Guide to Skills: Difference between revisions
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0/+1/+2/+3 bonus yield when harvesting plants | 0/+1/+2/+3 bonus yield when harvesting plants | ||
0/ 1/3rd/ 2/3rd/ | 0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants | ||
</div></div> | </div></div> | ||
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Being '''Untrained''' in Pilot: Mechs causes a 5 Second delay when powering up a mech. | Being '''Untrained''' in Pilot: Mechs causes a 5 Second delay when powering up a mech. | ||
-0.5 | 0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. Basically you get significantly improved maneuverability with mechs. | ||
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====Xenobiology==== | ====Xenobiology==== | ||
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+2.5%/ | 0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own., | ||
+5%/ | 0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own., | ||
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna, | 0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna, | ||
+1 butchering products | 0/+1/+2/+3 butchering products when butchering any Xenofauna | ||
</div></div> | </div></div> | ||
===Combat Skills=== | ===Combat Skills=== | ||
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====Tenacity==== | ====Tenacity==== | ||
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0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency | |||
0/+1.25/+2.5/+3.75 Bonus effective blood volume | |||
0/+0.05/+0.1/+0.15 Bonus Pulse | |||
0/+0.075/+0.15/+0.225 Bonus Bleed resist | |||
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist | |||
</div></div> | </div></div> | ||
Latest revision as of 03:35, 22 June 2026
This section or article is a Work in Progress.
Assigned to: None
Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to complain on the forums or try summoning another staff member.
Skills Overview
Skills are divided into four ranks, Unfamiliar, Familiar, Trained, Professional with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.
Service Skills
Bartending
Testing
Cooking
Testing
Gardening
0/+1/+2/+3 bonus yield when harvesting plants
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants
Ministry
Testing
Carousing
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user's Liver.
Occupational Skills(Engineering)
Electrical Engineering
Having less than TRAINED in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.
Having the PROFESSIONAL rank in this skill allows you to see what each wire does when hacking machines.
Mechanical Engineering
Testing
Atmospheric Systems
Testing
Reactor Systems
Testing
Occupational Skills(Medical)
Medicine
Testing
Surgery
Testing
Pharmacology
Testing
Anatomy
Testing
Forensics
Testing
Occupational Skills(Operations
Robotics
Testing
Pilot: Spacecraft
Testing
Pilot: Exosuits
Being Untrained in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.
Being Untrained in Pilot: Mechs causes a 5 Second delay when powering up a mech.
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. Basically you get significantly improved maneuverability with mechs.
Occupational Skills(Science)
Research
Testing
Xenobotany
Testing
Xenoarchaeology
Testing
Xenobiology
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,
0/+1/+2/+3 butchering products when butchering any Xenofauna
Combat Skills
Unarmed Combat
Testing
Armed Combat
Testing
Firearms
Testing
Leadership
Testing
Tenacity
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency
0/+1.25/+2.5/+3.75 Bonus effective blood volume
0/+0.05/+0.1/+0.15 Bonus Pulse
0/+0.075/+0.15/+0.225 Bonus Bleed resist
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist