As the player earns experience they can level up, which provides skill points. Skill points can be spent progressively unlocking a tree or on specific skills. Unlocking a tree enables skills in that tree to be upgraded higher, although the unlock provides no immediate benefits by itself.

For example one point on a tree allows any of that tree's skill to be upgraded to level 1 at most. To upgrade those skills further additional points need to be spent unlocking that tree further.

You can acquire a maximum of 50 skill points in game.

Officers can also gain skills, although from a restricted list. They choose from a short list of weighted random choices each time they level up. If the officer has at least one carrier skill then one of those choices will be a carrier skill (if any left) and similarly for combat skills if they have at least one combat skill. The chance of a carrier skill appearing is also weighted by whether the officer is captaining a carrier or not.

Combat[edit | edit source]

Governs skills that directly improve the combat effectiveness of the piloted ship.

Skill Icon Level 1 Level 2 Level 3
Combat Endurance Combat endurance2.png
  • +25% peak operating time (piloted ship)
  • -50% chance of malfunctions when at low combat readiness (piloted ship)
  • +15% maximum combat readiness (piloted ship)
Missile Specialization Missile specialization.png
  • +25% missile speed and maneuverability (piloted ship)
  • Hull mod: ECCM Package
  • +25% missile damage (piloted ship)
Ordnance Expertise Ordnance expert.png
  • +25% ballistic and energy projectile speed (piloted ship)
  • +50% weapon hitpoints (piloted ship)
  • +15% weapon damage (piloted ship)
Target Analysis Target analysis.png
  • +50% damage to weapons and engines (piloted ship)
  • +15% damage to shields (piloted ship)
  • +50% hit strength for armor damage reduction calculation only (piloted ship)
Damage Control Damage control.png
  • -50% crew lost due to hull damage in combat (piloted ship)
  • If lost in combat, ship is almost always recoverable (piloted ship)
  • 50% faster in-combat weapon and engine repairs (piloted ship)
  • 25% of hull and armor damage taken repaired after combat ends, at no cost (piloted ship)
  • Hull mod: Automated Repair Unit
  • -25% hull damage taken (piloted ship)
  • -25% overload duration (piloted ship)
Impact Mitigation Impact mitigation.png
  • +150 armor for damage reduction calculation only (piloted ship)
  • Maximum damage reduction by armor raised from 85% to 90% (piloted ship)
  • -20% armor damage taken (piloted ship)
  • Hull mod: Heavy Armor
Defensive Systems Defensive systems.png
  • -25% flux generated by active shields and phase cloak (piloted ship)
  • Hull mod: Stabilized Shields
  • -20% damage taken by shields (piloted ship)
  • -25% phase cloak cooldown (piloted ship)
  • 10% hard flux dissipation while shields are active (piloted ship)
  • Phase cloak time acceleration increased from 3x to 4x (piloted ship)
  • Hull mod: Hardened Shields
Advanced Countermeasures Advanced countermeasures.png
  • -50% kinetic damage taken by armor (piloted ship)
  • -25% high-explosive damage taken by shields (piloted ship)
  • +50% damage to fighters (piloted ship)
  • +50% damage to missiles (piloted ship)
Evasive Action Evasive maneuvering.png
  • +50% maneuverability (piloted ship)
  • -50% weapon and engine damage taken (piloted ship)
  • +50% armor for damage reduction calculation only (piloted ship)
Helmsmanship Helmsmanship.png
  • +50% acceleration (piloted ship)
  • +10% top speed (piloted ship)
  • 0-flux speed boost activated at up to 1% flux (piloted ship)

Leadership[edit | edit source]

Governs skills that improve the combat effectiveness of the fleet as a whole, and skills that improve the effectiveness of fighters.

Skill Icon Level 1 Level 2 Level 3
Command & Control Advanced tactics.png
  • +3 command points (fleet)
  • 50% faster command point recovery (fleet)
  • 5% maximum bonus from Coordinated Maneuvers
  • 5% maximum bonus from Electronic Warfare
  • Hull mod: Operations Center
Officer Management Leadership2.png
  • Able to command up to 6 officers (fleet)
  • Able to command up to 8 officers (fleet)
  • Able to command up to 10 officers (fleet)
Fleet Logistics Fleet logistics.png
  • Flagship and ships with an officer in command nearly guaranteed to be recoverable if lost (fleet)
  • +15% accessibility
  • -25% supply use for maintenance (all ships in fleet)
  • +15% accessibility
  • +15% maximum combat readiness (all ships in fleet)
  • 25% larger fleets
Coordinated Maneuvers Coordinated maneuvers.png
  • Every deployed ship grants +1-4% (depending on ship size) to top speed of allied ships (all ships in fleet)
  • Hull mod: Nav Relay
  • 15% upper limit for top speed bonus
  • 20% upper limit for top speed bonus
Fighter Doctrine Fighter doctrine.png
  • -15% crew lost due to fighter losses in combat (all ships in fleet)
  • Hull mod: Recovery Shuttles
  • -15% damage taken (all fighters in fleet)
Carrier Command Carrier command.png
  • -20% crew lost due to fighter losses in combat (piloted ship)
  • -20% damage taken (fighters from piloted ship)
  • 20% faster fighter replacements (piloted ship)
Wing Commander Wing commander.png
  • +25% top speed and maneuverability (fighters from piloted ship)
  • +30% damage to fighters (fighters from piloted ship)
  • +30% damage to missiles (fighters from piloted ship)
  • +50% target leading accuracy (fighters from piloted ship)
Strike Commander Strike commander.png
  • +25% missile speed and maneuverability (fighters from piloted ship)
  • +50% missile, rocket, bomb, and torpedo hitpoints (fighters from piloted ship)
  • +20% damage to ships of destroyer size and larger (fighters from piloted ship)
Planetary Operations Planetary ops.png
  • +25% effectiveness of ground operations (fleet)
  • +25% effectiveness of ground operations
  • +50% effectiveness of ground operations (including level 1 of this skill) (fleet)
  • +50% effectiveness of ground operations (including level 1 of this skill)
  • +2 stability

Technology[edit | edit source]

Governs a wide range of skills that primarily improve both the combat and non-combat performance of the fleet.

Skill Icon Level 1 Level 2 Level 3
Gunnery Implants Gunnery implants.png
  • -50% weapon recoil (piloted ship)
  • +100% target leading accuracy for autofiring weapons (piloted ship)
  • +15% ballistic & energy weapon range (piloted ship)
Power Grid Modulation Power grid manipulation.png
  • +10% flux capacity (piloted ship)
  • +25% flux dissipation rate while venting (piloted ship)
  • +10% flux dissipation rate (piloted ship)
Electronic Warfare EW.png
  • Every deployed ship grants +1-4% (depending on ship size) to ECM rating of fleet (all ships in fleet)
  • Hull mod: ECM Package
  • 15% maximum enemy weapon range reduction
  • 20% maximum enemy weapon range reduction
  • Hull mod: ECCM Package
Loadout Design Loadout design.png
  • +20% maximum flux capacitors (all ships in fleet)
  • +20% maximum flux vents (all ships in fleet)
  • +10% ordnance points (all ships in fleet)
Sensors (skill) Sensors.png
  • -25% detected-at range (fleet)
  • Doubles the effectiveness of the Go Dark ability (fleet)
Navigation Navigation.png
  • -30% terrain movement penalty from all applicable terrain (not in combat nebula) (fleet)
  • -25% fuel use (fleet)

Industry[edit | edit source]

Governs a range of skills to do with salvaging and exploration.

Skill Icon Level 1 Level 2 Level 3
Safety Procedures Safety procedures.png
  • -30% crew lost due to hull damage in combat (all ships in fleet)
  • -30% crew lost in non-combat operations (fleet)
  • -50% combat readiness loss from being in star corona or similar terrain (all ships in fleet)
  • 50% reduced combat readiness range in which malfunctions and other negative effects occur (all ships in fleet)
  • Hull mod: Solar Shielding
  • Negative effects of lasting damage hullmods (d-mods) reduced by 50% (all ships in fleet)
  • The Emergency Burn ability no longer reduces combat readiness (fleet)
Recovery Operations Recovery ops.png
  • +25% chance to recover weapons and fighter LPCs from enemy ships (fleet)
  • +25% chance to recover disabled ships after battle (fleet)
  • Recovered ships have fewer d-mods on average (fleet)
  • +50% fuel salvaged (fleet)
Field Repairs Field repairs.png
  • Recovered ships start with 20-40% hull integrity (fleet)
  • Recovered ships start with 20-40% combat readiness (fleet)
  • 50% of hull and armor damage taken repaired after combat ends, at no cost (all ships in fleet)
  • 100% faster ship repairs (all ships in fleet)
  • (D) hull deployment cost reduction also applies to maintenance cost (all ships in fleet)
Salvaging (skill) Salvaging.png
  • 15% resources and rare items recovered from abandoned stations and other derelicts (fleet)
  • Ability: Remote Survey
  • 30% resources and rare items recovered from abandoned stations and other derelicts (fleet)
  • 50% resources and rare items recovered from abandoned stations and other derelicts (fleet)
  • 10% post-battle salvage (fleet)
Colony Management Colony management.png
  • Able to manage up to 3 administrators
  • Able to personally govern up to 3 colonies
  • Able to personally govern up to 4 colonies
Industrial Planning Industrial planning.png
  • -10% upkeep for colonies (governed colony)
  • All industries supply 1 more unit of all the commodities they produce
  • +10% income from colonies, including exports

Change History[edit | edit source]

0.9

  • Increased maximum player level to 50 for the moment; pending another look at skills
  • Removed Surveying skill; can now survey planets with any hazard rating
  • Increased cost by a flat +10 supplies
  • Significantly reduced the value of survey data (30k for Class V; was: 100k)

0.8.1

  • Coordinated Maneuvers maximum now applies after bonus from current ship is subtracted, not before
  • Recovery Operations: level 3 now provides +50% fuel found instead of +10% general salvage
  • Added "Converted Hangar" modspec to level 2 Fighter Doctrine
  • Fleet Logistics:
    • Swapped level 1 and 2 effects
    • Maintenance cost reduction is now 30% (was: 50%)
  • Helmsmanship: level 3 bonus now applies at up to 5% flux (was: 1%)
  • Advanced Countermeasures:
    • Level 1: increased to -50% kinetic damage vs armor (was: 20%)
    • Level 2: increased to -25% HE damage vs shields (was: 20%)
    • Level 3: damage to fighters/missiles increased by 50% (was: 30%)
  • Fighter Doctrine: bonuses reduced to 15% (were: 25%)
  • Carrier Command: bonuses reduced to 20% (were: 25%)
  • Wing Commander: level 3 accuracy bonus reduced to 50% (was: 100%)

0.8

  • Broad skill rework

Icon check temp.png

Only up to date for version 0.8.1a-RC8. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

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