Part 21: Skills and talents breakdown
Skills and talents breakdown.A lot of this will be self-explanatory so I'll stick with the in-game descriptions and only add something if I think that it's worth it. Also I'll still mention talent descriptions during the updates, so you can skip this if you don't really care.

-Skills-
Quick shooting:"This skill determines how quickly you can aim and how accurate you can shoot when in quick fire mode."
Accurate fire:"The skill that determines accuracy and time to aim at an enemy in aimed fire mode."
Heavy weapons:"This skill defines your accuracy when firing with heavy weapons - underbarrel grenade launchers and machineguns. Furthermore, the higher this skill, the lower is dispersal when using long bursts with a machinegun."
Sniper:"Skill that defines accuracy and time to aim at an enemy in optical scope mode."
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What's interesting about the basic weapon skills is that only heavy and sniper really rely on your score. You can still shoot okay with lower scores in quick and aimed but you'll really suck at sniper/heavy with a low score. The main benefit from a higher score is the reduced aiming time, but you have to raise a skill pretty high to really notice it. Accuracy seems to be much more influenced by aiming mode, your weapon and what attachments it has.
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Throwing:"Skill that defines accuracy of throws."
Melee combat:"This skill affects both damage and chance to hit in close combat. Moreover, the higher this skill, the bigger is your chance to dodge an enemy melee attack."
Engineering:"This skill affects the success of mining and defusing mines, item repair and lock picking."
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It probably should say "placing mines" as this isn't Minecraft. Also the influence on repair is a bit odd to explain. Basically, when you repair something you'll restore 1% status for every second of repair time. How much repair time you will get from a single "charge" of a repair kit depends on your skill and on the item. For instance, armor is much harder to fix than guns.
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Medicine:"This skill defines the amount of health points that you recover by using medkits."
Camouflage:"This skill defines the ability to move stealthily. The higher it is, the smaller the character's detection range, and the more time it will take for an enemy to notice him."
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Pretty cool skill, and Akhmet is your only chance to have a good score. Raising this skill is fucking hard as you need to move around near enemies without being detected, and each success will only add a tiny amount of sub points. It's best to start with a good score and hope to grab a couple of points along the way.
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-Parameters-
Health:"Health points define the maximum amount of damage you can withstand."
Strength:"Strength defines the total weight you can carry without being overloaded. It also affects maximum throwing range and the damage you deal in melee combat. If you are strong enough, you can raise heavy weapons faster and keep them ready for longer."
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Strength is pretty important if you want to use the good stuff in the game. Low Str builds can work, but you really need to know what you are doing and what things you can get.
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Stamina:"Stamina defines the amount and recovery speed of energy points. The higher your stamina is, the longer you can run and hold your weapon in a ready position."
Dexterity:"Dexterity is how fast you move and how quick you move equipment in your pockets or backpack."
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I actually forgot to bring up that different sections of your inventory have different time costs. The backpack is the slowest, while the pocket is the middle ground. Things in your vest can be accessed the fastest, but some vests also have a lower area which is roughly on par with your pocket. It sure helps to keep this in mind when placing your items.
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Eyesight:"Eyesight defines the distance and the speed of detecting enemies. Moreover, good eyesight will increase the chance of spotting enemy mines."
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Really important. I would never play this game with bad eyesight.
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Hearing:"The better your hearing is, the bigger the distances for noticing enemy movement."
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A high score will also let you hear sneaking enemies.
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-Talents-
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Most talents are organized into trees and you need to pick them in order. Also what talents you can pick is tied to your level. You might be able to see a little line under each row of talents. This means that at Lv1 you can only pick talents above the first line. You need to advance to Lv8 to pick talents all the way at the bottom.
A lot of them are meant to fix/workaround a low score. The game has little room to grind or to really improve by time. So the developers figured this would be a good method to circumvent this. I tend to agree as grinding is boring as fuck, and a story driven game should be experienced without roadblocks.
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All weapon skills will work in the same three stages, reducing time to ready your gun, increasing accuracy and reducing the time to aim.
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"Eins, zwei" is German for "One, two"..I have no idea why it's used here.
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Can't really say what this does, as I never picked it. I assume it makes your sniper shots more accurate and it could also give you a higher chance to penetrate cover.
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While the first skill will increase your eyesight, I can't say what the second one does exactly. Never had a need to pick it.
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Each of the two will give you additional 10kg carry weight. I guess they didn't want to raise your strength as it influences more than max weight. This is a pretty useful tree, as the good equipment is heavy.
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Traders sell high and buy low. But this skill stops being useful in the later stages of the game as money becomes less of a problem. Also if you're a nosy player you don't need this at all.
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And that's it for the talents!
Now you can understand why I said that most of them are meant to fix your scores. Don't have good engineering? Take burglar, weapon care and the mine skills.
This game is not that long. You can burn through it in 20 hours if you play on normal and don't do too much micro management/trade. So there is really no room to train your skills efficiently. In that light, they made a good choice with the talent system, I think.