Progression

Skills & progression

A skill between 0 and 100 should feel like a major jump. Low values should be highly impactful, while high values refine your edge.

Overview

Low levels matter

Going from 0 to 100 should dramatically improve output, durability, and efficiency.

Different bonuses

Some skills improve quantity, others duration, cost, or success chance.

Specialization pays

Focused builds should outperform scattered points in their chosen lane.

Rules

Skill levels

Skills use a 0 to 100 scale. The curve is intentionally soft: early levels are visible, and mastery still gives the full ceiling.

  • The default bonus curve is cap x (level / 100)^0.72.
  • Level 10, 20, 30, and later thresholds often unlock or upgrade active capabilities.
  • Some skills are broad utility skills, while weapon and gathering skills also unlock special actions.
  • The player skill tier is level divided by 10, capped to the 0-10 range.
Maximum level
100
Tier size
10 levels
Curve style
Strong early impact, full mastery at level 100.

XP rules

XP is awarded by the system that resolved the action. Difficulty, outcome, and the skill's own XP rule decide the final amount.

  • A trivial action can award no XP if its difficulty is below the skill threshold.
  • Most failed attempts can award more XP than easy success, because failure has a multiplier.
  • Crafting and steering are treated as non-failable progression sources.
  • Combat, scan, gathering, crafting, and movement all pass metadata into the XP history.
Default base XP
Usually between 2.5 and 5.0 before multipliers.
Difficulty bonus
Capped by the skill XP rule.

Skill families

The game groups skills by what they influence so a player can read a build quickly.

  • Steering skills are tied to hull class: Frigate, Destroyer, and Battlecruiser.
  • Offensive skills cover Laser Weapon, Ballistic Weapon, Torpedo Weapon, and Advanced Targeting.
  • Defensive and utility skills include Evasive Maneuver, Detection, Hide Signature, Repair, Enhancement, Electronic Warfare, and Counter Electronic Warfare.
  • Industry skills include Crafting and Mining.
Build identity
Specialized builds should outperform scattered skills in their chosen role.
Capability branches
Weapon and Mining branches unlock active capabilities.

Special capabilities

Weapon and Mining branches unlock active capabilities every 10 levels. Learned ranks select the best available capability version for the player's current mastery.

Laser Weapon

Tir de precision

Lv. 10

Very reliable shot with a strong hit chance.

DAMAGE SINGLE_TARGET

Marquage photonique

Lv. 20

Marks the target so follow-up laser shots are easier to land.

MARK SINGLE_TARGET

Salve pulsee

Lv. 30

Multiple micro-shots that favor control and pressure over raw burst.

CHAIN SINGLE_TARGET

Ablation de bouclier

Lv. 40

Focused laser strike that is especially effective against shields.

BREACH SINGLE_TARGET

Canalisation focale

Lv. 50

Charged shot with a heavier payoff if it connects.

DAMAGE SINGLE_TARGET

Incision chirurgicale

Lv. 60

Clean precision hit that cuts through evasion and other advantages.

EXECUTION SINGLE_TARGET

Resonance thermique

Lv. 70

Repeated hits on the same target build dangerous resonance.

RESONANCE SINGLE_TARGET

Chaine photonique

Lv. 80

Beam that can extend or spread to punish exposed targets.

CHAIN CHAIN

Sentence stellaire

Lv. 90

Finisher designed to end weakened targets.

EXECUTION EXECUTE

Ballistic Weapon

Projectile perforant

Lv. 10

Armor-piercing shot built to punch through defenses.

BREACH SINGLE_TARGET

Barrage de fragmentation

Lv. 20

Fragmenting burst that strips shields and forces multiple impacts.

CHAIN CHAIN

Obus de rupture

Lv. 30

Heavy shell that turns shield pressure into hull damage.

BREACH SINGLE_TARGET

Tir de suppression

Lv. 40

Suppressive fire that reduces precision, evasion, and counterfire.

SUPPRESSION SINGLE_TARGET

Impact destabilisant

Lv. 50

Kinetic hit that unsettles the target and weakens its immediate stability.

SUPPRESSION SINGLE_TARGET

Percussion blindee

Lv. 60

Heavy impact that performs best against armored or fortified targets.

DAMAGE SINGLE_TARGET

Tempete de calibre

Lv. 70

Sustained fire that stacks pressure and makes the target easier to break.

RESONANCE SINGLE_TARGET

Amorce de breche

Lv. 80

Sets up a breach by marking armor and amplifying follow-up ballistic damage.

BREACH SINGLE_TARGET

Sentence cinetique

Lv. 90

Finisher for shieldless, breached, or heavily suppressed targets.

EXECUTION EXECUTE

Torpedo Weapon

Accrochage de cible

Lv. 10

Establishes a torpedo lock and makes the target easier to punish with follow-up attacks.

LOCK SINGLE_TARGET

Torpille guidee

Lv. 20

Reliable guided strike that performs best on locked or scanned targets.

TRACK SINGLE_TARGET

Salve de saturation

Lv. 30

Several smaller torpedoes that force defenses to absorb repeated impacts.

CHAIN CHAIN

Charge perforante

Lv. 40

Heavier warhead that favors shield and armor penetration.

BREACH SINGLE_TARGET

Balise de trajectoire

Lv. 50

Tracks the target's movement and weakens evasive play.

TRACK SINGLE_TARGET

Tete de rupture

Lv. 60

Breach-focused hit that becomes nastier once the target is already exposed.

BREACH SINGLE_TARGET

Mise a feu differee

Lv. 70

Delayed torpedo blast that rewards keeping pressure on the same target.

DAMAGE SINGLE_TARGET

Frappe orbitale

Lv. 80

High-impact strike meant to punish targets that are locked, revealed, or stationary.

EXECUTION SINGLE_TARGET

Sentence gravitationnelle

Lv. 90

Finisher for shieldless, trapped, or heavily exposed targets.

EXECUTION EXECUTE

Mining

Composition Scan

Lv. 10

Reveals the resources present on the target and their approximate quantities.

GATHER SINGLE_TARGET

Selective Harvest

Lv. 20

Lets you choose which visible resource to extract.

GATHER SINGLE_TARGET

Precision Extraction

Lv. 30

Increases the yield from the chosen resource.

GATHER SINGLE_TARGET

Rare Vein Sense

Lv. 40

Improves detection of secondary or rare resources.

GATHER SINGLE_TARGET

Priority Harvest

Lv. 50

Automatically targets the lowest-quantity resource when no manual choice is made.

GATHER SINGLE_TARGET

Core Drill

Lv. 60

Boosts asteroid extraction and improves deep-core yields.

GATHER SINGLE_TARGET

Fragment Control

Lv. 70

Reduces losses while breaking asteroid nodes.

GATHER SINGLE_TARGET

Thermal Shielding

Lv. 80

Improves extraction stability on stars.

GATHER SINGLE_TARGET

Coronal Siphon

Lv. 90

Boosts stellar extraction and improves star-side yields.

GATHER SINGLE_TARGET