Skills
As a character advances in the Hyperwarp Navigator Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 12
Rank | Tactics | Navigation | Command |
---|---|---|---|
1 | 2 | 4 | 0 |
2 | 2 | 4 | 1 |
3 | 2 | 5 | 1 |
4 | 2 | 5 | 2 |
5 | 2 | 6 | 2 |
6 | 2 | 7 | 2 |
7 | 2 | 8 | 2 |
8 | 2 | 8 | 3 |
9 | 2 | 9 | 3 |
10 | 2 | 10 | 3 |
11 | 2 | 11 | 4 |
12 | 2 | 12 | 4 |
Ranks 13 to 24
Rank | Tactics | Navigation | Command |
---|---|---|---|
13 | 2 | 12 | 5 |
14 | 2 | 13 | 5 |
15 | 3 | 14 | 5 |
16 | 4 | 14 | 5 |
17 | 4 | 15 | 5 |
18 | 4 | 16 | 5 |
19 | 4 | 17 | 5 |
20 | 4 | 17 | 6 |
21 | 4 | 18 | 6 |
22 | 5 | 19 | 6 |
23 | 5 | 20 | 6 |
24 | 5 | 20 | 7 |
Ranks 25 to 36
Rank | Tactics | Navigation | Command |
---|---|---|---|
25 | 5 | 20 | 8 |
26 | 5 | 21 | 8 |
27 | 5 | 22 | 8 |
28 | 5 | 23 | 8 |
29 | 5 | 24 | 8 |
30 | 5 | 25 | 9 |
31 | 5 | 26 | 9 |
32 | 6 | 27 | 9 |
33 | 7 | 27 | 10 |
34 | 7 | 28 | 10 |
35 | 7 | 29 | 10 |
36 | 8 | 29 | 11 |
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
Read Charts 3 weeks CooldownAutomatically passes a failed Navigation test in any situation, including hyperwarp jumps or deep space travel | |
Rank: 1
Fast Getaway 3 weeks CooldownRapid Navigation calculations make for a quick escape. Buffs Ship with +5% Shield, +5% Armor, +20 Escape for next 3 Turns | |
Rank: 1
Efficient Route 3 weeks CooldownMethodical planning of Hyperwarp Jumps reduces fuel cost by 4 + Navigation skill | |
Rank: 1
Storm Navigator 2 weeks CooldownAstute and careful direction from the helm protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) | |
Rank: 1
Exacting Design 3 weeks CooldownAutomatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission |
Rank: 5
Orderly Drop 3 weeks CooldownLands efficiently in a zone, reduces operation time to 1 Turn and Fuel Cost to 1 | |
Rank: 5
Perfected Approach 3 weeks CooldownFaultless tracking of the enemy allows rapid closing. Buffs Ship with +1 Reactor Pts, +5% Shield, +25 Range Change, -10 Escape for next 2 Turns | |
Rank: 5
Jammer Warfare 9 weeks CooldownBuffs launched friendly Craft with +30% Craft Evasion, +15% Shield for next 3 Turns |
Rank: 8
Distant Commission 3 weeks CooldownWhen accepting a Mission that requires more than 4 Hyperwarp jumps, increase payment by 3% bonus per jump, to a maximum of 30% bonus | |
Rank: 8
Talk of Far Worlds 13 weeks CooldownWhen on spice leave in the hall, talk of distant worlds grants a 10% + Navigation Skill chance for an introduction to a new Contact |
Rank: 11
Skip Off the Void 9 weeks CooldownUses a short-burst of the hyperwarp drive to 'bounce' a short distance and escape ship combat. Causes 30-60% Damage to the drive, mitigated by Navigation Skill and requires Fuel equal to a hyperwarp jump | |
Rank: 11
Pathfinder's Lead 3 weeks CooldownAutomatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission |
Rank: 15
Flash Charge 9 weeks CooldownUses a short hyperwarp burst to charge an enemy ship; start battle at Range 4 or 3 based on an Engine Agility test. Causes 5-15% Damage to the drive and burns Fuel equal to 25% of a hyperwarp jump |