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The multiplayer modes inSniper Elite: Resistanceharken back to a day when games had a bunch of multiplayer modes included, even when single player was their main dish. In the case of Sniper Elite, it has some unique mechanics that make multiplayer stand out from the crowd.
Once you reach level five in Resistance’s multiplayer, you’ll unlock the option to focus on different specializations, rather than the Sniper specialization you’re using by default. These specializations can change your character in multiple ways, and unlocking them can take some time, so let’s get into how it all works.

How To Unlock Multiplayer Specializations
Multiplayer specializationsunlock at multiplayer level five; that level is not shared with your level in the Campaign. In fact,everything in multiplayer is unlocked separately, all the waydown to weaponsand attachments.
Getting to level 5 in multiplayer shouldn’t take more than a few hours.

You will, by default, have theSniper Specialization unlocked from the beginning. Any Perk Points you earn while getting to level five can be applied to that tree, or saved for a different tree that you’re interested in.
You unlock one Perk Point per level.
Every Specialization And Their Perks
There arefive different specializationsin Resistance, each coming with seven perks that you may purchase over time.
Your Sniper specialization is always equipped, and you can equip one of the other two specializations along with it.

Breath Training
1
Thisreduces the amount of stamina that going into Empty Lung costs by 20%. It’s going to make a tremendous difference to your ability to stay in Empty Lung; it won’t be important for certain modes, but in something like No Cross, that can be very impactful.

Ammunition Stripper
Thisallows you to remove ammunition from weapons that you find lying around. This isn’t too terribly impactful, other than for particularly long lives. But if you’ve been alive for a while and won a lot of gunfights, this will save your life.
Open Senses
Thisincreases your movement speed while in Focus Mode, andincreases the range of Focus Modeto 16 meters. Opportunities for Focus Mode are a little bit slimmer in the multiplayer, and it’s more or less pointless in the No Cross mode, but for someone who uses Focus often, this can be useful.
Crippling Shots
Thisgives your rifle bullets a 5% chance of causing bleeding on enemies, inflicting a damage-over-time (DoT) effect that they’ll need to stop by using a Bandage or a Med Kit. This is a small chance, but when this does come into effect, it’ll cause enemies some significant problems.
Extra Item Slot
2
Thisgives you an extra item slot in your loadout. This can help make you that much more versatile, or allow you to focus even more on a particular aspect of your kit.

Audio Location
Thisallows you to figure out player locations based on their audible distance. It’s going to gain you a little bit more intel than you would otherwise have, but you’ll need to successfully act on that intel for it to be worthwhile.
Nerves Of Steel
Thisreduces the scope sway from being dealt damage. This is going to make a bigger difference in the closer-range multiplayer modes than something like No Cross, where taking any damage is almost always lethal.
Medical Training
Thisincreases the speed that you heal, and thespeed that you revive allies, by 25%. In groups that stick together, or if you’re playing with a partner, this can be a great perk. But if you’re lone-wolfing it, this is only going to have value for the first half of this perk.
Deep Pockets
Thisincreases the carry limit for Bandages and Med Kitsby one each. In longer lives, this is going to make a significant difference, giving you the chance to recover from more fights than you could otherwise.
Calming Nature
Thisgives allies inside an eight-meter radius a 20% boost to their heart rate recovery speed. If you’re playing in a coordinated group, this can make a huge difference. In particular for No Cross, this will allow everyone near you to be in Empty Lung much more often.
Haemostasis
Thismakes you immune to the bleeding specifically caused by other perks. This also stops the bleeding DoT when you get to 15% health, as opposed to progressing further.
Efficient Healer
Thisrefunds you a Bandage when using a Med Kit to heal yourself or an ally who’s at 50% health. This is going to make your healing items last a bit longer, but sacrificing a Med Kit for this can be a bit rough.
Medical Expert
Thisdoubles the healing effect that bandages provide. This makes a huge difference in making your healing items go longer.
Rejuvinator
Thisallows you to revive allies at 50% health, allowing them to be ready to fight sooner.
Spotter
Thisincreases the speed at which you tag enemies with your binocularsby 25%. This will help you peek out and get back into cover with your binoculars quicker, exposing you to enemy snipers for less time.
Light Footed
Thisreduces the range that you’re displayed on the radar while walking and runningby 50%. If playing in close-quarters, this is going to make a pretty big difference, but in No Cross, this is going to be a moot point.
Thisincreases the carry limit for Decoys and Bottlesby one each. If you’re using these regularly, this will be helpful, but if you aren’t, it can be skipped.

Keen Eye
Thismakes enemy traps glow when you’re inside eight meters, as long as you aren’t looking down sights with a scope or iron sights.
Acrobat
Thisallows you to perform takedowns from above, like an Assassin in Assassin’s Creed. This also reduces your fall damage by 10%. Opportunities for this are few and far between, but it is very satisfying when you pull it off.
Athlete
Thisreduces the heart rate increase applied when sprintingby 25%. If you’re on the run often, and especially if you look down scope often, this is going to be a big benefit.
Concentration
Thiskeeps the effects of using Focus from wearing off as quickly when exiting Focus. For someone who uses Focus often, this is going to be great. If not, or if in No Cross, this isn’t going to do much of anything.
Toughened
Thisgives you 25 extra health, but this health does not regenerate once it’s lost.
Thisincreases the carry limit of Grenades and TNTby 1 each. For someone who makes heavy use of their explosive utility, this is going to net you a lot more kills.
Irrepressible
Thisreduces the delay in your health regenerationby 33%. This won’t make an incredible difference since you’ll still need to use healing items to heal up full chunks, it does still gain you a small amount of health faster.
Good Arm
Thisincreases the throw distance for grenadesby 15%. Much like Deep Pockets, if you’re using Grenades regularly, this is going to be great. It gives you more options at slightly longer ranges, though in modes like No Cross, it isn’t going to make a difference.
Opportunist
Thisawards youone box of ammofor one of your weapons when you melee kill an enemy. This is not going to make a difference 99% of the time, but every once in a while you’ll need the ammo and actually be in a position to make use of this.
Juggernaut
Thisreduces negative effects when you take damage,lessening the heart rate increaseby 50% andreducing the movement speed penalty. This will make a difference often, particularly the movement speed benefit.
Grenade Throwback
Thisallows you to throw Grenades back at enemies. This will catch enemies by surprise very often, and they’ll have to deal with a very short fuse.
Anti-Handling Device
Thismakesyour minestake twice as long to disarm, andensures they detonate if an enemy aborts disarming. This is going to net you the occasional extra, and amusing, kill.
Thisincreases your carry limit for minesby one. This is going to increase the amount of area you can effectively close off to enemies by one.
Bomb Defuser
Thisnegates the Anti-Handling device skill applied by enemies, as well as increases the time it takes to defuse mines.
Explosives Expert
Thisallows you to quick-throw landmines, though if you do, your Anti-Handling Device perk does not come into effect.
Enhanced Shrapnel
Thisgives your mines a 15% chance to cause bleeding. If the initial blast doesn’t kill an enemy, the bleeding will put them in a critical situation very quickly.
Master Of Destruction
Thisincreases the distance you can fire a Panzerfaustby 20%. You aren’t going to get the chance to fire these too often, but this will ensure you can hit much deeper shots with it. With the travel time, it’ll likely need to be snipers/stationary targets that you hit with this, at longer ranges.