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{{Outdated|Needs to be up to date with the [[Version_history/Alpha|current steam version]].}}
{{Version|1.0.7.0|search=skill,helm,mechanical engineering,electrical engineering,medical}}
'''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 levels determining how capable a character is at performing a specific task.
__TOC__
= Description =
Depending on the [[Jobs|job]] the character has, they will start the game with a randomized range of skill levels in each field.
Performance of certain tasks or usage of certain items will be hindered by an insufficient skill related to the task. This handicap is scaled and proportional to the character's level difference with the task or item's skill requirements.


== Weapons ==
The lowest skill level a character can have in any skill is 5; thus, the maximum handicap is suffered at level 5, and gradually decreases as the skill level increases, being completely removed when reaching the required skill level.
Weapon skill 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. [[Jobs#Captain|Captains]] and [[Jobs#Security Officer|security officers]] have the highest level of weapon skill in the crew.  
* In modes other than [[Campaign]], experience gain is multiplied by 5x.
{| class="wikitable"
* Global Experience gain settings are defined in ''/Barotrauma/Content/SkillSettings.xml''
! class="header" | Weapon
* Skill gain is generally divided by your current skill level.  
! class="header" | Skill Level
* Crafting more difficult recipes awards more experience.
! class="header" | Handicap on Insufficient Skill
|-
| style="text-align:center;" | [[Harpoon Gun]]
| style="text-align:center;" | 30%
|Shorter firing distance.
|-
|}


== Construction ==
== Degree of Success ==
Construction skill determines whether a character can operate a [[:Category:Tools|tool]] safely and what can be crafted on a [[Fabricator]]. Not having the required skill level can cause the tool to malfunction and harm the player and limits what can the player construct. [[Jobs#Mechanics|Mechanics]] have the highest level of construction skill in the crew.
The degree of success is a value between 0 and 1, used to determine the outcome of skill checks, where 0.5 corresponds to exactly meeting the skill requirement.  
{| class="wikitable"
! class="header" | Tool
! class="header" | Skill Level
! class="header" | Effect on Insufficient Skill
|-
| style="text-align:center;" | [[Plasma Cutter]]
| style="text-align:center;" | 30%
|The [[Oxygen Tank|oxygen tank]] will explode, hurting and stunning the character.
|-
| style="text-align:center;" | [[Welding Tool]]
| style="text-align:center;" | 20%
|The [[Welding Tool#Welding Fuel Tank|welding fuel tank]] will explode, hurting and stunning the character.
|-
|}


In addition the construction skill is used to determine whether a character is capable of performing [[Maintenance#Mechanical Repairs|mechanical repairs]] on [[:Category:Installations|installations]].
This is calculated by the following equation for a check that uses only 1 skill; if a check requires multiple skills, the average of the skill differences is used.


{| class="wikitable"
<code><big>(Character Skill - Required Skill + 100) / 200</big></code>
! class="header" | Structure
! class="header" | Repair Skill Level
|-
| style="text-align:center;" |[[Nuclear Reactor]]
| style="text-align:center;" |40%
|-
| style="text-align:center;" |[[Engine]]
| style="text-align:center;" |40%
|-
|}


== Electrical Engineering ==
A value below 0.5 means the requirement is not met. This generally means there is a probability of failure or other detrimental effect.
Electrical engineering skill determines whether a character can perform [[Maintenance#Electrical Repairs|electrical repairs]] on [[:Category:Installations|installations]]. [[Jobs#Engineers|Engineers]] have the highest level of electrical engineering skill in the crew.


{| class="wikitable"
A value above 0.5 guarantees success for the check, but does not necessarily provide any other benefit.
! class="header" | Structure
! class="header" | Repair Skill Level
! class="header" | Effect on Insufficient Skill
|-
| style="text-align:center;" |[[Junction Box]]
| style="text-align:center;" |40%
| Attempts to alter wiring will stun the character.
|-
| style="text-align:center;" |[[Nuclear Reactor]]
| style="text-align:center;" |40%
|}


[[Category:Barotrauma]]
=== Crafting ===
When crafting items in [[Fabricator]]s or [[Medical Fabricator]]s, exceeding the requirement grants a bonus to crafting speed of up to +100%. If the requirement is not met, crafting may be 4 to 100 times longer:
<br><code><big>Base Crafting Time / (Degree of Success * Degree of Success)</big></code>
 
=== Items ===
'''Success Rate''' for actions involving "Items" is proportional to the difference in levels out of 100, the percentage is calculated as follows:
 
<code><big>100 - (Required Skill - Character Skill)</big></code>
 
==== Repairs ====
Repairs currently use the same probability to determine if the user immediately takes damage instead of beginning the repair. ''Highest skill level required to repair is 55 and the minimum skill is 5, the minimum probability of success is 50%.''
* Repair time for being skilled or unskilled is set based on the item, this can be changed in the [https://regalis11.github.io/BaroModDoc/Editors/SubmarineEditor.html Submarine Editor]. ''By Default, it takes 5 times longer to repair for unskilled characters.''
 
==== Medical Items ====
When applying [[Medical Items]], failing the check means reduced positive effects and/or increased negative effects. Exceeding the requirement provides no benefit other than guaranteed success.
 
 
= 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.
Helm value also gives a scaling bonus to engine power.
 
[[Jobs#Captain|Captains]] have the highest starting level of helm skill in the crew.
 
'''Ways to improve the Helm Skill:'''
* Manually steering the submarine or a drone
* Manufacturing pipe tobacco
{{SkillRequirementTable|tabletype=helm|collapsed=yes}}
 
{{SkillRequirementTable|tabletype=helm|fabricator=yes|collapsed=yes}}
 
 
= Weapons =
Determines a character's effectiveness with certain [[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 starting level of weapon skill in the crew.
 
'''Ways to improve the Weapons Skill:'''
* Firing weapons
* Damaging enemies with weapons
* Crafting weapons and ammunition
{{SkillRequirementTable|tabletype=weapons|collapsed=yes}}
 
{{SkillRequirementTable|tabletype=weapons|fabricator=yes|collapsed=yes}}
 
 
= Mechanical Engineering =
Determines how well a character operates certain [[Tools|Tools]] and how long crafting takes in the [[Fabricator]]. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft. See each item's page for their mechanical skill requirements when crafting.
 
[[Jobs#Mechanics|Mechanics]] have the highest starting 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]]
 
Mechanical Engineering affects the insufficient skill handicap of Plasma Cutters and Welding Tools and also affects the structure damage they inflict/repair per second.
 
The handicap affects the consistency of the tool by comparing if a random number between 0 and 0.5 is greater than the Degree of Success, which can be expressed this way: <code>1 - (Degree of Success / 0.5)</code>, meaning an average decrease of 45% at the lowest skill level.
 
Tools apply structure damage 60 times per second, the structure damage is calculated using the formula: <code>(-Structure Fix Amount * Degree of Success)</code>
*Plasma Cutters have a Structure Fix Amount of -0.5, meaning they damage structures at a rate of 15/s at 50 skill.
*Welding Tools have a Structure Fix Amount of 2.0, meaning they repair structures at a rate of 60/s at 50 skill.
{{SkillRequirementTable|tabletype=mechanical|collapsed=yes}}
 
{{SkillRequirementTable|tabletype=mechanical|fabricator=yes|collapsed=yes}}
 
= Electrical Engineering =
Determines how long [[Maintenance#Electrical Repairs|electrical repairs]] take, and if rewiring or reparations can be done safely.
 
Also improves optimal areas when manually controlling the [[Reactor]].
 
[[Jobs#Engineers|Engineers]] have the highest starting 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]]
<big>'''Rewiring and Electrical Repairs Requirements'''</big>
 
A character attempting to rewire or repair [[Installations]] without the proper skill risks getting [[Stun]]ned (5) and [[Afflictions#Burn|Burned]] (5). The risk is proportional to the level gap.
 
The risk of failure is absent when repairing installations that have been fully destroyed, or that are unpowered; however such repairs will still take longer.
{{SkillRequirementTable|tabletype=electrical|collapsed=yes}}
 
{{SkillRequirementTable|tabletype=electrical|fabricator=yes|collapsed=yes}}
 
 
= 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]].
 
[[Jobs#Medical_Doctor|Medical doctors]] have the highest starting 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. <code>Experience gained = 0.7 * vitality healed / (current medical skill)<sup>1.5</sup></code>
{{SkillRequirementTable|tabletype=medical|collapsed=yes}}
 
{{SkillRequirementTable|tabletype=medical|fabricator=yes|collapsed=yes}}
 
 
[[Category:Game Mechanics]]
{{Jobs nav|show-Skills=yes}}
 
 
{{Game Mechanics nav}}

Latest revision as of 06:00, 7 April 2024

Data is potentially outdated
Last updated for version 1.0.7.0
Last mentioned in changelog 1.4.4.1
The current game version is 1.4.5.0

Skills are levels determining how capable a character is at performing a specific task.

Description

Depending on the job the character has, they will start the game with a randomized range of skill levels in each field. Performance of certain tasks or usage of certain items will be hindered by an insufficient skill related to the task. This handicap is scaled and proportional to the character's level difference with the task or item's skill requirements.

The lowest skill level a character can have in any skill is 5; thus, the maximum handicap is suffered at level 5, and gradually decreases as the skill level increases, being completely removed when reaching the required skill level.

  • In modes other than Campaign, experience gain is multiplied by 5x.
  • Global Experience gain settings are defined in /Barotrauma/Content/SkillSettings.xml
  • Skill gain is generally divided by your current skill level.
  • Crafting more difficult recipes awards more experience.

Degree of Success

The degree of success is a value between 0 and 1, used to determine the outcome of skill checks, where 0.5 corresponds to exactly meeting the skill requirement.

This is calculated by the following equation for a check that uses only 1 skill; if a check requires multiple skills, the average of the skill differences is used.

(Character Skill - Required Skill + 100) / 200

A value below 0.5 means the requirement is not met. This generally means there is a probability of failure or other detrimental effect.

A value above 0.5 guarantees success for the check, but does not necessarily provide any other benefit.

Crafting

When crafting items in Fabricators or Medical Fabricators, exceeding the requirement grants a bonus to crafting speed of up to +100%. If the requirement is not met, crafting may be 4 to 100 times longer:
Base Crafting Time / (Degree of Success * Degree of Success)

Items

Success Rate for actions involving "Items" is proportional to the difference in levels out of 100, the percentage is calculated as follows:

100 - (Required Skill - Character Skill)

Repairs

Repairs currently use the same probability to determine if the user immediately takes damage instead of beginning the repair. Highest skill level required to repair is 55 and the minimum skill is 5, the minimum probability of success is 50%.

  • Repair time for being skilled or unskilled is set based on the item, this can be changed in the Submarine Editor. By Default, it takes 5 times longer to repair for unskilled characters.

Medical Items

When applying Medical Items, failing the check means reduced positive effects and/or increased negative effects. Exceeding the requirement provides no benefit other than guaranteed success.


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. Helm value also gives a scaling bonus to engine power.

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

Ways to improve the Helm Skill:

  • Manually steering the submarine or a drone
  • Manufacturing pipe tobacco
Helm Usage
Name Skill Requirement Handicap

Ceremonial Sword
Helm: 50
Weapons: 50
Medical: 50
Attack Speed -1.25 (1.92 → 0.67)


Helm Crafting
Name Skill Requirement

Deepdiver Duck
Helm: 10

Pipe Tobacco
Helm: 30


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 starting level of weapon skill in the crew.

Ways to improve the Weapons Skill:

  • Firing weapons
  • Damaging enemies with weapons
  • Crafting weapons and ammunition
Weapons Usage
Name Skill Requirement Handicap

Stun Gun
Weapons: 20
Spread +2 (0 → 2)

Syringe Gun
Weapons: 20
Medical: 30
Spread +10 (0 → 10)

Rapid Fissile Accelerator
Weapons: 25
Spread +10 (0 → 10)

Scrap Cannon
Weapons: 25
Spread +3 (1 → 4)

Advanced Syringe Gun
Weapons: 30
Medical: 50
Spread +10 (0 → 10)

Harpoon Coil-Rifle
Weapons: 30
Spread +4.8 (0.2 → 5)

Harpoon Gun
Weapons: 30
Spread +9 (1 → 10)

Rifle
Weapons: 40
Reload time +3 (2 → 5)
Spread 2 (No penalty)

Prototype Steam Cannon
Weapons: 40
Burns applied to user
Lower fire rate
Spread 25 (No penalty)

Revolver
Weapons: 40
Spread +5.9 (0.1 → 6)

SMG
Weapons: 50
Spread +6 (10 → 16)

Boom Stick
Weapons: 50
Spread +3 (1 → 4)

Assault Rifle
Weapons: 50
Spread +12 (4 → 16)

Ceremonial Sword
Helm: 50
Weapons: 50
Medical: 50
Attack Speed -1.25 (1.92 → 0.67)

Deadeye Carbine
Weapons: 50
Spread +6 (10 → 16)

Riot Shotgun
Weapons: 50
Spread +2.9 (0.1 → 3)

Flamer
Weapons: 50
Burns applied to user
Lower fire rate
Spread 25 (No penalty)

Autoshotgun
Weapons: 60
Spread +2.8 (0.2 → 3)

Handcannon
Weapons: 60
Spread +8 (0 → 8)

Grenade Launcher
Weapons: 60
Spread +9 (1 → 10)

Machine Pistol
Weapons: 60
Spread +8 (10 → 18)

HMG
Weapons: 75
Spread +44 (6 → 50)
Short Stun when firing.

Chaingun
Weapons: 50
Spring Stiffness -48 (50 → 2)
Spring Damping -9.5 (10 → 0.5)
Rotation Speed -4 (5 → 1)

Coilgun
Weapons: 50
Spring Stiffness -48 (50 → 2)
Spring Damping -9.5 (10 → 0.5)
Rotation Speed -7 (8 → 1)

Flak Cannon
Weapons: 50
Spring Stiffness -48 (50 → 2)
Spring Damping -9.5 (10 → 0.5)
Rotation Speed -7 (8 → 1)

Double Coilgun
Weapons: 50
Spring Stiffness -48 (50 → 2)
Spring Damping -9.5 (10 → 0.5)
Rotation Speed -7 (8 → 1)

Pulse Laser
Weapons: 50
Spring Stiffness -48 (50 → 2)
Spring Damping -9.5 (10 → 0.5)
Rotation Speed -7 (8 → 1)

Railgun
Weapons: 50
Spring Stiffness -48 (50 → 2)
Spring Damping -9.5 (10 → 0.5)
Rotation Speed -7 (8 → 1)


Weapons Crafting
Name Skill Requirement

Harpoon
Weapons: 20

Handcuffs
Weapons: 20

Makeshift Armor
Weapons: 20
Mechanical: 20

Iron Helmet
Weapons: 20
Mechanical: 20

Canister Shell
Weapons: 25

Coilgun Ammunition Box
Weapons: 25

Spreader Flak Shells Box
Weapons: 25

Depth Charge Shell
Weapons: 25

Railgun Shell
Weapons: 25

Depth Decoy Shell
Weapons: 25

Focused Flak Shells Box
Weapons: 25

40mm Stun Grenade
Weapons: 30

Riot Shield
Weapons: 30

Hardened Diving Knife
Weapons: 30

Diving Knife
Weapons: 30

Revolver Round
Weapons: 30

Gunner's Helmet
Weapons: 30

Harpoon Coil-Rifle
Weapons: 30

Physicorium Harpoon
Weapons: 30

Explosive Harpoon
Weapons: 30

Physicorium Shell
Weapons: 30

Harpoon Gun
Weapons: 30

Stun Baton
Weapons: 30

Riot Helmet
Weapons: 30

Shotgun Rubber Shell
Weapons: 30

Stun Gun Dart
Weapons: 30

Stun Grenade
Weapons: 30

40mm Acid Grenade
Weapons: 30

Depleted Fuel Revolver Round
Weapons: 30
Electrical: 30

Rifle Round
Weapons: 30

Piercing Ammunition Box
Weapons: 30

40mm Grenade
Weapons: 30

Shotgun Shell
Weapons: 30

Ballistic Helmet
Weapons: 30

Revolver
Weapons: 35

Bandolier
Weapons: 35

Explosive Slug
Weapons: 40

Boarding Axe
Weapons: 40

Stun Gun
Weapons: 40

Physicorium Flak Shells Box
Weapons: 40

HMG Magazine
Weapons: 40

SMG Magazine
Weapons: 40

Body Armor
Weapons: 40

Fulgurium Stun Gun Dart
Weapons: 40

Nuclear Shell
Weapons: 40

Assault Rifle Magazine
Weapons: 40

Depleted Fuel SMG Magazine
Weapons: 40
Electrical: 30

Ceremonial Sword
Weapons: 40

Physicorium Ammunition Box
Weapons: 40

Acid Grenade
Weapons: 40

Nuclear Depth Charge
Weapons: 40

Depleted Fuel Coilgun Ammunition Box
Weapons: 40

Incendium Grenade
Weapons: 40

Chaingun Ammunition Box
Weapons: 40

Nuclear Depth Decoy
Weapons: 40

Handcannon Round
Weapons: 45

EMP Grenade
Weapons: 50

IC-4 Block
Weapons: 50

Explosive Flak Shells Box
Weapons: 50

Exploding Ammunition Box
Weapons: 50

Pulse Laser Fuel Box
Weapons: 50

UEX
Weapons: 50

Physicorium Chaingun Ammunition Box
Weapons: 55

Autoshotgun
Weapons: 55

Rifle
Weapons: 55

SMG
Weapons: 55

Riot Shotgun
Weapons: 55

Shredder Chaingun Ammunition Box
Weapons: 60

Handcannon
Weapons: 60

Frag Grenade
Weapons: 60

Assault Rifle
Weapons: 65

Pulse Tri-Laser Fuel Box
Weapons: 65

HMG
Weapons: 65

C-4 Block
Weapons: 70


Mechanical Engineering

Determines how well a character operates certain Tools and how long crafting takes in the Fabricator. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft. See each item's page for their mechanical skill requirements when crafting.

Mechanics have the highest starting 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

Mechanical Engineering affects the insufficient skill handicap of Plasma Cutters and Welding Tools and also affects the structure damage they inflict/repair per second.

The handicap affects the consistency of the tool by comparing if a random number between 0 and 0.5 is greater than the Degree of Success, which can be expressed this way: 1 - (Degree of Success / 0.5), meaning an average decrease of 45% at the lowest skill level.

Tools apply structure damage 60 times per second, the structure damage is calculated using the formula: (-Structure Fix Amount * Degree of Success)

  • Plasma Cutters have a Structure Fix Amount of -0.5, meaning they damage structures at a rate of 15/s at 50 skill.
  • Welding Tools have a Structure Fix Amount of 2.0, meaning they repair structures at a rate of 60/s at 50 skill.
Mechanical Usage
Name Skill Requirement Handicap

Heavy Wrench
Attack Speed 0.67
Stun (0.3)* to self

Scrap Cannon
Weapons: 25
Spread +3 (1 → 4)

Welding Tool
Slower Welding Speed ~45% (0% → ~45%)

Ceremonial Sword
Helm: 50
Weapons: 50
Medical: 50
Attack Speed -1.25 (1.92 → 0.67)

Plasma Cutter
Slower Cutting Speed ~45% (0% → ~45%)

Chaingun Loader
Slower Repairs
Minor Injuries if failed

Coilgun Loader
Slower Repairs
Minor Injuries if failed

Flak Cannon Loader
Slower Repairs
Minor Injuries if failed

Coilgun Loader
Slower Repairs
Minor Injuries if failed

Pulse Laser Loader
Slower Repairs
Minor Injuries if failed

Railgun Loader
Slower Repairs
Minor Injuries if failed


Mechanical Crafting
Name Skill Requirement

Screwdriver
Mechanical: 20

Slipsuit
Mechanical: 20

Hardened Wrench
Mechanical: 20

Wrench
Mechanical: 20

Welding Fuel Tank
Mechanical: 20

Hardened Screwdriver
Mechanical: 20

Handheld Itemfinder
Mechanical: 20
Electrical: 20

Steel Bar
Mechanical: 20

Makeshift Shelves
Mechanical: 20
Electrical: 20

Fire Extinguisher
Mechanical: 20

Plastic
Mechanical: 20

Heavy Wrench
Mechanical: 20

Oxygen Tank
Mechanical: 20

Small Planter Box
Mechanical: 20

Watering Can
Mechanical: 20

Storage Container
Mechanical: 20

Flashlight
Mechanical: 25

Diving Mask
Mechanical: 25

Safety Harness
Mechanical: 25

Headset
Mechanical: 30

Handheld Sonar
Mechanical: 30

Sprayer
Mechanical: 30

Welding Tool
Mechanical: 30

Handheld Status Monitor
Mechanical: 30

Hardened Crowbar
Mechanical: 30

Auto-Injector Headset
Mechanical: 30

Plasma Cutter
Mechanical: 30

Cargo Scooter
Mechanical: 30

Sonar Beacon
Mechanical: 30

Flamer
Mechanical: 30
Weapons: 20

Health Scanner HUD
Mechanical: 30
Medical: 50

Crowbar
Mechanical: 30

Underwater Scooter
Mechanical: 30

Titanium-Aluminum Alloy
Mechanical: 30

Fixfoam Grenade
Mechanical: 35

Incendium Fuel Tank
Mechanical: 40

Oxygenite Tank
Mechanical: 40

Ballistic Fiber
Mechanical: 40

Diving Suit
Mechanical: 40

Portable Pump
Mechanical: 50

Exosuit
Mechanical: 60

Abyss Diving Suit
Mechanical: 60

Combat Diving Suit
Mechanical: 60

Funbringer 3000
Mechanical: 60

Scrap Cannon
Mechanical: 65

Electrical Engineering

Determines how long electrical repairs take, and if rewiring or reparations can be done safely.

Also improves optimal areas when manually controlling the Reactor.

Engineers have the highest starting 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 or repair Installations without the proper skill risks getting Stunned (5) and Burned (5). The risk is proportional to the level gap.

The risk of failure is absent when repairing installations that have been fully destroyed, or that are unpowered; however such repairs will still take longer.

Electrical Usage
Name Skill Requirement Handicap

Ceremonial Sword
Helm: 50
Weapons: 50
Medical: 50
Attack Speed -1.25 (1.92 → 0.67)

Rapid Fissile Accelerator
Weapons: 25
Spread +10 (0 → 10)

Battery
Slower Repairs
Minor Injuries if failed

Sonar Monitor
Slower Repairs
Minor Injuries if failed

Supercapacitor
Slower Repairs
Minor Injuries if failed


Electrical Crafting
Name Skill Requirement

Seed Bag
Electrical: 15

FPGA Circuit
Electrical: 15

Ceil Component
Electrical: 20

Equals Component
Electrical: 20

RegEx Find Component
Electrical: 20

Not Component
Electrical: 20

Adder Component
Electrical: 20

Round Component
Electrical: 20

Abs Component
Electrical: 20

Subtract Component
Electrical: 20

Acos Component
Electrical: 20

Delay Component
Electrical: 20

Sin Component
Electrical: 20

Asin Component
Electrical: 20

Wifi Component
Electrical: 20

Exponentiation Component
Electrical: 20

Divide Component
Electrical: 20

Multiply Component
Electrical: 20

And Component
Electrical: 20

Oscillator Component
Electrical: 20

Modulo Component
Electrical: 20

Xor Component
Electrical: 20

Cos Component
Electrical: 20

Atan Component
Electrical: 20

Greater Component
Electrical: 20

Concatenation Component
Electrical: 20

Floor Component
Electrical: 20

Tan Component
Electrical: 20

Factorial Component
Electrical: 20

Memory Component
Electrical: 20

Signal Check Component
Electrical: 20

Light Component
Electrical: 20

Light Component
Electrical: 20

Light Component
Electrical: 20

Square Root Component
Electrical: 20

Fertilizer
Electrical: 20

Or Component
Electrical: 20

Relay Component
Electrical: 20

Color Component
Electrical: 20

Lever
Electrical: 25

Handheld Electrical Monitor
Electrical: 25

Fuel Rod
Electrical: 25

Battery Cell
Electrical: 25

Button
Electrical: 25

Smoke Detector
Electrical: 30

Water Detector
Electrical: 30

Emergency Siren
Electrical: 30

Alarm Buzzer
Electrical: 30

Reactor PDA
Electrical: 30

Oxygen Detector
Electrical: 30

Motion Detector
Electrical: 30

Depleted Fuel
Electrical: 35

Circuit Box
Electrical: 35

Fulgurium Battery Cell
Electrical: 40

Thorium Fuel Rod
Electrical: 50

Terminal
Electrical: 50

Text Display
Electrical: 50

Electrician's Goggles
Electrical: 50

Thermal Goggles
Electrical: 50

Fulgurium Fuel Rod
Electrical: 60

PUCS
Electrical: 60

Rapid Fissile Accelerator
Electrical: 65

Arc Emitter
Electrical: 65

Volatile Fulgurium Fuel Rod
Electrical: 70


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 starting 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 = 0.7 * vitality healed / (current medical skill)1.5
Medical Usage
Name Skill Requirement Handicap

Tonic Liquid

Stabilozine
Medical: 25

Pomegrenade Extract
Medical: 25
Risk of failure proportional to the skill level.

Antirad
Medical: 25

Broad-spectrum Antibiotics
Medical: 25

Plastiseal
Medical: 25
Risk of failure proportional to the skill level.

Radiotoxin
Medical: 30

Chloral Hydrate
Medical: 30

Syringe Gun
Weapons: 20
Medical: 30
Spread +10 (0 → 10)

Pressure Stabilizer
Medical: 35

Raptor Bane Extract
Medical: 35

Anabolic Steroids
Medical: 35

Methamphetamine
Medical: 35

Combat Stimulant
Medical: 35

Deliriumine
Medical: 35

Alien Blood
Medical: 35

Haloperidol
Medical: 37

Calyxanide
Medical: 38

Naloxone
Medical: 39

Sufforin
Medical: 40

Blood Pack
Medical: 40
Risk of failure proportional to the skill level.

Bandage
Medical: 40
Risk of failure proportional to the skill level.

Sufforin Antidote
Medical: 40

Deliriumine Antidote
Medical: 40

Morphine
Medical: 40
Risk of failure proportional to the skill level.

Saline
Medical: 40
Risk of failure proportional to the skill level.

Cyanide Antidote
Medical: 40

Morbusine Antidote
Medical: 40

Liquid Oxygenite
Medical: 50
Risk of failure depending on the skill level.

Advanced Syringe Gun
Weapons: 30
Medical: 50
Spread +10 (0 → 10)

Ceremonial Sword
Helm: 50
Weapons: 50
Medical: 50
Attack Speed -1.25 (1.92 → 0.67)

Morbusine
Medical: 50

Hyperzine
Medical: 50

Antibiotic Glue
Medical: 55
Risk of failure proportional to the skill level.

Cyanide
Medical: 60

Endocrine Booster
Medical: 60

Opium
Medical: 60

Paralyzant
Medical: 60

Anaparalyzant
Medical: 64

Fentanyl
Medical: 72
Risk of failure proportional to the skill level.

Deusizine
Medical: 72
Risk of failure proportional to the skill level.


Medical Crafting
Name Skill Requirement

Bandage
Medical: 5

Saline
Medical: 5

Plastiseal
Medical: 16

Morphine
Medical: 18

Pomegrenade Extract
Medical: 20

Blood Pack
Medical: 31

Volatile Compound N
Medical: 40

Antibiotic Glue
Medical: 48

Advanced Syringe Gun
Medical: 50

Gene Splicer
Medical: 50

Fentanyl
Medical: 50

Syringe Gun
Medical: 50

Compound N
Medical: 60

Advanced Gene Splicer
Medical: 60

Deusizine
Medical: 70
v·d·e·h
Jobs
Jobs
Jobs
Skills
Skills
Talent Trees
Talents
Captain

Bounty Hunter

Inspirational Leader

Logistics Expert

Prodigy

Travelling Tradesman

Veteran

Camaraderie

Down with the Ship

Emergency Maneuvers

Gunsmith

Sailor with No Name

Steady Tune
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Quickdraw

Leading By Example

Commendations

Deputy

Lone Wolf

Helmsman

Affiliation

Your Reputation...

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Big Guns

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Figurehead
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Buff

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Swole

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Boarding Party

Pacification Kit

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I Am That Guy

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Let it Drain

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Arms Race

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Better Than New

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Lightning Wizard

Ph.D in Nuclear Physics
Medical Doctor

Example of Health

Health Insurance

La Resistance

Nobody Important Dies

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Blood Donor

Don't Die on Me!

Fireman's Carry

Medical Companion

No Pressure
Xenologist Medic Chemist

Gene Harvester

Medical Expertise

Plague Doctor

Bloody Business

Gene Splicer

Emergency Response

Medical Assistance

Delivery System

Lab Contacts

Blackmarket Genes

Gene Tampering

Dr. Submarine

Vitamin Supplements

Super Soldiers

What a Stench!

Genetic Genius

Miracle Worker

Macrodosing
Assistant

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Mailman

Mule

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Bag It Up

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Grayshirt Apprentice Clown

The Waiting List

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Enroll into Clown College

Non-Threatening

Tasty Target

Journeyman

Logistics System

Water Prankster

An Apple A Day

Insurance Policy

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Treacherous Scum

Chonky Honks

Psycho Clown

The Friends We Made

Graduation Ceremony

True Potential
v·d·e·h
Game Mechanics
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Survival
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