Osiris: New Dawn Wiki
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Skills determine your astronaut's actual abilities, divided into three branches on the Skill Web: Combat, Engineering, and Science.

  • Combat focuses, on what it says on the tin: Dealing damage.
  • Engineering provides the ability to construct buildings and vehicles.
  • Science covers furniture and crafting, particularly things essential to your survival.

Skill tree[ | ]

Icon Chisel
Icon Depository
CrateSmall
CrateLarge
Icon AirlockFrame
Icon HabitatFrame
Icon HallwayFrame
Icon HabitatUpperStoryFrame
Icon LabFrame
Rover
GAV
Mech
HoverBike
SpaceShip
Icon Shovel
Icon ConduitBender
Icon RepairTool
Icon Container
Icon LiquidTank
Icon GasTankLarge
Icon Barrel
Icon BarracksFrame
Bed
Couch
Bin
SmartBin
Icon ExcrementCollector
Kitchen
Shower
IndustrialWall01
PaneledWall01
PlatedFloor01
ArmoredWall01
TechWall01
Flare
Icon Battery
Icon Forge
Icon StoneAxe

Available skills[ | ]

The number in the parentheses identifies the type and amount of skill points needed to unlock the given skill. The skills are ordered hierarchically, according to branches in the Web.

Combat[ | ]

  • Small Guns (+1 Combat): Unlocks the ability to craft basic small weapons. Always unlocked.
    • Light Weapons Training 1 (+1 Combat): Increases light weapon damage.
      • Light Weapons Training 2 (+3 Combat): Further increases light weapon damage.
    • Melee Weaponry (+1 Combat): Unlocks the ability to craft basic melee weapons.
      • Melee Weapons Training 1 (+1 Combat): Increases melee weapon damage.
        • Melee Weapons Training 2 (+3 Combat): Further increases melee weapon damage.
    • Heavy Weaponry (+3 Combat): Unlocks the ability to craft basic heavy weapons.
      • Munitions Expertise (+1 Combat, +1 Engineering): Unlocks the ability to craft standard ammunition for guns. Requires Basic Storage.
        • Upgraded Munitions (+1 Combat, +2 Science): Unlocks the ability to craft munition upgrades.

Engineering[ | ]

  • Satellite Communication (+1 Science, +1 Engineering): Allows the player to access satellites. Requires Solar Technology.
  • Mobile Technology (+1 Engineering): Unlocks the ability to place deployable kits including packable shelters like the inflatable dome. Always unlocked.
    • Basic Storage (+1 Engineering): Unlocks the ability to build storage utilities and furniture. Always unlocked. Required for Munitions Expertise.
      • Defensive Walls (+2 Engineering): Unlocks the ability to build basic defensive perimeters.
        • Explosive Traps (+1 Combat, +2 Engineering): Unlocks the ability to craft explosive traps.
        • Ground Defenses (+2 Engineering): Unlocks the ability to build ground turrets.
    • Civil Engineering (+1 Engineering): Unlocks the habitat, airlock, hallway, and barracks.
      • Droid Storage (+100 Engineering): Unlocks the ability to build safe havens for droids.
      • Lab Construction (+2 Engineering): Unlocks the Laboratory.
        • Space Flight Technology (+2 Science, +3 Engineering): Unlocks the ability to build spaceworthy vehicles.
        • Ground Vehicles (+2 Science, +3 Engineering): Unlocks the ability to build basic ground vehicles.
          • Mechanical Engineering (+3 Science, +4 Engineering): Unlocks the ability to build mechs.
      • Greenhouse Construction (+2 Engineering): Unlocks the Bio dome and botany-related furniture.

Science[ | ]

  • Metallurgy (+1 Science): Unlocks the Forge. Always unlocked.
    • Fabrication (+1 Science): Unlocks the Printer and Fabricator. Always unlocked.
      • Solar Technology (+2 Science): Unlocks solar panels and their kits. Always unlocked.
      • Computer Technology (+4 Science): Unlocks the Computer Desk and ability to decrypt cryptexes.
        • Mechanized Monsters (+2 Science, +2 Engineering): Unlocks satellite crafting.
        • Artificial Intelligence (+3 Science): Unlocks droid crafting.
          • Recreational Technology (+2 Science, +2 Engineering): Unlocks furniture used to relax and improve performance.
    • Chemistry (+1 Science): Unlocks chemical crafting stations. Always unlocked.
      • Sustenance (+1 Science, +1 Engineering): Unlocks the Water Reclaimer and Kitchen.
      • Battery Technology (+2 Science): Unlocks the battery crafting recipe.
      • First Aid (+2 Science): Unlocks the ability to craft bandages and medkits. Always unlocked.
        • Pheromone Expertise (+4 Science): Unlocks repellent and bait recipes.
        • Toxicology (+3 Science): Unlocks poisons and antidote recipes.
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