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Skills

As a character advances in the Combat Medic Job, he or she gains the following Skill points at each Rank.

Ranks 1 to 12

Rank Pistols Doctor
1 2 2
2 3 4
3 3 5
4 4 5
5 4 6
6 4 7
7 4 8
8 5 8
9 5 9
10 5 10
11 6 11
12 6 12

Ranks 13 to 24

Rank Pistols Doctor
13 7 12
14 7 13
15 8 14
16 9 14
17 9 15
18 9 16
19 9 17
20 10 17
21 10 18
22 11 19
23 11 20
24 12 20

Ranks 25 to 36

Rank Pistols Doctor
25 13 20
26 13 21
27 13 22
28 13 23
29 13 24
30 14 25
31 14 26
32 15 27
33 16 28
34 16 29
35 16 30
36 17 31

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 doctor normal
SKILL SAVE
Rank: 1
First Aid
3 weeks Cooldown

Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission

Talent combat biodart normal
Rank: 1
Bio-Poison Slugs
Weapon's Initiative

In crew combat, Crippling Pistol Attack causes +20 Bio-Poison Damage, -10% Melee Defense, -10% Ranged Defense for 3 Turns

Talent medic esuture normal
Rank: 1
E-Suture
12 Initiative

In crew combat, Heals entire team for (6 + 0 Doctor) HP

Talent medic purge normal
Rank: 1
Cleansing Purge
10 Initiative

In crew combat, Removes all Debuffs; Restores for (10 + 0 Doctor) HP and Morale


Talent medic vacwatch normal
Rank: 5
Vaccination Watch
12 Initiative

In crew combat, Buffs entire team with +10% Armor, +10 Energy (Plas/Rad) Resist, +36 Bio-Poison Resist for 3 Turns

Talent combat medic toxinterror normal
Rank: 5
Toxin Terror
12 Initiative

In crew combat, bio-threat hits 2 targets and causes -2 Initiative, -10 Bio-Poison Resist for 3 Turns in addition to (10 + 0 Doctor) Morale Loss

Talent combat biopoison grenade normal
Rank: 5
Bio-Poison Grenade
16 Initiative

In crew combat, Crippling Grenade Attack hits 2 targets with 31-50 Dmg and -2 Initiative, +14 Bio-Poison Damage, -25% Melee Defense, -25% Ranged Defense, -10 Bio-Poison Resist for 3 Turns

Talent boarding cm biobomb normal
BOARDING
Rank: 5
Bio-Agent Bomb
9 weeks Cooldown

After a successful Boarding, release deadly bio-agents into the enemy ship's ventilation; +10 Morale Dmg/Turn, +25 Crew Dmg/Turn for next 4 Turns


Talent combat medic lifeline normal
Rank: 8
Lifeline
12 Initiative

In crew combat, Buffs with +2 Initiative, +10% Armor Piercing, +50% To Resist Debuffs for 3 Turns and Heals for (36 + 0 Doctor) HP

Talent combat medic flatline normal
Rank: 8
Flatline
14 Initiative

In crew combat, Removes all Debuffs; Restores entire team for (10 + 0 Doctor) Morale


Talent combat snakebite normal
Rank: 11
Snakebite
Weapon's Initiative

In crew combat, Crippling Pistol Attack causes -25% Ranged Defense, -15 Bio-Poison Resist for 3 Turns, knocks target back 1 slot


Talent medic flechette normal
Rank: 15
Flechette Rounds
2X Weapon's Initiative

In crew combat, Crippling Pistol Attack causes +14 Bio-Poison Damage, +7 Bleeding, -15% Deflection, -12 Bio-Poison Resist, -6 Bleed Resist for 3 Turns


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