Difference between revisions of "Advanced Class Subskills"

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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.
 
 
 
== General Subskills<br/> ==
 
 
 
There are different advanced subskills for each focus and class, but 6 subskills are always trainable. These subskills are called '''General Subskills'''.
 
 
 
*'''Shake it Off''': +500 energy charge and +500 shield charge while in stasis
 
*'''Strategic Deployment'''; +50 speed (Effect is canceled on firing or taking damage. Requires 30 seconds to re-apply. Also affects slaves)
 
*'''Centered''': +500 energy charge and +500 sheld charge (Effect is canceled on firing or taking damage. Requires 15 seconds to reapply)
 
*'''Slave Ph.D.''': +4 combat slave slots
 
*'''Resilient''': 100% chance on damage to gain +50% resistances (90% for slaves) for 1 second. Effect can occur at most once every 30 seconds.
 
*'''Droney''': +1 temporary drone deployment slot
 
 
 
== Focus Subskills<br/> ==
 
 
 
Some advanced subskills are focus locked. These subskills are called '''Focus Subskills'''.
 
 
 
*[[Combat Focus|''<u>(Combat Focus)</u>'']] '''Big Banker''': +1 capacitor slot.
 
*[[Recon Focus|''<u>(Recon Focus)</u>'']] '''Expansionist''': +1 hull expansion slot
 
*[[Support Focus|''<u>(Support Focus)</u>'']] '''Really Super''': +25% charge rate for super items.
 
*[[Fleet Focus|''<u>(Fleet Focus)</u>'']] '''Extra Tweaked''': Up to +20% augmenter tweaking (+40% for slaves). Bonus tweaking is scaled(divided) by the number of equipped augmenters.
 
 
 
Each class has 4 advanced subskills which they can only train. These are called '''Class Subskills'''.
 
 
 
=== [[Berserker Class|Berserker]]<br/> ===
 
 
 
*&nbsp;'''Berserker Classic''': +200% multifire, -30% rate of fire
 
*'''&nbsp;Weapons Master''': +20% hostility, +3 weapon slots for ships with at least 1 weapon slot
 
*&nbsp;'''Berserking Berserker''': +30% speed, +10% rate of fire
 
*'''&nbsp;Eye for an Eye''': +33% shields gained from lifesteal, +10% resistance
 
 
 
=== [[Sniper]]<br/> ===
 
 
 
*'''&nbsp;Long Scope''': +10% sniper analysis power increase, +10% sniper analysis charge time.
 
*'''&nbsp;Quick Scope''': +20% sniper analysis charge rate.
 
*'''&nbsp;Grooved Bore''': +10% physical damage, +25% tracking. +25% increased projectile speed (scaled inversely with ship speed).
 
*'''&nbsp;Marksman''': +10% damage if attacking from more than 2000 distance, +15% stealth
 
 
 
=== [[Speed Demon Class|Speed Demon]]<br/> ===
 
 
 
*'''&nbsp;Master Scout''': +10% speed, +25% radar, -50% scanner energy cost
 
*'''&nbsp;Acrobat''': +25% thrust, -50% critical hit effect duration, -50% inertial dampening.
 
*&nbsp;'''Fighter Ace''': +15% rate of fire, -25% range
 
*'''&nbsp;Lucky Devil''': +5% critical hit percentage, +10% evasion.
 
 
 
=== [[Seer Class|Seer]] ===
 
 
 
*'''&nbsp;Wraith''': +15% stealth, +8% ethereal damage
 
*&nbsp;'''Clairvoyant''': +20% radar, +5% critical hit percentage
 
*&nbsp;'''Assassin''': +15% backstab damage, +20% microwarp and translocator charge rate.
 
*'''&nbsp;Brooding Gaze''': +10% energy charge and shield charge while cloaked and no aggressive action for 2 seconds.
 
 
 
=== [[Shield Monkey Class|Shield Monkey]]<br/> ===
 
 
 
*'''&nbsp;Funky Monkey''': +100% shield charge while in stasis. +100% transference damage to targets in stasis. +10% transference vulnerability to target on critical heal.
 
*'''&nbsp;Flying Monkey''': Light Fighters: +50% hull space. -25% hostility.
 
*'''&nbsp;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).
 
*&nbsp;'''Enveloping Monkey''': +30% damage (scaled by target’s shield percentage). (+30% if target is at full shields, +15% if at half shields, etc.)
 
 
 
=== [[Engineer Class|Engineer]]<br/> ===
 
 
 
*'''&nbsp;Mechanical Engineer''': +3 temporary drone equip slots, +15% energy max.
 
*'''&nbsp;Computer Engineer''': +50% healing, 200 range splash effect added to all single target shield transference beams.
 
*&nbsp;'''Electrical Engineer''': +10% charge rate for equipped drones, +5% energy charge.
 
*'''&nbsp;Civil Engineer''': +20% transference resistance, -15% tractor beam energy cost.
 
 
 
=== [[Fleet Commander Class|Fleet Commander]]<br/> ===
 
 
 
*&nbsp;'''Fleet Protector''': +100% transference when healing own possessions.
 
*'''&nbsp;Fleet Admiral''': All field generators will affect allied capital ships.
 
*&nbsp;'''Wild Man''': Double wild slave slots, +50% resistance to all for wild slaves.
 
*'''&nbsp;Advanced Flight Controller''': +75% dodge for fighters, +2 Fighter slots.
 
 
 
=== [[Gunner Class|Gunner]]<br/> ===
 
 
 
*'''&nbsp;Advanced Targeting Computers''': +1 deathblossom target. +100 energy per second for deathblossom
 
*&nbsp;'''Automated Reloading''': +20% missile bay charge rate, +2 missile bay queue slots
 
*'''&nbsp;Mass Destruction''': +100% splash range to weapon effects
 
*'''&nbsp;Gunboat Diplomat''': Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot
 
 
 
[[Category:Skills]]
 

Latest revision as of 18:15, 8 April 2023


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