Captain
Data is potentially outdated | |
Last updated for version 1.2.6.0 Last mentioned in changelog 1.5.7.0 The current game version is 1.5.9.2 Notes: Add more info |
The Captain is a playable Job.
“ | Naval visionary, seafarer, a genius. Possibly. | „ |
Description
The Captain is the person responsible for steering and commanding a submarine and it's crew. The captain's ID card provides access to all Doors or Containers in the submarine.
There can be a maximum of 1 Captain, though none are required.
Hired Captains cost 30% more than usual.
Responsibilities
- Navigating in the Campaign.
- Steering the ship using the Navigation Terminal.
- Delegating tasks.
- Adjusting the Salary of each crew member.
Starting Skills
Skills that a Captain starts with:
- Helm: 40-50
- Weapons: 25-35
- Mechanical: 15-25
- Electrical: 15-25
- Medical: 5-10
Starting Equipment
All Captains start with the same equipment:
The Captain has 3 loadouts, each with one of the Captain's Uniforms:
Loadout #1
Loadout #2
Loadout #3
Talents
Captains Talents revolve mostly around supporting the whole crew with various buffs and bonuses.
The Gunslinger Specialization is the exception here from the fact that it mostly grants benefits to the Captain, making them profficient at defending themself and ends with a recipe for the powerful Handcannon which can deal even with some of the stronger and armored Creatures of Europa.
The Skipper Specialization focuses entirely on buffing the crew, making them gain skills faster, and the Subs' maneuverability.
The Politician Specialization focuses mostly on the Factions features and gaining XP faster for the crew.
General | |||||||||||||||||
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Gunslinger | Skipper | Politician | |||||||||||||||
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 |
Commendations Whenever you finish at least one mission, gain a Commendation. When you apply a Commendation on another character, give them 275 experience. | |||||||||||||||
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. |
Affiliation Reputation with factions increases 50% faster. Earn 10% more marks when completing a mission for your Affiliated faction. |
Your Reputation... When entering a new outpost you have positive faction reputation with, gain 200 mk. Doubled for cities. You may select an additional mission. | |||||||||||||
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. |
Campaigning Affiliated faction shipyards offer 10% discount for upgrades and buying submarines. |
Networking Affiliated faction shops offer 10% lower prices. Doubled for faction-unique items. | |||||||||||||
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. |
Figurehead Replaces Commendations with Medals that give 550 XP. If the character is then below level 5, give them XP to reach level 5. All services on affiliated outposts give 10% discount. |
- Only creatures classified as "monsters" take bonus damage from Big Guns. This means that humans (even hostile ones) do not count.