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    Life and Death | Character Skills | Races | The Force | Last Updated: Year 11 Day 130
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Characters

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.

General
Strength

Fully implemented

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 and increases the HP gained each XP level for characters and NPCs.
Dexterity

Fully implemented

Improves the chance a character will be able to land a hit on a target with a weapon.
Used to determine whether an attempted arrest is successfully avoided.
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

Fully 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 taking damage.
Projectile Weapons

Fully implemented

Improves the damage output and critical hit chance of hand-held projectile weapons such as blasters and pistols.
Improves the hit chance of Projectile Weapons at half the effectiveness of Dexterity.
Used to determine whether an attempted arrest is successfully resisted (if greater than non-projectile weapons skill).
Non Projectile Weapons

Fully implemented

Improves the damage output and critical hit chance of melee weapons such as swords, knives, and staves.
Improves the hit chance of Non Projectile Weapons at half the effectiveness of Dexterity.
Used to determine whether an attempted arrest is successfully resisted (if greater than projectile weapons skill).

Space
Fighter/Freighter Piloting

Fully implemented

Non-combat skill at navigating Heavy Freighters, Light Freighters, Gunboats, and Fighters. The higher this skill, the faster the ship can reach its destination. Each increased level marks a 5% increase in speed while piloting these ships and an additional 7% chance to avoid any problems when aborting hyperspace travel.
Fighter/Freighter Combat

Not yet implemented

Ability to manoeuvre Heavy Freighters, Light Freighters, Gunboats, and Fighters in space combat. A character with this skill is more likely to hit targets and dodge incoming fire in space combat using these ships.
Capital Ship Piloting

Fully implemented

Non-combat skill at navigating Super Capitals, 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 while piloting these ships and an additional 7% chance to avoid any problem when aborting hyperspace travel.
Capital Ship Combat

Not yet implemented

Ability to manoeuvre Super Capitals, 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 these ships.
Space Command

Not yet implemented

Ability of the character to control multiple squads of ships. Each level of Space Command grants the ability to control one additional squad.

Ground
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 control multiple squads. Each level of Infantry Command grants the ability to control one additional squad.
Vehicle Command

Not yet implemented

Ability of the character to control multiple squads of vehicles. Each level of Vehicle Command grants the ability to control one additional squad.
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.

Social
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, and reduces production delays and cost.
Planet magistrates also receive an additional 1% of taxes for their planets for each level in Management.
Perception

Fully implemented

The character's visual ability. Vision Range (in Room) = Room Vision Range (outside Room) = Perception skill + 1 (in squares). Also used to determine whether an attempted arrest is successfully carried out against a character who chooses to hide.
Stealth

Fully 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.

Science
R&D Metallurgy

Not yet 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

Not yet implemented

A player's ability to research in the Engine pool.
R&D Weapons

Not yet implemented

A player's ability to research in the Weapons pool.
Repair

Not yet 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.