Guide to Skills

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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

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