Low levels matter
Going from 0 to 100 should dramatically improve output, durability, and efficiency.
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.
Going from 0 to 100 should dramatically improve output, durability, and efficiency.
Some skills improve quantity, others duration, cost, or success chance.
Focused builds should outperform scattered points in their chosen lane.
Skills use a 0 to 100 scale. The curve is intentionally soft: early levels are visible, and mastery still gives the full ceiling.
XP is awarded by the system that resolved the action. Difficulty, outcome, and the skill's own XP rule decide the final amount.
The game groups skills by what they influence so a player can read a build quickly.
Weapon and Mining branches unlock active capabilities every 10 levels. Learned ranks select the best available capability version for the player's current mastery.
Very reliable shot with a strong hit chance.
Marks the target so follow-up laser shots are easier to land.
Multiple micro-shots that favor control and pressure over raw burst.
Focused laser strike that is especially effective against shields.
Charged shot with a heavier payoff if it connects.
Clean precision hit that cuts through evasion and other advantages.
Repeated hits on the same target build dangerous resonance.
Beam that can extend or spread to punish exposed targets.
Finisher designed to end weakened targets.
Armor-piercing shot built to punch through defenses.
Fragmenting burst that strips shields and forces multiple impacts.
Heavy shell that turns shield pressure into hull damage.
Suppressive fire that reduces precision, evasion, and counterfire.
Kinetic hit that unsettles the target and weakens its immediate stability.
Heavy impact that performs best against armored or fortified targets.
Sustained fire that stacks pressure and makes the target easier to break.
Sets up a breach by marking armor and amplifying follow-up ballistic damage.
Finisher for shieldless, breached, or heavily suppressed targets.
Establishes a torpedo lock and makes the target easier to punish with follow-up attacks.
Reliable guided strike that performs best on locked or scanned targets.
Several smaller torpedoes that force defenses to absorb repeated impacts.
Heavier warhead that favors shield and armor penetration.
Tracks the target's movement and weakens evasive play.
Breach-focused hit that becomes nastier once the target is already exposed.
Delayed torpedo blast that rewards keeping pressure on the same target.
High-impact strike meant to punish targets that are locked, revealed, or stationary.
Finisher for shieldless, trapped, or heavily exposed targets.
Reveals the resources present on the target and their approximate quantities.
Lets you choose which visible resource to extract.
Increases the yield from the chosen resource.
Improves detection of secondary or rare resources.
Automatically targets the lowest-quantity resource when no manual choice is made.
Boosts asteroid extraction and improves deep-core yields.
Reduces losses while breaking asteroid nodes.
Improves extraction stability on stars.
Boosts stellar extraction and improves star-side yields.