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− | Advanced Class Subskills require Advanced Skill Points, which you can get by training your class skills above level 20 in [[Lyceum]].
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− | Each subskill costs 1 Advanced Skill Point.
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− | == General Subskills<br/> ==
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− | There are different advanced subskills for each focus and class, but 6 subskills are always trainable. These subskills are called '''General Subskills'''.
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− | *'''Shake it Off''': +500 energy charge and +500 shield charge while in stasis
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− | *'''Strategic Deployment'''; +50 speed (Effect is canceled on firing or taking damage. Requires 30 seconds to reapply. Also affects slaves)
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− | *'''Centered''': +500 energy charge and +500 sheld charge (Effect is canceled on firing or taking damage. Requires 15 seconds to reapply)
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− | *'''Slave Ph.D.''': +4 combat slave slots
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− | *'''Resilient''': 100% chance on damage to gain +50% resistances (90% for slaves) for 1 second. Effect can occur at most once every 30 seconds.
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− | *'''Droney''': +1 temporary drone deployment slot
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− | == Focus Subskills<br/> ==
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− | Some advanced subskills are focus locked. These subskills are called '''Focus Subskills'''.
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− | *[[Combat Focus|''<u>(Combat Focus)</u>'']] '''Big Banker''': +1 capacitor slot.
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− | *[[Recon Focus|''<u>(Recon Focus)</u>'']] '''Expansionist''': +1 hull expansion slot
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− | *[[Support Focus|''<u>(Support Focus)</u>'']] '''Really Super''': +25% charge rate for super items.
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− | *[[Fleet Focus|''<u>(Fleet Focus)</u>'']] '''Extra Tweaked''': Up to +20% augmenter tweaking (+40% for slaves). Bonus tweaking is scaled by the number of equipped augmenters.
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− | Each class has 4 advanced subskills which they can only train. These are called '''Class Subskills'''.
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− | === [[Berserker Class|Berserker]]<br/> ===
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− | * '''Berserker Classic''': +200% multifire, -30% rate of fire
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− | *''' Weapons Master''': +20% hostility, +3 weapon slots for ships with at least 1 weapon slot
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− | * '''Berserking Berserker''': +30% speed, +10% rate of fire
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− | *''' Eye for an Eye''': +33% shields gained from lifesteal, +10% resistance
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− | === [[Sniper]]<br/> ===
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− | *''' Long Scope''': +10% sniper analysis power increase, +10% sniper analysis charge time.
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− | *''' Quick Scope''': +20% sniper analysis charge rate.
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− | *''' Grooved Bore''': +10% physical damage, +25% tracking. +25% increased projectile speed (scaled inversely with ship speed).
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− | *''' Marksman''': +10% damage if attacking from more than 2000 distance, +15% stealth
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− | === [[Speed Demon Class|Speed Demon]]<br/> ===
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− | *''' Master Scout''': +10% speed, +25% radar, -50% scanner energy cost
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− | *''' Acrobat''': +25% thrust, -50% critical hit effect duration, -50% inertial dampening.
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− | * '''Fighter Ace''': +15% rate of fire, -25% range
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− | *''' Lucky Devil''': +5% critical hit percentage, +10% evasion.
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− | === [[Seer Class|Seer]] ===
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− | *''' Wraith''': +15% stealth, +8% ethereal damage
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− | * '''Clairvoyant''': +20% radar, +5% critical hit percentage
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− | * '''Assassin''': +15% backstab damage, +20% microwarp and translocator charge rate.
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− | *''' Brooding Gaze''': +10% energy charge and shield charge while cloaked and no aggressive action for 2 seconds.
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− | === [[Shield Monkey Class|Shield Monkey]]<br/> ===
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− | *''' Funky Monkey''': +100% shield charge while in stasis. +100% transference damage to targets in stasis. +10% transference vulnerability to target on critical heal.
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− | *''' Flying Monkey''': Light Fighters: +50% hull space. -25% hostility.
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− | *''' Tanky Monkey''': 50% of damage to slaves is diverted to the player, +5% resistance. (Damage is transferred before slave & player’s resists are applied. Damage transfer will not occur if you are in a different galaxy than the slave or you are in a pod/spirit).
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− | * '''Enveloping Monkey''': +30% damage (scaled by target’s shield percentage). (+30% if target is at full shields, +15% if at half shields, etc.)
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− | === [[Engineer Class|Engineer]]<br/> ===
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− | *''' Mechanical Engineer''': +3 temporary drone equip slots, +15% energy max.
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− | *''' Computer Engineer''': +50% healing, 200 range splash effect added to all single target shield transference beams.
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− | * '''Electrical Engineer''': +10% charge rate for equipped drones, +5% energy charge.
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− | *''' Civil Engineer''': +20% transference resistance, -15% tractor beam energy cost.
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− | === [[Fleet Commander Class|Fleet Commander]]<br/> ===
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− | * '''Fleet Protector''': +100% transference when healing own possessions.
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− | *''' Fleet Admiral''': All field generators will affect allied capital ships.
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− | * '''Wild Man''': Double wild slave slots, +50% resistance to all for wild slaves.
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− | *''' Advanced Flight Controller''': +75% dodge for fighters, +2 Fighter slots.
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− | === [[Gunner Class|Gunner]]<br/> ===
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− | *''' Advanced Targeting Computers''': +1 deathblossom target. +100 energy per second for deathblossom
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− | * '''Automated Reloading''': +20% missile bay charge rate, +2 missile bay queue slots
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− | *''' Mass Destruction''': +100% splash range to weapon effects
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− | *''' Gunboat Diplomat''': Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot
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− | [[Category:Skills]]
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