Advanced Class Subskills
Advanced Class Subskills require Advanced Skill Points, which you can get by training your class skills above level 20 in Lyceum.
Each subskill costs 1 Advanced Skill Point, to get an advanced skill point, you will need two specific skills to 21 (Drone Deployment means you will also require Piloting at an equal level) to obtain your first advanced point, you can get a second advanced skill point by training two more specific skills to 22 (not necessarily the same ones as before), the required skills vary between what focus you have.
To train an advanced subskill, you will first need both required skills. Once you have both required skills for your focus, a mission will appear in the central Lyceum base, this mission will train your focus skill to 21/22, and allow you train your class skill to 21/22 at your respective classes base. You can now pick your first (and later second) advanced subskill at your focus base in Lyceum. The only way to reset your advanced subskills is through the Neurodoc, so be sure you're happy with your choice!
Focus | Skill Requirements for 21 | Skill Requirements for 22 |
---|---|---|
Recon Focus | Radar and Cloaking | Radar and Cloaking |
Combat Focus | Weaponry and Electrical Engineering | Weaponry and Equipment |
Support Focus | Shielding and Drone Deployment* | Shielding and Drone Deployment* |
Fleet Focus | Piloting and Equipment | Piloting and Engine |
*Requires Piloting to that level too |
Contents
General Subskills
There are different advanced subskills for each focus and class, but 6 subskills are available for any class to choose. These subskills are called General Subskills.
- Shake it Off: +500 shield charge and +500 energy charge while in stasis
- Centered: +500 shield charge and +500 energy charge (Effect is canceled on firing or taking damage, requires 15 seconds to reapply)
- Strategic Deployment: +50 speed (Effect is canceled on firing or taking damage, requires 30 seconds to re-apply. Also affects slaves)
- Resilient: 100% chance on damage to gain +50% resistance (90% for slaves) for 1 second, effect can occur at most once every 30 seconds
- Slave Ph.D.: +4 combat slave slots
- Droney: +1 temporary drone deployment slot
Focus Subskills
Some advanced subskills are focus locked, and are only available for the two classes they contain. These subskills are called Focus Subskills.
- (Recon Focus) Expansionist: +1 Hull Extension slot
- (Combat Focus) Big Banker: +1 Capacitor slot
- (Support Focus) Really Super: +25% charge rate for super items
- (Fleet Focus) Extra Tweaked: Up to +20% Augmenter Tweaking (+40% for slaves), bonus tweaking is scaled (divided) by the number of equipped augmenters
Class Subskills
Each class has 4 advanced subskills which only they can train. These are called Class Subskills.
Speed Demon
- Master Scout: +10% Speed, +25% Radar, -50% Scanner energy cost
- Acrobat: +25% Thrust, -50% Critical Hit effect duration, -50% Inertial Dampening
- Fighter Ace: +15% Rate of Fire, -25% Range
- Lucky Devil: +5% Critical Hit Percentage, +10% Evasion
Seer
- Wraith: +15% Stealth, +8% Damage with ethereal weapons
- Clairvoyant: +20% Radar, +5% Critical Hit Percentage
- Assassin: +15% Backstab Damage, +20% Warp Device charging rate
- Brooding Gaze: +10% Shield Recharge and +10% Energy Recharge while cloaked and no aggressive action for 2 seconds
Berserker
- Berserker Classic: +200% Multifire, -30% Rate of Fire
- Weapons Master: +20% Hostility, +3 weapon slots for ships with at least 1 weapon slot
- Berserking Berserker: +30% Speed, +10% Rate of Fire
- Eye for an Eye: +33% Shielding gained from Lifesteal, +10% Resistance
Sniper
- Long Scope: +10% Sniper Analysis power increase, +10% Sniper Analysis charging time
- Quick Scope: +20% Sniper Analysis charging rate
- Grooved Bore: +10% Damage with physical weapons, +25% Tracking. +25% Projectile Speed (scaled inversely with ship speed)
- Marksman: +10% Damage if attacking from more than 2,000 distance, +15% Stealth
Shield Monkey
- Funky Monkey: +100% Shield Recharge while in stasis. +100% transference healing to targets in stasis, +10% transference vulnerability to target on critical heal
- Flying Monkey: Light Fighters: +50% Hull Space. -25% Hostility
- Tanky Monkey: 50% of damage to slaves is diverted to the player, +5% Resistance (Damage is transferred before slave & player’s resistances are applied, damage transfer will not occur if you are in a different star system than the slave or you are in a pod/spirit)
- Enveloping Monkey: +30% damage (scaled by target’s shield percentage) (+30% if target is at full shields, +15% if at half shields, etc.) (DOES NOT apply to shield transference)
Engineer
- Mechanical Engineer: +3 temporary drone equip slots, +15% Energy
- Computer Engineer: +50% healing, 200 range splash effect added to all single target shield transference beams
- Electrical Engineer: +10% charge rate for equipped drones, +5% Energy Recharge
- Civil Engineer: +20% transference resistance, -15% tractor beam energy cost
Fleet Commander
- Fleet Protector: +100% transference healing when healing own possessions
- Fleet Admiral: All Field Generators will affect allied capital ships
- Wild Man: Double wild slave slots, +50% resistance to all for wild slaves
- Advanced Flight Controller: +75% Dodge for Fighters, +2 Fighter slots
Gunner
- Advanced Targeting Computers: +1 Deathblossom target, +100 energy per second consumed when Deathblossom is equipped
- Automated Reloading: +20% Missile Launcher charging rate, +2 Missile Launcher queue slots (Note: +20% Missile Launcher charging rate does not mean you will fire every 4 seconds, instead you will fire every 4.16 seconds)
- Mass Destruction: +100% splash range to weapon effects
- Gunboat Diplomat: Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot