GITS: Second Assault In development

CYBERBRAIN

Every skill in First Assault, read straight out of the original game's own skills.tdb. What each one costs in Intel, how long it lasts, how long before you can use it again — and which ones you can hand to the operative standing next to you.

57 · skill rows 17 · families 2 · running in the build Source · skills.tdb, decoded 2026-07-31

Intel — the resource all of this is bought with

Intel accrues on its own, and faster when you fight. Not from the skill table at all — it is in gamemode.tdb, one row per mode. In the standard mode Intel builds at 1.0 per second, a kill pays 60, an assist 10, and the ceiling is 10,000. So a 200-Intel Tier-1 skill is a little over three minutes of doing nothing, and a kill takes a real bite out of that.

One mode charges at 2.0 per second and pays 200 for a Think Tank. Three modes set the rate to 0.0 — which is how the data says no skills in this mode: a zero rate, not a missing row.

Tier 2 is not automatically shareable. A skill can be handed to a nearby ally if and only if the game's own LINKABLE effect is on the row — three Tier-2 skills carry a radius that turns out to be a scan or a summon radius instead. The cards below say which is which, and they use the game's rule, not the tidy-looking one.

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How to read these numbers

Every number above is a value out of the game's own table. What each skill does is a different kind of claim, because skilleffects.tdb names effects, it does not describe them. So each card carries a confidence marker, and the raw effect token is printed next to the plain-English label rather than in place of it:

  • Built — Therm-optic Camo and Heat Sensor. These are not only decoded, they are the two skills the Darkheart build actually runs: Intel is spent, cooldowns and durations tick, and a Tier-2 one can be handed to an ally. Their numbers are the ones a live client uses.
  • Named — the effect token and the row's own Korean name agree (OPTICALCAMO on a row called 광학미채). The costs and timings are the table's; the behaviour is a plain reading of two things that match.
  • Token only — everything weaker than that, and the page says why on the card. Four rows are named for the recon squad but carry a LANDMINE effect; three more share key 99, the table's placeholder, and read as content that never shipped.
  • Intel cost, cooldown and duration are the raw intel, coolTime and skNDuration columns. A duration of -1 means the effect is a one-shot pulse rather than something that expires, and is shown as instant.
  • Shareable is the LINKABLE effect, not the tier. That rule agrees with the share-radius column on all 57 rows, and it is the reason three Tier-2 skills here are marked not-shareable while a Tier-1 one is.
  • Share range is treated as metres. That is an assumption, not a decoded unit — the same assumption the Armoury makes about weapon ranges. It is supported by one effect that spells out its own radius as 탐지 최대 거리(m), and by the other distance columns only reading as sane at metre scale.
  • Receiver cooldown (ctReceiveEqu) is charged to the ally who takes the skill, not to the owner. Exactly one row in the table has a non-zero one.
  • Warns enemies means the row names a warning ring asset (warnEnemyDonut). That the ring exists is data; its radius is not in this table.
  • The AI's copies are sixteen rows prefixed AB_ that cost 0 Intel. A bot has no resource to spend, so the original gave it duplicate rows with the cost zeroed rather than a special case in code. Hidden by default; the toggle shows them.

Left out on purpose, because they are the project's inferences rather than decoded values: the keys the skills are bound to (the tables carry no keymap at all), how many allies one share reaches (no count column exists anywhere — the build assumes three), and the heat sensor's detection radius (100 m, borrowed from a different effect's own annotation). The build flags all three in its own code; none of them is printed above as if the table had said it.

Two oddities worth stating rather than smoothing over: key 99 appears on three different rows, and key 770701 appears on two. Keys in this table are not unique, so they are shown as a source reference and nothing more.

None of this is for sale. The game is free, and every item that shipped in the original is included free with it — these skills among them. Money will only ever touch new content Darkheart makes itself, and nothing on this page is that.

The decode itself: structure is strongly verified (size invariants hold across all 86 tables), individual row values are a weaker claim. If a single number here looks absurd, suspect the decode before concluding the game was balanced strangely.