Advanced Class Subskills
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Revision as of 14:36, 9 June 2015 by Vampire2948 (talk | contribs) (Added note to Enveloping Monkey not applying to shield trans weaponry.)
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 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
Some advanced subskills are focus locked. These subskills are called Focus Subskills.
- (Combat Focus) Big Banker: +1 capacitor slot.
- (Recon Focus) Expansionist: +1 hull expansion 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.
Each class has 4 advanced subskills which they can only train. These are called Class Subskills.
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% shields gained from lifesteal, +10% resistance
Sniper
- Long Scope: +10% sniper analysis power increase, +10% sniper analysis charge time.
- Quick Scope: +20% sniper analysis charge rate.
- Grooved Bore: +10% physical damage, +25% tracking. +25% increased projectile speed (scaled inversely with ship speed).
- Marksman: +10% damage if attacking from more than 2000 distance, +15% stealth
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% ethereal damage
- Clairvoyant: +20% radar, +5% critical hit percentage
- Assassin: +15% backstab damage, +20% microwarp and translocator charge rate.
- Brooding Gaze: +10% energy charge and shield charge while cloaked and no aggressive action for 2 seconds.
Shield Monkey
- Funky Monkey: +100% shield charge while in stasis. +100% transference damage 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 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).
- 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 trans.)
Engineer
- Mechanical Engineer: +3 temporary drone equip slots, +15% energy max.
- 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 charge.
- Civil Engineer: +20% transference resistance, -15% tractor beam energy cost.
Fleet Commander
- Fleet Protector: +100% transference 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 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