Son-tuul Pride
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Year

25

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114

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Last Updated: Year 22 Day 325
Character Skills

Character skills are what define your character: their physical attributes, their mental strength, their hand-eye coordination. The higher the skill, the better your character is at performing a certain task, eg. the higher your strength, the more you can carry.

On this page, you will find the definitions of character skills and their current implementation status. Character skills are assigned during character creation, but can be upgraded later as your character reaches new Experience Levels.

The implementation status reflects how much a given skill is currently used in the game. Read below the possible statuses and their meaning:

Not yet
		implemented

Not yet implemented. The definition of this skill reflects what the designers planned for its usage. However, the definitive usage can be changed.

Partially
		implemented

Partially implemented. The definition of this skill reflects what the designers planned for its usage and this skill is already partially used in the game. However, the base usage of this skill is unlikely to be changed but more precisions or usages will probably be added in the future.

Fully
		implemented

Fully implemented. The definition of this skill reflects what has been effectively coded. Only some minor adjustments could still happen in the future.
Skill Name Implementation Status Description
Strength Fully implemented Ability to carry objects long distances. A skill level of 0 will enable the character to carry 30kg, a skill level of 1 can be used to carry 50kg, increasing 20kg each skill level. Used to determine whether an attempted arrest is successfully resisted.
Each skill level raises maximum HP by about 20.
Dexterity Partially implemented Coordination and ability to hit the intended target.
Used to determine whether an attempted arrest is successfully avoided.
Improves the chance a character will be able to land a hit on a target with a weapon.
Speed Fully implemented The rate at which a character can walk. Speed for a character = 4 * (speed skill + 1) km/h. min = 4 km/h, max = 24km/h.
Used to determine whether an attempted arrest is successfully escaped.
Dodge Partially implemented Reaction time. The higher a character's Dodge ability, the more likely he will be able to step out of the way to avoid damage.
Projectile Weapons Partially implemented Improves the damage output and critical hit chance of hand-held particle beam weapons such as blasters and pistols.
Used to determine whether an attempted arrest is successfully resisted (if greater than non-projectile weapons skill).
Non Projectile Weapons Partially implemented Improves the damage output and critical hit chance of melee weapons such as swords, knives, and staves.
Used to determine whether an attempted arrest is successfully resisted (if greater than projectile weapons skill).
Skill Name Implementation Status Description
Fighter/Freighter Piloting Fully implemented Skill at navigating fighters and freighters (heavy freighters, light freighters, gunboats, and fighters). The higher this skill, the faster the ship can reach its destination and the more likely the pilot will be able to avoid incoming fire in space combat. Each increased level marks a 5% increase in speed and a 5% reduction to the hyperdrive reactivation time after aborting hyperspace travel when piloting fighter or freighter ships.
Fighter/Freighter Combat Partially implemented Ability to use ship weapons when piloting fighters and freighters (heavy freighters, light freighters, gunboats, and fighters) in space combat. A character with this skill is more likely to hit targets in space combat using a fighter or freighter.
Capital Ship Piloting Fully implemented Skill at navigating capital ships (super capital ships, capital ships, frigates, and corvettes). The higher this skill, the faster the ship can reach its destination. Each increased level marks a 5% increase in speed for piloting capital ships and an additional 7% chance to avoid any problem when aborting hyperspace travel.
Capital Ship Combat Not yet implemented Ability to manoeuvre capital ships (super capital ships, capital ships, frigates, and corvettes) in space combat. A character with this skill is more likely to hit targets and evade incoming fire in space combat using a capital ship.
Space Command Not yet implemented Ability of the character to quickly strategize and give commands during space combat. Characters with this skill enhance the overall performance of their group and of their own NPCs in space combat.
Skill Name Implementation Status Description
Vehicle Piloting Fully implemented Non-combat skill at navigating all vehicles. The higher this skill, the faster the vehicle can reach its destination. Each increased level marks a 5% increase in speed for driving vehicles.
Vehicle Combat Not yet implemented Ability to manoeuvre vehicles in combat. A character with this skill is more likely to hit targets and evade incoming fire in combat using a vehicle.
Infantry Command Fully implemented Ability of the character to quickly strategize and give commands during ground combat. Each level of this skill allows the player to command an additional personal squad of NPCs/droids/creatures.
Vehicle Command Not yet implemented Ability of the character to quickly strategize and give commands in vehicle combat. Characters with this skill enhance the overall performance of their group and of their own NPCs in vehicle combat.
Heavy Weapons Partially implemented Improves the damage output and critical hit chance of heavy personal weapons such as E-Web Blasters and Stouker Concussion Rifles, as well as facility based weapons such as Atgar Laser Cannons and Planet Defender Ion Cannons.
Improves the hit chance of Heavy Weapons at half the effectiveness of Dexterity.
Intended for use against hull, heavy weapons suffer a 75% minimum miss penalty against HP entities and droids.
Skill Name Implementation Status Description
Medical Treatment Fully implemented Knowledge and ability to heal other characters. A character with medical treatment skills can use medical items more efficiently than regular characters.
Diplomacy/Trading Partially implemented Ability to sway the opinions of and barter with NPCs. A character can use this skill to increase public opinion for their group, and maximize profits and reduce losses of their business. This skill will also reduce the amount one pays when hiring NPCs (discount equal to the square power of the skill points), and each skill level results in a 5% bonus on Market prices.
Used to determine whether an attempted arrest is successfully negotiated.
Crafting/Slicing Partially implemented Used to determine the likelihood that a lock is successfully installed or broken, and determines the success of crafting.
Management Partially implemented Management is used in construction, production, refining, and mining. A good manager increases his workers' productivity, often reducing delays and cost.
Perception Fully implemented The character's visual ability. Vision Range (in Room) = Room. Vision Range (outside Room) = Perception skill + 4 (in squares). Also used to determine whether an attempted arrest is successfully carried out against a character who chooses to hide.
Stealth Not yet implemented Ability to prevent oneself from being detected by other players, ships or vehicles on the same terrain or city grid. If the stealth skill is greater than or equal to the sensor power on that square, then the character will not be detected.
Used to determine whether an attempted arrest is successfully avoided.
Skill Name Implementation Status Description
R&D Metallurgy Partially implemented A player's ability to research in the Hull pool.
R&D Electronics Not yet implemented A player's ability to research in the Electronics pool.
R&D Engines Partially implemented A player's ability to research in the Engine pool. Also affects one's ability to map hyperlane paths.
R&D Weapons Not yet implemented A player's ability to research in the Weapons pool.
Repair Partially implemented Contributes to the ability to repair entities.
Computer Operations Partially implemented Ability to use Computer Systems.Increases the probability to find raw material deposits by up to 6% per level (if the mining vehicle has more than 1 sensor) and reduces prospecting time. Improves the likelihood of successfully hacking the GNS.

In the event you have made a serious mistake with your skills, you may avail yourself of a skill reset once and only once. This is only available if you are below level 5 and are a brand new player.

Skill resets cannot be performed on characters that are level 5 or higher, or on accounts that have had a previous character. You can access the self-service skill reset system by clicking on your handle to visit your account settings.