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- Starfield Character Skills
- There are 82 skills in Starfield. Skills are split between 5 distinct categories. Each category has 4 tiers of skills. Each skill has 4 ranks.
- All skills cost 1 point to unlock and 1 point to upgrade. You earn 1 skill point per level. You need to invest 3 points into a category to unlock Tier 2, 7 points into a category to unlock Tier 3, and 11 points into a category to unlock Tier 4.
- Physical Skills
- Tier 1
- Boxing
- Once considered a "sport of kings," boxing is still practiced as a recreational competitive activity, but its combat applications can't be denied.
- � RANK 1 - Unarmed attacks do 25% more damage. 25% less O2
- � used when using a power attack,
- � RANK 2 - Unarmed attacks do 50% more damage. 50% less O2 used when
- using a power attack.
- � RANK 3 - Unarmed attacks do 75% more damage. While in a fight and
- unarmed, running consumes 30% less O2.
- � RANK 4 - Unarmed attacks do 100% more damage and have a chance to
- knock down opponents.
- Fitness
- In space, the greatest commodity is oxygen, and the increased lung capacity gained by a regular physical fitness regimen is essential to survival.
- � RANK 1 - You have 10% more oxygen available.
- � RANK 2 - You have 20% more oxygen available.
- � RANK 3 - You have 30% more oxygen available.
- � RANK 4 - Sprinting and power attacks now use significantly less oxygen.
- Stealth
- For a combatant who values discretion above all else, the ability to approach a target while undetected and kill with a silenced weapon is as terrifying as it is effective.
- � RANK 1 - Adds a Stealth Meter. You are 25% more difficult to detect when sneaking. Suppressed weapons do an additional 5% sneak attack damage.
- � RANK 2 - Upgrades the Stealth Meter. You are 50% more difficult to detect when sneaking. Suppressed weapons do an additional 10% sneak attack damage.
- � RANK 3 - You are 75% more difficult to detect when sneaking. Suppressed weapons do an additional 15% sneak attack damage.
- � RANK 4 - You are 100% more difficult to detect when sneaking. Suppressed weapons do an additional 20% sneak attack damage. Doors you interact with while in stealth no longer alert enemies.
- Weight Lifting
- Weight training can significantly increase one's ability to carry weapons and equipment, both in space and on the ground.
- � RANK 1 - Increase total carrying capacity by 10 kilograms.
- � RANK 2 - Increase total carrying capacity by 25 kilograms.
- � RANK 3 - Increase total carrying capacity by 50 kilograms.
- � RANK 4 - Increase total carrying capacity by 100 kilograms. Gain 50%
- resistance to stagger.
- Wellness
- By embracing an active lifestyle and good nutrition habits, one may improve their overall sense of health, and even gain prolonged life expectancy.
- � RANK 1 - Increase your maximum health by 10%. �
- RANK 2 - Increase your maximum health by 20%. �
- RANK 3 - Increase your maximum health by 30%. �
- RANK 4 - Increase your maximum health by 40%
- Tier 2
- Pain Tolerance
- Pain hurts - but only if you're not strong enough to take it.
- � RANK 1 - Physical damage is reduced by 5%.
- � RANK 2 - Physical damage is reduced by 10%.
- � RANK 3 - Physical damage is reduced by 15%.
- � RANK 4 - 5% chance to ignore physical damage when your health is low.
- Nutrition
- Advanced nutritional science is no substitute for good life choices, and knowing how much and when to eat can be just as important as the food itself.
- � RANK 1 - Food and drink are 10% more effective.
- � RANK 2 - Food and drink are now 20% more effective. �
- RANK 3 - Food and drink are now 30% more effective. �
- RANK 4 - Food and drink are now 50% more effective.
- Gymnastics
- From navigating the elevations of alien landscapes to exploring derelict ships in Zero-G, gymnastic training is invaluable for improving both safety and manoeuvrability.
- � RANK 1 - Unlock the ability to combat slide. Take 15% less fall damage. �
- RANK 2 - Move faster in Zero-G. Take 20% less fall damage.
- � RANK 3 - Become more stable while firing in Zero-G. Take 30% less fall
- damage. Replenish some O2 after mantling.
- � RANK 4 - Increased jump height. Run faster after combat sliding or
- mantling.
- Environmental Conditioning
- In the Settled Systems, even oxygen-rich planets and moons may have an atmosphere that is hazardous to human beings.
- � RANK 1 - Gain 10 resistance to Airborne environmental damage.
- � RANK 2 - Gain 10 resistance to Thermal environmental damage.
- � RANK 3 - Gain 10 resistance to Corrosive and Radiation environmental
- damage.
- � RANK 4 - Reduced chance to gain afflictions from environmental damage
- sources.
- Energy Weapon Dissipation
- Considering the widespread use of energy weapons in the Settled Systems, specialized training to minimize damage is considered invaluable.
- � RANK 1 -Energy damage is reduced by 5%.
- � RANK 2 - Energy damage is reduced by 10%.
- � RANK 3 - Energy damage is reduced by 15%.
- � RANK 4 - 25% chance to reflect energy damage back to an attacker when
- your health is below 50%.
- Tier 3
- Cellular Regeneration
- Whether through secret experimentation or just plain healthy living, boosting the body's ability to naturally recover from injuries can mean the difference between life and death.
- � RANK 1 - Slightly increased chance to recover from injuries naturally.
- � RANK 2 - Moderately increased chance to recover from injuries naturally. �
- RANK 3 - Noticeably increased chance to recover from injuries naturally. �
- RANK 4 - 20% chance of not gaining an injury when you otherwise would.
- Decontamination
- Through a deliberate regiment of conditioning and antibody therapy, one may effectively combat even the Settled Systems' unseen threats.
- � RANK 1 - Slightly increased chance to recover from infections naturally. �
- RANK 2 - Moderately increased chance to recover from infections
- naturally.
- � RANK 3 - Noticeably increased chance to recover from infections
- naturally.
- � RANK 4 - 20% chance of not gaining an infection when you otherwise
- would.
- Martial Arts
- There are currently hundreds of martial arts practiced in the Settled Systems, some originating on ancient Earth, some newly created, almost all effective in combat.
- � RANK 1 - 15% increased chance to crit with a melee or unarmed attack. �
- RANK 2 - 15% chance to disarm an opponent with a melee or unarmed
- power attack.
- � RANK 3 - While unarmed or wielding a melee weapon, take 10% less
- damage.
- � RANK 4 - Reflect 50% damage back when blocking a melee or unarmed
- attack.
- Tier 4
- Concealment
- Few skills capture the imagination like the ability to remain undetected, used by assassins, special forces operatives, and simple thieves alike for centuries.
- � RANK 1 - You no longer set off enemy mines. Ranged sneak attacks do 2.5x normal damage and your melee sneak attacks do 4x normal damage.
- � RANK 2 - Running while sneaking doesn't affect stealth. Ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage.
- � RANK 3 - You gain a Chameleon-like ability when completely still and sneaking. Ranged sneak attacks do 3.5x normal damage and your melee sneak attacks do 8x normal damage.
- � RANK 4 - Engaging stealth causes distant enemies to lose you. Ranged sneak attacks do 4x normal damage and your melee sneak attacks do 10x normal damage.
- Neurostrikes
- Once considered the realm of fiction, the ability to disable an opponent without using a weapon is terrifyingly effective when performed by a skilled practitioner.
- � RANK 1 - 10% chance to stun an NPC with an unarmed attack.
- � RANK 2 - Unarmed attacks now do additional EM damage.
- � RANK 3 - 20% chance to stun an NPC with an unarmed attack.
- � RANK 4 - After stunning an enemy, you also knock down any enemies
- within close range.
- Rejuvenation
- Utilizing both ancient meditation techniques and newly developed breathing exercises, it's possible for one to actually trigger their body's natural healing ability.
- � RANK 1 - Slowly regenerate health outside of combat.
- � RANK 2 - Regenerate health more quickly outside of combat.
- � RANK 3 - Regenerate health much faster outside of combat. You can now
- slowly regenerate health while in combat.
- � RANK 4 - Regenerate health even faster outside of combat. You can now
- regenerate health quickly while in combat.
- Social Skills
- Tier 1
- Commerce
- In the Settled Systems' free market economy, almost anyone with the right skillset can open and run a successful business.
- � RANK 1 - Buy for 5% less and sell for 10% more. �
- RANK 2 - Buy for 10% less and sell for 15% more. �
- RANK 3 - Buy for 15% less and sell for 20% more. �
- RANK 4 - Buy for 20% less and sell for 25% more.
- Gastronomy
- Access to brand new worlds means access to brand new ingredients, and there is almost no limit to the delicious foods and drinks a talented chef can prepare.
- � RANK 1 - You can craft specialty food and drinks, and research additional recipes at a Research Lab.
- � RANK 2 - You can research and craft gourmet food and drinks.
- � RANK 3 - You can research and craft food and drink delicacies.
- � RANK 4 - Crafting food and drinks occasionally doesn't use up resources.
- You can research and craft exotic recipes.
- Persuasion
- In the Settled Systems, the nuanced ability to listen and discuss can often accomplish far more than simply shooting first and asking questions later.
- � RANK 1 - 10% increased chance of success when persuading someone. �
- RANK 2 - 20% increased chance of success when persuading someone. �
- RANK 3 - 30% increased chance of success when persuading someone. �
- RANK 4 - 50% increased chance of success when persuading someone.
- Scavenging
- There are those who can find just about anything, and their success is usually dependent on knowing how, and where, to look.
- � RANK 1 - There's a chance you'll find extra credits when searching containers.
- � RANK 2 - There's a chance you'll find extra ammo when searching containers.
- � RANK 3 - There's a chance you'll find extra aid items, like Med Packs or chems, when searching containers.
- � RANK 4 - Tracked resources will get highlighted when using the hand scanner.
- Theft
- While not entirely honorable, and certainly not legal, it is nonetheless occasionally necessary to discreetly remove property from someone's person.
- � RANK 1 - Unlock the ability to pickpocket targets.
- � RANK 2 - 10% greater chance to successfully pickpocket.
- � RANK 3 - 30% greater chance to successfully pickpocket.
- � RANK 4 - 50% greater chance to successfully pickpocket, Can now
- pickpocket holstered weapons.
- Tier 2
- Deception
- Smuggling and piracy are both immoral and highly illegal, and considered plagues upon the Settled Systems. But certain undercover work may require a certain criminal skillset.
- � RANK 1 - Ships 10% stronger will automatically surrender to piracy demands. Enemy contraband scans are 10% less effective.
- � RANK 2 - Ships 20% stronger will automatically surrender to piracy demands. Enemy contraband scans are 20% less effective.
- � RANK 3 - Ships 30% stronger will automatically surrender to piracy demands. Enemy contraband scans are 30% less effective.
- � RANK 4 - Ships 50% stronger will automatically surrender to piracy demands. Enemy contraband scans are 50% less effective.
- Diplomacy
- When a situation calls for words and not weapons, it’s best to rely on those trained in statecraft and de-escalation.
- � RANK 1 - You can force a target NPC at or below your level to stop fighting for a while.
- � RANK 2 - You can force a target NPC up to 10 levels higher than you to stop fighting for a while.
- � RANK 3 - You can force a target NPC up to 20 levels higher than you to stop fighting for a while.
- � RANK 4 - You can force target NPCs to permanently stop fighting (unless they're attacked again)
- Intimidation
- The ability to strike fear into an opponent, causing them to flee so that you can escape or attack first, can prove critical in a battle.
- � RANK 1 - You can force a target NPC at or below your level to flee for a limited time.
- � RANK 2 - You can force a target NPC up to 10 levels higher than you to flee for a limited time.
- � RANK 3 - You can force a target NPC up to 20 levels higher than you to flee for a limited time.
- � RANK 4 - Intimidated targets now flee for substantial amount of time.
- Isolation
- By eschewing team tactics and embracing the advantages of "lone wolf" operations, one can vastly improve their combat effectiveness.
- � RANK 1 - Do +10% weapon damage and gain 15 Damage Resistance for each Spacesuit and Helmet equipped when you don't have a companion or any crew.
- � RANK 2 - Do +20% weapon damage and gain 30 Damage Resistance for each Spacesuit and Helmet equipped when you don't have a companion or any crew.
- � RANK 3 - Do +30% weapon damage and gain 45 Damage Resistance for each Spacesuit and Helmet equipped when you don't have a companion or any crew.
- � RANK 4 - Do +40% weapon damage and gain 60 Damage Resistance for each Spacesuit and Helmet equipped when you don't have a companion or any crew.
- Negotiation
- In certain, more challenging communications, skilfully supplementing words with credits may help achieve the desired results.
- � RANK 1 - You now have access to Bribery in speech challenges. �
- RANK 2 - Reduces bribery cost by 25%.
- � RANK 3 - Reduces bribery cost by 50%.
- � RANK 4 - Occasionally, bribery won't cost any money.
- Tier 3
- Instigation
- When combat is required, it can be advantageous to convince others to do the fighting for you.
- � RANK 1 - You can force a target NPC at or below your level to attack their allies for a limited time.
- � RANK 2 - You can force a target PC up to 10 levels higher than you to attack their allies for a limited time.
- � RANK 3 - You can force a target NPC up to 20 levels higher than you to attack their allies for a limited time.
- � RANK 4 - Enemies affected by Instigation will attack their allies until they are dead.
- Leadership
- Teamwork is the cornerstone of galactic survival, and nothing motivates a team more than a trained, decisive leader.
- � RANK 1 - Companions gain affinity 25% faster.
- � RANK 2 - Companions have 50 more health and 50kg more carrying
- capacity.
- � RANK 3 - Companions will occasionally heal you when you get low health. �
- RANK 4 - Doubles the bonuses of Combat and
- Companions. Companions have a chance to pick themselves up from a downed state.
- Outpost Management
- While constructing an outpost offers its own challenges, properly managing that outpost takes a special personality type, and specialized training.
- � RANK 1 - Additional cargo links can be placed at outposts. �
- RANK 2 - Additional robots can be constructed at outposts. �
- RANK 3 - Additional crew can be assigned at outposts.
- � RANK 4 - Outpost extractors produce twice as fast.
- Tier 4
- Manipulation
- Recent studies have shown that suggestion is not an art, but a science, and as such can be weaponized to exert control over the susceptible.
- � RANK 1 - You can force a target NPC at or below your level to obey commands for a limited time.
- � RANK 2 - You can force a target NPC up to 10 levels higher than you to obey commands for a limited time.
- � RANK 3 - You can force a target NPC up to 20 levels higher than you to obey commands for a limited time.
- � RANK 4 - Manipulated targets now obey commands for a substantial amount of time.
- Ship Command
- They say a ship is only as good as its crew, but that is contingent upon that crew having the right captain to lead them.
- � RANK 1 - You can have up to four active crew members. �
- RANK 2 - You can have up to five active crew members. �
- RANK 3 - You can have up to six active crew members.
- � RANK 4 - You can have up to eight active crew members.
- Xeniosociology
- While sentient life has yet to be discovered, the galaxy's alien species are generally intelligent enough to be susceptible to the power of suggestion.
- � RANK 1 - You can force a target alien creature up to 10 levels higher than you to stop fighting for a limited time.
- � RANK 2 - You can force a target alien creature up to 10 levels higher than you to flee for a limited time.
- � RANK 3 - You can force a target alien creature up to 10 levels higher than you to attack their allies for a limited time.
- � RANK 4 - You can force a target creature up to 10 levels higher than you to obey commands for a limited time.
- Combat Skills
- Tier 1
- Ballistics
- Centuries of conflict have proven that when it comes to threat elimination, few things stack up to the reliable power of high-speed projectiles.
- � RANK 1 - Ballistic weapons do 10% more damage.
- � RANK 2 - Ballistic weapons do 20% more damage.
- � RANK 3 - Ballistic weapons do 30% more damage.
- � RANK 4 - Ballistic weapons range is increased by 30%.
- Dueling
- Considered by many to be a lost art, close attacks with a melee weapon can often be deadlier than ranged combat when carried out by a skilled practitioner.
- � RANK 1 - Melee weapons do 25% more damage. Take 10% less damage while wielding a melee weapon.
- � RANK 2 - Melee kills make you run 20% faster for 10 seconds.
- � RANK 3 - Melee weapons do 50% more damage. Take 15% less damage
- while wielding melee weapon.
- � RANK 4 - Melee kills heal you for 10% of your health.
- Lasers
- Personal laser weapons are in widespread use across the Settled Systems, and specialized training can greatly increase their effectiveness.
- � RANK 1 - Laser weapons do 10% more damage.
- � RANK 2 - Laser weapons do 20% more damage.
- � RANK 3 - Laser weapons do 30% more damage.
- � RANK 4 - Laser weapons have a 5% chance to set a target on fire.
- Pistol Certification
- Considering the popularity of the personal sidearm in the Settled Systems, familiarity with such weapons is often considered essential.
- � RANK 1 - Pistols do 10% more damage.
- � RANK 2 - Pistols do 25% more damage.
- � RANK 3 - Pistols do 50% more damage.
- � RANK 4 - Pistol kills grant +25% critical hit chance for 5 seconds,
- Shotgun Certification
- The cornerstone of close quarters combat, or CQC, the shotgun has proven a simple, deadly weapon for hundreds of years.
- � RANK 1 - Shotguns do 10% more damage.
- � RANK 2 - Shotguns do 20% more damage.
- � RANK 3 - Shotguns do 30% more damage.
- � RANK 4 - Shotgun kills grant a small chance to stun additional targets with
- shotguns for a limited time.
- Tier 2
- Demolitions
- With the proper adjustment of chemical mixtures, coupled with modifications to the detonation mechanism, explosives can produce an even greater destructive yield.
- � RANK 1 - Throwing grenades now shows a trajectory arc. Explosions have a 25% larger radius.
- � RANK 2 - Explosives do 25% more damage.
- � RANK 3 - Reduce damage taken from explosives by 25%. �
- RANK 4 - All previous bonuses are doubled.
- Heavy Weapons Certification
- Oversized weapons may prove cumbersome to wield, but their excessive damage output can't be ignored, especially in the hands of a trained combatant.
- � RANK 1 - Heavy weapons do 10% more damage.
- � RANK 2 - Heavy weapons do 20% more damage.
- � RANK 3 - Heavy weapons do 30% more damage.
- � RANK 4 – Gain 25% Physical resistance while aiming down sights with a
- heavy weapon.
- Incapacitation
- EM weapons are generally employed to damage robots, but can also be used to render human beings unconscious.
- � RANK 1 - EM weapons do 5% more damage.
- � RANK 2 - EM weapons do 10% more damage.
- � RANK 3 - EM weapons do 15% more damage.
- � RANK 4 - EM weapons have a 15% chance to do 300% EM damage.
- Particle Beams
- While considered by some to be exotic, particle weapons can be a devastating combat option, subjecting a target to multiple forms of damage.
- � RANK 1 - Particle beam weapons do 10% more damage. �
- RANK 2 - Particle beam weapons do 20% more damage. �
- RANK 3 - Particle beam weapons do 30% more damage. �
- RANK 4 - Particle beam weapons have +5% crit chance.
- Rifle Certification
- Whether used for combat, hunting, or some other deadly purpose, the rifle has become a mainstay of Settled Systems weaponry.
- � RANK 1 - Rifles do 10% more damage.
- � RANK 2 - Rifles do 20% more damage.
- � RANK 3 - Rifles do 30% more damage.
- � RANK 4 - Reload rifles 30% faster while you're standing still.
- Tier 3
- Marksmanship
- Perhaps no combat scenario is more frightening, or lethal, as a single-shot weapon wielded by someone skilled in critical shot placement.
- � RANK 1 - Increase critical hit chance with non-automatic ranged weapons by 3%.
- � RANK 2 - Increase critical hit chance with non-automatic ranged weapons by 8%.
- � RANK 3 - Increase critical hit chance with non-automatic ranged weapons by 15%.
- � RANK 4 - Critical hits using a non-automatic ranged weapon without a scope do double damage and those with scopes knock down enemies on the next shot.
- Rapid Reloading
- In the chaos of combat, the seconds needed to reload your weapon could be the difference between life and death.
- � RANK 1 - Reload Ballistic weapons 30% faster.
- � RANK 2 - Reload Energy and EM weapons 30% faster.
- � RANK 3 - Reload Particle Beam weapons 30% faster. 50% chance to avoid
- getting interrupted while reloading.
- � RANK 4 - Chance on hitting enemies to increase reload speed for all
- weapons by 50% for 15 seconds.
- Sniper Certification
- Only a trained sniper truly understands all the elements necessary to patiently and effectively neutralize a target at excessive range.
- � RANK 1 - Scoped weapons are steadier and have less sway.
- � RANK 2 - You can hold your breath longer with scoped weapons.
- � RANK 3 - Headshots while aiming with a scoped weapon have a +25%
- critical hit chance.
- � RANK 4 - Scoped weapons do 50% more damage while using the scope.
- Targeting
- While careful aiming is generally preferred in combat, "shooting from the hip" can prove a fast and deadly alternative with sufficient training.
- � RANK 1 - Increased accuracy and range when shooting without aiming. Marks up to one enemy within 25m that damages you.
- � RANK 2 - Notably increased accuracy and range when shooting without aiming. Marks up to two enemies within 50m that damage you.
- � RANK 3 - Greatly increased accuracy and range when shooting without aiming. Marks up to three enemies within 75m that damage you.
- � RANK 4 - 10% chance to disarm targets hit when shooting without aiming. Marks up to four enemies within 100m that damage you.
- Tier 4
- Armor Penetration
- By identifying gaps or weak points in body armor, an attacker can often gain a tactical advantage in combat.
- � RANK 1 - Attacks ignore 15% of a target's armor.
- � RANK 2 - Attacks ignore 30% of a target's armor.
- � RANK 3 - Attacks Ignore 50% of a target's armor.
- � RANK 4 - Enemy armor is decreased by 25% for 6 seconds after a critical
- hit.
- Crippling
- Specifically targeting the pressure points and nerves of various limbs can disable an opponent, limiting their combat effectiveness.
- � RANK 1 - Human enemies have a 30% increased chance to enter a downed state after taking enough damage.
- � RANK 2 - Humanoid enemies have a 50% increased chance to not naturally recover from a downed state.
- � RANK 3 - Human enemies now can enter a downed state earlier.
- � RANK 4 - Previous ranks now apply to all enemy types. You now do 100%
- more damage to downed enemies.
- Sharpshooting
- For those who specialize in precise targeting that maximizes damage, combat is often a quickly efficient affair.
- � RANK 1 - Increase headshot critical damage by 50% with ranged weapons. �
- RANK 2 - Increase critical damage to enemy legs by 50% with ranged
- weapons.
- � RANK 3 - Increase all critical damage to enemies by 50% with ranged
- weapons.
- � RANK 4 - Ranged critical hit kills increase your critical hit chance with all
- ranged weapons by 25% for 20 seconds.
- Science Skills
- Tier 1
- Astrodynamics
- Advanced technology is one thing, but it takes skill, patience, and a little bit of love to coax even more capability out of a ship’s grav drive.
- � RANK 1 - Increase grav jump range of jump drives by 15%.
- � RANK 2 - Reduced fuel cost of jump drives by 15%.
- � RANK 3 - Increased grav jump range and reduced fuel cost of jump drives
- by 30%.
- � RANK 4 - Reduced fuel cost of jump drives by 50%.
- Geology
- Newly discovered minerals mined from alien planets and moons have directly led to some incredible technological advancements.
- � RANK 1 - Get more common and uncommon inorganic resources from surface objects.
- � RANK 2 - Get more rare inorganic resources from surface objects.
- � RANK 3 - Get more exotic inorganic resources from surface objects.
- � RANK 4 - Occasionally harvest additional rarer resources from surface
- objects.
- Medicine
- Only through advancements in medical training and technology has humanity been able to withstand the galaxy's many dangers.
- � RANK 1 - Med Packs, Trauma Packs, and Emergency Kits restore 10% additional Health 10% faster.
- � RANK 2 - Med Packs, Trauma Packs, and Emergency Kits restore 20% additional Health 20% faster.
- � RANK 3 - Med Packs, Trauma Packs, and Emergency Kits restore 30% additional Health 30% faster.
- � RANK 4 - Med Packs, Trauma Packs, and Emergency Kits restore 50% additional Health 50% faster, and have a chance to cure an affliction.
- Research Methods
- By skilfully employing both new and time tested methods, a researcher may complete projects faster, and even gain unexpected insights.
- � RANK 1 - Resources required to craft items and complete research projects is reduced by 10%.
- � RANK 2 - Resources required to craft items and complete research projects is reduced by 20%.
- � RANK 3 - Resources required to craft items and complete research projects is reduced by 40%.
- � RANK 4 - Sudden developments during research are twice as common. Resources required to craft items and complete research projects is reduced by 60%.
- Surveying
- Humanity now has access to untold alien worlds, and the ability to decipher all that data while on the ground has become an essential skillset.
- � RANK 1 -Adds an optional zoom to the hand scanner, and scan distance is increased to 20 meters.
- � RANK 2 - Adds another level of zoom to the hand scanner, and scan distance is increased to 30 meters.
- � RANK 3 - Adds another level of zoom to the hand scanner, and scan distance is increased to 40 meters.
- � RANK 4 - Adds another level of zoom to the hand scanner, and scan distance is increased to 50 meters.
- Tier 2
- Botany
- The scientific study of flora, while important on Earth, became even more essential as humanity began exploring alien worlds.
- � RANK 1 - Get more common and uncommon organic resources from plants, learn additional info about them from the scanner, and allows some plants to be cultivated at your outposts.
- � RANK 2 - Get more rare organic resources from plants, and learn information about them more quickly using the scanner.
- � RANK 3 - Get more exotic organic resources from plants, and learn information about them more quickly using the scanner.
- � RANK 4 - Occasionally harvest additional rarer resources from plants, and learn information about them more quickly using the scanner.
- Scanning
- While anyone can use a ship's scanner, it takes a specially trained operator to detect hard-to-find planetary resources, or uncover the details of nearby ships.
- � RANK 1 - You can detect uncommon inorganic resources on planet and moon surfaces, and more information about ships in space.
- � RANK 2 - You can detect rare inorganic resources on planet and moon surfaces, and more specific information about ships in space.
- � RANK 3 - You can detect exotic inorganic resources on planet and moon surfaces, and gain better combat information on ships in space.
- � RANK 4 -You can detect unique inorganic resources on planet and moon surfaces, and gain a complete list of cargo on ships in space.
- Spacesuit Design
- While a basic spacesuit can protect one from the vacuum of space, it takes a specialized design to withstand the rigors of many alien worlds.
- � RANK 1 - You can craft improved spacesuit, helmet, and pack mods, and research additional mods at a Research Lab.
- � RANK 2 - You can research and craft superior spacesuit, helmet, and pack mods.
- � RANK 3 - You can research and craft cutting-edge spacesuit, helmet, and pack mods.
- � RANK 4 - Construction of spacesuit, helmet, and pack mods occasionally doesn't cost resources.
- Weapon Engineering
- Life in the 24th century can be exceedingly dangerous, and the ability to maintain and modify personal weapons can be essential to one's survival.
- � RANK 1 - You can craft improved weapon mods at a Weapon Workbench, and research additional weapon mods a at Research Lab.
- � RANK 2 - You can research and craft superior weapon mods.
- � RANK 3 - You can research and craft cutting-edge weapon mods. �
- RANK 4 - You can research and craft master-level weapon mods.
- Zoology
- No one could have expected the number of new species encountered on alien worlds, or the Importance of those skilled in their behaviour and domestication. �
- RANK 1 - Get more common organic resources from creatures and harvest
- from them without harming them, learn additional info about them from the scanner, and allows you to produce animal resources at your outposts.
- � RANK 2 - Get more uncommon organic resources from creatures, and learn information about them more quickly using the scanner.
- � RANK 3 - Get more rare organic resources from creatures, and learn information about them more quickly using the scanner.
- � RANK 4 - Occasionally harvest additional rarer resources from creatures, and learn information about them more quickly using the scanner.
- Tier 3
- Astrophysics
- A ship's scanner receives vast amounts of data, but It takes a trained mind to efficiently analyze it all.
- � RANK 1 - You can scan the moons of your current planet. You have a 10% chance to discover a trait when scanning,
- � RANK 2 - You can scan any planet or moon in this system. You have a 20% chance to discover a trait when scanning.
- � RANK 3 - You can scan any planet or moon within 16 Light Years. You have a 30% chance to discover a trait when scanning.
- � RANK 4 - You can scan any planet or moon within 30 Light Years. You have a 50% chance to discover a trait when scanning.
- Chemistry
- When crafted by the skilled and safety conscious, chems can be used to enhance health and performance across the Settled Systems.
- � RANK 1 - You can create improved chems, and research additional chems at a Research Lab.
- � RANK 2 - You can research and create superior chems.
- � RANK 3 - You can research and create cutting-edge chems.
- � RANK 4 - Crafting chems occasionally triples the amount created.
- Outpost Engineering
- Proper construction of habitation modules is essential to one's survival on any alien world.
- � RANK 1 - You can construct improved outpost modules, and research additional modules at a Research Lab.
- � RANK 2 - You can research and construct superior outpost modules.
- � RANK 3 - You can research and construct cutting-edge outpost modules. �
- RANK 4 - Outpost modules now cost 50% fewer resources to build.
- Tier 4
- Special Projects
- Big guns are great, but in the Settled Systems, sometimes the best weapon is simply an old adage: "Knowledge is Power."
- � RANK 1 - You can research experimental projects at a
- � Research Lab.
- � RANK 2 - You can craft rare manufactured components at an Industrial
- Workbench.
- � RANK 3 - You can craft exotic manufactured components at an Industrial
- Workbench.
- � RANK 4 - You can craft unique manufactured components at an Industrial
- Workbench. Outpost extractors have a chance to produce additional resources.
- Planetary Habitation
- While outpost building is always challenging, doing so on a world with a dangerous environment requires specialized training.
- � RANK 1 - You can build outposts on planets with extreme temperatures (Deep Freeze and Inferno). Increase the maximum number of Outposts you can build by 4.
- � RANK 2 - You can build outposts on planets with extreme pressure. Increase the maximum number of Outposts you can build by 8.
- � RANK 3 - You can build outposts on planets with toxic or corrosive atmospheres. Increase the maximum number of Outposts you can build by 12.
- � RANK 4 - You can build outposts on planets with extreme gravity. Increase the maximum number of Outposts you can build by 16.
- Aneutronic Fusion
- It is possible to maximize a ship's energy output by specifically directing the unique nuclear processes that occur within its reactor.
- � RANK 1 - Ship reactors produce 1 extra unit of power. �
- RANK 2 - Ship reactors produce 2 extra units of power. �
- RANK 3 - Ship reactors produce 3 extra units of power. �
- RANK 4 - Ship reactors produce 5 extra units of power.
- Tech Skills
- Tier 1
- Ballistic Weapon Systems
- While there have been significant advancements in ship-borne weaponry, sometimes the simplest tool is the most effective.
- � RANK 1 - Ballistic ship weapons have 10% increased damage and cost 20% less to use in Targeting Mode.
- � RANK 2 - Ballistic ship weapons have 20% increased damage and recharge 15% faster.
- � RANK 3 - Ballistic ship weapons have 30% increased damage and recharge 30% faster.
- � RANK 4 - Ballistic ship weapons do 50% more damage to individual systems.
- Boost Pack Training
- Specialized training and innovations in personal mobility systems have allowed for unfettered exploration on alien worlds.
- � RANK 1 - You can now utilize boost packs.
- � RANK 2 - Using a boost pack expends less fuel.
- � RANK 3 - Boost pack fuel regenerates more quickly �
- RANK 4 - Doubles previous bonuses.
- Piloting
- As more people journey into space, the number of those certified to effectively pilot various types of spacecraft has increased dramatically.
- � RANK 1 - You can now utilize ship thrusters.
- � RANK 2 - Increased ship turning rate and maneuverability. �
- RANK 3 - Unlock the ability to pilot Class B ships.
- � RANK 4 - Unlock the ability to pilot Class C ships.
- Security
- While the standardized digital locking mechanism is renowned for its security, any code can be broken with the proper training.
- � RANK 1 - You can attempt to hack Advanced locks, and 2 auto attempts can be banked.
- � RANK 2 - You can attempt to hack Expert locks, and 3 auto attempts can be banked. Rings now turn blue when the pick can be slotted.
- � RANK 3 - You can attempt to hack Master-level locks, and 4 auto attempts can be banked.
- � RANK 4 - Expend a digipick to eliminate keys that aren't required to solve the puzzle. 5 auto attempts can be banked.
- Targeting Control Systems
- Missile weapons are favored because they can lock onto an enemy ship, but an intimate knowledge of tracking systems can make them even more effective.
- � RANK 1 - Unlocks ship targeting functionality.
- � RANK 2 - Time to lock onto enemy ships is reduced by 15%. Target-locked
- ships fire at you 25% slower.
- � RANK 3 - Time to lock onto enemy ships is reduced by 30%. You have a
- 10% increased chance of critically hitting a target-locked ship.
- � RANK 4 - Time to lock onto enemy ships is reduced by 60%. Deal 20%
- increased system damage in targeting mode.
- Tier 2
- Energy Weapon Systems
- In the 24th century, advancements in energy weapons technology have revolutionized combat, as much in space as on the ground.
- � RANK 1 - Energy ship weapons have 10% increased damage and cost 15% less to use in Targeting Mode.
- � RANK 2 - Energy ship weapons have 20% increased damage and cost 30% less to use in Targeting Mode.
- � RANK 3 - Energy ship weapons have 30% increased damage and cost 45% less to use in Targeting Mode.
- � RANK 4 -Energy ship weapons recharge 30% faster.
- Engine Systems
- Space is both vast and dangerous, and the ability to push a ship's engine to increase speed can be done safely and effectively, with the right training.
- � RANK 1 - Your ship's top speed is increased by 10%.
- � RANK 2 - Ship boosts last longer and the cooldown is shorter.
- � RANK 3 - Your ship's top speed is increased by 20%.
- � RANK 4 - While boosting, all enemies disengage the player and can only
- reacquire them as a target after the player stops boosting.
- Payloads
- Any pilot can haul cargo, but it takes special determination and training to maximize cargo space.
- � RANK 1 - Ship cargo holds have 10% more capacity. �
- RANK 2 - Ship cargo holds have 20% more capacity. �
- RANK 3 - Ship cargo holds have 30% more capacity. �
- RANK 4 - Ship cargo holds have 50% more capacity.
- Shield Systems
- Regardless of the power allocated by the reactor, a ship's shields can be further bolstered by direct manipulation of the system's harmonics.
- � RANK 1 - Your ship has 20% increased shield capacity.
- � RANK 2 - Your ship has 40% increased shield capacity.
- � RANK 3 - Your ship has 60% increased shield capacity.
- � RANK 4 - Your shields will occasionally resist 100% of all damage received.
- Tier 3
- Missile Weapon Systems
- In space, few weapons can match the range and destructive power of missiles, especially in the hands of a skilled tactician.
- � RANK 1 - Ship missile weapons do 10% more damage, and their Targeting mode cost is reduced by 20%.
- � RANK 2 - Ship missile weapons do 20% more damage, and their Targeting mode cost is reduced by 40%.
- � RANK 3 - Ship missile weapons do 30% more damage, and their Targeting mode cost is reduced by 60%.
- � RANK 4 - Ship missiles have a 20% increased Range, Travel Speed, and Reload Speed.
- Particle Beam Weapon Systems
- Ship weapons utilizing particle beam technology are the preferred choice for captains who prefer to damage multiple ship systems at once.
- � RANK 1 - Ship particle beam weapons do 10% more damage, and Targeting mode cost is reduced by 10%.
- � RANK 2 - Ship particle beam weapons do 20% more damage, and Targeting mode cost is reduced by 20%.
- � RANK 3 - Ship particle beam weapons do 30% more damage, and Targeting mode cost is reduced by 30%.
- � RANK 4 - Increased critical hit chance with ship particle beam weapons.
- Robotics
- In an age where robots and autonomous turrets are employed in a combat capacity, the study of robotics can be instrumental in gaining a tactical edge.
- � RANK 1 - You deal 10% more damage to Robots and Turrets. You can force a target robot up to 10 levels higher than you to stop fighting for a limited time.
- � RANK 2 - You deal 20% more damage to Robots and Turrets. You can force a target robot up to 10 levels higher than you to flee for a limited time.
- � RANK 3 - You deal 30% more damage to Robots and Turrets. You can force a target robot up to 10 levels higher than you to attack their allies for a limited time.
- � RANK 4 - You can force a target robot up to 10 levels higher than you to obey commands for a limited time.
- Starship Design
- As with "car culture" on Earth centuries ago, there are those who pride themselves on the ability to modify their own spaceships.
- � RANK 1 - Allows the installation of improved ship modules.
- � RANK 2 - Allows the installation of superior ship modules.
- � RANK 3 - Allows the installation of cutting-edge ship modules, �
- RANK 4 - Allows the installation of experimental ship modules.
- Starship Engineering
- It takes skilled hands to not only make a ship's systems more resistant to damage, but to repair those systems efficiently when damage does occur.
- � RANK 1 - All ship systems repair 10% faster.
- � RANK 2 - Ship systems have 25% Increased damage mitigation.
- � RANK 3 - All ship systems repair 25% faster.
- � RANK 4 - Occasionally, repairing one block of a system will repair the
- entire system.
- Tier 4
- Automated Weapon Systems
- Turret weapons are known for their easy-to-use, autonomous nature, but they can be made even deadlier with some specific technical adjustments.
- � RANK 1 - Automated ship weapons do 10% more damage and reduce all targeting mode costs by 20%.
- � RANK 2 - Automated ship weapons do 20% more damage and reduce all targeting mode costs by 30%. Your ship takes 20% less damage while in targeting mode.
- � RANK 3 - Automated ship weapons do 30% more damage and reduce all targeting mode costs by 40%. Increases crit chance against targeted sub- systems by 20%.
- � RANK 4 - Ship turret weapons recharge 40% faster and do 20% more damage to targeted sub-systems.
- Boost Assault Training
- Combat training with boost packs allows for more shock and awe tactics.
- � RANK 1 - Nearby enemies take damage when you boost and have a chance to catch on fire.
- � RANK 2 - Chance to knockdown nearby enemies when you boost.
- � RANK 3 - Aiming down sights while boosting will let you hover in place.
- Fuel is still expended until empty.
- � RANK 4 - While hovering, time slows down and the world moves 70%
- slower around you.
- EM Weapon Systems
- In the hands of a capable pilot, no weapons can disable an enemy ship faster than those that deliver electromagnetic damage.
- � RANK 1 - EM ship weapons have 10% increased damage and cost 15% less to use in Targeting Mode.
- � RANK 2 - EM ship weapons have 20% increased damage and cost 30% less to use in Targeting Mode.
- � RANK 3 - EM ship weapons have 30% increased damage and cost 45% less to use in Targeting Mode.
- � RANK 4 - EM ship weapons have a small chance of instantly disabling enemy engines.
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