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{{Version|0.10.5.1}}
{{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 start the game with a ranged percentage of skill in each field.
'''Skills''' are levels determining how capable a character is at performing a specific task.
== Mechanics ==
__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.
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.
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.
== Weapons ==
* In modes other than [[Campaign]], experience gain is multiplied by 5x.
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.  
* Global Experience gain settings are defined in ''/Barotrauma/Content/SkillSettings.xml''
* Skillgain is generally devided 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.
 
<code><big>(Character Skill - Required Skill + 100) / 200</big></code>
 
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 [[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.  
[[Jobs#Security Officer|Security Officers]], followed by [[Jobs#Captain|Captains]] have the highest starting level of weapon skill in the crew.  
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'''Ways to improve the Weapons Skill:'''
'''Ways to improve the Weapons Skill:'''
* Firing weapons
* Firing weapons
* Killing enemies with weapons  
* Damaging enemies with weapons
*Crafting weapons and ammunition
* Crafting weapons and ammunition
{| class="wikitable"
{{SkillRequirementTable|tabletype=weapons|collapsed=yes}}
! class="header" | Weapon
 
! class="header" | Skill Level
{{SkillRequirementTable|tabletype=weapons|fabricator=yes|collapsed=yes}}
! class="header" | <abbr title="at level 5">Maximum Handicap</abbr> on Insufficient Skill
 
|-
 
| style="text-align:left;" | {{Hyperlink|Railgun}}
= Mechanical Engineering =
| style="text-align:center;" | 50
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.  
|Slower rotation, railgun crosshair takes longer to align with aim position.
|-
| style="text-align:left;" | {{Hyperlink|Coilgun}}
| style="text-align:center;" | 50
|Slower rotation, railgun crosshair takes longer to align with aim position.
|-
| style="text-align:left;" | {{Hyperlink|Harpoon Gun}}
| style="text-align:center;" | 30
|Firing spread +9 (from 1 to 10).
|-
| style="text-align:left;" | {{Hyperlink|Syringe Gun}}
| style="text-align:center;" | 15 (Weapons)
30 ([[#Medical|Medical]])
|Firing spread +10 (from 0 to 10).
|-
| style="text-align:left;" | {{Hyperlink|Revolver}}
| style="text-align:center;" | 40
|Firing spread +2 (from 0 to 2).
|-
| style="text-align:left;" | {{Hyperlink|SMG}}
| style="text-align:center;" | 50
|Firing spread +6 (from 10 to 16).
|-
| style="text-align:left;" | {{Hyperlink|Flamer}}
| style="text-align:center;" | 20
|Fuel used up 50% faster.
|-
| style="text-align:left;" | {{Hyperlink|Grenade Launcher}}
| style="text-align:center;" | 60
|Firing spread +9 (from 1 to 10).
|-
| style="text-align:left;" | {{Hyperlink|Riot Shotgun}}
| style="text-align:center;" | 60
|Firing spread +9 (from 1 to 10).
|-
| style="text-align:left;" | {{Hyperlink|Stun Gun}}
| style="text-align:center;" | 20
|Firing spread +2 (from 0 to 2).
|}
== Mechanical Engineering ==
Determines how well a character operates certain [[:Category: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.
[[Jobs#Mechanics|Mechanics]] have the highest starting level of mechanical engineering skill in the crew.
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* 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="header" | Tool
Mechanical Engineering affects the insufficient skill handicap of Plasma Cutters and Welding Tools and also affects the structure damage they inflict/repair per second.
! class="header" | Skill Level
 
! class="header" | <abbr title="at level 5">Maximum Handicap</abbr> on Insufficient Skill
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.
|-
 
| style="text-align:left;" | {{Hyperlink|Plasma Cutter}}
Tools apply structure damage 60 times per second, the structure damage is calculated using the formula: <code>(-Structure Fix Amount * Degree of Success)</code>
| style="text-align:center;" | 30
*Plasma Cutters have a Structure Fix Amount of -0.5, meaning they damage structures at a rate of 15/s at 50 skill.
|{{Hyperlink|Oxygen Tank}} / {{Hyperlink|Oxygenite Tank}} is used up 3x faster.
*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}}
| style="text-align:left;" | {{Hyperlink|Welding Tool}}
 
| style="text-align:center;" | 20
{{SkillRequirementTable|tabletype=mechanical|fabricator=yes|collapsed=yes}}
|{{Hyperlink|Welding Fuel Tank}} / {{Hyperlink|Incendium Fuel Tank}} is used up 3x faster.
 
|-
= Electrical Engineering =
|}
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. The risk of failure is absent when repairing installations that have been fully destroyed, or that are unpowered.
{| class="wikitable"
! class="header" | Installation
! class="header" | Repair Skill Level
! class="header" | Repair Time from 0 to 100%
! class="header" | Afflictions on failure
|-
| style="text-align:left;" | {{Hyperlink|Oxygen Generator}}
| rowspan="9" style="text-align:center;" |<big>55</big>
| rowspan="9" style="text-align:center;" |
| style="text-align:center;" |[[Stun]]: 5<br>[[Afflictions#Internal Damage|Lacerations]]: 15
|-
| style="text-align:left;" | {{Hyperlink|Nuclear Reactor|40}}
| 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|Medical Fabricator}}
|-
| style="text-align:left;" | {{Hyperlink|Deconstructor}}
|-
| style="text-align:left;" | {{Hyperlink|Pump|40}}
|-
| style="text-align:left;" | {{Hyperlink|Engine|40}}
|-
| style="text-align:left;" | {{Hyperlink|Coilgun Loader|20}}
|-
| style="text-align:left;" | {{Hyperlink|Railgun Loader|30}}
|-
| style="text-align:left;" | {{Hyperlink|Doors|15}}
|style="text-align:center;" |<big>40</big>
| style="text-align:center;" |
|-
|}
== Electrical Engineering ==
Determines how long [[Maintenance#Electrical Repairs|electrical repairs]] take, and if rewiring or reparations can be done safely.  
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.
[[Jobs#Engineers|Engineers]] have the highest starting level of electrical engineering skill in the crew.
Line 130: Line 104:


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.
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.
{| class="wikitable"
{{SkillRequirementTable|tabletype=electrical|collapsed=yes}}
! class="header" | Installation
 
! class="header" | Rewiring Skill Level
{{SkillRequirementTable|tabletype=electrical|fabricator=yes|collapsed=yes}}
! class="header" | Repair Skill Level
 
|-
 
| style="text-align:left;" | {{Hyperlink|Oxygen Generator}}
= Medical =
| style="text-align:center;" |<abbr title="Probably unintended">0</abbr>
| rowspan="5" |(see Mechanical skill)
|-
| style="text-align:left;" | {{Hyperlink|Shuttle Oxygen Generator||Shuttle Oxygen Generator|Oxygen Generator}}
| style="text-align:center;" rowspan="13" |<big>55</big>
|-
| style="text-align:left;" | {{Hyperlink|Nuclear Reactor|40}}
|-
| style="text-align:left;" | {{Hyperlink|Engine|40}}
|-
| style="text-align:left;" | {{Hyperlink|Pump|40}}
|-
| style="text-align:left;" | {{Hyperlink|Junction Box}}
| 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|Sonar Monitor}}
|-
| style="text-align:left;" | {{Hyperlink|Status Monitor}}
|-
| style="text-align:left;" | {{Hyperlink|Supercapacitor}}
|-
| style="text-align:left;" | {{Hyperlink|Battery}}
|-
| style="text-align:left;" | {{Hyperlink|Shuttle Battery}}
| style="text-align:center;" rowspan=2 |Can't be repaired<br>Doesn't deteriorate
|-
| style="text-align:left;" | {{Hyperlink|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]].
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]].


Line 176: Line 117:
* 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]
* Healing other crewmembers. <code>Experience gained = 0.7 * vitality healed / (current medical skill)<sup>1.5</sup></code>
{| class="wikitable"
{{SkillRequirementTable|tabletype=medical|collapsed=yes}}
! class="header" | Item
 
! class="header" | Skill Level
{{SkillRequirementTable|tabletype=medical|fabricator=yes|collapsed=yes}}
! class="header" | Handicap on Insufficient Skill
|-
| style="text-align:left;" | {{Hyperlink|Syringe Gun}}
| style="text-align:center;" | 30 (Medical)
15 ([[#Weapons|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.


[[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
[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
{{Jobs nav|show-Skills=yes}}
{{Game Mechanics nav}}

Latest revision as of 11:41, 30 December 2023

Data is potentially outdated
Last updated for version 1.0.7.0
Last mentioned in changelog 1.2.6.0
The current game version is 1.2.8.0

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
  • Skillgain is generally devided 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)

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

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

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

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

Revolver
Weapons: 40
Spread +2 (0 → 2)

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

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

SMG
Weapons: 50
Spread +6 (10 → 16)

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

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

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

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

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

Machine Pistol
Weapons: 60
Spread +20 (15 → 35)

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

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

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

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

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

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)

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

Makeshift Armor
Weapons: 20
Mechanical: 20

Iron Helmet
Weapons: 20
Mechanical: 20

Handcuffs
Weapons: 20

Canister Shell
Weapons: 25

Spreader Flak Shells Box
Weapons: 25

Coilgun Ammunition Box
Weapons: 25

Depth Charge Shell
Weapons: 25

Depth Decoy Shell
Weapons: 25

Focused Flak Shells Box
Weapons: 25

Railgun Shell
Weapons: 25

Harpoon Coil-Rifle
Weapons: 30

Revolver Round
Weapons: 30

Harpoon Gun
Weapons: 30

Gunner's Helmet
Weapons: 30

Hardened Diving Knife
Weapons: 30

40mm Stun Grenade
Weapons: 30

Piercing Ammunition Box
Weapons: 30

Depleted Fuel Revolver Round
Weapons: 30
Electrical: 30

Physicorium Harpoon
Weapons: 30

Riot Helmet
Weapons: 30

40mm Acid Grenade
Weapons: 30

Rifle Round
Weapons: 30

Shotgun Rubber Shell
Weapons: 30

Riot Shield
Weapons: 30

Stun Gun Dart
Weapons: 30

Stun Grenade
Weapons: 30

40mm Grenade
Weapons: 30

Diving Knife
Weapons: 30

Physicorium Shell
Weapons: 30

Ballistic Helmet
Weapons: 30

Shotgun Shell
Weapons: 30

Stun Baton
Weapons: 30

Explosive Harpoon
Weapons: 30

Revolver
Weapons: 35

Bandolier
Weapons: 35

Stun Gun
Weapons: 40

HMG Magazine
Weapons: 40

SMG Magazine
Weapons: 40

Chaingun Ammunition Box
Weapons: 40

Depleted Fuel Coilgun Ammunition Box
Weapons: 40

Ceremonial Sword
Weapons: 40

Incendium Grenade
Weapons: 40

Explosive Slug
Weapons: 40

Nuclear Shell
Weapons: 40

Depleted Fuel SMG Magazine
Weapons: 40
Electrical: 30

Assault Rifle Magazine
Weapons: 40

Body Armor
Weapons: 40

Physicorium Flak Shells Box
Weapons: 40

Nuclear Depth Charge
Weapons: 40

Nuclear Depth Decoy
Weapons: 40

Boarding Axe
Weapons: 40

Fulgurium Stun Gun Dart
Weapons: 40

Physicorium Ammunition Box
Weapons: 40

Acid Grenade
Weapons: 40

Handcannon Round
Weapons: 45

IC-4 Block
Weapons: 50

EMP Grenade
Weapons: 50

UEX
Weapons: 50

Pulse Laser Fuel Box
Weapons: 50

Exploding Ammunition Box
Weapons: 50

Explosive Flak Shells Box
Weapons: 50

Riot Shotgun
Weapons: 55

SMG
Weapons: 55

Autoshotgun
Weapons: 55

Rifle
Weapons: 55

Physicorium Chaingun Ammunition Box
Weapons: 55

Shredder Chaingun Ammunition Box
Weapons: 60

Frag Grenade
Weapons: 60

Handcannon
Weapons: 60

Pulse Tri-Laser Fuel Box
Weapons: 65

Assault Rifle
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%)

Pulse Laser Loader
Slower Repairs
Minor Injuries if failed

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

Railgun Loader
Slower Repairs
Minor Injuries if failed


Mechanical Crafting
Name Skill Requirement

Handheld Itemfinder
Mechanical: 20
Electrical: 20

Wrench
Mechanical: 20

Fire Extinguisher
Mechanical: 20

Makeshift Shelves
Mechanical: 20
Electrical: 20

Hardened Wrench
Mechanical: 20

Small Planter Box
Mechanical: 20

Welding Fuel Tank
Mechanical: 20

Slipsuit
Mechanical: 20

Oxygen Tank
Mechanical: 20

Watering Can
Mechanical: 20

Screwdriver
Mechanical: 20

Heavy Wrench
Mechanical: 20

Hardened Screwdriver
Mechanical: 20

Plastic
Mechanical: 20

Storage Container
Mechanical: 20

Steel Bar
Mechanical: 20

Safety Harness
Mechanical: 25

Flashlight
Mechanical: 25

Diving Mask
Mechanical: 25

Welding Tool
Mechanical: 30

Headset
Mechanical: 30

Sprayer
Mechanical: 30

Cargo Scooter
Mechanical: 30

Sonar Beacon
Mechanical: 30

Hardened Crowbar
Mechanical: 30

Underwater Scooter
Mechanical: 30

Health Scanner HUD
Mechanical: 30
Medical: 50

Titanium-Aluminum Alloy
Mechanical: 30

Handheld Sonar
Mechanical: 30

Handheld Status Monitor
Mechanical: 30

Flamer
Mechanical: 30
Weapons: 20

Crowbar
Mechanical: 30

Plasma Cutter
Mechanical: 30

Auto-Injector Headset
Mechanical: 30

Fixfoam Grenade
Mechanical: 35

Diving Suit
Mechanical: 40

Ballistic Fiber
Mechanical: 40

Oxygenite Tank
Mechanical: 40

Incendium Fuel Tank
Mechanical: 40

Portable Pump
Mechanical: 50

Abyss Diving Suit
Mechanical: 60

Combat Diving Suit
Mechanical: 60

Exosuit
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

Light Component
Electrical: 20

Light Component
Electrical: 20

Light Component
Electrical: 20

Fertilizer
Electrical: 20

Button
Electrical: 25

Fuel Rod
Electrical: 25

Battery Cell
Electrical: 25

Lever
Electrical: 25

Handheld Electrical Monitor
Electrical: 25

Emergency Siren
Electrical: 30

Water Detector
Electrical: 30

Smoke Detector
Electrical: 30

Alarm Buzzer
Electrical: 30

Oxygen Detector
Electrical: 30

Reactor PDA
Electrical: 30

Motion Detector
Electrical: 30

Circuit Box
Electrical: 35

Depleted Fuel
Electrical: 35

Fulgurium Battery Cell
Electrical: 40

Thorium Fuel Rod
Electrical: 50

Electrician's Goggles
Electrical: 50

Thermal Goggles
Electrical: 50

Terminal
Electrical: 50

Text Display
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

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

Stabilozine
Medical: 25

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

Broad-spectrum Antibiotics
Medical: 25

Antirad
Medical: 25

Radiotoxin
Medical: 30

Chloral Hydrate
Medical: 30

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

Methamphetamine
Medical: 35

Deliriumine
Medical: 35

Raptor Bane Extract
Medical: 35

Anabolic Steroids
Medical: 35

Combat Stimulant
Medical: 35

Pressure Stabilizer
Medical: 35

Alien Blood
Medical: 35

Haloperidol
Medical: 37

Calyxanide
Medical: 38

Naloxone
Medical: 39

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

Deliriumine Antidote
Medical: 40

Sufforin Antidote
Medical: 40

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

Sufforin
Medical: 40

Cyanide Antidote
Medical: 40

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

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

Morbusine Antidote
Medical: 40

Morbusine
Medical: 50

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)

Liquid Oxygenite
Medical: 50
Risk of failure proportional to the skill level.

Hyperzine
Medical: 50

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

Endocrine Booster
Medical: 60

Opium
Medical: 60

Cyanide
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

Saline
Medical: 5

Bandage
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

Fentanyl
Medical: 50

Syringe Gun
Medical: 50

Gene Splicer
Medical: 50

Advanced Gene Splicer
Medical: 60

Compound N
Medical: 60

Deusizine
Medical: 70
v·d·e·h
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Captain

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Gunsmith

Sailor with No Name

Steady Tune
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Leading By Example

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Your Reputation...

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I Am That Guy

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Tool Maintenance

Let it Drain

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Foolhardy

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Robotics

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Egghead

Grounded

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Remote Monitor

Station Engineer

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Fun With Fission

Melodic Respite

Sample Collection

Submarine Of Things
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Unstoppable Curiosity

Arms Race

Heavy Hitter

Pyromaniac

Unlimited Power

Buzzin'

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Better Than New

Danger Zone

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Ph.D in Nuclear Physics
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Example of Health

Health Insurance

La Resistance

Nobody Important Dies

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Stayin' Alive

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

Crew Layabout

Mailman

Mule

Playing Catchup

Skedaddle

Starter Quest

Bag It Up

Indentured Servitude

Inspiring Tunes

Jenga Master

Peer Learning

Revenge Squad
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

Loyal Assistant

Treacherous Scum

Chonky Honks

Psycho Clown

The Friends We Made

Graduation Ceremony

True Potential
v·d·e·h
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