Advanced Class Subskills
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Revision as of 06:45, 9 March 2014 by Cyraptor (talk | contribs) (Did things, feel free to fill in the blanks)
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.
Contents
General Subskills
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 reapply. 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
Some advanced subskills are focus locked. These subskills are called Focus Subskills.
- (Combat Focus)
- (Recon Focus)
- (Support Focus)
- (Fleet Focus) Extra Tweaked: Up to +20% augmenter tweaking (+40% for slaves). Bonus tweaking is scaled by the number of equipped augmenters.
Each class has 4 advanced subskills which they can only train. These are called Class Subskills.
Berserker
Sniper
Speed Demon
Seer
Shield Monkey
Engineer
Fleet Commander
Gunner
- Advanced Targeting Computers: +1 deathblossom target. +100 energy per second for deathblossom
- Automated Reloading: +20% missile bay charge rate, +2 missile bay queue slots
- Mass Destruction: +100% splash range to weapon effects
- Gunboat Diplomat: Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot