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Skills

This page details skills, master skills and traits your character has gained or learned.

Base Skills

Each captain's ability is represented by 14 base skills, all of which are measured from 0 and up. At level 2.0, a captain may pick a master skill out of the currently available ones related to the base skill. Each skill affects the game differently, though some skills affect the game in ways that are more noticeable than others; the same is true for master skills.

All of the skills can be improved by performing tasks associated to those skills, but there are others ways to increase the skills such as reading books, consumables and SR training.

A player's overall level, although not explicitly stated to other players, is presented as a division. These divisions give you an indication of a player's skill range.

Anarchist

The anarchist skill is a measure of how far a captain opposes the establishment, such as attacking Transitional Government vessels or stealing from structures.

Unlike most other base skills this skill cannot be improved through standard Substitute Reality training.

Commander

The commander skill represents the captain's ability to command their friendly team in combat and giving them buffs in combat.

Craftsman

The craftsman skill is a measure of the captain's ability at crafting items, most commonly being but not limited to weapon ports but also equipment ports.

Demolitions

The demolitions skill shows the captain's aptitude at taking down structures, which is essential for taking over sectors in a hostile manner.

Engineer

The engineering skill is not to be mistaken with the craftsman skill because the engineer skill is dedicated to working on infrastructure, deconstructing structures and dismantling Null Space Minefields.

Entrepreneur

The entrepreneur represents the aptitude at making dealing with longer distance exchanges. Such as placing items on the market and buying them.

Explorer

Explorer is self explanatory, it shows one's experience in exploring the unknown, such as uncharted sectors, unexplored planets and pushing back the frontier.

Fighter

The fighter skill represents a captain's capability at fighting, it is the most general among the more combat oriented skills as any form of fighting increases it.

Freelancer

The freelancer skill is a measure on how successful you are at completing missions and other work with a higher level unlocking more advanced missions.

Marksman

The marksman skill is a measure of your situational awareness, accuracy and reliability in combat. The higher this skill the more likely you are and the more damage you will deal when landing a critical hit or using an ability that does system damage.

Miner

The miner skill is related to mining affecting the captain's yield with higher levels. The miner skill increases through mining and as such it is one of the easiest skills to improve.

Strategist

The strategist skill is a measure of a captains tactical and strategic ability both in and out of combat. The ability governs many factors throughout the game.

Trader

The trader skill, unlike the entrepreneur, is more about face to face bartering affecting the prices you buy and sell for at trading structures such as merchant stations and asteroid bars. And as such getting advantageous deals is one of the ways to improve the skill.

Vigilante

The vigilante skill largely represents a captain's willingness to aid those in need such as a distress signal which is one of the ways to improve the skill.

Master Skills

Whenever you get to level 2.0 in a base skill, you will have the option to unlock a master skill related to that base skill. Master skills sit alongside the base skill and start at level 0.001, unlocking new skill progressions in the game. You can replace each base skill with a master skill which is listed below, and the associated base skill can still be leveled.

Anarchist

Revolutionary

The revolutionary master skill essentially turns the captain into a master of the spoken word able to propel real-world changes. This can be used to convince civilian captains to join your cause, to cause TransGov personal to defect or Descendants to fight by your side, additionally, the skill can also be used to improve the effectiveness of temples by upgrading them. A revolutionary can also use the defect card during combat to cause NPC ships to defect to the captain's side and is able to purchase the Heavy Scout; a ship designed for risky missions that may need a quick departure. Finally, a revolutionary is granted the blueprint to build outposts - structures that will attract Civilian captains as a stopping of point.

Fixer

The fixer master skill allows the captain to affect karma of their own faction or manipulate karma of other factions by creating intel. This is achieved by gaining 'intel threads' through scanning ships and structures of the factions you wish to 'fix' karma with. The more intel threads that are gathered the more likely the intel is to be successful when used and what impact it will have.

Commander

Fleet Admiral

Provides benefits to the entire friendly team in combat such as additional manoeuvres that apply to the entire friendly team and supportive cards. A Fleet Admiral can also captain the Flagship, a unique and deadly ship capable of launching fighters in combat with devastating results. The Flagship is the heaviest operations ship available, built purely for domination of the battlefield.

Military Commander

Choosing to be a military commander provides access to three new command contracts found within the freelancer's menu. These allow the commander to request a Descendant flotilla, a Descendant bombing run on a hostile faction sector as well as requesting a TransGov surgical strike. A military commander can also issue orders to any attack or defence NPC ships within the faction to either change their patrol sector or to follow you. Lastly, the military commander has access to the Heavy Corvette, a specialist ship unique to the military commander which can be found within the command ships section of a faction shipwright as well as additional ships as the commander increases their skill.

Mining Commander

Choosing to be a mining commander provides you access to two new command contracts found within the freelancer's menu. These allow the commander to request a civilian mining programme to either mine a sector for seven days, adding the commodities to faction stockpiles or to leave the commodities floating in space. The mining commander can also command any mining class NPC ships within the faction to mine at a specific locations, adding the mined commodities to faction stockpiles. Lastly, the mining commander has access to a specialist ship, the Freighter, a unique ship to the mining commander found within the command ships section of a faction shipwright.

Logistics Commander

Choosing to be a logistics commander provides a number of perks. Firstly, a logistics commander has access to new command contract found within the freelancer's menu. This contract contract will automatically sell up to 10% of precious commodities when it has the highest market value and distributes this wealth to all faction members or to the faction treasury at no commission. The logistics command can also mass upgrade all faction structures to the lowest average level at a severe discount. As well as all this, the logistics commander can also command any transport NPC ships within the faction to follow them until ordered to stop. Lastly, the logistics commander has access to a specialist ship, the Super Tanker, a ship unique to the logistics commander found within the command ships section of a faction shipwright. The Super Tanker features a configurable hold which can also be modified at a shipwright.

Exploration Commander

Choosing to be an exploration commander provides you access to the Pathfinder, a unique ship to the exploration command number which can use wormholes as a network, switching destination to other nearby wormholes while currently in transit within one. Secondly, an exploration commander can deploy a Paladin drone to explore and chart a planet as well as gathering, while the captain continues other activities. The Pathfinder can be found within the command ships section of a faction shipwright.

SpecOps Commander

The SpecOps Commander has access to a ship class known as the Raven which is permanently disguised as another ship so it can enter sectors unnoticed but also features a wealth of in-built equipment. This stealth technology allows the captain to place bombs on ships and structures which are crafted by bomb parts purchased at asteroid bars, an activity unique to SpecOps Commanders. The Raven can be found at any faction shipwright by visiting the command ships menu.

Research Commander

Choosing to be a research commander provides the benefit of being able to conduct research in three distinct areas to support your faction. Achieved by piloting the SRV, a unique ship to the research commander, research can be undertaken to improve light drive efficiencies, improve hull techniques or improve shielding. Research commanders will need excellent knowledge of combat, navigation and maths to succeed. The SRV can be purchased from any faction shipwright by visiting the command ship section.

Remote Commander

The Remote Commander has the unique ability to construct the command centre which can be used to remotely command any faction NPC ship or structure which is in combat within a 100 LY radius. Taking remote command places the captain within full control of the ship as if it were their own, and partake in combat as if there via a structure.

Craftsman

Weaponsmith

The weaponsmith master skill grants additional features when crafting weapons. Firstly it allows the creation of parts from commodities. Next it allows previewing of a weapon's stats before you craft it. Finally, it allows you to store recipes for weapon crafting from the preview screen.

Shipwright

The Shipwright master skill allows you to prepare plans for ships that are forwarded to a faction owned Shipwright. The Shipwright will notify you if the plans are able to create a ship, which can be purchased from any faction owned Shipwright. Parts can be recovered from wreckages or debris using the engineer class ship.

Demolitions

Demolitions Expert

The demolitions expert master skill allows a captain to attempt to redefine the characteristics of weapons, improving or adding new characteristics including perks not available through other means. To do this, the demolitions expert has access to a market of expert modifiers that can be used to customise any weapon currently installed on the active ship that isn't already customised.

To customise a weapon installed on your ship, review the ports within the tactical menu and select to customise the weapon.

Atomic Demolitionist

The Atomic Demolitionist grants the ability to build both the Exotic Refinery and the Fold Drill. The Exotic Refinery can be loaded with matter in the form of commodities, which each week is converted into Free Anti-Matter - a highly unstable but valuable form of Anti-Matter. This Anti-Matter can be sold at level fifty mining platforms or used to power a Fold Drill. The exotic refinery can also be re-tooled depending on the faction speciality to create other types of exotic ingredients.

A Fold Drill uses experimental spatial folding technology to drill to the centre of a planet, before folding the core to the point it implodes upon itself, destroying the planet and all structures upon it, releasing the commodities to be recovered.

To use the refinery, the captain must build it and load it with 1,000 Mgs of any commodity, over the course of a week the refinery will create 1 Mg of Anti-Matter.

To use the Fold Drill, the captain must have 1 Mg of Anti-Matter stowed upon their current ship and dock with the Fold Drill, from here the captain will have drilling options.

Free Anti-Matter is highly valuable but highly unstable, and the chance of it exploding during transit or causing a refinery to have a meltdown is very likely.

Engineer

Macro Engineer

The Macro Engineer master skill allows the construction of macrostructures. These being the Alderson Disc, Dyson Swarm and Planetary Cloak. Upon unlocking the master skill, the blueprints for each will be granted.

Combat Engineer

Provides additional engineering cards in combat regardless of your current ship, these being: Damage Diversion, Divert Power, Energised Fuel, Energised Hull, Mass Assembly, Recharge, Repair Drones, Drone Swarm, Shield Transfer and Support Charge.

Entrepreneur

Vendor

The vendor master skill allows you to build the bazaar structure, a special trading structure that can sell consumables and ship parts you have collected.

Investor

The investor master skill allows you to invest in new players or pre-pay for bases. You can invest in players by visiting the High Echelon resort or other Tethered Station. Once you choose to invest into a captain the receiver of the investment has up to 5 days to accept or reject the offer. You can only have up to three investments open at any one time, including those that have not been accepted yet. Current investments can also be tracked, however you will receive a message when the receiver accepts or rejects the offer and messages every time the receiver makes a payment. Investments work on a flat rate of 40% so whatever amount you invest, the receiver will pay back, plus 40%. The receiver, however, does not need to start paying back the debt until they have started earning 80% over the original investment. The receiver pays back the debt each day automatically where possible and both parties are informed. Captain investments are high risk but high reward and sometimes receive credit stimulus from TransGov. Investors can also pre-pay for bases, collections of structures, where you faction pre-pays the credit and commodity cost. When another players chooses to build a base for free using this pre-paid option your faction receives 50% of all profits these bases collect.

Explorer

Colonist

The colonist master skill allows you to found settlements on behalf of your faction. Any habitable planet can host a settlement, but the nicer the conditions the better the chance of survival. To form a settlement you respond to emigration requests from people in your existing faction structures and transport them to the settlement site (a settlement can be built in the normal structure building process). As the settlement grows it will eventually become a colony. To help the colony grow any member of your faction can complete any requests or calls for help they have, once big enough the colony will become specialised and begin constructing their own structures. To do all of this you will require the a ship with the Mass Quarters perk (such as the Colony ship) which can be purchased at a Shipwright.

Terraformer

To terraform planets you will require the terraformer ship and seeds which can be created from ingredients. The ingredients can be mined in the usual manner, and depending on the ingredients you have depends on the seeds you can craft. Crafting is done via the usual crafting manner and you can store as many as you wish.

Miner

Metallurgist

The metallurgist master skill allows you to mine, buy and sell metal ingredients. Buying and selling can be done at faction owned mining platforms. Different from base commodities ingredients have a highly localised and dynamic exchange. This allows you to create your own trade routes by buying low and selling high at different platforms. To view your metal ingredients perform an inventory as usual and then select 'metal inventory'. Lastly, when the ingredients are ejected, stored or sold as commodities they are simply flattened to the metal group as usual and lose their separation.

Chemist

The chemist master skill allows you to mine, buy and sell chemical ingredients. Buying and selling can be done at faction owned mining platforms. Different from base commodities ingredients have a highly localised and dynamic exchange. This allows you to create you own trade routes by buying low and selling high at different platforms. To view your chemical ingredients perform an inventory as usual and then select 'chemical inventory'. Lastly, when the ingredients are ejected, stored or sold as commodities they are simply flattened to the chemical group as usual and lose their separation.

Physicist

The physicist master skill allows you to mine, buy and sell solid gas ingredients. Buying and selling can be done at faction owned mining platforms. Different from base commodities ingredients have a highly localised and dynamic exchange. This allows you to create you own trade routes by buying low and selling high at different platforms. To view your solid gas ingredients perform an inventory as usual and then select 'solid gas inventory'. Lastly, when the ingredients are ejected, stored or sold as commodities they are simply flattened to the organic group as usual and lose their separation.

Trafficker

The trafficker master skill provides you a mission each day to transport individuals or groups of individuals. Each consecutive successful mission will result in a higher reward for tomorrows mission up to a maximum of 30 days. Each time you complete a mission your karma will decrease with TransGov.

Trader

Broker

The broker master skill allows you to offer to sell structures on behalf of its owner setting a commission of your choosing. The structures you broker appear within the market section found under the computer menu. To broker a structure, you first need to scan it, upon which the offer option will appear. Once the owner of the structure agrees for their structure to be listed, it will appear for other players to purchase. Upon purchase, you will receive your commission and the owner will receive the remaining sale price that was agreed upon.

Toll Master

Firstly, the master skill of toll master provides an interface to set the toll on stable wormholes your faction owns. Found under the command menu, you can choose to set the toll from various increments or set it as free passage. The second part of the master skill, allows the toll master to build the Null Space Inhibitor structure. This structure prevents all ships leaving the sector until it is disabled or destroyed. The toll master can disable the inhibitor from the command menu.

Traits

Traits are mainly vanity titles are very different to skills and master skills, as you cannot directly level or unlock traits. Instead your character will realise traits as aspects of their personality as your game progresses.

Traits can be seen as very specific interests of your character that help them specialise in unique ways. You can however help foster and encourage your character to learn or improve traits by adding rooms to your ships and large personal structures, which provide facilities and spaces related to these traits. An example of this would be adding a firing range to your ship if your character has realised a trait in sidearms proficiency.

Different traits interact in different ways making your character unique in what they can achieve. Traits however do not level in the same way as skills, and decrease over time. Additionally, improving traits is far more difficult as it beholden to your characters personality and the circumstances and activities you partake within. The levels of traits are represented in textual form only.

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