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{{Version|0.10.5.1}}
'''Skills''' are percentage-based levels determining how capable a character is at performing a specific task. Depending on the [[Jobs|job]] the character has, they will be given a ranged percentage of skill in each field.
'''Skills''' are percentage-based levels determining how capable a character is at performing a specific task. Depending on the [[Jobs|job]] the character has, they will be given a ranged percentage of skill in each field.
== Weapons ==
== Weapons ==
Determines a character's effectiveness with certain [[:Category:Weapons|weapons]]. Not having the required skill level to use a weapon will hinder its performance in a particular field, and not having the required skill level to craft items will make the item take longer to craft.  
Determines a character's effectiveness with certain [[:Category:Weapons|weapons]]. Not having the required skill level to use a weapon will hinder its performance in a particular field, and not having the required skill level to craft items will make the item take longer to craft.  


[[Jobs#Security Officer|Security Officers]], followed by [[Jobs#Captain|Captains]] have the highest level of weapon skill in the crew.
[[Jobs#Security Officer|Security Officers]], followed by [[Jobs#Captain|Captains]] have the highest level of weapon skill in the crew.  


'''Ways to improve the Weapons Skill:'''  
'''Ways to improve the Weapons Skill:'''
* Firing weapons
* Firing weapons
* Killing enemies with weapons  
* Killing enemies with weapons  
 
*Crafting weapons and ammunition
{| class="wikitable"
{| class="wikitable"
! class="header" | Weapon
! class="header" | Weapon
Line 25: Line 25:
| style="text-align:left;" | {{Hyperlink|Harpoon Gun}}
| style="text-align:left;" | {{Hyperlink|Harpoon Gun}}
| style="text-align:center;" | 30
| style="text-align:center;" | 30
|Wider firing spread.
|Firing spread +9 (from 1 to 10).
|-
|-
| style="text-align:left;" | {{Hyperlink|Syringe Gun}}
| style="text-align:left;" | {{Hyperlink|Syringe Gun}}
| style="text-align:center;" | 15
| style="text-align:center;" | 15 (Weapons)
|Wider firing spread.
30 ([[#Medical|Medical]])
|Firing spread +10 (from 0 to 10).
|-
|-
| style="text-align:left;" | {{Hyperlink|Revolver}}
| style="text-align:left;" | {{Hyperlink|Revolver}}
| style="text-align:center;" | 40
| style="text-align:center;" | 40
|Wider firing spread.
|Firing spread +2 (from 0 to 2).
|-
|-
| style="text-align:left;" | {{Hyperlink|SMG}}
| style="text-align:left;" | {{Hyperlink|SMG}}
| style="text-align:center;" | 50
| style="text-align:center;" | 50
|Wider firing spread.
|Firing spread +6 (from 10 to 16).
|-
|-
| style="text-align:left;" | {{Hyperlink|Flamer}}
| style="text-align:left;" | {{Hyperlink|Flamer}}
Line 45: Line 46:
| style="text-align:left;" | {{Hyperlink|Grenade Launcher}}
| style="text-align:left;" | {{Hyperlink|Grenade Launcher}}
| style="text-align:center;" | 60
| style="text-align:center;" | 60
|Wider firing spread.
|Firing spread +9 (from 1 to 10).
|-
|-
| style="text-align:left;" | {{Hyperlink|Riot Shotgun}}
| style="text-align:left;" | {{Hyperlink|Riot Shotgun}}
| style="text-align:center;" | 60
| style="text-align:center;" | 60
|Wider firing spread.
|Firing spread +9 (from 1 to 10).
|-
|-
| style="text-align:left;" | {{Hyperlink|Stun Gun}}
| style="text-align:left;" | {{Hyperlink|Stun Gun}}
| style="text-align:center;" | 20
| style="text-align:center;" | 20
|Wider firing spread.
|Firing spread +2 (from 0 to 2).
|}
|}
== Mechanical Engineering ==
== Mechanical Engineering ==
Determines whether a character can operate certain [[:Category:Tools|Tools]] safely and what can be crafted in the [[Fabricator]]. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft.  
Determines whether a character can operate certain [[:Category:Tools|Tools]] safely and what can be crafted in the [[Fabricator]]. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft.  
Line 65: Line 65:
* Performing mechanical repairs on [[Installations]]
* Performing mechanical repairs on [[Installations]]
* Manufacturing items requiring the Mechanical Engineering skill in the [[Fabricator]]
* Manufacturing items requiring the Mechanical Engineering skill in the [[Fabricator]]
{| class="wikitable"
{| class="wikitable"
! class="header" | Tool
! class="header" | Tool
Line 80: Line 79:
|-
|-
|}
|}
 
In addition, the Mechanical Engineering skill is used to determine how well a character performs [[Maintenance#Mechanical Repairs|mechanical repairs]] on certain [[:Category:Installations|installations]]. If the skill requirement is not met, repairs will be longer, and present a risk of failure - relative to the level gap - where the character will suffer light injuries.
 
In addition the Mechanical Engineering skill is used to determine how long it takes for a character to perform [[Maintenance#Mechanical Repairs|mechanical repairs]] on [[:Category:Installations|installations]].
 
{| class="wikitable"
{| class="wikitable"
! class="header" | Installation
! class="header" | Installation
! class="header" | Repair Skill Level
! class="header" | Repair Skill Level
! class="header" | <span class="explain" title="Skilled | Unskilled, in seconds">Repair Time</span>
! class="header" | Afflictions on failure
|-
| style="text-align:left;" | {{Hyperlink|Oxygen Generator}}
| rowspan="10" style="text-align:center;" |<big>55</big>
| rowspan="9" style="text-align:center;" |5 <span style="color:#c90c0c;"><nowiki>| 25</nowiki></span>
| style="text-align:center;" |[[Stun]]: 5<br>[[Afflictions#Internal Damage|Lacerations]]: 15
|-
|-
| style="text-align:left;" | {{Hyperlink|Nuclear Reactor|40}}
| style="text-align:left;" | {{Hyperlink|Nuclear Reactor|40}}
| style="text-align:center;" |30
| rowspan="9" style="text-align:center;" |[[Stun]]: 5<br>[[Afflictions#Internal Damage|Lacerations]]: 5
|-
|-
| style="text-align:left;" | {{Hyperlink|Fabricator}}
| style="text-align:left;" | {{Hyperlink|Fabricator}}
| style="text-align:center;" |40
|-
|-
| style="text-align:left;" | {{Hyperlink|Medical Fabricator}}
| style="text-align:left;" | {{Hyperlink|Medical Fabricator}}
| style="text-align:center;" |30
|-
|-
| style="text-align:left;" | {{Hyperlink|Deconstructor}}
| style="text-align:left;" | {{Hyperlink|Deconstructor}}
| style="text-align:center;" |30
|-
|-
| style="text-align:left;" | {{Hyperlink|Pump|40}}
| style="text-align:left;" | {{Hyperlink|Pump|40}}
| style="text-align:center;" |40
|-
|-
| style="text-align:left;" | {{Hyperlink|Engine|40}}
| style="text-align:left;" | {{Hyperlink|Engine|40}}
| style="text-align:center;" |30
|-
| style="text-align:left;" | {{Hyperlink|Oxygen Generator}}
| style="text-align:center;" |55
|-
|-
| style="text-align:left;" | {{Hyperlink|Coilgun Loader|20}}
| style="text-align:left;" | {{Hyperlink|Coilgun Loader|20}}
| style="text-align:center;" |40
|-
|-
| style="text-align:left;" | {{Hyperlink|Railgun Loader|30}}
| style="text-align:left;" | {{Hyperlink|Railgun Loader|30}}
| style="text-align:center;" |40
|-
|-
| style="text-align:left;" | {{Hyperlink|Doors|15}}
| style="text-align:left;" | {{Hyperlink|Doors|15}}
| style="text-align:center;" |40
| style="text-align:center;" |10 <span style="color:#c90c0c;">| 25</span>
|-
|-
|}
|}
== Electrical Engineering ==
== Electrical Engineering ==
Determines if a character can rewire [[:Category:Installations|installations]] and how long it takes to perform [[Maintenance#Electrical Repairs|electrical repairs]].  
Determines if a character can rewire [[:Category:Installations|installations]] safely and how long it takes to perform [[Maintenance#Electrical Repairs|electrical repairs]].  


[[Jobs#Engineers|Engineers]] have the highest level of electrical engineering skill in the crew.
[[Jobs#Engineers|Engineers]] have the highest level of electrical engineering skill in the crew.
Line 128: Line 120:
* Performing electrical repairs
* Performing electrical repairs
* Manufacturing items requiring Electrical Engineering skill in the [[Fabricator]]
* Manufacturing items requiring Electrical Engineering skill in the [[Fabricator]]
<big>'''Rewiring and Electrical Repairs Requirements'''</big>


A character attempting to rewire [[Installations]] without the proper skill risks getting [[Stun]]ned (5) and [[Afflictions#Burn|Burned]] (5).
Repairs have no such risk, but will take five times longer (25 seconds instead of 5).
{| class="wikitable"
{| class="wikitable"
! class="header" | Installation
! class="header" | Installation
! class="header" | Rewiring Skill Level
! class="header" | Repair Skill Level
! class="header" | Repair Skill Level
|-
|-
| style="text-align:left;" | {{Hyperlink|Junction Box}}
| style="text-align:left;" | {{Hyperlink|Oxygen Generator}}
| style="text-align:center;" |40
| style="text-align:center;" |<abbr title="Probably unintended">0</abbr>
|-
| rowspan="5" |(see Mechanical skill)
| style="text-align:left;" | {{Hyperlink|Navigation Terminal}}
| style="text-align:center;" |40
|-
| style="text-align:left;" | {{Hyperlink|Sonar Monitor}}
| style="text-align:center;" |40
|-
| style="text-align:left;" | {{Hyperlink|Status Monitor}}
| style="text-align:center;" |40
|-
|-
| style="text-align:left;" | {{Hyperlink|Battery}}
| style="text-align:left;" | {{Hyperlink|Shuttle Oxygen Generator||Shuttle Oxygen Generator|Oxygen Generator}}
| style="text-align:center;" |40
| style="text-align:center;" rowspan="13" |<big>55</big>
|-
| style="text-align:left;" | {{Hyperlink|Supercapacitor}}
| style="text-align:center;" |40
|}
 
<big>'''Rewiring Requirements'''</big>
 
A character attempting to rewire an [[Installation]] without proper skill may get stunned.
{| class="wikitable"
! class="header" | Installation
! class="header" | Rewiring Skill Level
|-
|-
| style="text-align:left;" | {{Hyperlink|Nuclear Reactor|40}}
| style="text-align:left;" | {{Hyperlink|Nuclear Reactor|40}}
| style="text-align:center;" |80
|-
|-
| style="text-align:left;" | {{Hyperlink|Engine|40}}
| style="text-align:left;" | {{Hyperlink|Engine|40}}
| style="text-align:center;" |80
|-
| style="text-align:left;" | {{Hyperlink|Oxygen Generator}}
| style="text-align:center;" |80
|-
|-
| style="text-align:left;" | {{Hyperlink|Pump|40}}
| style="text-align:left;" | {{Hyperlink|Pump|40}}
| style="text-align:center;" |80
|-
|-
| style="text-align:left;" | {{Hyperlink|Junction Box}}
| style="text-align:left;" | {{Hyperlink|Junction Box}}
| style="text-align:center;" |50
| rowspan="7" style="text-align:center;" |<big>55</big>
|-
| style="text-align:left;" | {{Hyperlink|Shuttle Navigation Terminal}}
|-
|-
| style="text-align:left;" | {{Hyperlink|Navigation Terminal}}
| style="text-align:left;" | {{Hyperlink|Navigation Terminal}}
| style="text-align:center;" |50
|-
|-
| style="text-align:left;" | {{Hyperlink|Sonar Monitor}}
| style="text-align:left;" | {{Hyperlink|Sonar Monitor}}
| style="text-align:center;" |50
|-
|-
| style="text-align:left;" | {{Hyperlink|Status Monitor}}
| style="text-align:left;" | {{Hyperlink|Status Monitor}}
| style="text-align:center;" |50
|-
| style="text-align:left;" | {{Hyperlink|Supercapacitor}}
|-
|-
| style="text-align:left;" | {{Hyperlink|Battery}}
| style="text-align:left;" | {{Hyperlink|Battery}}
| style="text-align:center;" |50
|-
|-
| style="text-align:left;" | {{Hyperlink|Supercapacitor}}
| style="text-align:left;" | {{Hyperlink|Shuttle Battery}}
| style="text-align:center;" |50
| style="text-align:center;" rowspan=2 |Can't be repaired<br>Doesn't deteriorate
|-
|-
| style="text-align:left;" | {{Hyperlink|Charging Dock}}
| style="text-align:left;" | {{Hyperlink|Charging Dock}}
| style="text-align:center;" |50
|}
|}
== Medical ==
== Medical ==
Determines how proficient a character is at treating their wounds and the wounds of others. Not having the required skill level can cause incorrect diagnosis of conditions, ineffective applying of Chemicals and makes chemicals take longer to craft.
Determines how proficient a character is at treating their wounds and the wounds of others. Not having the required skill level can cause incorrect diagnosis of conditions, ineffective usage of Chemicals, and ineffective or even harmful [[CPR]].


[[Jobs#Medical_Doctor|Medical doctors]] have the highest level of medical skill in the crew.
[[Jobs#Medical_Doctor|Medical doctors]] have the highest level of medical skill in the crew.
Line 201: Line 171:
* Manufacturing items requiring medical skill in the [[Fabricator]] and [[Medical Fabricator]]
* Manufacturing items requiring medical skill in the [[Fabricator]] and [[Medical Fabricator]]
* Reviving characters from a critical state
* Reviving characters from a critical state
 
* Healing other crewmembers. Experience gained = 0.1 * [vitality healed] / [current medical skill]
{| class="wikitable"
{| class="wikitable"
! class="header" | Item
! class="header" | Item
Line 208: Line 178:
|-
|-
| style="text-align:left;" | {{Hyperlink|Syringe Gun}}
| style="text-align:left;" | {{Hyperlink|Syringe Gun}}
| style="text-align:center;" | 30
| style="text-align:center;" | 30 (Medical)
|Wider firing spread.
15 ([[#Weapons|Weapons]])
|Firing spread +10 (from 0 to 10).
|}
|}
== Helm ==
== Helm ==
Determines how good a character is at steering a submarine. Depending on the skill level the [[Navigation Terminal]] has a longer/shorter time delay between receiving the desired X/Y velocity and setting the Engines and Pumps to the right speed and water level.
Determines how good a character is at steering a submarine. Depending on the skill level the [[Navigation Terminal]] has a longer/shorter time delay between receiving the desired X/Y velocity and setting the Engines and Pumps to the right speed and water level.
Also determines the bonus to the engines max output. The engines output must not be mistaken with the submarine's velocity.


[[Jobs#Captain|Captains]] have the highest level of helm skill in the crew.
[[Jobs#Captain|Captains]] have the highest level of helm skill in the crew.


'''Ways to improve the Helm Skill:'''
'''Ways to improve the Helm Skill:'''
* Manually steering the submarine
* Manually steering the submarine or a drone
 
*Manufacturing pipe tobacco
[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Revision as of 01:01, 19 February 2021

Data is potentially outdated
Last updated for version 0.10.5.1
Last mentioned in changelog 1.1.18.0
The current game version is 1.3.0.4

Skills are percentage-based levels determining how capable a character is at performing a specific task. Depending on the job the character has, they will be given a ranged percentage of skill in each field.

Weapons

Determines a character's effectiveness with certain weapons. Not having the required skill level to use a weapon will hinder its performance in a particular field, and not having the required skill level to craft items will make the item take longer to craft.

Security Officers, followed by Captains have the highest level of weapon skill in the crew.

Ways to improve the Weapons Skill:

  • Firing weapons
  • Killing enemies with weapons
  • Crafting weapons and ammunition
Weapon Skill Level Handicap on Insufficient Skill
Railgun 50 Slower rotation, railgun crosshair takes longer to align with aim position.
Coilgun 50 Slower rotation, railgun crosshair takes longer to align with aim position.
Harpoon Gun 30 Firing spread +9 (from 1 to 10).
Syringe Gun 15 (Weapons)

30 (Medical)

Firing spread +10 (from 0 to 10).
Revolver 40 Firing spread +2 (from 0 to 2).
SMG 50 Firing spread +6 (from 10 to 16).
Flamer 20 Fuel used up 50% faster.
Grenade Launcher 60 Firing spread +9 (from 1 to 10).
Riot Shotgun 60 Firing spread +9 (from 1 to 10).
Stun Gun 20 Firing spread +2 (from 0 to 2).

Mechanical Engineering

Determines whether a character can operate certain Tools safely and what can be crafted in the Fabricator. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft.

Mechanics have the highest level of mechanical engineering skill in the crew.

Ways to improve the Mechanical Engineering Skill:

  • Repairing hulls
  • Performing mechanical repairs on Installations
  • Manufacturing items requiring the Mechanical Engineering skill in the Fabricator
Tool Skill Level Effect on Insufficient Skill
Plasma Cutter 30 Oxygen Tank / Oxygenite Tank is used up 3x faster.
Welding Tool 20 Welding Fuel Tank / Incendium Fuel Tank is used up 3x faster.

In addition, the Mechanical Engineering skill is used to determine how well a character performs mechanical repairs on certain installations. If the skill requirement is not met, repairs will be longer, and present a risk of failure - relative to the level gap - where the character will suffer light injuries.

Installation Repair Skill Level Repair Time Afflictions on failure
Oxygen Generator 55 5 | 25 Stun: 5
Lacerations: 15
Nuclear Reactor Stun: 5
Lacerations: 5
Fabricator
Medical Fabricator
Deconstructor
Pump
Engine
Coilgun Loader
Railgun Loader
File:Doors.png Doors 10 | 25

Electrical Engineering

Determines if a character can rewire installations safely and how long it takes to perform electrical repairs.

Engineers have the highest level of electrical engineering skill in the crew.

Ways to improve the Electrical Engineering Skill:

  • Performing electrical repairs
  • Manufacturing items requiring Electrical Engineering skill in the Fabricator

Rewiring and Electrical Repairs Requirements

A character attempting to rewire Installations without the proper skill risks getting Stunned (5) and Burned (5).

Repairs have no such risk, but will take five times longer (25 seconds instead of 5).

Installation Rewiring Skill Level Repair Skill Level
Oxygen Generator 0 (see Mechanical skill)
Shuttle Oxygen Generator 55
Nuclear Reactor
Engine
Pump
Junction Box 55
Shuttle Navigation Terminal
Navigation Terminal
Sonar Monitor
Status Monitor
Supercapacitor
Battery
Shuttle Battery Can't be repaired
Doesn't deteriorate
Charging Dock

Medical

Determines how proficient a character is at treating their wounds and the wounds of others. Not having the required skill level can cause incorrect diagnosis of conditions, ineffective usage of Chemicals, and ineffective or even harmful CPR.

Medical doctors have the highest level of medical skill in the crew.

Ways to improve the Medical Skill:

  • Manufacturing items requiring medical skill in the Fabricator and Medical Fabricator
  • Reviving characters from a critical state
  • Healing other crewmembers. Experience gained = 0.1 * [vitality healed] / [current medical skill]
Item Skill Level Handicap on Insufficient Skill
Syringe Gun 30 (Medical)

15 (Weapons)

Firing spread +10 (from 0 to 10).

Helm

Determines how good a character is at steering a submarine. Depending on the skill level the Navigation Terminal has a longer/shorter time delay between receiving the desired X/Y velocity and setting the Engines and Pumps to the right speed and water level. Also determines the bonus to the engines max output. The engines output must not be mistaken with the submarine's velocity.

Captains have the highest level of helm skill in the crew.

Ways to improve the Helm Skill:

  • Manually steering the submarine or a drone
  • Manufacturing pipe tobacco