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

Resonance thermique

Lv. 70

Repeated hits on the same target build dangerous resonance.

RESONANCE SINGLE_TARGET

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

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

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

Sentence gravitationnelle

Lv. 90

Finisher for shieldless, trapped, or heavily exposed targets.

EXECUTION EXECUTE

Mining

Selective Harvest

Lv. 20

Lets you choose which scanned resource to extract.

GATHER SINGLE_TARGET