Use the short Badge rule
- Raise a Survivor’s rank to unlock that tree’s three Badge nodes, then spend the listed destination-level costs on the Badge you want.
- Equip only as many Badges as the shared slot limit allows. The limit starts at 2 and reaches 4 after both automatic Team slot nodes unlock.
- Read statistic bonuses and damage-type tag counts separately. A tag Badge can add both at the same level.
- Read the run-earned Specialization base here. Check Team Bond and the selected Mission’s fixed reward in the Camp guides.
Badges do not replace the normal skill-tree bonuses attached to weapons, abilities, or Team systems. They are their own category of permanent nodes. Unlocking a Badge makes it available, leveling it changes the stored effects, and equipping it consumes a shared Badge slot.
Unlock one Badge in each Survivor rank
Every current Survivor tree contains 3 Badge nodes. The first requires Survivor Rank 2, the next Rank 3, and the last Rank 4. This sequence is the same across all 9 Survivor trees, but the effects differ.
Each Badge begins locked because its skill-tree node is at level zero. It becomes available when that node reaches a positive level. Unlocking one Survivor’s Badge does not unlock another Survivor’s node with a similar effect.
The complete Badge reference groups the set by owning Survivor and rank. Use the owner filter when you are deciding where the next Survivor point can go.
Increase the shared slot limit
The shared Badge limit begins at 2. The Team tree has 2 automatic nodes:
| Team rank | Slots added | Total slots after unlock |
|---|---|---|
| 2 | 1 | 3 |
| 4 | 1 | 4 |
These nodes cost no Team points. They activate at their rank gates. A Badge being unlocked and a slot being available are separate checks, so a larger unlocked collection does not increase the equipped limit by itself.
Read a Badge level correctly
Every Badge has 5 levels and uses the same point-cost sequence:
| Destination level | Point cost | Cumulative cost |
|---|---|---|
| 1 | 1 | 1 |
| 2 | 2 | 3 |
| 3 | 3 | 6 |
| 4 | 4 | 10 |
| 5 | 5 | 15 |
The value shown for a level is the total Badge contribution at that level, not another copy of the previous row. adds its stored per-level values to Ability Area and Ability Duration. Its final reference row multiplies those per-level values by level 5.
changes Ability Critical Damage and Weapon Critical Damage. It does not change either Critical Chance statistic. Name similarity is not enough here; check the changed-statistic rows in the reference.
Separate damage bonuses from tags
The current set contains 9 damage-tag Badges. A single-type Badge such as has two independent outputs at each level:
- It adds the level’s Electric damage modifier.
- It adds the level’s Electric tag count.
Family Badges repeat that pair across several damage types. targets Fire, Electric, Chemical, and Ice. The tag table and the damage statistic table use the current Badge level as their lookup row, so level zero contributes neither output.
Combine Badges that change the same stat
Equipped Badges run in equipped order. When two entries target the same statistic, their float32 contributions are added. They are not treated as mutually exclusive because they came from different Survivor trees.
At maximum level, contributes +40% Electric damage and contributes +20%. Together they contribute 60% Electric damage. Their level rows also add a combined 8 Electric tags.
This is a lookup result, not a general build ranking. Another slot may solve a different problem, and a run can value tag thresholds differently from raw damage.
Calculate Specialization after a run
The result calculation starts with each Survivor’s whole alive seconds. Fractions are discarded. The game multiplies those seconds by 5 points per second and by that Survivor’s class Power-up multiplier. It truncates that timed base before applying the run Specialization scaling and permanent Specialization modifier.
The arena, difficulty, and mode have already been resolved into the run Specialization scaling used by this step. Do not multiply them into the payout again. The run modes and difficulty guide explains how that input is built.
truncate(float32(truncate(float32(truncate(alive seconds) × 5 × Power-up multiplier)) × float32(run SP scaling + permanent SP modifier - 1)))
The game uses float32 steps and truncation in this path. Keeping decimals until the end can produce a different displayed reward.
Count class Power-ups and upgrades
Only active Power-ups that match the Survivor’s own class enter that Survivor’s multiplier. The class Power-up count is clamped from 1 through 10. The class upgrade count is the sum of those active Power-up levels minus one, clamped from 0 through 15.
The multiplier takes the square root of the clamped class Power-up count, applies 1% for each clamped upgrade, rounds to two decimals with round-to-even behavior, and returns a float32 value. The minimum inputs produce 1.00x. The two upper clamps produce 3.64x.
This count is per Survivor. A weapon or ability belonging to another class does not enter the current Survivor’s class count.
Hand off Team Bond and Mission rewards
This page stops after the run-earned Specialization base. Team Bond and any fixed Mission reward belong to Camp progression, not to Badge effects.
Use the Team Bond guide to read the selected Mission’s stored Team Bond value, fixed amount, and reward destination. The current player-facing records do not state enough to publish an exact settlement order or same-run timing.
Keep each Survivor reward separate
The game loops over the active players and calculates each reward independently. It does not create one shared Specialization pool and divide it among the squad. Each recruited Survivor brings that Survivor’s own alive time, class Power-up count, and class upgrade count into the calculation.
A Mission that lists a Specialization reward names its target Survivor in the formal record. Check that destination separately from the Badge and run-base calculation on this page.
Level a Survivor Specialization tree
The XP needed for the next Survivor level follows this rule:
base XP + current Survivor level × XP increase per level
The base requirement is 1000 XP and the increase is 50 XP for each current level. Level 0 needs 1000 XP for the first level. Current level 10 needs 1500 XP for the next one. Survivor Rank advances every 20 levels, and the current Survivor level cap is 224.
Specialization XP and spendable Survivor points are connected by level progress, but they are not the same number. Use the skill-tree guide to read rank gates, destination costs, prerequisites, and refunds after the XP is registered.
Use the Badge reference
Open the Badge and Specialization reference and start with the owning Survivor. Filter by rank when you know the current gate, or by changed statistic when two names sound similar. Select any result row to see all five total-effect rows and their destination costs.
The page starts with one complete Survivor group so it remains useful without JavaScript. The All Survivors option exposes the full current set. The URL fragment and this browser keep the filters and open row, and Reset returns to the default Survivor.
FAQ
Does unlocking a Badge equip it automatically?
No. A positive Badge node level makes the Badge available. The shared slot limit still controls how many can be equipped.
Do Badge level costs reset for each Survivor?
Each Badge belongs to one Survivor tree and uses that tree’s points. Every Badge has its own level sequence and cumulative cost.
Does Critical Badge increase Critical Chance?
No. increases Ability Critical Damage and Weapon Critical Damage. The reference exposes both target statistics at every level.
Do damage-tag Badges add only tags?
No. Each current tag Badge also changes one or more damage modifiers. Read both outputs for the selected level.
Are Specialization Points shared across the squad?
No. Each active Survivor receives an independent result calculation.
Does Team Bond multiply a fixed mission Specialization reward?
The current player-facing records do not state the complete settlement order. Read the fixed Specialization amount and its named Survivor as separate Mission fields; do not reproduce the final payout from this Badge page.