Guide to Skills: Difference between revisions
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====Pilot: Spacecraft==== | ====Pilot: Spacecraft==== | ||
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Governs the user's ability to pilot spacecraft of any size, and is required to do so in the first place. | |||
Only two skill levels, unfamiliar or familiar. | |||
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====Pilot: Exosuits==== | ====Pilot: Exosuits==== | ||
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===Occupational Skills(Science)=== | ===Occupational Skills(Science)=== | ||
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====Research==== | ====Research==== | ||
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The Research skill governs your ability to conduct scientific research, iterate on designs in R&D and unlock the secrets of the universe. Currently only implemented for modular lasers. | |||
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====Xenobotany==== | ====Xenobotany==== | ||
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====Xenobiology==== | ====Xenobiology==== | ||
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Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes. | |||
+ Having this skill at least at the "Trained" rank is required to extract cores from slimes. | |||
+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general. | |||
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own., | 0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own., | ||
Latest revision as of 02:08, 6 July 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
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.
Unfamiliar: Drinks you produce have no effect.
Familiar: Drinks you produce are slightly higher quality.
Trained: Drinks you produce are of moderately higher quality.
Professional: Drinks you produce are of significantly higher quality.
Cooking
Users of this skill gain bonuses when harvesting parts from animals.
Unfamiliar: You have no modifiers from cooking.
Familiar: You gain +1 product when butchering any animal.
Trained: You gain +2 products when butchering any animal.
Professional: You gain +3 products when butchering any animal.
Gardening
Users of this skill gain bonuses when harvesting grown plants.
0/+1/+2/+3 bonus yield when harvesting plants
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants
Resolve
Represents a character's mental resilience, emotional stability, and ability to remain steadfast under stress.
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions.
This morale bonus can also act as a pool of resistance towards psychic damage. This skill does nothing for any species which does not interact with Morale.
0/+5/+10/+15 passive permanent bonus of morale points
Carousing
Represents a character's ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character's liver. "his does nothing for characters that don't have a liver.
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user's Liver.
Ministry
Represents a characters training in religious counseling. Having ranks in this skill unlocks the "Offer Blessing" ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.
UNFAMILIAR: You have no training in religious counseling.
FAMILIAR: You gain the "Offer Blessing" ability, which provides a small morale bonus to a recipient.
TRAINED: You gain the \"Offer Blessing\" ability, which provides a modest morale bonus to a recipient.
PROFESSIONAL: You gain the "Offer Blessing" ability, which provides a moderate morale bonus to a recipient.
Occupational Skills(Engineering)
Electrical Engineering
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.
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
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.
UNFAMILIAR: You have little to no experience working with physical machinery.
- Items you craft will typically be of low quality.
- You take twice as long to craft anything.
- You cannot craft any object that requires this skill.
- You cannot interact with most Engineering machinery.
FAMILIAR: You have some experience working with physical machinery, though are not formally trained.
- Items you craft will be of slightly lower than average quality.
- You take 50% longer to craft anything.
- You can interact with some Engineering-related machinery.
TRAINED: You have formal training in general Engineering concepts, equivalent to a Bachelor's Degree.
- You can craft items at the standard speed.
- Items you craft are generally at average quality.
- You can interact with most if not all Engineering equipment.
PROFESSIONAL: You have many years of training in general Engineering concepts, equivalent to a Master's Degree or better.
- You can craft items significantly faster.
- Items you craft are of much higher quality on average.
Atmospheric Systems
Not currently implemented.
Reactor Systems
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.
UNFAMILIAR: You have little to no experience working with Reactor systems.
- You cannot interact with Reactor computers such as the INDRA controllers.
FAMILIAR: You have some experience working with physical machinery, though are not formally trained.
- You cannot interact with Reactor computers such as the INDRA controller.
TRAINED: You have formal training in general Engineering concepts, equivalent to a Bachelor's Degree.
- This is the minimum skill level required to operate the INDRA.
PROFESSIONAL: You have many years of training in general Engineering concepts, equivalent to a Master's Degree or better.
- Not currently implemented differently from Trained.
Occupational Skills(Medical)
Medicine
Governs the user's ability to perform basic first-aid, as well as operate medical equipment.
Surgery
Governs the user's ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed.
+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.
+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.
+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.
+ This does not affect "surgeries" performed on mechanical prosthetics, robots, or synthetics in general.
UNFAMILIAR: You have zero training or experience with surgery.
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.
FAMILIAR: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.
+ You can perform surgeries slightly faster.
+ You can perform the following procedures without any penalties:
+ - Opening or Closing incisions.
+ - Clamp bleeders.
+ - Fixing Arterial Bleeding
+ - Amputating a limb.
TRAINED: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.
+ You can perform surgeries somewhat faster.
+ You can perform the following procedures without any penalties:
+ - Opening or Closing incisions.
+ - Clamp bleeders.
+ - Fixing Arterial Bleeding
+ - Amputating a limb.
+ - Repairing broken bones or muscle tendons. + - Sawing and retracting a ribcage.
+ - Facial Reconstructions only on organic humanoids, not synthetics.
+ - Remove or Insert implants.
+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.
+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.
PROFESSIONAL: You are a world class surgeon with decades worth of training and experience.
+ You can perform surgeries moderately faster.
+ You can perform the following procedures without any penalties: + - Opening or Closing incisions.
+ - Clamp bleeders.
+ - Fixing Arterial Bleeding
+ - Amputating a limb.
+ - Repairing broken bones or muscle tendons.
+ - Sawing and retracting a ribcage.
+ - Facial Reconstructions only on organic humanoids, not synthetics.
+ - Remove or Insert implants.
+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.
+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.
+ - Repair and debride necrotic organs.
+ - Repair damaged brains.
Pharmacology
Not currently implemented.
Anatomy
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.
UNFAMILIAR: You have zero training or knowledge of anatomy. + - You can only distinguish visible damage like cuts and burns.
FAMILIAR: You have minimal training on the basics of anatomy.
+ You can diagnose the following conditions:
+ - External injuries.
+ - Limb dislocation.
+ - Simple bleeds.
TRAINED: You have years of formal training and experience with anatomy.
+ You can diagnose the following conditions:
+ - External injuries at a high level of detail.
+ - Limb dislocation.
+ - Broken bones.
+ - Distinguish between simple bleeds and severed arteries.
+ - Limb necrosis.
+ - Tag injuries by triage priority.
PROFESSIONAL: You have extensive training and experience with anatomy.
+ You can diagnose the following conditions at the highest level of detail:
+ - External injuries at a high level of detail. + - Limb dislocation.
+ - Broken bones.
+ - Distinguish between simple bleeds and severed arteries.
+ - Limb necrosis.
+ - Tag injuries by triage priority.
Forensics
Governs your knowledge of evidence gathering and analyzing.
UNFAMILIAR: You have zero training or knowledge of forensic principles.
FAMILIAR: You have minimal training on the basics of forensics and evidence preservation.
+You can do the following:
+ - Automatically record time, place and gathering person on evidence bags and photos.
TRAINED: You have years of formal training and experience with forensic principles.
+ You can do the following:
+ - Automatically record time, place and gathering person on evidence bags and photos.
PROFESSIONAL: You have extensive training and experience with forensics.
+ You can do the following:
+ - Automatically record time, place and gathering person on evidence bags and photos.
Occupational Skills(Operations)
Robotics
Governs the user's ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.
+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.
+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.
+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. + This does not affect "surgeries" performed on organics.
UNFAMILIAR: You have zero training or experience with synthetics.
+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.
FAMILIAR: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.
+ You can perform the following procedures without penalties:
+ - Opening or closing external maintenance panels to make superficial repairs.
+ - Repairing basic damage with a welder or cables. + - Repairing external damage to mechanical limbs. + - Cutting someone out of a hardsuit.
TRAINED: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor's degree in Robotics.
+ You can perform the following procedures without penalties:
+ - Opening or closing external maintenance panels to make superficial repairs.
+ - Repairing basic damage with a welder or cables. + - Repairing external damage to mechanical limbs. + - Cutting someone out of a hardsuit.
+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.
+ - Repairing, removing, or adding mechanical organs.
+ - Facial Reconstructions performed on Shell IPCs.
+ - Attaching mechanical limbs (including to organics).
+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.
+ - Perform all forms of internal repairs to IPCs. + - Prepare an MMI for cyborgification.
PROFESSIONAL: Not currently implemented, functions exactly as per Trained.
+ You can perform the following procedures without penalties:
+ - Opening or closing external maintenance panels to make superficial repairs.
+ - Repairing basic damage with a welder or cables.
+ - Repairing external damage to mechanical limbs.
+ - Cutting someone out of a hardsuit.
+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.
+ - Repairing, removing, or adding mechanical organs.
+ - Facial Reconstructions performed on Shell IPCs.
+ - Attaching mechanical limbs (including to organics).
+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.
+ - Perform all forms of internal repairs to IPCs.
+ - Prepare an MMI for cyborgification.
Pilot: Spacecraft
Governs the user's ability to pilot spacecraft of any size, and is required to do so in the first place.
Only two skill levels, unfamiliar or familiar.
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. This results in significantly improved maneuverability with mechs.
Conditioning
Governs a character's ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the Professional level.
Human Lift Breakpoints: Rank 1: 90kg (lift a Skrell, Human, Offworlder, M'sai, KA, or ZA)
Rank 2: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)
Rank 3: 135kg (Lift a (Non-Industrial) IPC, Unathi)
Rank 4: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)
Can Never Lift: Industrial, Bullwark, Diona, Vaurca Ta'
Zhan Tajara Lift Breakpoints: Rank 1: 116kg (Skrell, Human, Offworlder, M'sai, Ka, Za, Zhan, Shell, or Diona Coeus)
Rank 2: 145kg (Non-Industrial IPC, Unathi)
Rank 3: 174kg (No new breakpoints, though you get less penalties from the above)
Rank 4: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)
Occupational Skills(Science)
Research
The Research skill governs your ability to conduct scientific research, iterate on designs in R&D and unlock the secrets of the universe. Currently only implemented for modular lasers.
Xenobotany
Testing
Xenoarchaeology
Testing
Xenobiology
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.
+ Having this skill at least at the "Trained" rank is required to extract cores from slimes.
+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.
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