Skills
As a character advances in the Exo-Scout Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 12
Rank | Rifles | Evasion | Explore |
---|---|---|---|
1 | 2 | 1 | 1 |
2 | 3 | 1 | 3 |
3 | 3 | 2 | 3 |
4 | 4 | 2 | 3 |
5 | 4 | 2 | 4 |
6 | 4 | 3 | 4 |
7 | 5 | 3 | 4 |
8 | 5 | 3 | 5 |
9 | 6 | 3 | 5 |
10 | 6 | 4 | 5 |
11 | 7 | 4 | 6 |
12 | 8 | 4 | 6 |
Ranks 13 to 24
Rank | Rifles | Evasion | Explore |
---|---|---|---|
13 | 8 | 5 | 6 |
14 | 8 | 5 | 7 |
15 | 9 | 5 | 8 |
16 | 10 | 5 | 8 |
17 | 10 | 5 | 9 |
18 | 10 | 5 | 10 |
19 | 11 | 5 | 10 |
20 | 11 | 6 | 10 |
21 | 12 | 6 | 10 |
22 | 13 | 6 | 11 |
23 | 13 | 6 | 12 |
24 | 13 | 6 | 13 |
Ranks 25 to 36
Rank | Rifles | Evasion | Explore |
---|---|---|---|
25 | 14 | 6 | 13 |
26 | 14 | 7 | 14 |
27 | 14 | 7 | 14 |
28 | 15 | 7 | 14 |
29 | 15 | 7 | 15 |
30 | 16 | 8 | 15 |
31 | 17 | 8 | 15 |
32 | 17 | 9 | 16 |
33 | 17 | 10 | 17 |
34 | 17 | 11 | 17 |
35 | 17 | 12 | 17 |
36 | 18 | 12 | 18 |
Talents
Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.
Rank: 1
Scout's Intuition 3 weeks CooldownAutomatically passes a failed Explore test in any situation; including Exploration or during a mission | |
Rank: 1
Persistent Search 6 weeks CooldownWhen Exploring a Wild Zone, increase reward by 10% + Explore Skill | |
Rank: 1
Bio-Agent Flechette Weapon's InitiativeIn crew combat, Crippling Rifle Attack causes -25% All Damage, +20 Bio-Poison Damage for 3 Turns | |
Rank: 1
Aggressive Advance Weapon's InitiativeIn crew combat, Rifle Attack, advances 1 slot. Successful attack Buffs yourself with +2 Initiative, +25% Ranged Accuracy, +25% Armor Piercing, +25% To Resist Debuffs for 3 Turns | |
Rank: 1
Steady Mobility Weapon's InitiativeIn crew combat, Rifle Attack. Successful attack Buffs yourself with +25% Ranged Damage, +25% Armor Piercing, +25% Ranged Defense, +25% To Resist Debuffs for 3 Turns |
Rank: 5
Burrowing Shots 1.5X Weapon's InitiativeIn crew combat against xeno only, Crippling Rifle Attack with +10% Ranged Accuracy; successful hit causes -4 Initiative, +8 Bleeding, -15 Energy (Plas/Rad) Resist, -15 Bio-Poison Resist for 3 Turns | |
Rank: 5
Keen Senses 3 weeks CooldownWhen Exploring a Wild Zone, reroll any risk card |
Rank: 8
E-Shock Grenade 16 InitiativeIn crew combat, Crippling Grenade Attack hits 2 targets with 31-60 Dmg and 25% Stun, -25% All Accuracy, -25% All Damage, -20% Deflection for 2 Turns | |
Rank: 8
Know Thy Enemy Weapon's InitiativeIn crew combat against xeno only, Crippling Rifle Attack causes -25% Deflection, -25% Ranged Defense, -40% Armor, -16 Energy (Plas/Rad) Resist for 3 Turns |
Rank: 11
Plas-Charge Slugs Weapon's InitiativeIn crew combat, Crippling Rifle Attack with +20 Plasma Damage, +10% Armor Piercing; successful hit causes -25% Armor, -16 Energy (Plas/Rad) Resist for 3 Turns, knocks target back 1 slot | |
Rank: 11
Artifact Hunter 9 weeks CooldownWhen Exploring a Wild Zone, replace a risk card with an Artifacts reward card; however there is a Danger-based chance to draw Artifacts guarded by xeno card instead |
Rank: 15
Earned Revelations 9 weeks CooldownWhile Exploring a Wild Zone, replace a risk card with Xenoform Traces or Abandoned Lab reward card |