Make sure to keep an eye out for introductions from contacts you already have, as they are one of the best tools to getting contact types you specifically want.
Also, each Job provides a set of Talents which give your crew abilities, ranging from shooting bad guys in the knees to more easily traversing the stars. Especially, however, some jobs have talents which give them the unique ability to obtain new leads about Contacts. Below you will find a table of the current talents that introduce contacts.
Talents for Contact Introductions
Icon | Name | Job | Required Rank | Description | Cooldown |
---|---|---|---|---|---|
Friendly Banter | Merchant | 1 | When passing the Spice plate, you have a Charisma % chance to learn about a Contact from the idle banter in the Hall | 13 weeks Cooldown | |
Market Confidant | Merchant | 1 | When executing a trade at the Exchange worth over $5,000, you have a 10% + Charisma chance of gaining an introduction to a Contact from the local Faction | 9 weeks Cooldown | |
Listening Post | Electronics Tech | 8 | Upon landing in an Urban Zone, 10% + Electronics Skill chance of learning about a new Contact by snooping on local transmissions | 13 weeks Cooldown | |
Unseen Traces | Explorer | 5 | When landing in a Wild Zone, 10% + Explore Skill chance of discovering traces of a Contact who has operatives working in the area | 13 weeks Cooldown | |
Talk of Far Worlds | Hyperwarp Navigator | 8 | When passing the Spice plate in the Hall, talk of distant worlds grants a 10% + Navigation Skill chance for an introduction to a new Contact | 13 weeks Cooldown | |
Criminal Connections | Smuggler | 11 | When executing a trade at the Black Market worth over $5,000, gain a 30% + Charisma chance to learn about a Contact | 9 weeks Cooldown |