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1 | Starfield Character Skills | |
2 | 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. | |
3 | - | 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 Tier 1 to unlock Tier 2, 7 points into Tier 2 to unlock Tier 3, and 11 points into Tier 3 to unlock Tier 4, |
3 | + | 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. |
4 | ||
5 | ||
6 | ||
7 | Physical Skills | |
8 | ||
9 | Tier 1 | |
10 | ||
11 | Boxing | |
12 | Once considered a "sport of kings," boxing is still practiced as a recreational competitive activity, but its combat applications can't be denied. | |
13 | � RANK 1 - Unarmed attacks do 25% more damage. 25% less O2 | |
14 | � used when using a power attack, | |
15 | � RANK 2 - Unarmed attacks do 50% more damage. 50% less O2 used when | |
16 | using a power attack. | |
17 | � RANK 3 - Unarmed attacks do 75% more damage. While in a fight and | |
18 | unarmed, running consumes 30% less O2. | |
19 | � RANK 4 - Unarmed attacks do 100% more damage and have a chance to | |
20 | knock down opponents. | |
21 | ||
22 | Fitness | |
23 | In space, the greatest commodity is oxygen, and the increased lung capacity gained by a regular physical fitness regimen is essential to survival. | |
24 | � RANK 1 - You have 10% more oxygen available. | |
25 | � RANK 2 - You have 20% more oxygen available. | |
26 | � RANK 3 - You have 30% more oxygen available. | |
27 | � RANK 4 - Sprinting and power attacks now use significantly less oxygen. | |
28 | ||
29 | Stealth | |
30 | 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. | |
31 | � RANK 1 - Adds a Stealth Meter. You are 25% more difficult to detect when sneaking. Suppressed weapons do an additional 5% sneak attack damage. | |
32 | � RANK 2 - Upgrades the Stealth Meter. You are 50% more difficult to detect when sneaking. Suppressed weapons do an additional 10% sneak attack damage. | |
33 | � RANK 3 - You are 75% more difficult to detect when sneaking. Suppressed weapons do an additional 15% sneak attack damage. | |
34 | � 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. | |
35 | ||
36 | Weight Lifting | |
37 | Weight training can significantly increase one's ability to carry weapons and equipment, both in space and on the ground. | |
38 | � RANK 1 - Increase total carrying capacity by 10 kilograms. | |
39 | � RANK 2 - Increase total carrying capacity by 25 kilograms. | |
40 | � RANK 3 - Increase total carrying capacity by 50 kilograms. | |
41 | � RANK 4 - Increase total carrying capacity by 100 kilograms. Gain 50% | |
42 | resistance to stagger. | |
43 | ||
44 | Wellness | |
45 | By embracing an active lifestyle and good nutrition habits, one may improve their overall sense of health, and even gain prolonged life expectancy. | |
46 | � RANK 1 - Increase your maximum health by 10%. � | |
47 | RANK 2 - Increase your maximum health by 20%. � | |
48 | RANK 3 - Increase your maximum health by 30%. � | |
49 | RANK 4 - Increase your maximum health by 40% | |
50 | ||
51 | ||
52 | Tier 2 | |
53 | ||
54 | Pain Tolerance | |
55 | Pain hurts - but only if you're not strong enough to take it. | |
56 | � RANK 1 - Physical damage is reduced by 5%. | |
57 | � RANK 2 - Physical damage is reduced by 10%. | |
58 | � RANK 3 - Physical damage is reduced by 15%. | |
59 | � RANK 4 - 5% chance to ignore physical damage when your health is low. | |
60 | ||
61 | Nutrition | |
62 | 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. | |
63 | � RANK 1 - Food and drink are 10% more effective. | |
64 | � RANK 2 - Food and drink are now 20% more effective. � | |
65 | RANK 3 - Food and drink are now 30% more effective. � | |
66 | RANK 4 - Food and drink are now 50% more effective. | |
67 | ||
68 | Gymnastics | |
69 | From navigating the elevations of alien landscapes to exploring derelict ships in Zero-G, gymnastic training is invaluable for improving both safety and manoeuvrability. | |
70 | � RANK 1 - Unlock the ability to combat slide. Take 15% less fall damage. � | |
71 | RANK 2 - Move faster in Zero-G. Take 20% less fall damage. | |
72 | � RANK 3 - Become more stable while firing in Zero-G. Take 30% less fall | |
73 | damage. Replenish some O2 after mantling. | |
74 | � RANK 4 - Increased jump height. Run faster after combat sliding or | |
75 | mantling. | |
76 | ||
77 | Environmental Conditioning | |
78 | In the Settled Systems, even oxygen-rich planets and moons may have an atmosphere that is hazardous to human beings. | |
79 | � RANK 1 - Gain 10 resistance to Airborne environmental damage. | |
80 | � RANK 2 - Gain 10 resistance to Thermal environmental damage. | |
81 | � RANK 3 - Gain 10 resistance to Corrosive and Radiation environmental | |
82 | damage. | |
83 | � RANK 4 - Reduced chance to gain afflictions from environmental damage | |
84 | sources. | |
85 | ||
86 | Energy Weapon Dissipation | |
87 | Considering the widespread use of energy weapons in the Settled Systems, specialized training to minimize damage is considered invaluable. | |
88 | � RANK 1 -Energy damage is reduced by 5%. | |
89 | � RANK 2 - Energy damage is reduced by 10%. | |
90 | � RANK 3 - Energy damage is reduced by 15%. | |
91 | � RANK 4 - 25% chance to reflect energy damage back to an attacker when | |
92 | your health is below 50%. | |
93 | ||
94 | ||
95 | Tier 3 | |
96 | ||
97 | Cellular Regeneration | |
98 | 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. | |
99 | � RANK 1 - Slightly increased chance to recover from injuries naturally. | |
100 | � RANK 2 - Moderately increased chance to recover from injuries naturally. � | |
101 | RANK 3 - Noticeably increased chance to recover from injuries naturally. � | |
102 | RANK 4 - 20% chance of not gaining an injury when you otherwise would. | |
103 | ||
104 | Decontamination | |
105 | Through a deliberate regiment of conditioning and antibody therapy, one may effectively combat even the Settled Systems' unseen threats. | |
106 | � RANK 1 - Slightly increased chance to recover from infections naturally. � | |
107 | RANK 2 - Moderately increased chance to recover from infections | |
108 | naturally. | |
109 | � RANK 3 - Noticeably increased chance to recover from infections | |
110 | naturally. | |
111 | � RANK 4 - 20% chance of not gaining an infection when you otherwise | |
112 | would. | |
113 | ||
114 | Martial Arts | |
115 | 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. | |
116 | � RANK 1 - 15% increased chance to crit with a melee or unarmed attack. � | |
117 | RANK 2 - 15% chance to disarm an opponent with a melee or unarmed | |
118 | power attack. | |
119 | � RANK 3 - While unarmed or wielding a melee weapon, take 10% less | |
120 | damage. | |
121 | � RANK 4 - Reflect 50% damage back when blocking a melee or unarmed | |
122 | attack. | |
123 | ||
124 | ||
125 | Tier 4 | |
126 | ||
127 | Concealment | |
128 | Few skills capture the imagination like the ability to remain undetected, used by assassins, special forces operatives, and simple thieves alike for centuries. | |
129 | � 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. | |
130 | � 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. | |
131 | � 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. | |
132 | � 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. | |
133 | ||
134 | Neurostrikes | |
135 | 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. | |
136 | � RANK 1 - 10% chance to stun an NPC with an unarmed attack. | |
137 | � RANK 2 - Unarmed attacks now do additional EM damage. | |
138 | � RANK 3 - 20% chance to stun an NPC with an unarmed attack. | |
139 | � RANK 4 - After stunning an enemy, you also knock down any enemies | |
140 | within close range. | |
141 | ||
142 | Rejuvenation | |
143 | Utilizing both ancient meditation techniques and newly developed breathing exercises, it's possible for one to actually trigger their body's natural healing ability. | |
144 | � RANK 1 - Slowly regenerate health outside of combat. | |
145 | � RANK 2 - Regenerate health more quickly outside of combat. | |
146 | � RANK 3 - Regenerate health much faster outside of combat. You can now | |
147 | slowly regenerate health while in combat. | |
148 | � RANK 4 - Regenerate health even faster outside of combat. You can now | |
149 | regenerate health quickly while in combat. | |
150 | ||
151 | ||
152 | ||
153 | Social Skills | |
154 | Tier 1 | |
155 | ||
156 | Commerce | |
157 | In the Settled Systems' free market economy, almost anyone with the right skillset can open and run a successful business. | |
158 | � RANK 1 - Buy for 5% less and sell for 10% more. � | |
159 | RANK 2 - Buy for 10% less and sell for 15% more. � | |
160 | RANK 3 - Buy for 15% less and sell for 20% more. � | |
161 | RANK 4 - Buy for 20% less and sell for 25% more. | |
162 | ||
163 | Gastronomy | |
164 | 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. | |
165 | � RANK 1 - You can craft specialty food and drinks, and research additional recipes at a Research Lab. | |
166 | � RANK 2 - You can research and craft gourmet food and drinks. | |
167 | � RANK 3 - You can research and craft food and drink delicacies. | |
168 | � RANK 4 - Crafting food and drinks occasionally doesn't use up resources. | |
169 | You can research and craft exotic recipes. | |
170 | ||
171 | Persuasion | |
172 | In the Settled Systems, the nuanced ability to listen and discuss can often accomplish far more than simply shooting first and asking questions later. | |
173 | � RANK 1 - 10% increased chance of success when persuading someone. � | |
174 | RANK 2 - 20% increased chance of success when persuading someone. � | |
175 | RANK 3 - 30% increased chance of success when persuading someone. � | |
176 | RANK 4 - 50% increased chance of success when persuading someone. | |
177 | ||
178 | Scavenging | |
179 | There are those who can find just about anything, and their success is usually dependent on knowing how, and where, to look. | |
180 | � RANK 1 - There's a chance you'll find extra credits when searching containers. | |
181 | � RANK 2 - There's a chance you'll find extra ammo when searching containers. | |
182 | � RANK 3 - There's a chance you'll find extra aid items, like Med Packs or chems, when searching containers. | |
183 | � RANK 4 - Tracked resources will get highlighted when using the hand scanner. | |
184 | ||
185 | Theft | |
186 | While not entirely honorable, and certainly not legal, it is nonetheless occasionally necessary to discreetly remove property from someone's person. | |
187 | � RANK 1 - Unlock the ability to pickpocket targets. | |
188 | � RANK 2 - 10% greater chance to successfully pickpocket. | |
189 | � RANK 3 - 30% greater chance to successfully pickpocket. | |
190 | � RANK 4 - 50% greater chance to successfully pickpocket, Can now | |
191 | pickpocket holstered weapons. | |
192 | ||
193 | ||
194 | Tier 2 | |
195 | ||
196 | Deception | |
197 | 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. | |
198 | � RANK 1 - Ships 10% stronger will automatically surrender to piracy demands. Enemy contraband scans are 10% less effective. | |
199 | � RANK 2 - Ships 20% stronger will automatically surrender to piracy demands. Enemy contraband scans are 20% less effective. | |
200 | � RANK 3 - Ships 30% stronger will automatically surrender to piracy demands. Enemy contraband scans are 30% less effective. | |
201 | � RANK 4 - Ships 50% stronger will automatically surrender to piracy demands. Enemy contraband scans are 50% less effective. | |
202 | ||
203 | Diplomacy | |
204 | When a situation calls for words and not weapons, it’s best to rely on those trained in statecraft and de-escalation. | |
205 | � RANK 1 - You can force a target NPC at or below your level to stop fighting for a while. | |
206 | � RANK 2 - You can force a target NPC up to 10 levels higher than you to stop fighting for a while. | |
207 | � RANK 3 - You can force a target NPC up to 20 levels higher than you to stop fighting for a while. | |
208 | � RANK 4 - You can force target NPCs to permanently stop fighting (unless they're attacked again) | |
209 | ||
210 | Intimidation | |
211 | 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. | |
212 | � RANK 1 - You can force a target NPC at or below your level to flee for a limited time. | |
213 | � RANK 2 - You can force a target NPC up to 10 levels higher than you to flee for a limited time. | |
214 | � RANK 3 - You can force a target NPC up to 20 levels higher than you to flee for a limited time. | |
215 | � RANK 4 - Intimidated targets now flee for substantial amount of time. | |
216 | ||
217 | Isolation | |
218 | By eschewing team tactics and embracing the advantages of "lone wolf" operations, one can vastly improve their combat effectiveness. | |
219 | � 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. | |
220 | � 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. | |
221 | � 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. | |
222 | � 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. | |
223 | ||
224 | Negotiation | |
225 | In certain, more challenging communications, skilfully supplementing words with credits may help achieve the desired results. | |
226 | � RANK 1 - You now have access to Bribery in speech challenges. � | |
227 | RANK 2 - Reduces bribery cost by 25%. | |
228 | � RANK 3 - Reduces bribery cost by 50%. | |
229 | � RANK 4 - Occasionally, bribery won't cost any money. | |
230 | ||
231 | ||
232 | Tier 3 | |
233 | ||
234 | Instigation | |
235 | When combat is required, it can be advantageous to convince others to do the fighting for you. | |
236 | � RANK 1 - You can force a target NPC at or below your level to attack their allies for a limited time. | |
237 | � RANK 2 - You can force a target PC up to 10 levels higher than you to attack their allies for a limited time. | |
238 | � RANK 3 - You can force a target NPC up to 20 levels higher than you to attack their allies for a limited time. | |
239 | � RANK 4 - Enemies affected by Instigation will attack their allies until they are dead. | |
240 | ||
241 | Leadership | |
242 | Teamwork is the cornerstone of galactic survival, and nothing motivates a team more than a trained, decisive leader. | |
243 | � RANK 1 - Companions gain affinity 25% faster. | |
244 | � RANK 2 - Companions have 50 more health and 50kg more carrying | |
245 | capacity. | |
246 | � RANK 3 - Companions will occasionally heal you when you get low health. � | |
247 | RANK 4 - Doubles the bonuses of Combat and | |
248 | ||
249 | Companions. Companions have a chance to pick themselves up from a downed state. | |
250 | Outpost Management | |
251 | While constructing an outpost offers its own challenges, properly managing that outpost takes a special personality type, and specialized training. | |
252 | � RANK 1 - Additional cargo links can be placed at outposts. � | |
253 | RANK 2 - Additional robots can be constructed at outposts. � | |
254 | RANK 3 - Additional crew can be assigned at outposts. | |
255 | � RANK 4 - Outpost extractors produce twice as fast. | |
256 | ||
257 | ||
258 | Tier 4 | |
259 | ||
260 | Manipulation | |
261 | 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. | |
262 | � RANK 1 - You can force a target NPC at or below your level to obey commands for a limited time. | |
263 | � RANK 2 - You can force a target NPC up to 10 levels higher than you to obey commands for a limited time. | |
264 | � RANK 3 - You can force a target NPC up to 20 levels higher than you to obey commands for a limited time. | |
265 | � RANK 4 - Manipulated targets now obey commands for a substantial amount of time. | |
266 | ||
267 | Ship Command | |
268 | 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. | |
269 | � RANK 1 - You can have up to four active crew members. � | |
270 | RANK 2 - You can have up to five active crew members. � | |
271 | RANK 3 - You can have up to six active crew members. | |
272 | � RANK 4 - You can have up to eight active crew members. | |
273 | ||
274 | Xeniosociology | |
275 | 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. | |
276 | � RANK 1 - You can force a target alien creature up to 10 levels higher than you to stop fighting for a limited time. | |
277 | � RANK 2 - You can force a target alien creature up to 10 levels higher than you to flee for a limited time. | |
278 | � RANK 3 - You can force a target alien creature up to 10 levels higher than you to attack their allies for a limited time. | |
279 | � RANK 4 - You can force a target creature up to 10 levels higher than you to obey commands for a limited time. | |
280 | ||
281 | ||
282 | ||
283 | Combat Skills | |
284 | ||
285 | Tier 1 | |
286 | ||
287 | Ballistics | |
288 | Centuries of conflict have proven that when it comes to threat elimination, few things stack up to the reliable power of high-speed projectiles. | |
289 | � RANK 1 - Ballistic weapons do 10% more damage. | |
290 | � RANK 2 - Ballistic weapons do 20% more damage. | |
291 | � RANK 3 - Ballistic weapons do 30% more damage. | |
292 | � RANK 4 - Ballistic weapons range is increased by 30%. | |
293 | ||
294 | Dueling | |
295 | 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. | |
296 | � RANK 1 - Melee weapons do 25% more damage. Take 10% less damage while wielding a melee weapon. | |
297 | � RANK 2 - Melee kills make you run 20% faster for 10 seconds. | |
298 | � RANK 3 - Melee weapons do 50% more damage. Take 15% less damage | |
299 | while wielding melee weapon. | |
300 | � RANK 4 - Melee kills heal you for 10% of your health. | |
301 | ||
302 | Lasers | |
303 | Personal laser weapons are in widespread use across the Settled Systems, and specialized training can greatly increase their effectiveness. | |
304 | � RANK 1 - Laser weapons do 10% more damage. | |
305 | � RANK 2 - Laser weapons do 20% more damage. | |
306 | � RANK 3 - Laser weapons do 30% more damage. | |
307 | � RANK 4 - Laser weapons have a 5% chance to set a target on fire. | |
308 | ||
309 | Pistol Certification | |
310 | Considering the popularity of the personal sidearm in the Settled Systems, familiarity with such weapons is often considered essential. | |
311 | � RANK 1 - Pistols do 10% more damage. | |
312 | � RANK 2 - Pistols do 25% more damage. | |
313 | � RANK 3 - Pistols do 50% more damage. | |
314 | � RANK 4 - Pistol kills grant +25% critical hit chance for 5 seconds, | |
315 | ||
316 | Shotgun Certification | |
317 | The cornerstone of close quarters combat, or CQC, the shotgun has proven a simple, deadly weapon for hundreds of years. | |
318 | � RANK 1 - Shotguns do 10% more damage. | |
319 | � RANK 2 - Shotguns do 20% more damage. | |
320 | � RANK 3 - Shotguns do 30% more damage. | |
321 | � RANK 4 - Shotgun kills grant a small chance to stun additional targets with | |
322 | shotguns for a limited time. | |
323 | ||
324 | ||
325 | Tier 2 | |
326 | ||
327 | Demolitions | |
328 | With the proper adjustment of chemical mixtures, coupled with modifications to the detonation mechanism, explosives can produce an even greater destructive yield. | |
329 | � RANK 1 - Throwing grenades now shows a trajectory arc. Explosions have a 25% larger radius. | |
330 | � RANK 2 - Explosives do 25% more damage. | |
331 | � RANK 3 - Reduce damage taken from explosives by 25%. � | |
332 | RANK 4 - All previous bonuses are doubled. | |
333 | ||
334 | Heavy Weapons Certification | |
335 | Oversized weapons may prove cumbersome to wield, but their excessive damage output can't be ignored, especially in the hands of a trained combatant. | |
336 | � RANK 1 - Heavy weapons do 10% more damage. | |
337 | � RANK 2 - Heavy weapons do 20% more damage. | |
338 | � RANK 3 - Heavy weapons do 30% more damage. | |
339 | � RANK 4 – Gain 25% Physical resistance while aiming down sights with a | |
340 | heavy weapon. | |
341 | ||
342 | Incapacitation | |
343 | EM weapons are generally employed to damage robots, but can also be used to render human beings unconscious. | |
344 | � RANK 1 - EM weapons do 5% more damage. | |
345 | � RANK 2 - EM weapons do 10% more damage. | |
346 | � RANK 3 - EM weapons do 15% more damage. | |
347 | � RANK 4 - EM weapons have a 15% chance to do 300% EM damage. | |
348 | ||
349 | Particle Beams | |
350 | While considered by some to be exotic, particle weapons can be a devastating combat option, subjecting a target to multiple forms of damage. | |
351 | � RANK 1 - Particle beam weapons do 10% more damage. � | |
352 | RANK 2 - Particle beam weapons do 20% more damage. � | |
353 | RANK 3 - Particle beam weapons do 30% more damage. � | |
354 | RANK 4 - Particle beam weapons have +5% crit chance. | |
355 | ||
356 | Rifle Certification | |
357 | Whether used for combat, hunting, or some other deadly purpose, the rifle has become a mainstay of Settled Systems weaponry. | |
358 | � RANK 1 - Rifles do 10% more damage. | |
359 | � RANK 2 - Rifles do 20% more damage. | |
360 | � RANK 3 - Rifles do 30% more damage. | |
361 | � RANK 4 - Reload rifles 30% faster while you're standing still. | |
362 | ||
363 | ||
364 | Tier 3 | |
365 | ||
366 | Marksmanship | |
367 | Perhaps no combat scenario is more frightening, or lethal, as a single-shot weapon wielded by someone skilled in critical shot placement. | |
368 | � RANK 1 - Increase critical hit chance with non-automatic ranged weapons by 3%. | |
369 | � RANK 2 - Increase critical hit chance with non-automatic ranged weapons by 8%. | |
370 | � RANK 3 - Increase critical hit chance with non-automatic ranged weapons by 15%. | |
371 | � 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. | |
372 | ||
373 | Rapid Reloading | |
374 | In the chaos of combat, the seconds needed to reload your weapon could be the difference between life and death. | |
375 | � RANK 1 - Reload Ballistic weapons 30% faster. | |
376 | � RANK 2 - Reload Energy and EM weapons 30% faster. | |
377 | � RANK 3 - Reload Particle Beam weapons 30% faster. 50% chance to avoid | |
378 | getting interrupted while reloading. | |
379 | � RANK 4 - Chance on hitting enemies to increase reload speed for all | |
380 | weapons by 50% for 15 seconds. | |
381 | ||
382 | Sniper Certification | |
383 | Only a trained sniper truly understands all the elements necessary to patiently and effectively neutralize a target at excessive range. | |
384 | � RANK 1 - Scoped weapons are steadier and have less sway. | |
385 | � RANK 2 - You can hold your breath longer with scoped weapons. | |
386 | � RANK 3 - Headshots while aiming with a scoped weapon have a +25% | |
387 | critical hit chance. | |
388 | � RANK 4 - Scoped weapons do 50% more damage while using the scope. | |
389 | ||
390 | Targeting | |
391 | While careful aiming is generally preferred in combat, "shooting from the hip" can prove a fast and deadly alternative with sufficient training. | |
392 | � RANK 1 - Increased accuracy and range when shooting without aiming. Marks up to one enemy within 25m that damages you. | |
393 | � RANK 2 - Notably increased accuracy and range when shooting without aiming. Marks up to two enemies within 50m that damage you. | |
394 | � RANK 3 - Greatly increased accuracy and range when shooting without aiming. Marks up to three enemies within 75m that damage you. | |
395 | � RANK 4 - 10% chance to disarm targets hit when shooting without aiming. Marks up to four enemies within 100m that damage you. | |
396 | ||
397 | ||
398 | Tier 4 | |
399 | ||
400 | Armor Penetration | |
401 | By identifying gaps or weak points in body armor, an attacker can often gain a tactical advantage in combat. | |
402 | � RANK 1 - Attacks ignore 15% of a target's armor. | |
403 | � RANK 2 - Attacks ignore 30% of a target's armor. | |
404 | � RANK 3 - Attacks Ignore 50% of a target's armor. | |
405 | � RANK 4 - Enemy armor is decreased by 25% for 6 seconds after a critical | |
406 | hit. | |
407 | ||
408 | Crippling | |
409 | Specifically targeting the pressure points and nerves of various limbs can disable an opponent, limiting their combat effectiveness. | |
410 | � RANK 1 - Human enemies have a 30% increased chance to enter a downed state after taking enough damage. | |
411 | � RANK 2 - Humanoid enemies have a 50% increased chance to not naturally recover from a downed state. | |
412 | � RANK 3 - Human enemies now can enter a downed state earlier. | |
413 | � RANK 4 - Previous ranks now apply to all enemy types. You now do 100% | |
414 | more damage to downed enemies. | |
415 | ||
416 | Sharpshooting | |
417 | For those who specialize in precise targeting that maximizes damage, combat is often a quickly efficient affair. | |
418 | � RANK 1 - Increase headshot critical damage by 50% with ranged weapons. � | |
419 | RANK 2 - Increase critical damage to enemy legs by 50% with ranged | |
420 | weapons. | |
421 | � RANK 3 - Increase all critical damage to enemies by 50% with ranged | |
422 | weapons. | |
423 | � RANK 4 - Ranged critical hit kills increase your critical hit chance with all | |
424 | ranged weapons by 25% for 20 seconds. | |
425 | ||
426 | ||
427 | ||
428 | Science Skills | |
429 | ||
430 | Tier 1 | |
431 | ||
432 | Astrodynamics | |
433 | 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. | |
434 | � RANK 1 - Increase grav jump range of jump drives by 15%. | |
435 | � RANK 2 - Reduced fuel cost of jump drives by 15%. | |
436 | � RANK 3 - Increased grav jump range and reduced fuel cost of jump drives | |
437 | by 30%. | |
438 | � RANK 4 - Reduced fuel cost of jump drives by 50%. | |
439 | ||
440 | Geology | |
441 | Newly discovered minerals mined from alien planets and moons have directly led to some incredible technological advancements. | |
442 | � RANK 1 - Get more common and uncommon inorganic resources from surface objects. | |
443 | � RANK 2 - Get more rare inorganic resources from surface objects. | |
444 | � RANK 3 - Get more exotic inorganic resources from surface objects. | |
445 | � RANK 4 - Occasionally harvest additional rarer resources from surface | |
446 | objects. | |
447 | ||
448 | Medicine | |
449 | Only through advancements in medical training and technology has humanity been able to withstand the galaxy's many dangers. | |
450 | � RANK 1 - Med Packs, Trauma Packs, and Emergency Kits restore 10% additional Health 10% faster. | |
451 | � RANK 2 - Med Packs, Trauma Packs, and Emergency Kits restore 20% additional Health 20% faster. | |
452 | � RANK 3 - Med Packs, Trauma Packs, and Emergency Kits restore 30% additional Health 30% faster. | |
453 | � RANK 4 - Med Packs, Trauma Packs, and Emergency Kits restore 50% additional Health 50% faster, and have a chance to cure an affliction. | |
454 | ||
455 | Research Methods | |
456 | By skilfully employing both new and time tested methods, a researcher may complete projects faster, and even gain unexpected insights. | |
457 | � RANK 1 - Resources required to craft items and complete research projects is reduced by 10%. | |
458 | � RANK 2 - Resources required to craft items and complete research projects is reduced by 20%. | |
459 | � RANK 3 - Resources required to craft items and complete research projects is reduced by 40%. | |
460 | � RANK 4 - Sudden developments during research are twice as common. Resources required to craft items and complete research projects is reduced by 60%. | |
461 | ||
462 | Surveying | |
463 | 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. | |
464 | � RANK 1 -Adds an optional zoom to the hand scanner, and scan distance is increased to 20 meters. | |
465 | � RANK 2 - Adds another level of zoom to the hand scanner, and scan distance is increased to 30 meters. | |
466 | � RANK 3 - Adds another level of zoom to the hand scanner, and scan distance is increased to 40 meters. | |
467 | � RANK 4 - Adds another level of zoom to the hand scanner, and scan distance is increased to 50 meters. | |
468 | ||
469 | Tier 2 | |
470 | ||
471 | Botany | |
472 | The scientific study of flora, while important on Earth, became even more essential as humanity began exploring alien worlds. | |
473 | � 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. | |
474 | � RANK 2 - Get more rare organic resources from plants, and learn information about them more quickly using the scanner. | |
475 | � RANK 3 - Get more exotic organic resources from plants, and learn information about them more quickly using the scanner. | |
476 | � RANK 4 - Occasionally harvest additional rarer resources from plants, and learn information about them more quickly using the scanner. | |
477 | ||
478 | Scanning | |
479 | 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. | |
480 | � RANK 1 - You can detect uncommon inorganic resources on planet and moon surfaces, and more information about ships in space. | |
481 | � RANK 2 - You can detect rare inorganic resources on planet and moon surfaces, and more specific information about ships in space. | |
482 | � RANK 3 - You can detect exotic inorganic resources on planet and moon surfaces, and gain better combat information on ships in space. | |
483 | � RANK 4 -You can detect unique inorganic resources on planet and moon surfaces, and gain a complete list of cargo on ships in space. | |
484 | ||
485 | Spacesuit Design | |
486 | 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. | |
487 | � RANK 1 - You can craft improved spacesuit, helmet, and pack mods, and research additional mods at a Research Lab. | |
488 | � RANK 2 - You can research and craft superior spacesuit, helmet, and pack mods. | |
489 | � RANK 3 - You can research and craft cutting-edge spacesuit, helmet, and pack mods. | |
490 | � RANK 4 - Construction of spacesuit, helmet, and pack mods occasionally doesn't cost resources. | |
491 | ||
492 | Weapon Engineering | |
493 | 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. | |
494 | � RANK 1 - You can craft improved weapon mods at a Weapon Workbench, and research additional weapon mods a at Research Lab. | |
495 | � RANK 2 - You can research and craft superior weapon mods. | |
496 | � RANK 3 - You can research and craft cutting-edge weapon mods. � | |
497 | RANK 4 - You can research and craft master-level weapon mods. | |
498 | ||
499 | Zoology | |
500 | 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. � | |
501 | RANK 1 - Get more common organic resources from creatures and harvest | |
502 | from them without harming them, learn additional info about them from the scanner, and allows you to produce animal resources at your outposts. | |
503 | � RANK 2 - Get more uncommon organic resources from creatures, and learn information about them more quickly using the scanner. | |
504 | � RANK 3 - Get more rare organic resources from creatures, and learn information about them more quickly using the scanner. | |
505 | � RANK 4 - Occasionally harvest additional rarer resources from creatures, and learn information about them more quickly using the scanner. | |
506 | ||
507 | ||
508 | Tier 3 | |
509 | ||
510 | Astrophysics | |
511 | A ship's scanner receives vast amounts of data, but It takes a trained mind to efficiently analyze it all. | |
512 | � RANK 1 - You can scan the moons of your current planet. You have a 10% chance to discover a trait when scanning, | |
513 | � RANK 2 - You can scan any planet or moon in this system. You have a 20% chance to discover a trait when scanning. | |
514 | � RANK 3 - You can scan any planet or moon within 16 Light Years. You have a 30% chance to discover a trait when scanning. | |
515 | � RANK 4 - You can scan any planet or moon within 30 Light Years. You have a 50% chance to discover a trait when scanning. | |
516 | ||
517 | Chemistry | |
518 | When crafted by the skilled and safety conscious, chems can be used to enhance health and performance across the Settled Systems. | |
519 | � RANK 1 - You can create improved chems, and research additional chems at a Research Lab. | |
520 | � RANK 2 - You can research and create superior chems. | |
521 | � RANK 3 - You can research and create cutting-edge chems. | |
522 | � RANK 4 - Crafting chems occasionally triples the amount created. | |
523 | ||
524 | Outpost Engineering | |
525 | Proper construction of habitation modules is essential to one's survival on any alien world. | |
526 | � RANK 1 - You can construct improved outpost modules, and research additional modules at a Research Lab. | |
527 | � RANK 2 - You can research and construct superior outpost modules. | |
528 | � RANK 3 - You can research and construct cutting-edge outpost modules. � | |
529 | RANK 4 - Outpost modules now cost 50% fewer resources to build. | |
530 | ||
531 | ||
532 | Tier 4 | |
533 | ||
534 | Special Projects | |
535 | Big guns are great, but in the Settled Systems, sometimes the best weapon is simply an old adage: "Knowledge is Power." | |
536 | � RANK 1 - You can research experimental projects at a | |
537 | � Research Lab. | |
538 | � RANK 2 - You can craft rare manufactured components at an Industrial | |
539 | Workbench. | |
540 | � RANK 3 - You can craft exotic manufactured components at an Industrial | |
541 | Workbench. | |
542 | � RANK 4 - You can craft unique manufactured components at an Industrial | |
543 | Workbench. Outpost extractors have a chance to produce additional resources. | |
544 | ||
545 | Planetary Habitation | |
546 | While outpost building is always challenging, doing so on a world with a dangerous environment requires specialized training. | |
547 | � 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. | |
548 | � RANK 2 - You can build outposts on planets with extreme pressure. Increase the maximum number of Outposts you can build by 8. | |
549 | � RANK 3 - You can build outposts on planets with toxic or corrosive atmospheres. Increase the maximum number of Outposts you can build by 12. | |
550 | � RANK 4 - You can build outposts on planets with extreme gravity. Increase the maximum number of Outposts you can build by 16. | |
551 | ||
552 | Aneutronic Fusion | |
553 | It is possible to maximize a ship's energy output by specifically directing the unique nuclear processes that occur within its reactor. | |
554 | � RANK 1 - Ship reactors produce 1 extra unit of power. � | |
555 | RANK 2 - Ship reactors produce 2 extra units of power. � | |
556 | RANK 3 - Ship reactors produce 3 extra units of power. � | |
557 | RANK 4 - Ship reactors produce 5 extra units of power. | |
558 | ||
559 | ||
560 | ||
561 | Tech Skills | |
562 | ||
563 | Tier 1 | |
564 | ||
565 | Ballistic Weapon Systems | |
566 | While there have been significant advancements in ship-borne weaponry, sometimes the simplest tool is the most effective. | |
567 | � RANK 1 - Ballistic ship weapons have 10% increased damage and cost 20% less to use in Targeting Mode. | |
568 | � RANK 2 - Ballistic ship weapons have 20% increased damage and recharge 15% faster. | |
569 | � RANK 3 - Ballistic ship weapons have 30% increased damage and recharge 30% faster. | |
570 | � RANK 4 - Ballistic ship weapons do 50% more damage to individual systems. | |
571 | ||
572 | Boost Pack Training | |
573 | Specialized training and innovations in personal mobility systems have allowed for unfettered exploration on alien worlds. | |
574 | � RANK 1 - You can now utilize boost packs. | |
575 | � RANK 2 - Using a boost pack expends less fuel. | |
576 | � RANK 3 - Boost pack fuel regenerates more quickly � | |
577 | RANK 4 - Doubles previous bonuses. | |
578 | ||
579 | Piloting | |
580 | As more people journey into space, the number of those certified to effectively pilot various types of spacecraft has increased dramatically. | |
581 | � RANK 1 - You can now utilize ship thrusters. | |
582 | � RANK 2 - Increased ship turning rate and maneuverability. � | |
583 | RANK 3 - Unlock the ability to pilot Class B ships. | |
584 | � RANK 4 - Unlock the ability to pilot Class C ships. | |
585 | ||
586 | Security | |
587 | While the standardized digital locking mechanism is renowned for its security, any code can be broken with the proper training. | |
588 | � RANK 1 - You can attempt to hack Advanced locks, and 2 auto attempts can be banked. | |
589 | � 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. | |
590 | � RANK 3 - You can attempt to hack Master-level locks, and 4 auto attempts can be banked. | |
591 | � RANK 4 - Expend a digipick to eliminate keys that aren't required to solve the puzzle. 5 auto attempts can be banked. | |
592 | ||
593 | Targeting Control Systems | |
594 | 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. | |
595 | � RANK 1 - Unlocks ship targeting functionality. | |
596 | � RANK 2 - Time to lock onto enemy ships is reduced by 15%. Target-locked | |
597 | ships fire at you 25% slower. | |
598 | � RANK 3 - Time to lock onto enemy ships is reduced by 30%. You have a | |
599 | 10% increased chance of critically hitting a target-locked ship. | |
600 | � RANK 4 - Time to lock onto enemy ships is reduced by 60%. Deal 20% | |
601 | increased system damage in targeting mode. | |
602 | ||
603 | ||
604 | Tier 2 | |
605 | ||
606 | Energy Weapon Systems | |
607 | In the 24th century, advancements in energy weapons technology have revolutionized combat, as much in space as on the ground. | |
608 | � RANK 1 - Energy ship weapons have 10% increased damage and cost 15% less to use in Targeting Mode. | |
609 | � RANK 2 - Energy ship weapons have 20% increased damage and cost 30% less to use in Targeting Mode. | |
610 | � RANK 3 - Energy ship weapons have 30% increased damage and cost 45% less to use in Targeting Mode. | |
611 | � RANK 4 -Energy ship weapons recharge 30% faster. | |
612 | ||
613 | Engine Systems | |
614 | 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. | |
615 | � RANK 1 - Your ship's top speed is increased by 10%. | |
616 | � RANK 2 - Ship boosts last longer and the cooldown is shorter. | |
617 | � RANK 3 - Your ship's top speed is increased by 20%. | |
618 | � RANK 4 - While boosting, all enemies disengage the player and can only | |
619 | reacquire them as a target after the player stops boosting. | |
620 | ||
621 | Payloads | |
622 | Any pilot can haul cargo, but it takes special determination and training to maximize cargo space. | |
623 | � RANK 1 - Ship cargo holds have 10% more capacity. � | |
624 | RANK 2 - Ship cargo holds have 20% more capacity. � | |
625 | RANK 3 - Ship cargo holds have 30% more capacity. � | |
626 | RANK 4 - Ship cargo holds have 50% more capacity. | |
627 | ||
628 | Shield Systems | |
629 | Regardless of the power allocated by the reactor, a ship's shields can be further bolstered by direct manipulation of the system's harmonics. | |
630 | � RANK 1 - Your ship has 20% increased shield capacity. | |
631 | � RANK 2 - Your ship has 40% increased shield capacity. | |
632 | � RANK 3 - Your ship has 60% increased shield capacity. | |
633 | � RANK 4 - Your shields will occasionally resist 100% of all damage received. | |
634 | ||
635 | Tier 3 | |
636 | Missile Weapon Systems | |
637 | In space, few weapons can match the range and destructive power of missiles, especially in the hands of a skilled tactician. | |
638 | � RANK 1 - Ship missile weapons do 10% more damage, and their Targeting mode cost is reduced by 20%. | |
639 | � RANK 2 - Ship missile weapons do 20% more damage, and their Targeting mode cost is reduced by 40%. | |
640 | � RANK 3 - Ship missile weapons do 30% more damage, and their Targeting mode cost is reduced by 60%. | |
641 | � RANK 4 - Ship missiles have a 20% increased Range, Travel Speed, and Reload Speed. | |
642 | ||
643 | Particle Beam Weapon Systems | |
644 | Ship weapons utilizing particle beam technology are the preferred choice for captains who prefer to damage multiple ship systems at once. | |
645 | � RANK 1 - Ship particle beam weapons do 10% more damage, and Targeting mode cost is reduced by 10%. | |
646 | � RANK 2 - Ship particle beam weapons do 20% more damage, and Targeting mode cost is reduced by 20%. | |
647 | � RANK 3 - Ship particle beam weapons do 30% more damage, and Targeting mode cost is reduced by 30%. | |
648 | � RANK 4 - Increased critical hit chance with ship particle beam weapons. | |
649 | ||
650 | Robotics | |
651 | 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. | |
652 | � 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. | |
653 | � 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. | |
654 | � 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. | |
655 | � RANK 4 - You can force a target robot up to 10 levels higher than you to obey commands for a limited time. | |
656 | ||
657 | Starship Design | |
658 | As with "car culture" on Earth centuries ago, there are those who pride themselves on the ability to modify their own spaceships. | |
659 | � RANK 1 - Allows the installation of improved ship modules. | |
660 | � RANK 2 - Allows the installation of superior ship modules. | |
661 | � RANK 3 - Allows the installation of cutting-edge ship modules, � | |
662 | RANK 4 - Allows the installation of experimental ship modules. | |
663 | ||
664 | Starship Engineering | |
665 | 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. | |
666 | � RANK 1 - All ship systems repair 10% faster. | |
667 | � RANK 2 - Ship systems have 25% Increased damage mitigation. | |
668 | � RANK 3 - All ship systems repair 25% faster. | |
669 | � RANK 4 - Occasionally, repairing one block of a system will repair the | |
670 | entire system. | |
671 | ||
672 | ||
673 | Tier 4 | |
674 | ||
675 | Automated Weapon Systems | |
676 | Turret weapons are known for their easy-to-use, autonomous nature, but they can be made even deadlier with some specific technical adjustments. | |
677 | � RANK 1 - Automated ship weapons do 10% more damage and reduce all targeting mode costs by 20%. | |
678 | � 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. | |
679 | � 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%. | |
680 | � RANK 4 - Ship turret weapons recharge 40% faster and do 20% more damage to targeted sub-systems. | |
681 | ||
682 | Boost Assault Training | |
683 | Combat training with boost packs allows for more shock and awe tactics. | |
684 | � RANK 1 - Nearby enemies take damage when you boost and have a chance to catch on fire. | |
685 | � RANK 2 - Chance to knockdown nearby enemies when you boost. | |
686 | � RANK 3 - Aiming down sights while boosting will let you hover in place. | |
687 | Fuel is still expended until empty. | |
688 | � RANK 4 - While hovering, time slows down and the world moves 70% | |
689 | slower around you. | |
690 | ||
691 | EM Weapon Systems | |
692 | In the hands of a capable pilot, no weapons can disable an enemy ship faster than those that deliver electromagnetic damage. | |
693 | � RANK 1 - EM ship weapons have 10% increased damage and cost 15% less to use in Targeting Mode. | |
694 | � RANK 2 - EM ship weapons have 20% increased damage and cost 30% less to use in Targeting Mode. | |
695 | � RANK 3 - EM ship weapons have 30% increased damage and cost 45% less to use in Targeting Mode. | |
696 | � RANK 4 - EM ship weapons have a small chance of instantly disabling enemy engines. | |
697 |