Todo - Update to be current
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[ | ]
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.
- Melee Weapons Training 1 (+1 Combat): 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.
- Munitions Expertise (+1 Combat, +1 Engineering): Unlocks the ability to craft standard ammunition for guns. Requires Basic Storage.
- Light Weapons Training 1 (+1 Combat): Increases light weapon damage.
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.
- Defensive Walls (+2 Engineering): Unlocks the ability to build basic defensive perimeters.
- 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.
- Life Support (+1 Science, +1 Engineering): Unlocks the Oxygenator and Climate Controller.
- Basic Storage (+1 Engineering): Unlocks the ability to build storage utilities and furniture. Always unlocked. Required for Munitions Expertise.
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.
- Fabrication (+1 Science): Unlocks the Printer and Fabricator. Always unlocked.