skill is mutually exclusive with sprinting.
- StunDroneRechargeStock: StunDrone: How much stock to restore on a recharge.
- StunDroneRequiredStock: StunDrone: How much stock is required to activate this skill.
- StunDroneShootDelay: StunDrone: Time between bullets for bullet-style weapons
- StunDroneStockToConsume: StunDrone: How much stock to deduct when the skill is activated.
- SwapBaseMaxStock: Swap: Maximum number of charges this skill can carry.
- SwapBaseRechargeInterval: Swap: How long it takes for this skill to recharge after being used.
- SwapBeginSkillCooldownOnSkillEnd: Swap: Whether or not the cooldown waits until it leaves the set state
- SwapCanceledFromSprinting: Swap: Sprinting will actively cancel this ability.
- SwapIsBullets: Swap: Whether or not it has bullet reload behavior
- SwapIsCombatSkill: Swap: Whether or not this is considered a combat skill.
- SwapMustKeyPress: Swap: The skill can't be activated if the key is held.
- SwapNoSprint: Swap: Whether or not the usage of this skill is mutually exclusive with sprinting.
- SwapRechargeStock: Swap: How much stock to restore on a recharge.
- SwapRequiredStock: Swap: How much stock is required to activate this skill.
- SwapShootDelay: Swap: Time between bullets for bullet-style weapons
- SwapStockToConsume: Swap: How much stock to deduct when the skill is activated.
- ToolbotDashBaseMaxStock: ToolbotDash: Maximum number of charges this skill can carry.
- ToolbotDashBaseRechargeInterval: ToolbotDash: How long it takes for this skill to recharge after being used.
- ToolbotDashBeginSkillCooldownOnSkillEnd: ToolbotDash: Whether or not the cooldown waits until it leaves the set state
- ToolbotDashCanceledFromSprinting: ToolbotDash: Sprinting will actively cancel this ability.
- ToolbotDashIsBullets: ToolbotDash: Whether or not it has bullet reload behavior
- ToolbotDashIsCombatSkill: ToolbotDash: Whether or not this is considered a combat skill.
- ToolbotDashMustKeyPress: ToolbotDash: The skill can't be activated if the key is held.
- ToolbotDashNoSprint: ToolbotDash: Whether or not the usage of this skill is mutually exclusive with sprinting.
- ToolbotDashRechargeStock: ToolbotDash: How much stock to restore on a recharge.
- ToolbotDashRequiredStock: ToolbotDash: How much stock is required to activate this skill.
- ToolbotDashShootDelay: ToolbotDash: Time between bullets for bullet-style weapons
- ToolbotDashStockToConsume: ToolbotDash: How much stock to deduct when the skill is activated.
- ArrowRainBaseMaxStock: ArrowRain: Maximum number of charges this skill can carry.
- ArrowRainBaseRechargeInterval: ArrowRain: How long it takes for this skill to recharge after being used.
- ArrowRainBeginSkillCooldownOnSkillEnd: ArrowRain: Whether or not the cooldown waits until it leaves the set state
- ArrowRainCanceledFromSprinting: ArrowRain: Sprinting will actively cancel this ability.
- ArrowRainIsBullets: ArrowRain: Whether or not it has bullet reload behavior
- ArrowRainIsCombatSkill: ArrowRain: Whether or not this is considered a combat skill.
- ArrowRainMustKeyPress: ArrowRain: The skill can't be activated if the key is held.
- ArrowRainNoSprint: ArrowRain: Whether or not the usage of this skill is mutually exclusive with sprinting.
- ArrowRainRechargeStock: ArrowRain: How much stock to restore on a recharge.
- ArrowRainRequiredStock: ArrowRain: How much stock is required to activate this skill.
- ArrowRainShootDelay: ArrowRain: Time between bullets for bullet-style weapons
- ArrowRainStockToConsume: ArrowRain: How much stock to deduct when the skill is activated.
- BlinkBaseMaxStock: Blink: Maximum number of charges this skill can carry.
- BlinkBaseRechargeInterval: Blink: How long it takes for this skill to recharge after being used.
- BlinkBeginSkillCooldownOnSkillEnd: Blink: Whether or not the cooldown waits until it leaves the set state
- BlinkCanceledFromSprinting: Blink: Sprinting will actively cancel this ability.
- BlinkIsBullets: Blink: Whether or not it has bullet reload behavior
- BlinkIsCombatSkill: Blink: Whether or not this is considered a combat skill.
- BlinkMustKeyPress: Blink: The skill can't be activated if the key is held.
- BlinkNoSprint: Blink: Whether or not the usage of this skill is mutually exclusive with sprinting.
- BlinkRechargeStock: Blink: How much stock to restore on a recharge.
- BlinkRequiredStock: Blink: How much stock is required to activate this skill.
- BlinkShootDelay: Blink: Time between bullets for bullet-style weapons
- BlinkStockToConsume: Blink: How much stock to deduct when the skill is activated.
- FireSeekingArrowBaseMaxStock: FireSeekingArrow: Maximum number of charges this skill can carry.
- FireSeekingArrowBaseRechargeInterval: FireSeekingArrow: How long it takes for this skill to recharge after being used.
- FireSeekingArrowBeginSkillCooldownOnSkillEnd: FireSeekingArrow: Whether or not the cooldown waits until it leaves the set state
- FireSeekingArrowCanceledFromSprinting: FireSeekingArrow: Sprinting will actively cancel this ability.
- FireSeekingArrowIsBullets: FireSeekingArrow: Whether or not it has bullet reload behavior
- FireSeekingArrowIsCombatSkill: FireSeekingArrow: Whether or not this is considered a combat skill.
- FireSeekingArrowMustKeyPress: FireSeekingArrow: The skill can't be activated if the key is held.
- FireSeekingArrowNoSprint: FireSeekingArrow: Whether or not the usage of this skill is mutually exclusive with sprinting.
- FireSeekingArrowRechargeStock: FireSeekingArrow: How much stock to restore on a recharge.
- FireSeekingArrowRequiredStock: FireSeekingArrow: How much stock is required to activate this skill.
- FireSeekingArrowShootDelay: FireSeekingArrow: Time between bullets for bullet-style weapons
- FireSeekingArrowStockToConsume: FireSeekingArrow: How much stock to deduct when the skill is activated.
- GlaiveBaseMaxStock: Glaive: Maximum number of charges this skill can carry.
- GlaiveBaseRechargeInterval: Glaive: How long it takes for this skill to recharge after being used.
- GlaiveBeginSkillCooldownOnSkillEnd: Glaive: Whether or not the cooldown waits until it leaves the set state
- GlaiveCanceledFromSprinting: Glaive: Sprinting will actively cancel this ability.
- GlaiveIsBullets: Glaive: Whether or not it has bullet reload behavior
- GlaiveIsCombatSkill: Glaive: Whether or not this is considered a combat skill.
- GlaiveMustKeyPress: Glaive: The skill can't be activated if the key is held.
- GlaiveNoSprint: Glaive: Whether or not the usage of this skill is mutually exclusive with sprinting.
- GlaiveRechargeStock: Glaive: How much stock to restore on a recharge.
- GlaiveRequiredStock: Glaive: How much stock is required to activate this skill.
- GlaiveShootDelay: Glaive: Time between bullets for bullet-style weapons
- GlaiveStockToConsume: Glaive: How much stock to deduct when the skill is activated.
- HuntressBaseAcceleration: Huntress: The base acceleration of your survivor
- HuntressBaseArmor: Huntress: The base armor of your survivor
- HuntressBaseAttackSpeed: Huntress: The base attack speed of your survivor
- HuntressBaseCrit: Huntress: The base crit chance of your survivor
- HuntressBaseDamage: Huntress: The base damage of your survivor
- HuntressBaseJumpCount: Huntress: The base jump count of your survivor
- HuntressBaseJumpPower: Huntress: The base jump power of your survivor
- HuntressBaseMaxHealth: Huntress: The base health of your survivor
- HuntressBaseMaxShield: Huntress: the base max shield of you survivor
- HuntressBaseMoveSpeed: Huntress: The base move speed of your survivor
- HuntressBaseRegen: Huntress: The base regen of your survivor
- HuntressLevelArmor: Huntress: The armor per level your survivor gets
- HuntressLevelAttackSpeed: Huntress: The attack speed per level your survivor gets
- HuntressLevelCrit: Huntress: The crit chance per level your survivor gets
- HuntressLevelDamage: Huntress: The damage per level your survivor gets
- HuntressLevelJumpPower: Huntress: The jump power per level your survivor gets
- HuntressLevelMaxHealth: Huntress: The max health per level your survivor gets.
- HuntressLevelMaxShield: Huntress: The max shield per level your survivor gets
- HuntressLevelMoveSpeed: Huntress: The move speed per level your survivor gets
- HuntressLevelRegen: Huntress: The regen per level your survivor gets.
- TrackingMaxAngle: The maximum angle the tracking of the huntress works.
- TrackingMaxDistance: The maximum distance the tracking of the huntress works.
- DashBaseMaxStock: Dash: Maximum number of charges this skill can carry.
- DashBaseRechargeInterval: Dash: How long it takes for this skill to recharge after being used.
- DashBeginSkillCooldownOnSkillEnd: Dash: Whether or not the cooldown waits until it leaves the set state
- DashCanceledFromSprinting: Dash: Sprinting will actively cancel this ability.
- DashIsBullets: Dash: Whether or not it has bullet reload behavior
- DashIsCombatSkill: Dash: Whether or not this is considered a combat skill.
- DashMaxCount: Maximum amount of dashes Mercenary can perform.
- DashMustKeyPress: Dash: The skill can't be activated if the key is held.
- DashNoSprint: Dash: Whether or not the usage of this skill is mutually exclusive with sprinting.
- DashRechargeStock: Dash: How much stock to restore on a recharge.
- DashRequiredStock: Dash: How much stock is required to activate this skill.
- DashShootDelay: Dash: Time between bullets for bullet-style weapons
- DashStockToConsume: Dash: How much stock to deduct when the skill is activated.
- DashTimeoutDuration: Maximum timeout between dashes, in seconds
- EvisBaseMaxStock: Evis: Maximum number of charges this skill can carry.
- EvisBaseRechargeInterval: Evis: How long it takes for this skill to recharge after being used.
- EvisBeginSkillCooldownOnSkillEnd: Evis: Whether or not the cooldown waits until it leaves the set state
- EvisCanceledFromSprinting: Evis: Sprinting will actively cancel this ability.
- EvisIsBullets: Evis: Whether or not it has bullet reload behavior
- EvisIsCombatSkill: Evis: Whether or not this is considered a combat skill.
- EvisMustKeyPress: Evis: The skill can't be activated if the key is held.
- EvisNoSprint: Evis: Whether or not the usage of this skill is mutually exclusive with sprinting.
- EvisRechargeStock: Evis: How much stock to restore on a recharge.
- EvisRequiredStock: Evis: How much stock is required to activate this skill.
- EvisShootDelay: Evis: Time between bullets for bullet-style weapons
- EvisStockToConsume: Evis: How much stock to deduct when the skill is activated.
- GroundLightBaseMaxStock: GroundLight: Maximum number of charges this skill can carry.
- GroundLightBaseRechargeInterval: GroundLight: How long it takes for this skill to recharge after being used.
- GroundLightBeginSkillCooldownOnSkillEnd: GroundLight: Whether or not the cooldown waits until it leaves the set state
- GroundLightCanceledFromSprinting: GroundLight: Sprinting will actively cancel this ability.
- GroundLightIsBullets: GroundLight: Whether or not it has bullet reload behavior
- GroundLightIsCombatSkill: GroundLight: Whether or not this is considered a combat skill.
- GroundLightMustKeyPress: GroundLight: The skill can't be activated if the key is held.
- GroundLightNoSprint: GroundLight: Whether or not the usage of this skill is mutually exclusive with sprinting.
- GroundLightRechargeStock: GroundLight: How much stock to restore on a recharge.
- GroundLightRequiredStock: GroundLight: How much stock is required to activate this skill.
- GroundLightShootDelay: GroundLight: Time between bullets for bullet-style weapons
- GroundLightStockToConsume: GroundLight: How much stock to deduct when the skill is activated.
- MercenaryBaseAcceleration: Mercenary: The base acceleration of your survivor
- MercenaryBaseArmor: Mercenary: The base armor of your survivor
- MercenaryBaseAttackSpeed: Mercenary: The base attack speed of your survivor
- MercenaryBaseCrit: Mercenary: The base crit chance of your survivor
- MercenaryBaseDamage: Mercenary: The base damage of your survivor
- MercenaryBaseJumpCount: Mercenary: The base jump count of your survivor
- MercenaryBaseJumpPower: Mercenary: The base jump power of your survivor
- MercenaryBaseMaxHealth: Mercenary: The base health of your survivor
- MercenaryBaseMaxShield: Mercenary: the base max shield of you survivor
- MercenaryBaseMoveSpeed: Mercenary: The base move speed of your survivor
- MercenaryBaseRegen: Mercenary: The base regen of your survivor
- MercenaryLevelArmor: Mercenary: The armor per level your survivor gets
- MercenaryLevelAttackSpeed: Mercenary: The attack speed per level your survivor gets
- MercenaryLevelCrit: Mercenary: The crit chance per level your survivor gets
- MercenaryLevelDamage: Mercenary: The damage per level your survivor gets
- MercenaryLevelJumpPower: Mercenary: The jump power per level your survivor gets
- MercenaryLevelMaxHealth: Mercenary: The max health per level your survivor gets.
- MercenaryLevelMaxShield: Mercenary: The max shield per level your survivor gets
- MercenaryLevelMoveSpeed: Mercenary: The move speed per level your survivor gets
- MercenaryLevelRegen: Mercenary: The regen per level your survivor gets.
- WhirlwindBaseMaxStock: Whirlwind: Maximum number of charges this skill can carry.
- WhirlwindBaseRechargeInterval: Whirlwind: How long it takes for this skill to recharge after being used.
- WhirlwindBeginSkillCooldownOnSkillEnd: Whirlwind: Whether or not the cooldown waits until it leaves the set state
- WhirlwindCanceledFromSprinting: Whirlwind: Sprinting will actively cancel this ability.
- WhirlwindIsBullets: Whirlwind: Whether or not it has bullet reload behavior
- WhirlwindIsCombatSkill: Whirlwind: Whether or not this is considered a combat skill.
- WhirlwindMustKeyPress: Whirlwind: The skill can't be activated if the key is held.
- WhirlwindNoSprint: Whirlwind: Whether or not the usage of this skill is mutually exclusive with sprinting.
- WhirlwindRechargeStock: Whirlwind: How much stock to restore on a recharge.
- WhirlwindRequiredStock: Whirlwind: How much stock is required to activate this skill.
- WhirlwindShootDelay: Whirlwind: Time between bullets for bullet-style weapons
- WhirlwindStockToConsume: Whirlwind: How much stock to deduct when the skill is activated.
- BanditBaseAcceleration: Bandit: The base acceleration of your survivor
- BanditBaseArmor: Bandit: The base armor of your survivor
- BanditBaseAttackSpeed: Bandit: The base attack speed of your survivor
- BanditBaseCrit: Bandit: The base crit chance of your survivor
- BanditBaseDamage: Bandit: The base damage of your survivor
- BanditBaseJumpCount: Bandit: The base jump count of your survivor
- BanditBaseJumpPower: Bandit: The base jump power of your survivor
- BanditBaseMaxHealth: Bandit: The base health of your survivor
- BanditBaseMaxShield: Bandit: the base max shield of you survivor
- BanditBaseMoveSpeed: Bandit: The base move speed of your survivor
- BanditBaseRegen: Bandit: The base regen of your survivor
- BanditLevelArmor: Bandit: The armor per level your survivor gets
- BanditLevelAttackSpeed: Bandit: The attack speed per level your survivor gets
- BanditLevelCrit: Bandit: The crit chance per level your survivor gets
- BanditLevelDamage: Bandit: The damage per level your survivor gets
- BanditLevelJumpPower: Bandit: The jump power per level your survivor gets
- BanditLevelMaxHealth: Bandit: The max health per level your survivor gets.
- BanditLevelMaxShield: Bandit: The max shield per level your survivor gets
- BanditLevelMoveSpeed: Bandit: The move speed per level your survivor gets
- BanditLevelRegen: Bandit: The regen per level your survivor gets.
- CloakBaseMaxStock: Cloak: Maximum number of charges this skill can carry.
- CloakBaseRechargeInterval: Cloak: How long it takes for this skill to recharge after being used.
- CloakBeginSkillCooldownOnSkillEnd: Cloak: Whether or not the cooldown waits until it leaves the set state
- CloakCanceledFromSprinting: Cloak: Sprinting will actively cancel this ability.
- CloakIsBullets: Cloak: Whether or not it has bullet reload behavior
- CloakIsCombatSkill: Cloak: Whether or not this is considered a combat skill.
- CloakMustKeyPress: Cloak: The skill can't be activated if the key is held.
- CloakNoSprint: Cloak: Whether or not the usage of this skill is mutually exclusive with sprinting.
- CloakRechargeStock: Cloak: How much stock to restore on a recharge.
- CloakRequiredStock: Cloak: How much stock is required to activate this skill.
- CloakShootDelay: Cloak: Time between bullets for bullet-style weapons
- CloakStockToConsume: Cloak: How much stock to deduct when the skill is activated.
- FireShotgunBaseMaxStock: FireShotgun: Maximum number of charges this skill can carry.
- FireShotgunBaseRechargeInterval: FireShotgun: How long it takes for this skill to recharge after being used.
- FireShotgunBeginSkillCooldownOnSkillEnd: FireShotgun: Whether or not the cooldown waits until it leaves the set state
- FireShotgunCanceledFromSprinting: FireShotgun: Sprinting will actively cancel this ability.
- FireShotgunIsBullets: FireShotgun: Whether or not it has bullet reload behavior
- FireShotgunIsCombatSkill: FireShotgun: Whether or not this is considered a combat skill.
- FireShotgunMustKeyPress: FireShotgun: The skill can't be activated if the key is held.
- FireShotgunNoSprint: FireShotgun: Whether or not the usage of this skill is mutually exclusive with sprinting.
- FireShotgunRechargeStock: FireShotgun: How much stock to restore on a recharge.
- FireShotgunRequiredStock: FireShotgun: How much stock is required to activate this skill.
- FireShotgunShootDelay: FireShotgun: Time between bullets for bullet-style weapons
- FireShotgunStockToConsume: FireShotgun: How much stock to deduct when the skill is activated.
- GrenadeBaseMaxStock: Grenade: Maximum number of charges this skill can carry.
- GrenadeBaseRechargeInterval: Grenade: How long it takes for this skill to recharge after being used.
- GrenadeBeginSkillCooldownOnSkillEnd: Grenade: Whether or not the cooldown waits until it leaves the set state
- GrenadeCanceledFromSprinting: Grenade: Sprinting will actively cancel this ability.
- GrenadeIsBullets: Grenade: Whether or not it has bullet reload behavior
- GrenadeIsCombatSkill: Grenade: Whether or not this is considered a combat skill.
- GrenadeMustKeyPress: Grenade: The skill can't be activated if the key is held.
- GrenadeNoSprint: Grenade: Whether or not the usage of this skill is mutually exclusive with sprinting.
- GrenadeRechargeStock: Grenade: How much stock to restore on a recharge.
- GrenadeRequiredStock: Grenade: How much stock is required to activate this skill.
- GrenadeShootDelay: Grenade: Time between bullets for bullet-style weapons
- GrenadeStockToConsume: Grenade: How much stock to deduct when the skill is activated.
- LightsOutBaseMaxStock: LightsOut: Maximum number of charges this skill can carry.
- LightsOutBaseRechargeInterval: LightsOut: How long it takes for this skill to recharge after being used.
- LightsOutBeginSkillCooldownOnSkillEnd: LightsOut: Whether or not the cooldown waits until it leaves the set state
- LightsOutCanceledFromSprinting: LightsOut: Sprinting will actively cancel this ability.
- LightsOutIsBullets: LightsOut: Whether or not it has bullet reload behavior
- LightsOutIsCombatSkill: LightsOut: Whether or not this is considered a combat skill.
- LightsOutMustKeyPress: LightsOut: The skill can't be activated if the key is held.
- LightsOutNoSprint: LightsOut: Whether or not the usage of this skill is mutually exclusive with sprinting.
- LightsOutRechargeStock: LightsOut: How much stock to restore on a recharge.
- LightsOutRequiredStock: LightsOut: How much stock is required to activate this skill.
- LightsOutShootDelay: LightsOut: Time between bullets for bullet-style weapons
- LightsOutStockToConsume: LightsOut: How much stock to deduct when the skill is activated.