Skills
Data is potentially outdated | |
Last updated for version 1.0.7.0 Last mentioned in changelog 1.7.6.0 The current game version is 1.7.7.0 |
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
Name | Skill Requirement | Handicap |
---|---|---|
Ceremonial Sword |
Helm: 50 Weapons: 50 Mechanical: 50 Electrical: 50 Medical: 50
|
Attack Speed -1.25 (1.92 → 0.67) |
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
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 Electrical: 45
|
Spread +10 (0 → 10) |
Scrap Cannon |
Weapons: 25 Mechanical: 45
|
Spread +3 (1 → 4) |
Harpoon Coil-Rifle |
Weapons: 30
|
Spread +4.8 (0.2 → 5) |
Advanced Syringe Gun |
Weapons: 30 Medical: 50
|
Spread +10 (0 → 10) |
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) |
Ceremonial Sword |
Helm: 50 Weapons: 50 Mechanical: 50 Electrical: 50 Medical: 50
|
Attack Speed -1.25 (1.92 → 0.67) |
Deadeye Carbine |
Weapons: 50
|
Spread +6 (10 → 16) |
Machine Pistol |
Weapons: 50
|
Spread +8 (10 → 18) |
Assault Rifle |
Weapons: 50
|
Spread +12 (4 → 16) |
SMG |
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) |
Riot Shotgun |
Weapons: 50
|
Spread +2.9 (0.1 → 3) |
Grenade Launcher |
Weapons: 60
|
Spread +9 (1 → 10) |
Handcannon |
Weapons: 60
|
Spread +8 (0 → 8) |
Autoshotgun |
Weapons: 75
|
Spread +13 (5 → 18) |
HMG |
Weapons: 90
|
Spread +44 (6 → 50) Short Stun when firing. |
Double Coilgun |
Weapons: 50
|
Spring Stiffness -48 (50 → 2) Spring Damping -9.5 (10 → 0.5) Rotation Speed -7 (8 → 1) |
Coilgun |
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) |
Pulse Laser |
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) |
Railgun |
Weapons: 50
|
Spring Stiffness -48 (50 → 2) Spring Damping -9.5 (10 → 0.5) Rotation Speed -7 (8 → 1) |
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.
Name | Skill Requirement | Handicap |
---|---|---|
Heavy Wrench |
Mechanical: 40
|
Attack Speed 0.67 Stun (0.3)* to self |
Scrap Cannon |
Weapons: 25 Mechanical: 45
|
Spread +3 (1 → 4) |
Ceremonial Sword |
Helm: 50 Weapons: 50 Mechanical: 50 Electrical: 50 Medical: 50
|
Attack Speed -1.25 (1.92 → 0.67) |
Plasma Cutter |
Mechanical: 50
|
Slower Cutting Speed ~45% (0% → ~45%) |
Welding Tool |
Mechanical: 50
|
Slower Welding Speed ~45% (0% → ~45%) |
Coilgun Loader |
Mechanical: 55
|
Slower Repairs Minor Injuries if failed |
Railgun Loader (Legacy) |
Mechanical: 55
|
Slower Repairs Minor Injuries if failed |
Railgun Loader Single Horizontal |
Mechanical: 55
|
Slower Repairs Minor Injuries if failed |
Railgun Loader Single Vertical |
Mechanical: 55
|
Slower Repairs Minor Injuries if failed |
Coilgun Loader |
Mechanical: 55
|
Slower Repairs Minor Injuries if failed |
Chaingun Loader |
Mechanical: 55
|
Slower Repairs Minor Injuries if failed |
Pulse Laser Loader |
Mechanical: 55
|
Slower Repairs Minor Injuries if failed |
Flak Cannon Loader |
Mechanical: 55
|
Slower Repairs Minor Injuries if failed |
Railgun Loader |
Mechanical: 55
|
Slower Repairs Minor Injuries if failed |
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.
Name | Skill Requirement | Handicap |
---|---|---|
Ceremonial Sword |
Helm: 50 Weapons: 50 Mechanical: 50 Electrical: 50 Medical: 50
|
Attack Speed -1.25 (1.92 → 0.67) |
Rapid Fissile Accelerator |
Weapons: 25 Electrical: 45
|
Spread +10 (0 → 10) |
Battery |
Electrical: 55
|
Slower Repairs Minor Injuries if failed |
Sonar Monitor |
Electrical: 55
|
Slower Repairs Minor Injuries if failed |
Supercapacitor |
Electrical: 55
|
Slower Repairs Minor Injuries if failed |
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
Name | Skill Requirement |
---|---|
Saline |
Medical: 5 |
Bandage |
Medical: 5 |
Plastiseal |
Medical: 16 |
Morphine |
Medical: 18 |
Pomegrenade Extract |
Medical: 20 |
Europabrew |
Medical: 30 |
Blood Pack |
Medical: 31 |
Mindsense |
Medical: 40 |
Volatile Compound N |
Medical: 40 |
Antibiotic Glue |
Medical: 48 |
Advanced Syringe Gun |
Medical: 50 |
Mind Wipe |
Medical: 50 |
Gene Splicer |
Medical: 50 |
Syringe Gun |
Medical: 50 |
Fentanyl |
Medical: 50 |
Compound N |
Medical: 60 |
Advanced Gene Splicer |
Medical: 60 |
Deusizine |
Medical: 70 |
Game Modes | |
---|---|
Survival | |
Installations | |
Other |