Skill
Skills are permanent bonuses, abilities, and capabilities acquired by the player and officers, they can be found primarily in the Character Screen.
Summary
They are unlocked by spending skill points, which are earned upon leveling up, up to a maximum of 15 for the player and from 5 to 7 for officers.
Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of 1 SP 0% XP.
Aptitude
40 skills are available, divided into 4 "Aptitude" trees:
- Combat: Skills that improve the combat performance of your flagship.
- Leadership: Skills that improve the combat performance of your fleets and officers.
- Technology: A mix of skills that benefit exploration, stealth, and certain aspects your fleet and officers' combat performance.
- Industry: Skills that improve the efficiency and resilience of your fleet, and make it easier to recover from losses.
Tiers
These aptitude trees have 2 - 4 tiers, starting with the 1st tier giving nice bonuses and ending in a pair of capstone skills that are considerably more powerful than lower-tier skills and often influence or complements the player's playstyle.
Players must pick a skill in the 1st tier before being able to pick skills in the higher tiers, and this varies depending on how many tiers that the aptitude tree has:
- 2 Tiers (Combat):
- requires 4 in Tier 1 in order to put a skill point in Tier 2
- 3 Tiers (Leadership):
- requires 3 in Tier 1 in order to put a skill point in Tier 2
- requires 4 in both Tier 1 & 2 in order to put a skill point in Tier 3
- 4 Tiers (Technology & Industry):
- requires 1 in Tier 1 in order to put a skill point in Tier 2
- requires 2 in Tier 1 & 2 in order to put a skill in Tier 3
- requires 4 in Tier 1, 2 & 3 in order to put a skill in Tier 4
In other words, in order to take the 1st Capstone skill for an aptitude tree, it would require putting 4 skills in previous tiers, for a total of 5 points spent in the aptitude.
The 2nd Capstone skill in the aptitude requires 6 previous skills, plus 2 points spent on the 2 Capstones for a total of 8 skill points spent in total.
Dimishing returns
Many skills are affected by diminishing returns after a certain point, e.g. Carrier Group has its full effect when the fleet has 8 or fewer fighter bays, but decreased effect when going past 8 fighter bays.
This encourages the player to be more careful about their fleet composition, as bigger fleets has more sheer force, but also benefits from the relevant skills less efficiently compared to smaller fleets.
Respec
The player can respec their own skills for 1 SP 0% XP.
Skills cannot be unlearned if they are required for another skill, such as needing the minimum amount of skill points to reach a capstone skill for an aptitude tree.
Unlearned elite skills can be made elite again later without spending any story points.
Do take caution when unlearning certain skills such as those later in the Leadership aptitude trees, as unlearning certain ones like Officer Training or Best of the Best will retroactively remove these benefits. Elite skills lost by officers this way do not grant bonus experience and will require spending 1 SP 0% XP to make them elite again if reacquired.
Combat
| Skills that improve the combat performance of your flagship. | ||
–In-game description | ||
| Combat | |||||
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| Tier | Skill | Icon | Skill effect | Skill quote | Notes |
| Tier 1 | Helmsmanship |
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Affects: piloted ship
Elite
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It sings when you push the mix just right, like, [humming]. Everything is right in the world, from the stars down to your bones. Coming off a shift, it’s like I just woke up. [laughing] Words can't tell it.
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| Combat Endurance | Affects: piloted ship
Elite
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Through calamity, the Fourteenth endured.
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| Impact Mitigation |
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Affects: piloted ship
Hull mod: Heavy Armor - increases armor Elite
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The maneuver produced an oblique impact angle, dissipating the shell's momentum into the ferrofoam applique. It was the unfortunate timing of the resulting shock which brought about Spacer York's tragic end during an otherwise routine heavy equipment transfer.
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| Damage Control |
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Affects: piloted ship
Hull mod: Automated Repair Unit - increases weapon repair rate in combat Elite
*Normally, a damaged but functional module will not be repaired until 5 seconds have passed without it takng damage. |
What's lost is lost. Let those compartments burn away, focus your efforts on what will see us through the next hour.
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| Field Modulation |
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Affects: piloted ship
Hull mod: Stabilized Shields - reduces flux upkeep for shields Elite
Hull mod: Hardened Shields - reduces damage taken by shields |
Few have a talent for what I like to think of as 'active tuning'. I find musicians make the best fields officers.
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| Point Defense |
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Affects: piloted ship and fighters from piloted ship
Hull mod: Integrated Point Defense AI - PD ignores decoy flares, improved target leading, more damage to missiles Elite
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Me, I don't take with them lasers and the like. Puts on a hell of a lightshow, ya'sure, but nothing stops incoming blips like the wall of DU from a good Vulcan matrix.
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| Target Analysis |
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Affects: piloted ship
Elite
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A machine-assisted human mind is capable of intuiting effective solutions despite conflicting sensor data and contradictory tactical directives. The targeting computer alone can never truly replace a warrior.
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| Ballistic Mastery |
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Affects: piloted ship
Hull mod: Integrated Targeting Unit - increases weapon range, more so for larger ships Elite
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What's it stopped the Tri-Tach plot? (Guns!)
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| Tier 2 | Systems Expertise |
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Affects: piloted ship
Elite
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No, I don't think it's a contradiction. It's a, uh, spiritual journey. You're tested. And it's like they say, the Devil is in the details.
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| Missile Specialization |
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Affects: piloted ship
Hull mod: ECCM Package - improves missile speed and guidance, reduces effect of enemy Electronic Warfare Elite
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My colleagues don’t appreciate their whimsy. You get all these little spaceships to break all the rules with because there's no need to survive the landing.
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Leadership
| Skills that improve the combat performance of your fleet and of other military assets under your command. | ||
–In-game description | ||
| Leadership | |||||
|---|---|---|---|---|---|
| Tier | Skill | Icon | Skill effect | Skill quote | Notes |
| Tier 1 | Tactical Drills |
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Affects: all combat ships, including carriers and militarized civilian ships
Hull mod: Advanced Turret Gyros - increases turret turn rate Affects: ground operations
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Perfect.
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| Coordinated Maneuvers |
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Affects: all ships with officers, including flagship
Hull mod: Escort Package - increases maneuverability, top speed, and weapon range when near larger friendly ship *The total nav rating for the deployed ships of the fleet increases the top speed of all ships in the fleet, up to a maximum of 20%. Does not apply to fighters. |
Sir- incoming hostiles burning hard. Big ones. Count two. No, three. More... there's too many! High energy read. Contact in six.
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| Wolfpack Tactics |
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Affects: all frigates and destroyers with officers, including flagship
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A fleet that acts with one mind makes those pretty formations so beloved by senior desk officers a wallowing beast begging to have its throat slit. Cut loose the hounds that we may be wolves again.
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| Crew Training |
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Affects: all combat ships, including carriers and militarized civilian ships
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I know your type. Signed the contract with dirt on your boots, all ready to play spacer. Watched too many Hegemony warprop holos, didn't you. Get this now: courage is not competence. Playing hero will get us all killed. Careful, mindful work is what gets the job done.
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| Fighter Uplink |
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Affects: all fighters and grants increased effect to ships with officers, including flagship
Hull mod: Recovery Shuttles - reduces fighter pilot casualties |
The fighter jocks spin legends around themselves, but they're just the tip of a spear which I alone command.
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| Carrier Group |
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Affects: all ships with fighter bays and grants increased effect to ships with officers, including flagship
Hull mod: Converted Fighter Bay - converts built-in fighter bays into improvised cargo holds |
The stats tell us they'll be evaporated in a wall of flak before a half dozen missions, but we still want to be 'em. Once they're in the cockpit they're the only ones of all us who have control over their own destiny.
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| Tier 2 | Officer Training |
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Affects: fleet
*The base maximum officer level is 5. |
They may be a 'rag-tag gang of merchants, smugglers, and pirates', but if you give them something to fight for, I think they might surprise you.
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| Officer Management |
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Affects: fleet
*The base maximum number of officers you're able to command is 8. |
The outlook was grim, so I promised the merc captains double combat bonus. With all the casualties I only had to pay out to half of them. Worked out fine.
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| Tier 3 | Best of the Best |
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Affects: fleet
*The base maximum number of permanent hullmods you're able to build into a ship is 2. |
What we have, Artemisia, is something that cannot be bought.
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| Support Doctrine |
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Affects: all ships without officers
Affects: fleet
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Not every cadet has talent, skill, or even two brain cells to rub together, but by hell and radiation they'll graduate with discipline.
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Technology
| A mix of skills that benefit exploration, stealth, and certain aspects your fleet and officers' combat performance. | ||
–In-game description | ||
| Technology | |||||
|---|---|---|---|---|---|
| Tier | Skill | Icon | Skill effect | Skill quote | Notes |
| Tier 1 | Navigation |
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Affects: fleet
Ability: Transverse Jump - jump into a system through a nascent gravity well, or directly into hyperspace |
Spend enough time out here and it becomes second nature. It's how I move when I dream. Not all of us get that. Lots do.
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| Sensors |
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Affects: fleet
Hull mod: High Resolution Sensors - increases fleet's sensor range *A slow-moving fleet is harder to detect in some types of terrain, and can avoid some hazards. Some abilities also make the fleet move slowly when activated. A fleet is considered slow-moving at a burn level of half that of its slowest ship. |
I see you, little fish!
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| Tier 2 | Gunnery Implants |
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Affects: piloted ship
Elite
*Enemy weapon range is reduced by the total ECM of your deployed ships, up to a maximum of 10%. This penalty is reduced by the ratio of the enemy ECM rating to yours. Does not apply to fighters, affects all weapons including missiles. |
Over time the augmented reality presented by implants may become difficult to distinguish from normal sensory input. The psych officer shall regularly check gunners for signs of Augment Dissociative Disorder by the following criteria...
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| Energy Weapon Mastery |
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Affects: piloted ship
Elite
Hull mod: High Scatter Amplifier - reduces beam range; beams deal more damage and apply hard flux to shields |
The eye of an angel was found in the small places, hidden there by merciful God in the first moments of creation. Thus its secrets were laid bare for the ignorant and cruel to loose terrible, fiery wrath. We lament.
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| Tier 3 | Electronic Warfare |
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Affects: all combat ships, including carriers and militarized civilian ships
Hull mod: ECM Package - increases ship's ECM rating *Enemy weapon range is reduced by the total ECM of your deployed ships, up to a maximum of 10%. This penalty is reduced by the ratio of the enemy ECM rating to yours. Does not apply to fighters, affects all weapons including missiles. |
err. 401 // connection refused [try again?]
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| Flux Regulation |
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Affects: ship loadouts
Affects: all combat ships, including carriers and militarized civilian ships
Hull mod: Resistant Flux Conduits - reduces EMP damage taken, improves venting speed |
WARNING: By changing these settings user waives responsibility of Tri-Tachyon Corporation for any resulting equipment damage, injury, death, or otherwise anomalous spacetime effect or effects. Do you wish to continue?
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The flux dissipation and flux capacitance bonuses only affect the base flux dissipation and base flux capacity; it does not affect other flux bonuses like those gained by adding additional vents/capacitors, having Ordnance Expertise, or equipping Flux Distributor/Flux Coil Adjunct. | |
| Phase Coil Tuning |
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Affects: all combat phase ships
Hull mod: Adaptive Phase Coils - reduces impact of hard flux level on top speed while phased *The sensor strength of phase ships also contributes to the fleetwide stealth bonus granted by the Phase Field hullmod. |
Tri-Tachyon pries open holy creation daily, and at each desecration our wholesale damnation looms. Our path is burden; our path is suffering. We shall face them with faith that the only redemption is final judgment.
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| Neural Link |
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Affects: ships with the Neural Interface hullmod
Hull mod: Neural Interface - allows rapid switching between ships, resets system cooldown and adds a charge *Use the "Switch view to target" control [T] to switch between ships. |
Why should a captain go down with their ship? The Tri-Tachyon corporation does not waste top talent.
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| Tier 4 | Cybernetic Augmentation |
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Affects: fleet
Affects: all ships with officers (but not AI cores), including flagship
*The base maximum number of elite skills per officer is 1. |
Don't listen to those weepy crypto-Luddics on the ethics board; the rejection rate is nowhere near what the rumors imply.
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| Automated Ships |
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Affects: all automated ships
*The total automated ship points are equal to the deployment points cost of all automated ships in the fleet, with a multiplier for installed Al cores - 4x for an Alpha Core, 3x for a Beta Core, and 2x for a Gamma Core. Due to safety interlocks, ships with Al cores do not contribute to the deployment point distribution. |
[REDACTED]
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Industry
| Skills that improve the efficiency and resilience of your fleet, and make it easier to recover from losses. | ||
–In-game description | ||
| Industry | |||||
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| Tier | Skill | Icon | Skill effect | Skill quote | Notes |
| Tier 1 | Bulk Transport |
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Affects: all ships
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You can no more escape the economy than you can escape gravity. It surrounds us, contains us, uplifts us. It bound the galaxy together once, and will again.
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| Salvaging |
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Affects: fleet
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It makes me feel very small, like we're vermin plundering the cities of fallen angels.
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| Field Repairs |
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Affects: fleet
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There's no one within twenty lights that hasn't got crossbones etched on their hull. We have only our skill and whatever we find in that debris field to get us out of here.
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| Tier 2 | Ordnance Expertise |
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Affects: piloted ship
Elite
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The weak fear the spiritual potency of the killing machine. The strong instinctually recognize its beauty.
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| Polarized Armor |
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Affects: piloted ship
Elite
Hull mod: Shield Shunt - removes shields, increases armor *Ships without a shield or a phase cloak are treated as always having 50% hard flux |
The pre-Collapse manuals say never to do this. ... No, I don't know. Haven't had any problems so far.
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| Tier 3 | Containment Procedures |
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Affects: fleet
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Check each seal three times true so that Death does not come for you.
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| Makeshift Equipment |
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Affects: fleet
Ability: Remote Survey - identify the most promising survey target in the system |
I guess we left the spares in orbit. It'll be fine ... [static] ... just watch.
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| Industrial Planning |
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Affects: governed colony
Affects: all colonies
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A barren but promising world well-situated to become the center of culture and industry of Magec. SIE models project vast investment in resource exploitation from Guayota’s Disk.
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| Tier 4 | Hull Restoration |
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Affects: fleet
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There's no hull a true spacer can't make home.
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| Derelict Operations |
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Affects: all ships
*Maximum effect reached at 5 d-mods. |
They think we're trash, the execs and admirals in their shiny starships. They threw us away the second it went bad. But it's us the Sector got built on and it's us that'll cut 'em down.
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Officers
- Main article: Officer
Officers gain skills similarly the player, but only to a maximum level of 5 (6 with Officer Training). Skills are chosen from a pool of 4 skills when they level up.
By default, you can command up to 8 officers. This limit can be increased via Officer Training (+1 officer) and Officer Management (+2 officers).
The pool of skills that can be chosen from is only skills that affect the piloted ship, e.g. all Combat skills and none of the Leadership skills.
1 SP 100% XP can be spent to an officer. This doubles their experience gain, and increases their skill selection pool to 6, and optionally allow you to change their personality by one step (this can be done once per officer).
1 SP 0% XP can be spent to upgrade one of the officer's skills to elite level. TThe number of elite skills an officer can have is increased by Officer Training (+1 elite skill) and Cybernetic Augmentation(+1 elite skill).
Rare officers can be found found in cryopods during exploration. They have 7 skills, of which 5 are elite.
Officers at max level can be retrained for 1 SP 100% XP to change their elite skills and their personality.
Mercenary officers can also be hired on markets for 1 SP 100% XP, with a two-cycle term of service. They start at level 4-6 with a fixed set of skills and cannot level up.
AI cores
- Main article: AI Cores
Officers
With the Automated Ships skill, or if certain fleets or an ancient legacy had been found, the player can put AI cores into these ships to gain the following effects:
- Gamma Core: has 3 skills, multiplies Automated Ships DP by 2.
- Beta Core: has 5 skills, multiplies Automated Ships DP by 3.
- Alpha Core: has 7 skills, mulitplies Automated Ships DP by 4.
Note that the special fleets or said ancient legacy will not contribute to the Automated Ships DP pool.
AI cores do not count towards the regular officer limit and do not require a salary. All of the skills are always automatically elite, and they can be changed at any time at no SP cost. They are not affected by the player's officer skills. Cybernetic Augmentation skill does not affect AI officers.
AI cores can be "fully integrated" with the ship for 1 SP 0% XP, which will give them 1 additional skill but will permanently tie them to the ship; the core cannot be removed without scuttling the ship. Note that fully integrated AI cores cannot "die" in combat even if the ship they're integrated into is completely destroyed (as long as you still recover it after the battle).
All AI cores have a fixed Fearless personality. They behave similarly to a Reckless human officer, but with even greater aggression, only ever backing away to vent flux and strafing more offensively. When assigned to non-combat carriers, they instead behave as a slightly more offensively-minded Aggressive ship. This is true for any ship with the Automated Ship hullmod even without AI cores.[2]
Administrator
Only an Alpha Core can serve as an Administrator to a colony.
They will always have the Industrial Planning skill, but also a special skill called Hypercognition, which will give the following:
| AI core | |||
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| Skill | Icon | Skill effect | Skill quote |
| Hypercognition |
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Affects: governed colony
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A limitless machine given every datum, every human thought to combine and recombine into variants beyond count. Ask, and an appropriate answer is produced.
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Changelog
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References
- ↑ Re: Impact Mitigation, Polarized Armor and residual armour, Fractal Softworks Forum.
- ↑ pickShipAI() in
CoreLifecyclePluginImpl.java, Starsector API.








































