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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 |