Each captain's ability is represented by 14 base skills, all of which are measured from 0 and up usually reaching their full potential at 2.0 at which point a captain may pick a master skill out of the currently available ones related to the base skill. Each skill affects the game differently in some more and some less noticeable ways.
All of the skills can be improved by performing associated tasks, but there are others ways to increase the skills such as reading books, consumables and SR training.
A players overall level although not explicitly stated to other players is presented as a division, these divisions give you an indication of the players skill range.
The anarchist skill is a measure of how far a captain opposes the establishment, such as attacking Transitional Government vessels or stealing from structures.
Unlike most other base skills this skill cannot be improved through standard Substitute Reality training.
The commander skill represents the captain's ability to command their friendly team in combat and giving them buffs in combat.
The demolitions skill shows the captain's aptitude at taking down structures, which is essential for taking over sectors in a hostile manner.
The engineering skill is not to be mistaken with the craftsman skill because the engineer skill is dedicated to working on infrastructure, deconstructing structures and dismantling Null Space Minefields.
The entrepreneur represents the aptitude at making dealing with longer distance exchanges. Such as placing items on the market and buying them.
Explorer is self explanatory, it shows one's experience in exploring the unknown, such as uncharted sectors, unexplored planets and pushing back the frontier.
The fighter skill represents a captain's capability at fighting, it is the most general among the more combat oriented skills as any form of fighting increases it.
The freelancer skill is a measure on how successful you are at completing missions and other work with a higher level unlocking more advanced missions.
The marksman skill is a measure of your situational awareness, accuracy and reliability in combat. The higher this skill the more likely you are and the more damage you will deal when landing a critical hit or using an ability that does system damage.
The miner skill is related to mining affecting the captain's yield with higher levels. The miner skill increases through mining and as such it is one of the easiest skills to improve.
The strategist skill is a measure of a captains tactical and strategic ability both in and out of combat. The ability governs many factors throughout the game.
The trader skill, unlike the entrepreneur, is more about face to face bartering affecting the prices you buy and sell for at trading structures such as merchant stations and asteroid bars. And as such getting advantageous deals is one of the ways to improve the skill.
The vigilante skill largely represents a captain's willingness to aid those in need such as a distress signal which is one of the ways to improve the skill.
Whenever you get to level two in a specific base skill you will have the chance to unlock a master skill. Master skills will replace the base skill and reset the level to one but will unlock new skill progression in the game. You can replace each base skill with a master skill which is listed below.
These skills will be further explained at a further date.
Anarchist master skills
The revolutionary master skill essentially turns the captain into a master of the spoken word able to propel real-world changes. This can be used to convince civilian captains to join your cause, to cause TransGov personal to defect or Descendants to fight by your side for free. Additionally, the skill can also be used to improve the effectiveness of temples.
The fixer master skill allows the captain to affect karma of their own faction or manipulate karma of other factions, through bribery, law-bending and other deceitful means. The master skill is very powerful but also dangerous as can could result in the captain becoming 'found out' and being hunted.
Commander master skills
The Fleet Admiral master skill provides additional cards in combat as well as passive perks during battle. Firstly in combat, the Fleet Admiral gains the cards: Attack Wing Formation (all friendlies take and deal 10% more damage for 2 turns), Defensive Wing Formation (all friendlies take 10% less damage but lose 50 speed next turn), Fleet Critical Targeting (all friendlies do critical damage next turn), Fighter Support (summon Civilian fighter support), Fleet Engine Upgrades (all friendlies gain 100 speed for 2 turns), Marked Target (the marked target receives 25% more damage next turn) and Software Update (repair all internal systems of friendly ships).
The Fleet Admiral also gains an extra card in their hand regardless of the ship type and access to the Flagship class ship.
Choosing to be an exploration commander places you into a 'wing' as part of your faction that has a number of perks. Firstly, an exploration commander can deploy a Paladin drone to explore and chart a planet as well as gathering while the captain continues other activities. Secondly, the exploration commander can use wormholes as a network, switching destination to other nearby wormholes while currently in transit within one. Lastly, the exploration commander has access to a specialist ship unique to the exploration wing found within the wing ships section of a faction shipwright.
Choosing to be a logistics commander places you into a 'wing' as part of your faction that has a number of perks. Firstly, a logistics commander has access to two new wing contracts found within the freelancer's menu. These allow the commander to request a civilian transfer contract moving commodities from a storage facility to another, as well as a contract to automatically sell up to 10% of precious commodities when it has the highest market value and distributes this wealth to all faction members at no commission. The logistics command can also mass upgrade all faction structures to the lowest average level at a severe discount. As well as all this, the logistics commander can also command any transport NPC ships within the faction to follow them until ordered to stop. Lastly, the logistics commander has access to a specialist ship unique to the logistics wing found within the wing ships section of a faction shipwright.
Choosing to be a military commander places you into a 'wing' as part of your faction that has a number of perks. Firstly, a military commander has access to two new wing contracts found within the freelancer's menu. These allow the commander to request a Descendant flotilla, requesting a Descendant bombing run on a hostile faction sector as well as requesting a TransGov surgical strike. A military commander can also issue orders to any attack or defence NPC ships within the faction to either change their patrol sector or to follow you. Lastly, the military commander has access to a specialist ship unique to the military wing found within the wing ships section of a faction shipwright.
Choosing to be a mining commander places you into a 'wing' as part of your faction that has a number of perks. Firstly, a mining commander has access to two new wing contracts found within the freelancer's menu. These allow the commander to request a civilian mining programme to either mine a sector for seven days, adding the commodities to faction stockpiles or to leave the commodities floating in space. The mining commander can also command any mining class NPC ships within the faction to mine at a specific location, adding the mined commodities to faction stockpiles. Lastly, the mining commander has access to a specialist ship unique to the mining wing found within the wing ships section of a faction shipwright.
Allows for construction of the command centre and the ability to control structures in battle from this structure.
Choosing to be a research commander places you into a 'wing' as part of your faction to conduct research in three distinct areas to support your faction. Achieved by piloting the SRV, a unique ship to the research wing, research can be undertaken to improve light drive efficiencies, improve hull techniques or improve shielding. Research commanders will need excellent knowledge of combat, navigation and maths to succeed.
Craftsman master skills
The Shipwright master skill allows the crafting of ships.
The Weaponsmith master skill grants the Gunsmith sub-skill and perks while port crafting.
Demolitions master skills
The atomic demolition master skill allows a captain to destroy sectors at the atomic level over a short period of time using refined and collected anti-matter. The result can be controlled to partially destroy a sector or completely atomise the sector so the commodities can be immediately recovered (although the loss of commodities through other means such as mining is guaranteed).
The demolitions expert master skill allows a captain to attempt to redefine the characteristics of projectile weapons, improving or adding new characteristics including perks not available through other means.
Engineer master skills
The Macro Engineer master skill allows the construction of macrostructures. These being the Alderson disk, Dyson Swarm and Planetary Cloak. Upon unlocking the master skill, the blueprints for each will be granted.
Provides additional engineering cards in combat regardless of your current ship, these being: Damage Diversion, Divert Power, Energised Fuel, Energised Hull, Mass Assembly, Recharge, Repair Drones, Drone Swarm, Shield Transfer and Support Charge.
Entrepreneur master skills
The investor master skill provides the facility at High Echelon to invest in new players.
The vendor master skill allows the player to build the bazaar and sell consumables and ship parts they collect.
Explorer master skills
The Colonist master skill allows a player to form settlements that eventually become colonies.
The terraforming skill allows a player to terraform planets from its current type to a different type.
Fighter master skills
The Warrior master skills grants the captain a number of perks within combat. The captain gains naturally damage reduction and critical chance increases, but will also automatically switch to any ship the captain has docked to the current ship if destroyed in combat to continue the fight.
The Striker master skill grants the captain a number of perks that can be used to soften targets before combat. This includes requesting a Null Space Artillery Strike, saturating the sector with arc, biogenic or nuclear energy as well as the striker combat ability, allowing the captain to take the first turn of combat on the attacking team with all other players skipping the turn.
Freelancer master skills
The contractor master skill allows the captain to create multi-step custom missions for others to complete, these form contracts which others can accept.
The agent master skill allows the captain to approach any faction and offer his or her services for a fee. The requested mission is supplied as a note to the agent which can state the mission as completed or failed at any point but is completely private. While engaged with the mission, the agent can optionally use a ship supplied by the hiring faction which is returned upon completion resulting in no karma loss to their own faction.
Marksman master skills
The Assassin master skill opens up a new mission group for hunting and killing dangerous individuals from the various NPC factions, which could include single targets or working up a chain to assassinate the individual required. If players are being hunted because of a kill order, the captain will also have the option to participate in the kill order.
The hunter master skill provides a natural buff to critical chance but also unlocks the activity of hunting wildlife on planets. Hunting wildlife yields meats, pelts and other items which can be traded or collected. As the captain becomes a more successful hunter they will be able to track and hunt bigger prey.
Miner master skills
The metallurgist skill allows a miner to mine metal ingredients and buy and sell these at mining platforms.
The chemist skill allows a miner to mine chemical ingredients and buy and sell these at mining platforms.
The physicist skill allows a miner to mine solid gas ingredients and buy and sell these at mining platforms.
The Trafficker master skill unlocks a new daily mission type that sees you traffic various individuals from one location to another.
Strategist master skills
The Tactician master skill allows the player to craft new tactical cards for use in combat based on their innate abilities. These crafted cards can be used in battle or traded with other tacticians.
The regionalist master skill allows a captain to define regions of uninterrupted space and give these regions a name and a role. The roles can be set to such things as demilitarised regions or trade regions providing specific perks.
Trader master skills
Allows the player to broker the sale of structures.
Allows the player to set tolls for stable wormholes and build Null Space Inhibitors.
Vigilante master skills
The Justiciar master skill allows the captain to operate on behalf of the Transitional Government gaining access to unique missions such as hunting dangerous individuals or gaining intel. As the captain completes work for TransGov they will gain more favour and more support.
The Field Marshal master skill allows the captain to become an acting marshal for the Descendants, gaining access to unique missions such as seek and destroy or gaining intel. As the captain completes work for the Descendants they will gain more favour and more support.
(items marked in
strike through are not currently implemented.)