Module:Skills/Data

-- local p = {}

local skills = { -- Commando ["Double Tap"] = { Desc = "Rapidly shoot an enemy for 100% damage.", EntityStates = { "EntityStates.Commando.CommandoWeapon.FirePistol2" }, Name = "Double Tap", Survivor = "Commando", Type = "Primary", },	["Phase Round"] = { Desc = "Fire a piercing bullet for 300% damage. Deals 40% more damage every time it passes through an enemy.", EntityStates = { "" }, Name = "Phase Round", Survivor = "Commando", Type = "Secondary", },	["Phase Blast"] = { Desc = "Fire two close-range blasts that deal 8x200% damage total.", EntityStates = { "EntityStates.Commando.CommandoWeapon.FireShotgun", "EntityStates.Commando.CommandoWeapon.FireShotgunBlast" }, Name = "Phase Blast", Survivor = "Commando", Type = "Secondary", Unlock = "Commando: Rolling Thunder", },	["Tactical Dive"] = { Desc = "Roll a short distance.", EntityStates = { "EntityStates.Commando.CombatDodge", "EntityStates.Commando.DodgeState" }, Name = "Tactical Dive", Survivor = "Commando", Type = "Utility", },	["Tactical Slide"] = { Desc = "Slide on the ground for a short distance. You can fire while sliding.", EntityStates = { "EntityStates.Commando.SlideState" }, Name = "Tactical Dive", Survivor = "Commando", Type = "Utility", Unlock = "Commando: Godspeed", },	["Suppressive Fire"] = { Desc = ". Fire repeatedly for 100% damage per bullet. The number of shots increases with attack speed.", EntityStates = { "EntityStates.Commando.CommandoWeapon.PrepBarrage", "EntityStates.Commando.CommandoWeapon.FireBarrage" }, Name = "Suppressive Fire", Survivor = "Commando", Type = "Special", },	["Frag Grenade"] = { Desc = "Throw a grenade that explodes for 700% damage. Can hold up to 2.", EntityStates = { "EntityStates.Commando.CommandoWeapon.ThrowGrenade", "EntityStates.Commando.CommandoWeapon.FireShrapnel" }, Name = "Frag Grenade", Survivor = "Commando", Type = "Special", Unlock = "Commando: Incorruptible", },	-- Mercenary ["Laser Sword"] = { Desc = ". Slice in front for 130% damage. Every 3rd hit strikes in a greater area and enemies.", EntityStates = { "EntityStates.Merc.Weapon.GroundLight2" }, Name = "Laser Sword", Survivor = "Mercenary", Type = "Primary", },	["Whirlwind"] = { Desc = "Quickly slice horizontally twice, dealing 2x200% damage. If airborne, slice vertically instead.", EntityStates = { "EntityStates.Merc.WhirlwindEntry", "EntityStates.Merc.WhirlwindGround", "EntityStates.Merc.WhirlwindAir" }, Name = "Whirlwind", Survivor = "Mercenary", Type = "Secondary", },	["Rising Thunder"] = { Desc = "Unleash a slicing uppercut, dealing 550% damage and sending you airborne.", EntityStates = { "EntityStates.Merc.Uppercut" }, Name = "Rising Thunder", Survivor = "Mercenary", Type = "Secondary", Unlock = "Mercenary: Demon of the Skies", },	["Blinding Assault"] = { Desc = ". Dash forward, dealing 300% damage. If you hit an enemy, you can dash again, up to 3 total.", EntityStates = { "EntityStates.Merc.Assaulter", "EntityStates.Merc.PrepAssaulter2", "EntityStates.Merc.Assaulter2" }, Name = "Blinding Assault", Survivor = "Mercenary", Type = "Utility", },	["Focused Assault"] = { Desc = ". Dash forward, dealing 700% damage and enemies after 1 second.", EntityStates = { "EntityStates.Merc.FocusedAssaultPrep", "EntityStates.Merc.FocusedAssaultDash" }, Name = "Focused Assault", Survivor = "Mercenary", Type = "Utility", Unlock = "Mercenary: Flash of Blades", },	["Eviscerate"] = { Desc = "Target the nearest enemy, attacking them for 110% damage repeatedly. You cannot be hit for the duration.", EntityStates = { "EntityStates.Merc.EvisDash", "EntityStates.Merc.Evis" }, Name = "Eviscerate", Survivor = "Mercenary", Type = "Special", },	["Slicing Winds"] = { Desc = "Fire a wind of blades that attack up to 3 enemies for 8x100% damage. The last hit enemies.", EntityStates = { "EntityStates.Merc.Weapon.ThrowEvisProjectile" }, Name = "Slicing Winds", Survivor = "Mercenary", Type = "Special", Unlock = "Mercenary: Ethereal", },	["Cybernetic Enhancements"] = { Desc = "The Mercenary can jump twice.", Name = "Cybernetic Enhancements", Survivor = "Mercenary", Type = "Passive", },	-- Engineer ["Bouncing Grenades"] = { Desc = "Charge up to 8 grenades that deal 100% damage each.", EntityStates = { "EntityStates.Engi.EngiWeapon.ChargeGrenades", "EntityStates.Engi.EngiWeapon.FireGrenades" }, Name = "Bouncing Grenades", Survivor = "Engineer", Type = "Primary", },	["Pressure Mines"] = { Desc = "Place a two-stage mine that deals 300% damage, or 900% damage if fully armed. Can place up to 4.", EntityStates = { "EntityStates.Engi.EngiWeapon.ThrowMineDeployer", "EntityStates.Engi.Mine.WaitForStick", "EntityStates.Engi.Mine.Arm", "EntityStates.Engi.Mine.MineArmingUnarmed", "EntityStates.Engi.Mine.MineArmingWeak", "EntityStates.Engi.Mine.MineArmingFull", "EntityStates.Engi.Mine.WaitForTarget", "EntityStates.Engi.Mine.PreDetonate", "EntityStates.Engi.Mine.Detonate" }, Name = "Pressure Mines", Survivor = "Engineer", Type = "Secondary", },	["Spider Mines"] = { Desc = "Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.", EntityStates = { "EntityStates.Engi.EngiWeapon.FireSpiderMine", "EntityStates.Engi.SpiderMine.WaitForStick", "EntityStates.Engi.SpiderMine.WaitForTarget", "EntityStates.Engi.SpiderMine.ChaseTarget", "EntityStates.Engi.SpiderMine.PreDetonate", "EntityStates.Engi.SpiderMine.Detonate" }, Name = "Spider Mines", Survivor = "Engineer", Type = "Secondary", Unlock = "Engineer: 100% Calculated", },	["Bubble Shield"] = { Desc = "Place an impenetrable shield that blocks all incoming damage.", EntityStates = { "EntityStates.Engi.EngiWeapon.FireBubbleShield", "EntityStates.Engi.EngiBubbleShield.Deployed", "EntityStates.Engi.EngiBubbleShield.Undeployed" }, Name = "Bubble Shield", Survivor = "Engineer", Type = "Utility", },	["TR12 Gauss Auto-Turret"] = { Desc = "Place a turret that inherits all your items. Fires a cannon for 100% damage. Can place up to 2.", EntityStates = { "EntityStates.Engi.EngiWeapon.PlaceTurret", "EntityStates.EngiTurret.EngiTurretWeapon.FireBeam", "EntityStates.EngiTurret.DeathState" }, Name = "TR12 Gauss Auto-Turret", Survivor = "Engineer", Type = "Special", },	["TR58 Carbonizer Turret"] = { Desc = "Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.", EntityStates = { "EntityStates.Engi.EngiWeapon.PlaceWalkerTurret", "EntityStates.EngiTurret.EngiTurretWeapon.FireGauss", "EntityStates.EngiTurret.DeathState" }, Name = "TR58 Carbonizer Turret", Survivor = "Engineer", Type = "Special", Unlock = "Engineer: Better With Friends", },	["Thermal Harpoons"] = { Desc = "Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.", EntityStates = { "EntityStates.Engi.EngiMissilePainter.Startup", "EntityStates.Engi.EngiMissilePainter.Paint", "EntityStates.Engi.EngiMissilePainter.Fire", "EntityStates.Engi.EngiMissilePainter.Finish" }, Name = "Thermal Harpoons", Survivor = "Engineer", Type = "Utility", Unlock = "Engineer: Zero Sum", },	-- Huntress ["Strafe"] = { Desc = ". Quickly fire a seeking arrow for 150% damage.", EntityState = { "EntityStates.Huntress.HuntressWeapon.FireSeekingArrow" }, Name = "Strafe", Survivor = "Huntress", Type = "Primary", },	["Flurry"] = { Desc = ". Draw back a volley of 3 seeking arrows for 3x100% damage. Critical Strikes fire 6 arrows.", EntityStates = { "EntityStates.Huntress.HuntressWeapon.FireFlurrySeekingArrow" }, Name = "Flurry", Survivor = "Huntress", Type = "Primary", Unlock = "Huntress: Finishing Touch", },	["Laser Glaive"] = { Desc = "Throw a seeking glaive that bounces up to 6 times for 250% damage. Damage increases by 10% per bounce.", EntityStates = { "EntityStates.Huntress.HuntressWeapon.FireGlaive", "EntityStates.Huntress.HuntressWeapon.ThrowGlaive" }, Name = "Laser Glaive", Survivor = "Huntress", Type = "Secondary", },	["Blink"] = { Desc = "Disappear and teleport forward.", EntityStates = { "EntityStates.Huntress.BlinkState" }, Name = "Blink", Survivor = "Huntress", Type = "Utility", },	["Phase Blink"] = { Desc = ". Disappear and teleport a short distance. Can store up to 3 charges.", EntityStates = { "EntityStates.Huntress.MiniBlinkState" }, Name = "Phase Blink", Survivor = "Huntress", Type = "Utility", Unlock = "Huntress: One Shot, One Kill", },	-- Modified Description ["Arrow Rain"] = { Desc = "Teleport into the sky. Target an area to rain arrows, slowing all enemies and dealing 330% damage per second.", EntityStates = { "EntityStates.Huntress.BeginArrowRain", "EntityStates.Huntress.ArrowRain" }, Name = "Arrow Rain", Survivor = "Huntress", Type = "Special", },	["Ballista"] = { Desc = "Teleport backwards into the sky. Fire up to 3 energy bolts, dealing 3x900% damage.", EntityStates = { "EntityStates.Huntress.BeginArrowSnipe", "EntityStates.Huntress.AimArrowSnipe" }, Name = "Ballista", Survivor = "Huntress", Type = "Special", Unlock = "Huntress: Piercing Wind", },	-- Artificer ["ENV Suit"] = { Desc = "Holding the Jump key causes the Artificer to hover in the air.", EntityStates = { "EntityStates.Mage.JetpackOn" }, Name = "ENV Suit", Survivor = "Artificer", Type = "Passive", },	["Flame Bolt"] = { Desc = "Fire a bolt for 220% damage that ignites enemies. Hold up to 4.", EntityStates = { "EntityStates.Mage.Weapon.FireFireBolt" }, Name = "Flame Bolt", Survivor = "Artificer", Type = "Primary", },	["Plasma Bolt"] = { Desc = "Fire a bolt for 220% damage that explodes in a small area. Hold up to 4.", EntityStates = { "EntityStates.Mage.Weapon.FireLightningBolt" }, Name = "Plasma Bolt", Survivor = "Artificer", Type = "Primary", Unlock = "Artificer: Massacre", },	["Charged Nano-Bomb"] = { Desc = ". Charge up a exploding nano-bomb that deals 400%-2000% damage.", EntityStates = { "EntityStates.Mage.Weapon.ChargeNovabomb", "EntityStates.Mage.Weapon.ThrowNovabomb" }, Name = "Charged Nano-Bomb", Survivor = "Artificer", Type = "Secondary", },	["Cast Nano-Spear"] = { Desc = ". Charge up a piercing nano-spear that deals 400%-1200% damage.", EntityStates = { "EntityStates.Mage.Weapon.ChargeIcebomb", "EntityStates.Mage.Weapon.ThrowIcebomb" }, Name = "Cast Nano-Spear", Survivor = "Artificer", Type = "Secondary", Unlock = "Artificer: Chunked!", },	["Snapfreeze"] = { Desc = ". Create a barrier that hurts enemies for 100% damage.", EntityStates = { "EntityStates.Mage.Weapon.PrepWall", "EntityStates.Mage.Weapon.IceNova" }, Name = "Snapfreeze", Survivor = "Artificer", Type = "Utility", },	["Flamethrower"] = { Desc = "Burn all enemies in front of you for 1700% damage.", EntityStates = { "EntityStates.Mage.Weapon.Flamethrower" }, Name = "Flamethrower", Survivor = "Artificer", Type = "Special", },	["Ion Surge"] = { Desc = ". Burst into the sky, dealing 800% damage.", EntityStates = { "EntityStates.Mage.FlyUpState" }, Name = "Ion Surge", Survivor = "Artificer", Type = "Special", Unlock = "Artificer: Orbital Bombardment", },	-- MUL-T ["Multifunctional"] = { Desc = "MUL-T can hold two equipment at once. The active equipment is swapped by using Retool.", Name = "Multifunctional", Survivor = "MUL-T", Type = "Passive", },	["Auto-Nailgun"] = { Desc = "Rapidly fire nails for 70% damage. Finishes with a blast of 12 nails.", EntityStates = { "EntityStates.Toolbot.FireNailgun", "EntityStates.Toolbot.NailgunFinalBurst", "EntityStates.Toolbot.NailgunSpinDown" }, Name = "Auto-Nailgun", Survivor = "MUL-T", Type = "Primary", },	["Rebar Puncher"] = { Desc = "Fire a piercing rebar that deals 600% damage.", EntityStates = { "EntityStates.Toolbot.ChargeSpear", "EntityStates.Toolbot.FireSpear", "EntityStates.Toolbot.CooldownSpear" }, Name = "Rebar Puncher", Survivor = "MUL-T", Type = "Primary", },	["Scrap Launcher"] = { Desc = "Fire a rocket that explodes for 360% damage. Hold up to 4.", EntityStates = { "EntityStates.Toolbot.FireGrenadeLauncher" }, Name = "Scrap Launcher", Survivor = "MUL-T", Type = "Primary", Unlock = "MUL-T: Pest Control", },	["Power-Saw"] = { Desc = "Saw nearby enemies for 1000% damage per second.", EntityStates = { "EntityStates.Toolbot.FireBuzzsaw" }, Name = "Power Saw", Survivor = "MUL-T", Type = "Primary", Unlock = "MUL-T: Gotcha!", },	["Blast Canister"] = { Desc = ". Launch a canister for 220% damage. Drops stun bomblets for 5x44% damage.", EntityStates = { "EntityStates.Toolbot.AimGrenade" }, Name = "Blast Canister", Survivor = "MUL-T", Type = "Secondary", },	["Transport Mode"] = { Desc = ". Zoom forward, gaining 200 armor and 220% movement speed. Deals 250% damage to enemies.", EntityStates = { "EntityStates.Toolbot.ToolbotDash", "EntityStates.Toolbot.ToolbotDashImpact" }, Name = "Transport Mode", Survivor = "MUL-T", Type = "Utility", },	["Retool"] = { Desc = "Passively hold TWO equipment at once. Activating 'Retool' switches the active Equipment and MUL-T's primary attack.", EntityStates = { "EntityStates.Toolbot.ToolbotStanceSwap", "EntityStates.Toolbot.StartToolbotStanceSwap", "EntityStates.Toolbot.ToolbotStanceA", "EntityStates.Toolbot.ToolbotStanceB" }, Name = "Retool", Survivor = "MUL-T", Type = "Special", },	["Power Mode"] = { Desc = "Enter a heavy stance, equipping both your primary attacks at once. Gain 100 armor, but lose -60% movement speed.", EntityStates = { "EntityStates.Toolbot.ToolbotDualWield", "EntityStates.Toolbot.ToolbotDualWieldStart", "EntityStates.Toolbot.ToolbotDualWieldEnd" }, Name = "Power Mode", Survivor = "MUL-T", Type = "Special", Unlock = "MUL-T: Seventh Day", },	-- REX ["Natural Toxins"] = { Desc = "Certain attacks enemies hit, reducing their movement speed, armor, and damage.", Name = "Natural Toxins", Survivor = "REX", Type = "Passive", },	["DIRECTIVE: Inject"] = { Desc = "Fire 3 syringes for 3x80% damage. The last syringe and heals for 60% of damage dealt.", EntityStates = { "EntityStates.Treebot.Weapon.FireSyringe" }, Name = "DIRECTIVE: Inject", Survivor = "REX", Image = "DIRECTIVE Inject.png", Type = "Primary", },	["Seed Barrage"] = { Desc = "15% HP. Launch a mortar into the sky for 450% damage.", EntityStates = { "EntityStates.Treebot.Weapon.AimMortar2", "EntityStates.Treebot.Weapon.FireMortar2" }, Name = "Seed Barrage", Survivor = "REX", Type = "Secondary", },	["DIRECTIVE: Drill"] = { Desc = "Launch a series of seed bullets into the sky, raining down for 450% damage per second.", EntityStates = { "EntityStates.Treebot.Weapon.AimMortarRain", "EntityStates.Treebot.Weapon.FireMortar" }, Name = "DIRECTIVE: Drill", Survivor = "REX", Type = "Secondary", Image = "DIRECTIVE Drill.png", Unlock = "REX: Bushwhacked", },	["DIRECTIVE: Disperse"] = { Desc = "Fire a that  all enemies hit.", EntityStates = { "EntityStates.Treebot.Weapon.FireSonicBoom" }, Name = "DIRECTIVE: Disperse", Survivor = "REX", Image = "DIRECTIVE Disperse.png", Type = "Utility", },	["Bramble Volley"] = { Desc = "20% HP. Fire a that damages enemies for 550% damage. Heals for every target hit. ", EntityStates = { "EntityStates.Treebot.Weapon.FirePlantSonicBoom" }, Name = "Bramble Volley", Survivor = "REX", Type = "Utility", Unlock = "REX: Dunked", },	["Tangling Growth"] = { Desc = "25% HP. Fire a flower that roots for 200% damage. Heals for every target hit.", EntityStates = { "EntityStates.Treebot.FlowerProjectileHover", "EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile" }, Name = "Tangling Growth", Survivor = "REX", Type = "Special", },	["DIRECTIVE: Harvest"] = { Desc = "Fire a bolt that deals 330% damage and injects an enemy. On death, drop multiple healing fruits that heal for 25% HP.", EntityStates = { "EntityStates.Treebot.TreebotPrepFruitSeed", "EntityStates.Treebot.TreebotFireFruitSeed" }, Name = "DIRECTIVE: Harvest", Survivor = "REX", Type = "Special", Image = "DIRECTIVE Harvest.png", Unlock = "REX: Full of Life", },	-- Loader ["Scrap Barrier"] = { Desc = "The Loader is immune to fall damage. Striking enemies with the Loader's gauntlets grants a temporary barrier.", Name = "Scrap Barrier", Survivor = "Loader", Type = "Passive", },	["Knuckleboom"] = { Desc = "Swing at nearby enemies for 320% damage.", EntityStates = { "EntityStates.Loader.LoaderMeleeAttack", "EntityStates.Loader.SwingComboFist" }, Name = "Knuckleboom", Survivor = "Loader", Type = "Primary", },	["Grapple Fist"] = { Desc = "Fire your gauntlet forward, pulling you to the target.", EntityStates = { "EntityStates.Loader.FireHook" }, Name = "Grapple Fist", Survivor = "Loader", Type = "Secondary", },	["Spiked Fist"] = { Desc = ". Fire your gauntlet forward, dealing 320% damage. Pulls you to heavy targets. Light targets are pulled to YOU instead.", EntityStates = { "EntityStates.Loader.FireYankHook" }, Name = "Spiked Fist", Survivor = "Loader", Type = "Secondary", Unlock = "Loader: Swing By", },	["Charged Gauntlet"] = { Desc = ". Charge up a piercing punch for 600%-2700% damage.", EntityStates = { "EntityStates.Loader.ChargeFist", "EntityStates.Loader.BigPunch" }, Name = "Charged Gauntlet", Survivor = "Loader", Type = "Utility", },	["Thunder Gauntlet"] = { Desc = ". Charge up a single-target punch for 2100% damage that shocks enemies in a cone for 1000% damage.", EntityStates = { "EntityStates.Loader.ChargeZapFist", "EntityStates.Loader.BigPunch" }, Name = "Thunder Gauntlet", Survivor = "Loader", Type = "Utility", Unlock = "Loader: Earthshatter", },	["M551 Pylon"] = { Desc = "Throw a floating pylon that zaps up to 6 nearby enemies for 100% damage. Can be grappled.", EntityStates = { "EntityStates.Loader.ThrowPylon" }, Name = "M551 Pylon", Survivor = "Loader", Type = "Special", },	["Thunderslam"] = { Desc = ". Slam your fists down, dealing 2000% damage on impact.", EntityStates = { "EntityStates.Loader.PreGroundSlam", "EntityStates.Loader.GroundSlam" }, Name = "Thunderslam", Survivor = "Loader", Type = "Special", Unlock = "Loader: The Thunderdome", },	-- Acrid ["Poison"] = { Desc = " attacks apply a powerful damage-over-time.", Name = "Poison", Survivor = "Acrid", Type = "Passive", },	["Blight"] = { Desc = "Attacks that apply Poison apply stacking Blight instead, dealing 60% damage per second.", Name = "Blight", Survivor = "Acrid", Type = "Passive", Unlock = "Acrid: Easy Prey", },	["Vicious Wounds"] = { Desc = "Maul an enemy for 200% damage. Every 3rd hit is and deals 400% damage.", EntityStates = { "EntityStates.Croco.Slash" }, Name = "Vicious Wounds", Survivor = "Acrid", Type = "Primary", },	["Neurotoxin"] = { Desc = ". Spit toxic bile for 240% damage.", EntityStates = { "EntityStates.Croco.FireSpit", "EntityStates.Croco.FireDiseaseProjectile" }, Name = "Neurotoxin", Survivor = "Acrid", Type = "Secondary", },	["Ravenous Bite"] = { Desc = ". . . Bite an enemy for 320% damage.", EntityStates = { "EntityStates.Croco.Bite" }, Name = "Ravenous Bite", Survivor = "Acrid", Type = "Secondary", Unlock = "Acrid: Bad Medicine", },	["Caustic Leap"] = { Desc = ". . Leap in the air, dealing 320% damage. Leave acid that deals 25% damage.", EntityStates = { "EntityStates.Croco.Leap" }, Name = "Caustic Leap", Survivor = "Acrid", Type = "Utility", },	["Frenzied Leap"] = { Desc = ". Leap in the air, dealing 550% damage. Reduce the cooldown by 2s for every enemy hit.", EntityStates = { "EntityStates.Croco.ChainableLeap" }, Name = "Frenzied Leap", Survivor = "Acrid", Type = "Utility", Unlock = "Acrid: Pandemic", },	["Epidemic"] = { Desc = ". Release a deadly disease that deals 100% damage. The disease spreads to up to 20 targets.", EntityStates = { "EntityStates.Croco.Disease" }, Name = "Epidemic", Survivor = "Acrid", Type = "Special", },	-- Captain ["Defensive Microbots"] = { Desc = "Passively gain Microbots that shoot down nearby enemy projectiles. Drones are also given Microbots.", EntityStates = { "EntityStates.CaptainDefenseMatrixItem.DefenseMatrixOn" }, Name = "Defensive Microbots", Survivor = "Captain", Type = "Passive", },	["Vulcan Shotgun"] = { Desc = "Fire a blast of pellets that deal 8x120% damage. Charging the attack narrows the spread.", EntityStates = { "EntityStates.Captain.Weapon.FireCaptainShotgun", "EntityStates.Captain.Weapon.ChargeCaptainShotgun" }, Name = "Vulcan Shotgun", Survivor = "Captain", Type = "Primary", },	["Power Tazer"] = { Desc = ". Fire a fast tazer that deals 100% damage. Travels farther if bounced.", EntityStates = { "EntityStates.Captain.Weapon.FireTazer" }, Name = "Power Tazer", Survivor = "Captain", Type = "Secondary", },	["Orbital Probe"] = { Desc = ". Request up to 3 Orbital Probes from the UES Safe Travels. Each probe deals 1000% damage.", EntityStates = { "EntityStates.Captain.Weapon.CallAirstrikeEnter", "EntityStates.Captain.Weapon.SetupAirstrike", "EntityStates.Captain.Weapon.CallAirstrike1", "EntityStates.Captain.Weapon.CallAirstrike2", "EntityStates.Captain.Weapon.CallAirstrike3" }, Name = "Orbital Probe", Survivor = "Captain", Type = "Utility", },	["OGM-72 'DIABLO' Strike"] = { Desc = ". Request a kinetic strike from the UES Safe Travels. After 20 seconds, it deals 40,000% damage to ALL characters.", EntityStates = { "EntityStates.Captain.Weapon.CallAirstrikeAltEnter", "EntityStates.Captain.Weapon.CallAirstrikeAlt", "EntityStates.Captain.Weapon.SetupAirstrikeAlt" }, Name = "OGM-72 'DIABLO' Strike", Survivor = "Captain", Type = "Utility", Unlock = "Captain: Smushed", },	["Orbital Supply Beacon"] = { Desc = "Request a permanent Supply Beacon. Can only be requested twice per stage.", EntityStates = { "EntityStates.Captain.Weapon.SetupSupplyDrop", "EntityStates.CaptainSupplyDrop.EntryState", "EntityStates.CaptainSupplyDrop.HitGroundState", "EntityStates.CaptainSupplyDrop.DeployState", "EntityStates.CaptainSupplyDrop.PreDepletionState", "EntityStates.CaptainSupplyDrop.DepletionState" }, Name = "Orbital Supply Beacon", Survivor = "Captain", Type = "Special", },	["Beacon: Healing"] = { Desc = "Heal all nearby allies for 10% of their maximum health every second.", EntityStates = { "EntityStates.Captain.Weapon.CallSupplyDropHealing", "EntityStates.CaptainSupplyDrop.HealZoneMainState" }, Name = "Beacon: Healing", Survivor = "Captain", Image = "Beacon Healing.png", Type = "Special", },	["Beacon: Hacking"] = { Desc = "Hack all nearby purchasables to a cost of $0 over time.", EntityStates = { "EntityStates.Captain.Weapon.CallSupplyDropHacking", "EntityStates.CaptainSupplyDrop.HackingMainState", "EntityStates.CaptainSupplyDrop.HackingInProgressState", "EntityStates.CaptainSupplyDrop.UnlockTargetState" }, Name = "Beacon: Hacking", Survivor = "Captain", Type = "Special", Image = "Beacon Hacking.png", Unlock = "Captain: Worth Every Penny", },	["Beacon: Resupply"] = { Desc = "Recharge Equipment on use.", EntityStates = { "EntityStates.Captain.Weapon.CallSupplyDropEquipmentRestock", "EntityStates.CaptainSupplyDrop.EquipmentRestockMainState" }, Name = "Beacon: Resupply", Survivor = "Captain", Type = "Special", Image = "Beacon Resupply.png", Unlock = "Captain: Wanderlust", },	["Beacon: Shocking"] = { Desc = "Periodically Shock all nearby enemies, immobilizing them.", EntityStates = { "EntityStates.Captain.Weapon.CallSupplyDropShocking", "EntityStates.CaptainSupplyDrop.ShockZoneMainState" }, Name = "Beacon: Shocking", Survivor = "Captain", Image = "Beacon Shocking.png", Type = "Special", },	-- Bandit ["Backstab"] = { Desc = "All attacks from behind are Critical Strikes.", Name = "Backstab", Survivor = "Bandit", Type = "Passive", },	["Burst"] = { Desc = "Fire a shotgun burst for 5x100% damage. Can hold up to 4 shells.", EntityStates = { "EntityStates.Bandit2.Weapon.FireShotgun2", "EntityStates.Bandit2.Weapon.EnterReload", "EntityStates.Bandit2.Weapon.Reload" }, Name = "Burst", Survivor = "Bandit", Type = "Primary", },	["Blast"] = { Desc = "Fire a rifle blast for 330% damage. Can hold up to 4 bullets.", EntityStates = { "EntityStates.Bandit2.Weapon.Bandit2FireRifle", "EntityStates.Bandit2.Weapon.EnterReload", "EntityStates.Bandit2.Weapon.Reload" }, Name = "Blast", Survivor = "Bandit", Type = "Primary", Unlock = "Bandit: Classic Man", },	["Serrated Dagger"] = { Desc = "Lunge and slash for 360% damage. Critical Strikes also cause .", EntityStates = { "EntityStates.Bandit2.Weapon.SlashBlade" }, Name = "Serrated Dagger", Survivor = "Bandit", Type = "Secondary", },	["Serrated Shiv"] = { Desc = "Throw a hidden blade for 240% damage. Critical Strikes also cause .", EntityStates = { "EntityStates.Bandit2.Weapon.Bandit2FireShiv" }, Name = "Serrated Shiv", Survivor = "Bandit", Type = "Secondary", Unlock = "Bandit: Sadist", },	["Smoke Bomb"] = { Desc = ". Deal 200% damage, become invisible, then deal 200% damage again.", EntityStates = { "EntityStates.Bandit2.ThrowSmokebomb", "EntityStates.Bandit2.StealthMode" }, Name = "Smoke Bomb", Survivor = "Bandit", Type = "Utility", },	["Lights Out"] = { Desc = ". Fire a revolver shot for 600% damage. Kills reset all your cooldowns.", EntityStates = { "EntityStates.Bandit2.Weapon.FireSidearmResetRevolver", "EntityStates.Bandit2.Weapon.PrepSidearmResetRevolver", "EntityStates.Bandit2.Weapon.ExitSidearmRevolver" }, Name = "Lights Out", Survivor = "Bandit", Type = "Special", },	["Desperado"] = { Desc = ". Fire a revolver shot for 600% damage. Kills grant stacking tokens for 10% more Desperado damage.", EntityStates = { "EntityStates.Bandit2.Weapon.FireSidearmSkullRevolver", "EntityStates.Bandit2.Weapon.PrepSidearmSkullRevolver", "EntityStates.Bandit2.Weapon.ExitSidearmRevolver" }, Name = "Desperado", Survivor = "Bandit", Type = "Special", Unlock = "Bandit: B&E", },	-- Heretic ["Nevermore"] = { Desc = "Squawk a solemn reply.", EntityStates = { "EntityStates.Heretic.Weapon.Squawk" }, Name = "Nevermore", Survivor = "Heretic", Type = "Passive", },	["Hungering Gaze"] = { Desc = "Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges that reload after 2 seconds .", Name = "Hungering Gaze", Survivor = "Heretic", Type = "Primary", },	["Shadowfade"] = { Desc = "Fade away, becoming intangible and gaining +30% movement speed. Heal for 18.2% of your maximum health. Lasts 3 seconds.", Name = "Shadowfade", Survivor = "Heretic", Type = "Utility", },	["Slicing Maelstrom"] = { Desc = "Charge up a projectile that deals 875% damage per second to nearby enemies, exploding after 3 seconds to deal 700% damage and root enemies for 3 seconds. Recharges after 5  seconds.", Name = "Slicing Maelstrom", Survivor = "Heretic", Type = "Secondary", },	["Ruin"] = { Desc = "Dealing damage adds a stack of Ruin for 10 seconds. Activating the skill detonates all Ruin stacks at unlimited range, dealing 300% damage plus 120% damage per stack of Ruin. Recharges after 8  seconds.", Name = "Ruin", Survivor = "Heretic", Type = "Special", },	-- Railgunner ["Magnetic Accelerator"] = { Desc = "All Critical Strike Chance is converted into Critical Strike Damage.", Name = "Magnetic Accelerator", Survivor = "Railgunner", Type = "Passive", },	["XQR Smart Round System"] = { Desc = "Fire aggressive tracking rounds for 100% damage.", EntityStates = { "EntityStates.Railgunner.Weapon.FirePistol" }, Name = "XQR Smart Round System", Survivor = "Railgunner", Type = "Primary", },	["M99"] = { Desc = "Launch a heavy projectile for 1000% damage.", EntityStates = { "" }, Name = "M99", Survivor = "Railgunner", Type = "Primary", },	["Active Reload"] = { Desc = "Perfectly time your reload to recover faster and to boost the damage of your next shot by +100%.", EntityStates = { "" }, Name = "Active Reload", Survivor = "Railgunner", Type = "Primary", },	["HH44"] = { Desc = "Launch a light projectile for 400% damage.", EntityStates = { "" }, Name = "HH44", Survivor = "Railgunner", Type = "Primary", },	["Supercharged Railgun"] = { Desc = "Launch a super-charged projectile for 4000% damage. Critical Strike damage is multiplied by 1.5.", EntityStates = { "" }, Name = "Supercharged Railgun", Survivor = "Railgunner", Type = "Primary", },	["Cryocharged Railgun"] = { Desc = "Freezing. Launch a super-cooled projectile for 350% damage.", EntityStates = { "" }, Name = "Cryocharged Railgun", Survivor = "Railgunner", Type = "Primary", },	["M99 Sniper"] = { Desc = "Activate your long-range scope, highlighting Weak Points and transforming your weapon into a piercing 1000% damage railgun.", EntityStates = { "EntityStates.Railgunner.Weapon.FireSnipeLight", "EntityStates.Railgunner.Weapon.ActiveReload" }, Name = "M99 Sniper", Survivor = "Railgunner", Type = "Secondary", },	["HH44 Marksman"] = { Desc = "Activate your short-range scope, highlighting Weak Points and transforming your weapon into a quick 400% damage railgun.", EntityStates = { "EntityStates.Railgunner.Weapon.FireSnipeLight" }, Name = "HH44 Marksman", Survivor = "Railgunner", Type = "Secondary", Unlock = "Railgunner: Marksman", },	["Concussion Device"] = { Desc = "Throw out a device that pushes you and all nearby enemies away. Can hold up to 2.", EntityStates = { "EntityStates.Railgunner.Weapon.FireMineConcussive" }, Name = "Concussion Device", Survivor = "Railgunner", Type = "Utility", },	["Polar Field Device"] = { Desc = "Throw out a device that slows down all nearby enemies and projectiles.", EntityStates = { "" }, Name = "Polar Field Device", Survivor = "Railgunner", Type = "Utility", Unlock = "Railgunner: Annihilator", },	["Supercharge"] = { Desc = "Fire a piercing round for 4000% damage and 150% Weak Point damage. Afterwards, all your weapons are disabled for 5 seconds.", EntityStates = { "EntityStates.Railgunner.Weapon.ChargeSnipeSuper", "EntityStates.Railgunner.Weapon.FireSnipeSuper", "EntityStates.Railgunner.Weapon.WindupSnipeSuper" }, Name = "Supercharge", Survivor = "Railgunner", Type = "Special", },	["Cryocharge"] = { Desc = ". Fire a piercing round for 2000% damage.", EntityStates = { "EntityStates.Railgunner.Weapon.ChargeSnipeCryo", "EntityStates.Railgunner.Weapon.FireSnipeCryo", "EntityStates.Railgunner.Weapon.WindupSnipeCyro" }, Name = "Cryocharge", Survivor = "Railgunner", Type = "Special", Unlock = "Railgunner: Trickshot", },	-- Void Fiend -- Corrupted forms do not have official descriptions ["Void Corruption"] = { Desc = "At full Corruption, transform your abilities into more aggressive forms.", Name = "Void Corruption", Survivor = "Void Fiend", Type = "Passive", },	["Drown"] = { Desc = "Fire a slowing long-range beam for 300% damage.", EntityStates = { "EntityStates.VoidSurvivor.Weapon.FireHandBeam" }, Name = "Drown", Survivor = "Void Fiend", Type = "Primary", },	["Corrupted Drown"] = { Desc = "Fire a short-range beam for 2000% damage.", EntityStates = { "EntityStates.VoidSurvivor.Weapon.FireCorruptHandBeam" }, Name = "Corrupted Drown", Survivor = "Void Fiend", Type = "Primary", },	["Flood"] = { Desc = "Fire a plasma missile for 600% damage. Fully charge it for an explosive plasma ball instead, dealing 1100% damage.", EntityStates = { "" }, Name = "Flood", Survivor = "Void Fiend", Type = "Secondary", },	["Corrupted Flood"] = { Desc = "Fire a an arcing plasma bomb for 1100% damage.", EntityStates = { "" }, Name = "Corrupted Flood", Survivor = "Void Fiend", Type = "Secondary", },	["Trespass"] = { Desc = "Disappear into the Void, cleansing all debuffs while moving in an upward arc.", EntityStates = { "" }, Name = "Trespass", Survivor = "Void Fiend", Type = "Utility", },	["Corrupted Trespass"] = { Desc = "Disappear into the Void, cleansing all debuffs while moving at a fast forward angle.", EntityStates = { "" }, Name = "Corrupted Trespass", Survivor = "Void Fiend", Type = "Utility", },	["Suppress"] = { Desc = "Crush 25% Corruption to heal yourself for 25% maximum health.", EntityStates = { "EntityStates.VoidSurvivor.Weapon.Suppress" }, Name = "Suppress", Survivor = "Void Fiend", Type = "Special", },	["Corrupted Suppress"] = { Desc = "Crush 25% maximum health to gain 25% Corruption.", EntityStates = { "EntityStates.VoidSurvivor.Weapon.Suppress" }, Name = "Corrupted Suppress", Survivor = "Void Fiend", Type = "Special", }, }

p.skills = skills

return p --