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How every change in Primary Skill Evolution works, with the numbers. The short version is in the README. Click a section to open it.
The mod adds one key, Action. It is R by default, and you can rebind it in Game settings > Mods tab.
What it does depends on who you play:
| Who | Action |
|---|---|
| Gunners | Starts a reload. Pressed again inside the window, makes it a Perfect Reload |
| Huntress (Strafe) | Marks the enemy nearest the cursor |
| Artificer | Sets a ring of burning chakrams around her |
| Melee | In the air: a lunge toward the cursor. On the ground: a blow that throws enemies up |
Gunners: magazines, active reload, mouse aim
Commando, Bandit, Enforcer, Pilot, ROBOMANDO and Engineer now run out of ammo. Every primary has a magazine, and the rounds left are shown above the primary skill icon, like 9/16.
An empty magazine starts reloading by itself. Press Action to reload early, while there are still rounds left.
A bar shows up over your head with a white marker running across it. The colored part in the middle is the window. It takes your survivor's color and covers the middle fifth of the bar. Press Action again while the marker is inside it.
If you hit the window, the reload ends right away with a full magazine, and you get Perfect Reload for 7 seconds: +25% attack speed, +10% movement speed, and 4% of the damage your primary deals comes back as health.
If you miss, the window turns dark red, the reload plays out to the end, and only half of the missing rounds come back.
Either way, the window is gone for the next 7 seconds. Reloads during that time have no window at all, so you can't chain Perfect Reloads or mash your way into one.
Attack speed makes reloads shorter, and the window shrinks along with the bar. It never gets shorter than about an eighth of a second, so even a very fast build can still hit it.

| Survivor | Primary | Magazine | Reload | Aim cone |
|---|---|---|---|---|
| Commando | Double Tap | 16 | 1.2 s | ±35° |
| Bandit | Blast | 8 | 1.3 s | ±25° |
| Enforcer | Riot Shotgun | 5 | 1.8 s | ±20° |
| Pilot | Clusterfire | 9 | 1.4 s | ±35° |
| Pilot | Rapid Fire | 30 | 1.6 s | ±30° |
| ROBOMANDO | SINGLE FIRE | 10 | 1.2 s | ±30° |
| Engineer | Tri-nade | 4 volleys | 1.5 s | no |
| Engineer | Mortar Barrage | 16 shells | 1.6 s | no |
| Sniper | Snipe | vanilla | vanilla | ±85° |
| Enforcer | Shrapnel Grenade | vanilla | vanilla | ±40° |
Reload times are at base attack speed. Pilot's two primaries keep separate magazines. Engineer's grenades and mortar shells count for Perfect Reload's healing.
Snipe keeps the vanilla reload: after every shot a marker runs along a bar, and stopping it in the perfect zone gives the next shot +60%. A perfect stop now also gives Perfect Reload, but no more than once every 7 seconds. Sniper reloads after every shot, and the other gunners lose their window for the same 7 seconds.
With Skills++ installed, each level of a gunner's primary grows the magazine by a tenth, rounded up and at least one round, and widens the window by 2% of the bar, up to 40%. Commando goes 16 → 18 → 20, Enforcer 5 → 6 → 7. A level bought mid-magazine shows on the counter at once, and the next reload fills it.
Turn on the game's "Use Mouse Aim?" option, and primary shots fly toward the cursor instead of straight ahead.
Each gun can only turn so far up or down; that limit is the aim cone in the table. Aim past it and the shot stays at the edge, so a shotgun behind a shield won't fire straight up. Spread works as before.
The vanilla aiming reticle turns with the shot, and its dashed line shows where the bullet will really go. Enforcer's Shrapnel Grenade keeps its arc and flies the way you aim. Sniper's Snipe aims too, but reloads the vanilla way.
With keyboard aim or a gamepad nothing changes.

Special primaries: Huntress, Loader, CHEF, Artificer
Arrows fly toward the cursor, up to 25° above or below the horizontal.
Press Action to mark the enemy closest to the cursor, as long as it is within about 4 m of it. The mark is four corner brackets in your player color. Pressing Action with nobody near the cursor takes the mark off, and it also goes away when the target dies.
While there is a mark, an arrow flies where you shot it until it gets within about 10 m of the mark, then curves into it. On the way it passes through every other enemy.
With or without a mark, every third hit on the same target is a critical strike and ricochets into the nearest enemy within 5 m. The count starts over if you don't hit that target for 2 seconds. Strafe arrows also go through walls up to five blocks thick.

Both attacks charge before they fire. The charge now has a window between 70% and 85%, and a sound plays when the charge enters it. Huntress gets a bar over her head, and on Loader the window is drawn on his own charge bar.
Release inside the window and the shot goes out fully charged. Pierce's arrow comes out twice as big, hitbox included. You also get Steady Hand, +30% attack speed for 7 seconds, which makes the next charge fill faster. There is no window while it lasts.
You can catch your cleaver now. When one is coming back, a ring appears around CHEF for the last moment before it reaches him. Press the primary while the ring is up. A press a split second after the cleaver vanished still counts.
A normal catch makes the next throw Sharpened: +50% damage, and the cleavers fly 25% faster and about one and a half times as far. Sharpened waits up to 10 seconds for that throw. After a catch the ring doesn't show up for 3 seconds.
MINCE works differently. When all nine of its cleavers come back together and you catch them, CHEF throws MINCE again right away without spending his empower, and there is no pause between these catches.

The chakram flies to the cursor instead of a random point: at least 1 m away, at most about 10 m, and up to 30° above or below the horizontal. After that it behaves as in vanilla. It hangs there and burns, comes back cutting on the way, and goes through walls.
Action sets four burning chakrams spinning in a ring around Artificer for 4 seconds. The cooldown is 12 seconds.
Melee: stamina, finisher, series, lunge, launcher
These attacks use the melee rules:
| Survivor | Primary | Strikes in a full stamina bar |
|---|---|---|
| Acrid | Festering Wounds | 10 |
| Acrid | Corrosive Wounds | 10 |
| HAN-D | HURT | 5 |
| Miner | Crush | 10 |
| Miner | Throwing Axe | 10 |
| Mercenary | Laser Sword | 14 |
| Loader | Knuckleboom | 12 |
| Drifter | Blunt Force | 9 |
| Bandit | Whip | 6 |
| Sniper | Improvise | 5 |
| CHEF | SLICE | 8 |
Two meters appear in the top right corner, next to the timer. The one with a lightning emblem is stamina; the one in your survivor's color is rage.
Every strike that hits an enemy spends some stamina; swinging at the air costs nothing, and so do a lunge or a launcher that hit no one. A full bar lasts about four seconds of nonstop fighting. Stop for 2 seconds and it starts to refill, and it goes from empty to full in 1.5 seconds.
If you run it down to zero, you get Breathless: your primary's strikes deal half damage until the bar is back to a third. Your other skills, the lunge and the launcher keep their full damage.
You can refill it without stopping. Once stamina drops below a third, a bar runs over your head for 1.2 seconds with a window in the middle. Press Action or Interact while the marker is inside it. Stamina then fills up to 150%, with the extra shown in gold and spent first, and you get Second Wind: +20 armor for 7 seconds.
Hit or miss, the window is gone for 7 seconds. While that bar is running, Action goes to the window instead of the lunge.
With Skills++ installed, each level of the melee primary adds 10% to the bar: a third more strikes at level 3 or so. The refill still takes 1.5 seconds from empty to full.
Strikes that hit an enemy fill the rage meter. After 30 of them it goes off by itself. An explosion around you, about 4 m to each side, deals 500% damage, knocks enemies up and stuns them for 1.5 seconds. At the same time your survivor's signature goes off, and you get Rage for 8 seconds: every attack deals 35% more damage and heals you for 10% of the damage dealt.
During Rage the meter drains, and strikes don't fill it. Nothing else empties it, not even dying.
With Skills++ installed, each level of the melee primary makes Rage last 10% longer: 8.8 seconds at level 1, 10.4 at level 3.
| Survivor | Signature |
|---|---|
| Bandit | 2 stacks of Standoff for 15 seconds, +25% damage each |
| HAN-D | 6 drones, the kind he gets for kills |
| Miner | 10 pickaxes rain down around him, 200% damage each |
| Sniper | Marks the 6 nearest enemies within 20 m for 8 seconds. His hits on them are always critical |
| Acrid | Starts an Epidemic on the nearest enemy within 20 m |
| Mercenary | Time stops and the screen gets cut 8 times. Each cut deals 75% to every enemy in view and keeps them from moving. Then the screen shatters for a final 300% and a 3-second stun. Mercenary can't be hurt while it plays |
| Loader | Throws everything within 8 m sky-high for 1000% damage |
| CHEF | While Rage lasts, every kill drops a snack, a temporary food item |
| Drifter | 4 temporary items |
Each survivor's finisher also has its own animation.
The series is a style rank on the right side of the screen, a letter with a word under it. It changes no stats.
| Rank | Word | Points needed |
|---|---|---|
| D | Drizzle | 4 |
| C | Shower | 10 |
| B | Rainstorm | 20 |
| A | Thunderstorm | 35 |
| S | Monsoon | 55 |
| SS | Typhoon | 80 |
| SSS | Deluge | 110 |
Every hit on an enemy scores points, whatever skill it came from. A strike or any other skill gives 1, a lunge or a launcher 2, and a finisher 3. That number is multiplied by how much of the enemy's health the hit took. Chip damage on a boss is worth half, a fifth of a Lemurian's health is worth one and a half times, and a one-shot three times. Since it counts the share of health, a hit weighs the same on any difficulty and with any build. Critical strikes are worth 1.5 times more on top of that.
A kill gives 3 points, plus 2 for each kill before it in a streak, up to +10. Kills no more than 2 seconds apart count as a streak.
Repeating yourself costs points. After 8 hits of the same kind in a row, each one is worth 60% until you mix in something else.
The rank also falls. After 2 seconds without points it drops a step every 1.5 seconds. Getting hit drops a rank, and a hit for 20% of your max health or more drops two.
Action in the air dashes you about 5 m toward the cursor, in any direction, up included. It hits everything on the way, and nothing can hurt you for a third of a second after it starts.
You get one lunge per jump, and you can't start it in the middle of a strike. The cooldown is 1.5 seconds and shows as a thin bar under your feet in your survivor's color.
Action on the ground is a blow around you for 100% damage. It throws nearby enemies up and stuns them for 2 seconds. Only enemies that walk and fall get thrown; the others are just stunned.
Its 12-second cooldown is separate from the lunge's, so the lunge stays ready. It shows as an orange bar under the lunge's bar.

Settings: switches, meters position, reset
Game settings > Mods tab > Primary Skill Evolution. Settings are kept between sessions.
| Group | Setting | Off |
|---|---|---|
| Gunners | Magazine and reload | Gunners shoot as in vanilla |
| Gunners | Perfect Reload | A reload has no window |
| Gunners | Aim at cursor | Shots fly straight, as with vanilla mouse aim off |
| Special primaries | Charge window | Pierce and Bullet Punch charge as in vanilla |
| Special primaries | Cleaver catch | CHEF's cleaver comes back as in vanilla |
| Melee | Stamina | No Breathless, no refill window, no Second Wind |
| Melee | Finisher and Rage | No finisher bar, blow, signature or Rage |
| Melee | Lunge and Launcher | Action only catches the stamina window |
Online, the host's switches apply to everyone. Yours wait for a game you host or play alone.
The interface is yours alone: the stamina and rage meters go to any corner or to a spot of your own, and the series rank and the screen effects (Mercenary's darkened screen, cuts and shatter, the mod's screen shake) can be hidden. Hiding the effects keeps the damage. With mouse aim on, the reload bar, the stamina window and Pierce's charge can be drawn as a ring around the cursor instead of a bar over the hero.
Reset puts everything back. The Action key stays.
Multiplayer
The mod works online, and everyone in the lobby needs it installed.
Your magazine, windows, stamina and series rank are only on your screen. Other players don't see your bars, but they see the results: buffs, Strafe arrows, chakrams, finishers and signatures.
Multiplayer hasn't been tested much yet. If something breaks, write to Discord: greenalen22.