Guide to Skills

From Aurora Information Uplink
Revision as of 15:55, 5 July 2026 by SeniorScore (talk | contribs)
Jump to navigation Jump to search

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

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

0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user's Liver.

Ministry

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. 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

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