Skills

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Data is potentially outdated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

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 Gun
Weapons: 30
Spread +9 (1 → 10)

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

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

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)

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

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

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

SMG
Weapons: 50
Spread +6 (10 → 16)

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

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

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

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

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

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

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

HMG
Weapons: 75
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)

Railgun
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)

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)


Weapons Crafting
Name Skill Requirement

Harpoon
Weapons: 20

Handcuffs
Weapons: 20

Makeshift Armor
Weapons: 20
Mechanical: 20

Iron Helmet
Weapons: 20
Mechanical: 20

Depth Charge Shell
Weapons: 25

Railgun Shell
Weapons: 25

Depth Decoy Shell
Weapons: 25

Canister Shell
Weapons: 25

Focused Flak Shells Box
Weapons: 25

Spreader Flak Shells Box
Weapons: 25

Coilgun Ammunition Box
Weapons: 25

40mm Acid Grenade
Weapons: 30

Piercing Ammunition Box
Weapons: 30

Explosive Harpoon
Weapons: 30

Diving Knife
Weapons: 30

Shotgun Rubber Shell
Weapons: 30

40mm Stun Grenade
Weapons: 30

Harpoon Gun
Weapons: 30

Physicorium Shell
Weapons: 30

Stun Grenade
Weapons: 30

Rifle Round
Weapons: 30

Physicorium Harpoon
Weapons: 30

40mm Grenade
Weapons: 30

Revolver Round
Weapons: 30

Stun Gun Dart
Weapons: 30

Ballistic Helmet
Weapons: 30

Harpoon Coil-Rifle
Weapons: 30

Shotgun Shell
Weapons: 30

Hardened Diving Knife
Weapons: 30

Stun Baton
Weapons: 30

Riot Shield
Weapons: 30

Gunner's Helmet
Weapons: 30

Depleted Fuel Revolver Round
Weapons: 30
Electrical: 30

Riot Helmet
Weapons: 30

Bandolier
Weapons: 35

Revolver
Weapons: 35

Body Armor
Weapons: 40

Boarding Axe
Weapons: 40

Acid Grenade
Weapons: 40

Ceremonial Sword
Weapons: 40

Nuclear Depth Charge
Weapons: 40

Depleted Fuel Coilgun Ammunition Box
Weapons: 40

Nuclear Shell
Weapons: 40

Nuclear Depth Decoy
Weapons: 40

Incendium Grenade
Weapons: 40

Depleted Fuel SMG Magazine
Weapons: 40
Electrical: 30

Chaingun Ammunition Box
Weapons: 40

SMG Magazine
Weapons: 40

Physicorium Ammunition Box
Weapons: 40

Fulgurium Stun Gun Dart
Weapons: 40

Explosive Slug
Weapons: 40

HMG Magazine
Weapons: 40

Assault Rifle Magazine
Weapons: 40

Physicorium Flak Shells Box
Weapons: 40

Handcannon Round
Weapons: 45

Pulse Laser Fuel Box
Weapons: 50

UEX
Weapons: 50

IC-4 Block
Weapons: 50

Exploding Ammunition Box
Weapons: 50

Explosive Flak Shells Box
Weapons: 50

EMP Grenade
Weapons: 50

Riot Shotgun
Weapons: 55

SMG
Weapons: 55

Rifle
Weapons: 55

Physicorium Chaingun Ammunition Box
Weapons: 55

Autoshotgun
Weapons: 55

Shredder Chaingun Ammunition Box
Weapons: 60

Frag Grenade
Weapons: 60

Handcannon
Weapons: 60

Assault Rifle
Weapons: 65

HMG
Weapons: 65

Pulse Tri-Laser Fuel Box
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)

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

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

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

Coilgun Loader
Slower Repairs
Minor Injuries if failed

Railgun Loader
Slower Repairs
Minor Injuries if failed

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


Mechanical Crafting
Name Skill Requirement

Heavy Wrench
Mechanical: 20

Welding Fuel Tank
Mechanical: 20

Wrench
Mechanical: 20

Storage Container
Mechanical: 20

Makeshift Shelves
Mechanical: 20
Electrical: 20

Steel Bar
Mechanical: 20

Plastic
Mechanical: 20

Slipsuit
Mechanical: 20

Hardened Screwdriver
Mechanical: 20

Fire Extinguisher
Mechanical: 20

Watering Can
Mechanical: 20

Hardened Wrench
Mechanical: 20

Oxygen Tank
Mechanical: 20

Handheld Itemfinder
Mechanical: 20
Electrical: 20

Small Planter Box
Mechanical: 20

Screwdriver
Mechanical: 20

Safety Harness
Mechanical: 25

Flashlight
Mechanical: 25

Diving Mask
Mechanical: 25

Sonar Beacon
Mechanical: 30

Handheld Status Monitor
Mechanical: 30

Underwater Scooter
Mechanical: 30

Plasma Cutter
Mechanical: 30

Auto-Injector Headset
Mechanical: 30

Flamer
Mechanical: 30
Weapons: 20

Handheld Sonar
Mechanical: 30

Cargo Scooter
Mechanical: 30

Health Scanner HUD
Mechanical: 30
Medical: 50

Titanium-Aluminum Alloy
Mechanical: 30

Sprayer
Mechanical: 30

Crowbar
Mechanical: 30

Welding Tool
Mechanical: 30

Headset
Mechanical: 30

Hardened Crowbar
Mechanical: 30

Fixfoam Grenade
Mechanical: 35

Incendium Fuel Tank
Mechanical: 40

Ballistic Fiber
Mechanical: 40

Diving Suit
Mechanical: 40

Oxygenite Tank
Mechanical: 40

Portable Pump
Mechanical: 50

Combat Diving Suit
Mechanical: 60

Exosuit
Mechanical: 60

Funbringer 3000
Mechanical: 60

Abyss Diving Suit
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

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

Fertilizer
Electrical: 20

Light Component
Electrical: 20

Button
Electrical: 25

Battery Cell
Electrical: 25

Fuel Rod
Electrical: 25

Handheld Electrical Monitor
Electrical: 25

Lever
Electrical: 25

Motion Detector
Electrical: 30

Emergency Siren
Electrical: 30

Water Detector
Electrical: 30

Smoke Detector
Electrical: 30

Alarm Buzzer
Electrical: 30

Reactor PDA
Electrical: 30

Oxygen Detector
Electrical: 30

Depleted Fuel
Electrical: 35

Circuit Box
Electrical: 35

Fulgurium Battery Cell
Electrical: 40

Thorium Fuel Rod
Electrical: 50

Thermal Goggles
Electrical: 50

Terminal
Electrical: 50

Text Display
Electrical: 50

Electrician's Goggles
Electrical: 50

PUCS
Electrical: 60

Fulgurium Fuel Rod
Electrical: 60

Arc Emitter
Electrical: 65

Rapid Fissile Accelerator
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

Broad-spectrum Antibiotics
Medical: 25

Stabilozine
Medical: 25

Antirad
Medical: 25

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

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

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

Chloral Hydrate
Medical: 30

Radiotoxin
Medical: 30

Methamphetamine
Medical: 35

Anabolic Steroids
Medical: 35

Combat Stimulant
Medical: 35

Alien Blood
Medical: 35

Pressure Stabilizer
Medical: 35

Deliriumine
Medical: 35

Raptor Bane Extract
Medical: 35

Haloperidol
Medical: 37

Calyxanide
Medical: 38

Naloxone
Medical: 39

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

Cyanide Antidote
Medical: 40

Deliriumine Antidote
Medical: 40

Morbusine 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.

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

Sufforin Antidote
Medical: 40

Sufforin
Medical: 40

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

Morbusine
Medical: 50

Hyperzine
Medical: 50

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

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

Cyanide
Medical: 60

Endocrine Booster
Medical: 60

Paralyzant
Medical: 60

Opium
Medical: 60

Anaparalyzant
Medical: 64

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

Fentanyl
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

Syringe Gun
Medical: 50

Fentanyl
Medical: 50

Advanced Syringe Gun
Medical: 50

Gene Splicer
Medical: 50

Compound N
Medical: 60

Advanced Gene Splicer
Medical: 60

Deusizine
Medical: 70
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