Progression

Skills & progression

Skills grow through use. Early levels already make a visible difference, while the road to 100 keeps rewarding captains who commit to a role.

Overview

Low levels matter

The first levels already change how a ship performs; progress does not wait until the endgame.

Different bonuses

Depending on the skill, training can improve yield, duration, cost, damage, or success chance.

Specialization pays

A focused captain gets more from a chosen role than one who spreads every skill too thin.

Rules

Skill levels

Skills run from 0 to 100 and grow by being used. The early levels are meant to be felt quickly, while mastery keeps improving the result all the way to the cap.

  • The default bonus curve is cap x (level / 100)^0.72.
  • Weapon branches make every active technique available at rank 1 when the branch reaches level 10. Further ranks unlock every 10 levels, up to rank 9 at level 90.
  • 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 comes from the action that was actually resolved. Its difficulty, its outcome, and the skill's own progression rule shape the final gain.

  • 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

Skills are grouped by the job they do, which makes a ship and its captain easier to read at a glance.

  • 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.