NOTE: If some stats are in brackets and have the Letter: "L" at the end that means that that stat change applies if the PLAYER has LEADERSHIP skill at RANK 4.

CREW SKILLS:
Ballistics (1): Ballistic weapons do 10% (20%L) more damage
Ballistics (2): Ballistic weapons do 20% (40%L) more damage.
Ballistics (3): Ballistic weapons do 30% (60%L) more damage.
Ballistics (4): Ballistic weapons do 50% (100%L) more damage.
Concealment (1): Followers no longer set off enemy mines.
Concealment (2): Running no longer breaks stealth.
Concealment (3):  Follower gains a Chameleon-like effect when motionless and sneaking.
Demolitions (1): Explosives do 10% (20%L) more damage.
Demolitions (2): Explosives do 20% (40%L) more damage.
Demolitions (3): Explosives do 30% (60%L) more damage.
Demolitions (4): Explosives do 50% (100%L) more damage.
Energy Weapon Dissipation (1): Energy damage is reduced by 5%(10%L).
Energy Weapon Dissipation (2): Energy damage is reduced by10% (20%L).
Energy Weapon Dissipation (3): Energy damage is reduced by15% (30%L).
Energy Weapon Dissipation (4): Energy damage is reduced by 25%(50%L).
Incapacitation (1): EM weapons do 10% (20%L) more damage.
Incapacitation (2): EM weapons do 20% (40%L) more damage.
Incapacitation (3): EM weapons do 30% (60%L) more damage.
Incapacitation (4): EM weapons do 50% (100%L) more damage.
Lasers (1): Energy weapons do 10% (20%L) more damage.
Lasers (2): Energy weapons do 20% (40%L) more damage.
Lasers (3): Energy weapons do 30% (60%L) more damage.
Lasers (4): Energy weapons do 50% (100%L) more damage.
Marksmanship (1): Chance for a critical hit increased by 5%(10%L)
Marksmanship (2): Chance for a critical hit increased by 10%(20%L)
Marksmanship (3): Chance for a critical hit increased by 15%(30%L)
Marksmanship (4): Chance for a critical hit increased by 25%(50%L)
Outpost Engineering (1): Outpost Manufactured Material production increased by +10%.
Outpost Engineering (2): Outpost Manufactured Material production increased by +20%.
Outpost Engineering (3): Outpost Manufactured Material production increased by +30%.
Outpost Engineering (4): Outpost Manufactured Material production increased by +50%.
Outpost Management (1): Outposts produce all resources 5%faster.
Outpost Management (2): Outposts produce all resources 10%faster.
Outpost Management (3): Outposts produce all resources 15%faster.
Outpost Management (4): Outposts produce all resources 25%faster.
Pain Tolerance (1): Physical damage is reduced by 5% (10%L).
Pain Tolerance (2): Physical damage is reduced by 10%(20%L).
Pain Tolerance (3): Physical damage is reduced by 15%(30%L).
Pain Tolerance (4): Physical damage is reduced by 25% (50%L).
Particle Weapons (1): Particle Weapons do 10% (20%L) more damage.
Particle Weapons (2): Particle Weapons do 20% (40%L) more damage.
Particle Weapons (3): Particle Weapons do 30% (60%L) more damage.
Particle Weapons (4): Particle Weapons do 50% (100%L) more damage.
Pistol Certification (1): Pistols do 10% (20%L) more damage.
Pistol Certification (2): Pistols do 20% (40%L) more damage.
Pistol Certification (3): Pistols do 30% (60%L) more damage.
Pistol Certification (4): Pistols do 50% (100%L) more damage.
Rifle Certification (4): Rifles do 10% (20%L) more damage.
Rifle Certification (2): Rifles do 20% (40%L) more damage.
Rifle Certification (3): Rifles do 30% (60%L) more damage.
Rifle Certification (4): Rifles do 50% (100%L) more damage.
Robotics (1): Do 10% more damage to robots.
Robotics (2): Do 20% more damage to robots.
Robotics (3): Do 30% more damage to robots.
Robotics (4): Do 50% more damage to robots.
Sharpshooting (1): 5% (10%L) chance to disarm the target with a non automatic rifle.
Sharpshooting (2): 10% (20%L) chance to disarm the target with a non automatic rifle.
Sharpshooting (3): 15% (30%L) chance to disarm the target with a non automatic rifle.
Sharpshooting (4): 25% (50%L) chance to disarm the target with a non automatic rifle.
Shotgun Certification (1): Shotguns do 10% (20%L) more damage.
Shotgun Certification (2): Shotguns do 20% (40%L) more damage.
Shotgun Certification (3): Shotguns do 30% (60%L) more damage.
Shotgun Certification (4): Shotguns do 50% (100%L) more damage.
Sniper Certification (1): Scoped weapons do 10% (20%L) more damage when using the scope.
Sniper Certification (2): Scoped weapons do 20% (40%L) more damage when using the scope.
Sniper Certification (2): Scoped weapons do 30% (60%L) more damage when using the scope.
Sniper Certification (4): Scoped weapons do 50% (100%L) more damage when using the scope.
Stealth (1): Companion is 10% (20%L) harder to detect when sneaking.
Stealth (2): Companion is 20% (40%L) harder to detect when sneaking.
Stealth (3): Companion is 30% (60%L) harder to detect when sneaking.
Stealth (2): Companion is 50% (100%L) harder to detect when sneaking.
Weight Lifting (1): Crew: Increase the carrying capacity by a total of 10 (20L) kg.
Weight Lifting (2): Crew: Increase the carrying capacity by a total of 20 (40L) kg.
Weight Lifting (3): Crew: Increase the carrying capacity by a total of 30 (60L) kg.
Weight Lifting (4): Crew: Increase the carrying capacity by a total of 50 (100L) kg.
Wellness (1): Increase health by a total of 10 (20L) points.
Wellness (2): Increase health by a total of 20 (40L) points.
Wellness (3): Increase health by a total of 30 (60L) points.
Wellness (4): Increase health by a total of 50 (100L) points.
Xenosociology (1):   Decreases damage taken from alien creatures by10% for that follower.
Xenosociology (2):   Decreases damage taken from alien creatures by20% for that follower.
Xenosociology (3):   Decreases damage taken from alien creatures by30% for that follower.
Xenosociology (4):   Decreases damage taken from alien creatures by50% for that follower.
 
CREW SHIP SKILLS:
Aneutronic Fusion (1): Ship reactors produce 1 extra unit of power.
Aneutronic Fusion (2): Ship reactors produce 2 extra unit of power.
Aneutronic Fusion (3): Ship reactors produce 3 extra unit of power.
Aneutronic Fusion (4): Ship reactors produce 5 extra unit of power.
Astrodynamics (1): Grav jumps calculate 10% faster and use 10% less fuel.
Astrodynamics (2): Grav jumps calculate 20% faster and use 20%less fuel.
Astrodynamics (3): Grav jumps calculate 30% faster and use 30%less fuel.
Astrodynamics (4): Grav jumps calculate 50% faster and use 50%less fuel.
Payloads (1): Ship cargo holds have 10% more capacity.
Payloads (2): Ship cargo holds have 20% more capacity.
Payloads (3): Ship cargo holds have 30% more capacity.
Payloads (4): Ship cargo holds have 50% more capacity.
Piloting (1): Increased ship top speed by 10%.
Piloting (2): Increased ship top speed by 20%.
Piloting (3): Increased ship top speed by 30%.
Piloting (4): Increased ship top speed by 50%.
Shield Systems (1): Shield System capacity increased by 10%.
Shield Systems (2): Shield System capacity increased by 20%.
Shield Systems (3): Shield System capacity increased by 30%.
Shield Systems (4): Shield System capacity increased by 50%.
Starship Engineering (1): Ship system repair is 5% faster.
Starship Engineering (2): Ship system repair is 10% faster.
Starship Engineering (3): Ship system repair is 15% faster.
Starship Engineering (4): Ship system repair is 50% faster.
 
CREW SHIP WEAPON SKILLS:
Ballistic Weapon Systems (1): 5% increased Ship-Based Ballistic Weapon Damage, 5% increased Ship-Based Ballistic Weapon Recharge
speed.
Ballistic Weapon Systems (2): 10% increased Ship-Based Ballistic Weapon Damage, 10% increased Ship-Based Ballistic Weapon Recharge
speed.
Ballistic Weapon Systems (3): 15% increased Ship-Based Ballistic Weapon Damage, 15% increased Ship-Based Ballistic Weapon Recharge
speed.
Ballistic Weapon Systems (4): 25% increased Ship-Based Ballistic Weapon Damage, 25% increased Ship-Based Ballistic Weapon Recharge
speed.
EM Weapon Systems (1): 5% increased Ship-Based EM Weapon Damage, 5% increased Ship-Based EM Weapon Recharge speed.
EM Weapon Systems (2): 10% increased Ship-Based EM Weapon Damage, 10% increased Ship-Based EM Weapon Recharge speed.
EM Weapon Systems (3): 15% increased Ship-Based EM Weapon Damage, 15% increased Ship-Based EM Weapon Recharge speed.
EM Weapon Systems (4): 25% increased Ship-Based EM Weapon Damage, 25% increased Ship-Based EM Weapon Recharge speed.
Energy Weapon Systems (1): 5% increased Ship-Based Energy Weapon Damage, 5% increased Ship-Based Energy Weapon Recharge speed.
Energy Weapon Systems (2): 10% increased Ship-Based Energy Weapon Damage, 10% increased Ship-Based Energy Weapon Recharge speed.
Energy Weapon Systems (3): 15% increased Ship-Based Energy Weapon Damage, 15% increased Ship-Based Energy Weapon Recharge speed.
Energy Weapon Systems (4): 25% increased Ship-Based Energy Weapon Damage, 25% increased Ship-Based Energy Weapon Recharge speed.
Missile Weapon Systems (1): 5% increased Ship-Based Missile Weapon Damage, 5% increased Ship-Based Missile Weapon Recharge speed.
Missile Weapon Systems (2): 10% increased Ship-Based Missile Weapon Damage, 10% increased Ship-Based Missile Weapon Recharge speed.
Missile Weapon Systems (3): 15% increased Ship-Based Missile Weapon Damage, 15% increased Ship-Based Missile Weapon Recharge speed.
Missile Weapon Systems (4): 25% increased Ship-Based Missile Weapon Damage, 25% increased Ship-Based Missile Weapon Recharge speed.
Particle Beam Weapon Systems (1): 5% increased Ship-Based Particle Beam Weapon Damage, 5% increased Ship-Based Particle Beam Weapon
Recharge speed.
Particle Beam Weapon Systems (2): 10% increased Ship-Based Particle Beam Weapon Damage, 10% increased Ship-Based Particle Beam Weapon
Recharge speed.
Particle Beam Weapon Systems (3): 15% increased Ship-Based Particle Beam Weapon Damage, 15% increased Ship-Based Particle Beam Weapon
Recharge speed.
Particle Beam Weapon Systems (4): 25% increased Ship-Based Particle Beam Weapon Damage, 25% increased Ship-Based Particle Beam Weapon
Recharge speed.
 
NEW SKILL: HEAVY WEAPONS CERTIFICATION
Heavy Weapons Certification (1): Heavy Weapons do 10% (20%L)more damage.
Heavy Weapons Certification (2): Heavy Weapons do 20% (40%L)more damage.
Heavy Weapons Certification (3): Heavy Weapons do 30% (60%L)more damage.
Heavy Weapons Certification (4): Heavy Weapons do 50% (100%L)more damage.
 
NOTE 2: The Crew Skills: Botany, Chemistry, Gastronomy,Geology, Medicine, Scavenging, Theft and Leadership don’t actually do anything,
they are just cosmetic, a separate script gives the gifts and makes it so
followers not count toward the crew total (for Crew Skill Leadership) so they
are all now capped at Rank 1.

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RobertX13forNexus

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