Talents
Data is potentially outdated | |
Last updated for version 0.18.15.0 Last mentioned in changelog 1.4.5.0 The current game version is 1.4.5.0 |
Talents are job-specific special abilities that affect characters' stats in a wide variety of ways, ranging from a simple damage resistance increase, to the ability to craft talent-specific items that can only be obtained this way.
- See also: Experience & Talent Points
General Mechanics
Each character has 18 or 19 Talents depending on their job, split between 3 Talent trees representing a Specialization.
Each Job has its own unique set of 3 Specializations. When they have gained enough experience, players earn Talent points, which allow them to pick a Talent in any of the trees.
Each Specialization tree has 4 Tiers, from top to bottom; apart from Tier 1 Talents which are always available, a Talent may only be picked if one Talent from the previous Tier has already been unlocked in that Specialization.
Some Tiers offer a choice between 2 Talents; in that case, picking one will permanently lock the other one (the only exception to this rule is the Engineer's All-Seeing Eye Talent, which unlocks all Talents from the Electrician Specialization).
Some Talents give a certain percentage of damage resistance. These resistances stack multiplicatively and not additively, meaning that reaching 100% damage resistance is impossible. For example, stacking four 25% damage resistances will give approximately 68% damage resistance, not 100% as if it were additive.
Some Talents increase maximum vitality by a percentage amount. All maximum vitality increases are additive, and based on starting maximum health, i.e. a medic (110 base vitality) with Field Medic (+20% vitality) will gain 22 extra maximum vitality.
Captain Talents
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Gunslinger | Skipper | Shipmaster | |||||||||||||||
Quickdraw If it has been longer than 8 seconds since you've attacked with a pistol, your next attack with a pistol is 25% more powerful. Reduce the penalty for dual-wielding ranged weapons by 50% |
Leading By Example As long as you're alive, all crew members receive High Morale granting the following: +20% Repair Speed |
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Deputy Assistants nearby get 20 Helm and 20 Weapons skill and gain these skills twice as fast. |
Lone Wolf If there's no crew members nearby, gain the following: +20% Physical Damage Resistance |
Helmsman Boosts your Helm skill by 30. Increases Engines and Pumps effectiveness by 20%. Does not stack with multiple of the same talent. |
This tree is currently unavailable. | ||||||||||||||
Drunken Sailor Gain 75% stun resistance while drunk and immunity to the negative effects of drunkenness. Unlock recipe: Rum. |
Inspiring Presence Crew members in the same room that gain a skill point, instead get 3. Crewmembers walk 5% faster. |
Trickle Down If you gain a skill, so does every other crewmember everywhere. Crewmembers swim 10% faster. |
This tree is currently unavailable. | ||||||||||||||
Big Guns Deal 30% more damage with Revolvers and Handcannons to monsters. Reduce the penalty for dual-wielding ranged weapons by 50% |
Family On unlock: Every crewmember gains one level. During missions, if no crewmember has died, upgrades High Morale to Excellent Morale, doubling the bonuses. The deaths of assistants do not count. |
This tree is currently unavailable. |
- Once Upon a Time on Europa does not give weapon experience when you gain helm experience after helm 100.
- Once Upon a Time on Europa is internally known as
handsomestranger.
- After ending the Inspiration buff on a character, the buff's effects gradually wear off over a period of 5 seconds. Thus multiple characters can get the buff by micromanaging orders.
- Only creatures classified as "monsters" give credits with Bounty Hunter. This means that humans (even hostile ones) do not count.
Security Officer Talents
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- The "additional items" from Scavenger means respawning the container loot.
- Buccaneer requires aiming for 1 second to reach the full effect.
- If you stop aiming without making an attack, the damage buff gradually fades away over a period of 1.5 seconds.
- Beat Cop applies 0.7 stun to everything within 1.875 meters and an additional 2.25 stun to non-allies when activated.
- The .xml code for Deep Sea Slayer has a permanent 25% increase in harpoon attack power is present twice in the talent definition. It is currently unknown if this causes the effect to be applied twice.
- Deep Sea Slayer will not cause slain monsters to have paralyxis.
- Implacable does not heal the conditions that would cause you to go unconscious, it simply prevents going unconscious for 15 seconds. As such, you will pass out (and possibly succumb to your injuries) if 15 seconds pass and you have not raised your vitality above 0.
- Holding the crouch key underwater will still activate Expert Commando even though crouching is impossible underwater.
- Expert Commando increases the rate of recovery from bleed from 0.1 per second to 1 per second, a 10x increase.
- Tandem Fire simply checks for players operating periscopes with no regard if that periscope is actually linked to a turret.
- The Tandem Fire buff lasts for 2 seconds and increases attack power, allowing for stronger attacks after stopping using a periscope for a brief time.
Medical Doctor Talents
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- Combat Medic's movement speed bonus affects both ground and swimming speed.
- The "additional items" from Researcher's Intuition means respawning the container loot.
- Despite the usage of the word "instead" Atmos Machine rewards do not replace the standard artifact deconstruction materials.
- Atmos Machine rewards include Alien Power Cells, Alien Pistols, Ancient Weapons, any small alien artifact and any alien artifact except the psychosis artifact.
- Alien Power Cells are twice as common as the other rewards.
- The Bedside Manner buff lasts for 3.5 seconds multiplied by the Medic's medical skill.
- Gene Therapist also increases the side effect damage from medicines like ABX
- Gene Harvester's effect will trigger only if the character who killed a creature is outside the sub, irrespective if the creature itself is inside.
- Any crew member can loot the creature to find Unidentified Genetic Material, not just the medic with the talent.
- The chance does stack with multiple medics with the talent.
- Genetic Stability only decreases the chance to taint when combining different gene types, not the chance to taint when combining two of the same type to increase the quality (refining).
- Since the base chance to taint when combining is 100%, this talent is the only way to get combined genes without tainting them, though the chance will be 50%.
Engineer Talents
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- Optimized Power-Flow's Turret Power Cost Reduction and Turret Charge Speed only applies to the gun you're currently manning. Turret charge speed does not increase attack speed.
- In the Flow also gives a permanent 25% swim speed boost that is not mentioned in the talent description.
- Despite claiming to boost "mission experience," Polymath boosts all experience gains.
- While below 50% vitality, Just a Scratch heals 0.1 internal damage and burn per second.
- These injuries do not have to be the reason for being below 50% vitality.
- Melodic Respite has a range of 6 meters and playing the guitar adds 15 seconds of the Melodic Respite buff per 1 second of guitar usage.
- Since the buff duration will still be decreasing while playing the guitar, effectively 14 seconds of buff time is added per 1 second of guitar playing. This means that it takes approximately 34 seconds to apply the maximum buff duration.
- The "rare materials" described by Hazardous Materials is 1 fulgurium bar and 1 of any alien material, including fulgurium bars but not including paralyxis.
- Co-Author: In single player mode works best by having both crew members (engineer and mechanic) on Wait command then grabbing (default key G) each other for the duration described in the talent description.
Mechanic Talents
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- Mass Production also sets the
TinkeringPowersDevices
flag despite not listing this in the description.- The powered devices effect from Let it Drain is thus redundant if the Mechanic picked Mass Production.
- Overclocking gives a 4:5 uptime:downtime ratio, whereas Hull Sealer gives a 3:5 uptime:downtime ratio on tinkering. Thus in terms of how much time you can tinker Overclocking is the superior option.
- The Portable Pump caps out at 2 per submarine, even when multiple mechanics have the talent.
- Let It Drain is required to be able to place Portable Pumps, even if one is obtained without the talent (such as by removing an installed one).
- Tinkerer allows you to repair relevant installations even if their condition is not low enough to normally allow repairs.
- Scrounger and Scrap Savant will not attempt to spawn scrap in containers that cannot hold it, such as Dive Suit racks, Fire Extinguisher racks, and Oxygen Generators.
- Scrounger and Scrap Savant function independently from each other, meaning that either, both, or neither could add scrap to a container.
- Scrap Savant does not allow you to craft paralyxis.
- The Aggressive Engineering stun lasts for 0.5 seconds.
Assistant Talents
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- Inspiring Tunes does not give skill experience for repairs done with honking.
- Insurance Policy also multiplies Reaper's Tax severity by 0, effectively giving immunity.
- When activated, Still Kicking heals 50 internal damage, burn, blood loss, bleeding, and oxygen low and 10 stun over a period of 2 seconds.
- Survival Package gives the stated items each time a round is finished with a successful mission.
- Crew Layabout's buff has a range of 7.5 meters.
- All Bikehorn buffs have a range of 7.5 meters and last 20 seconds.
- Soothing Melodies (from True Potential) heals 0.015 internal damage, burn, bleeding, and blood loss per second, healing 0.3 of those damage types over the period of 20 seconds.
- Inspiring Tunes only repairs devices within 6.25 meters.
- Slapstick Expert gives a 3.5% chance every second of being stunned for 2.25 seconds while running.
- True Potential's instakill only works on creatures smaller than a Moloch.
- Olympian allows increasing one's skills up to level 200.
- Graduation Ceremony gives an unmentioned +10% max vitality for taking the perk, then gives +10% max health additively for each talent point earned. The talent point does not need to be spent for the extra vitality to be applied. Endocrine boosters do not give extra vitality.