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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.

Talent skill explorer normal
SKILL SAVE
Rank: 1
Scout's Intuition
3 weeks Cooldown

Automatically passes a failed Explore test in any situation; including Exploration or during a mission

Talent explorer passive bonus normal
EXPLORE
Rank: 1
Persistent Search
6 weeks Cooldown

When Exploring a Wild Zone, increase reward by 10% + Explore Skill

Talent combat biodart normal
Rank: 1
Bio-Agent Flechette
Weapon's Initiative

In crew combat, Crippling Rifle Attack causes -25% All Damage, +20 Bio-Poison Damage for 3 Turns

Talent combat scout mobility normal
Rank: 1
Aggressive Advance
Weapon's Initiative

In 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

Talent combat scout adv normal
Rank: 1
Steady Mobility
Weapon's Initiative

In 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


Talent combat scout burrowing normal
Rank: 5
Burrowing Shots
1.5X Weapon's Initiative

In 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

Talent explorer reroll normal
EXPLORE
Rank: 5
Keen Senses
3 weeks Cooldown

When Exploring a Wild Zone, reroll any risk card


Talent combat scout plasgrenade normal
Rank: 8
E-Shock Grenade
16 Initiative

In 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

Talent combat scout xeno normal
Rank: 8
Know Thy Enemy
Weapon's Initiative

In crew combat against xeno only, Crippling Rifle Attack causes -25% Deflection, -25% Ranged Defense, -40% Armor, -16 Energy (Plas/Rad) Resist for 3 Turns


Talent combat scout plaschargeslug normal
Rank: 11
Plas-Charge Slugs
Weapon's Initiative

In 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

Talent explorer xeno normal
EXPLORE
Rank: 11
Artifact Hunter
9 weeks Cooldown

When 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


Talent exoscout science normal
EXPLORE
Rank: 15
Earned Revelations
9 weeks Cooldown

While Exploring a Wild Zone, replace a risk card with Xenoform Traces or Abandoned Lab reward card


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