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Skills

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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[edit | edit source]

Icon Chisel.png
Icon Depository.png
CrateSmall.png
CrateLarge.png
Icon AirlockFrame.png
Icon HabitatFrame.png
Icon HallwayFrame.png
Icon HabitatUpperStoryFrame.png
Icon LabFrame.png
Rover.png
GAV.png
Mech.png
HoverBike.png
SpaceShip.png
Icon Shovel.png
Icon ConduitBender.png
Flare.png
Icon Battery.png
Icon Forge.png
Icon StoneAxe.png

Available skills[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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.