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.
Repeated hits on the same target build dangerous resonance.
Finisher designed to end weakened targets.
Armor-piercing shot built to punch through defenses.
Suppressive fire that reduces precision, evasion, and counterfire.
Kinetic hit that unsettles the target and weakens its immediate stability.
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.
Finisher for shieldless, trapped, or heavily exposed targets.
Lets you choose which scanned resource to extract.