More actions
Race - Class - Profession - Faction | |||||
Professions (Race/Class Combinations) | |||||
---|---|---|---|---|---|
Explorer | Tradesman | Warrior | |||
Jenquai | Jenquai Explorer (JE) | Jenquai Seeker (JS) | Jenquai Defender (JD) | ||
Progen | Progen Sentinel (PS) | Progen Privateer (PP) | Progen Warrior (PW) | ||
Terran | Terran Scout (TS) | Terran Tradesman (TT) | Terran Enforcer (TE) |


The Terran Tradesman (TT) is the preeminent and original Tradesman-class pilot, one of the most popular professions, and the ultimate capitalists and builders in Earth & Beyond. TTs can build any manufacturable item in the game excluding reactors (due to lingering animosities, Progen and Jenquai can't construct certain race-restricted items of each other's technology. These restrictions don't extend to Terrans). Terran Tradesmen also have strong combat-support abilities including shield-recharging and hull-patching, as well as aggro control (for biological mobs). Their ships have the roomiest cargo holds, and TTs are expert negotiators, able to get the lowest buying prices at stations, and the highest selling prices for their goods with all NPC vendors.
For a high-level summary of see Profession#Terran Tradesman.
Max Level Summary At-a-Glance
Prof | Weapon | Device | Core Tech | Cargo | Hull | Sig | Scan | Warp | Turn | Mass | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Beam | Missile | Proj. | Slots | Tech | Slots | Shield | Reactor | Engine | Base | Range | Power
| |||||||
JE | 9 | - | 8 | 3 | 9 | 6 | 8 | 9 | 8 | 30 | 44000 | 500 | 5000 | 16150 | 32 | 7955 | 20 | 65
|
JS | 9 | - | 8 | 4 | 9 | 5 | 8 | 9 | 8 | 40 | 49000 | 500 | 3500 | 13775 | 19 | 6145 | 30 | 70
|
JD | 9 | 8 | 8 | 5 | 9 | 4 | 8 | 9 | 8 | 30 | 65500 | 500 | 3500 | 14275 | 19 | 6145 | 40 | 75
|
TS | 8 | 9 | - | 4 | 9 | 4 | 8 | 8 | 9 | 37 | 48000 | 2500 | 5000 | 16000 | 50 | 8954 | 20 | 60
|
TT | 8 | 9 | - | 4 | 8 | 5 | 9 | 8 | 9 | 40 | 54000 | 2500 | 3500 | 11525 | 6 | 8117 | 30 | 65
|
TE | 8 | 9 | 8 | 5 | 8 | 4 | 9 | 8 | 9 | 35 | 72000 | 2500 | 3500 | 11525 | 19 | 6799 | 40 | 70
|
PS | 8 | 8 | 9 | 4 | 9 | 5 | 9 | 8 | 8 | 30 | 55000 | 2500 | 5000 | 15650 | 32 | 6355 | 30 | 70
|
PP | 8 | 8 | 9 | 5 | 8 | 4 | 9 | 9 | 8 | 40 | 61000 | 2500 | 3500 | 11525 | 19 | 6049 | 40 | 75
|
PW | 8 | 8 | 9 | 6 | 8 | 3 | 9 | 9 | 8 | 30 | 82000 | 2500 | 3500 | 11525 | 32 | 6049 | 50 | 80 |
Advantages
- Up to 40 cargo slots.
- Build skills for Shields, Engines, Devices; as well as the Components needed to make that equipment.
- Negotiate skill up to level 7; better trade prices than any other class.
- Hull Repair skill
- Shield Recharge skill.
- Can use up to level 9 shields.
- The ability to use level 9 engines, to attain the highest warp speeds. (8100 with correct loadout)
- Gives the Trade Profit Group Bonus

Disadvantages
- Only up to 4 weapon slots.
- No Critical Targeting skill.
- Unable to build Reactors.
- High signature, but this can be mitigated somewhat by the use of certain Jenquai engines (some of which have a signature-reduction buff), or Solar Sails.
Getting Started
Terran Tradesmen can be started via the Starship and Character Creator program or, more easily, through the regular game menus. Ship and character modifications can be made later at certain stations (particularly in home sectors) with special terminals in the Docking Bay area.
Should you wish to use the starship creator program, see the instructions in the forums at this link for one effective method: http://forum.enb-emulator.com/index.php?/topic/7262-how-to-create-the-3-new-classes-npc-skins/
Starting Faction
The Terran Tradesman starts with the following faction standings:
Profession | Anseria | Bogeril | Centuriata Warriors | Chavez | Collegia Traders | EarthCorps Warriors | Glenn Commission | Hyperia Explorers | InfinitiCorp Traders | Psionics | Sabine Explorers | Sha'ha'dem Explorers | Sharim Traders | Shinwa Warriors | The Alliance | The Mordana | The Red Dragon | V'rix | Progen Combine | Terran Alliance | Net
|
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | -3000 | -500 | +1000 | -1000 | +8000 | 0 | +4000 | +7500 | -9000 | +500 | +500 | -500 | +9999 | -5000 | -1000 | -5000 | -7000 | -3000 | -3000 | =-6501 |
To see how this compares with other professions see Faction#Starting Faction.
Trade Specialization

TTs are preeminent in trade due to their being the only class which can attain level 7 in the Negotiate skill. This maximun level provides:
- a 19% discount at manufacturing terminals (Negotiate level 5, the maximum for a Terran Warrior, only offers a 15% discount),
- 19% extra pay on jobs from Job Terminals,
- 19% less paid to purchase trade-run goods (note: trade-run goods, not vendor items),
- 19 more income generated when the trade-run goods are sold, and
- 19% more income generated when loot or other goods are sold to a vendor.
The group bonus provided by a TT is named "Trade Profit". It increases the selling price for all group members at all vendors (but does not change the vendors' selling prices). As a side effect, Trade Profit also increases the Experience Points (XP) earned in trade runs (because XP are based on profit margin and this ability increases profit margin). It has been noted that this effect can be buggy, and may not always be applied. It seems that making sure the group's TT remains at the station where group members are trading may increase the chances of it working properly.
Terran Tradesmen have access to an early-game trade run that allows them to level-up in trade XP via Trade Routes faster than other characters. The best run known, which works effectively until Trade Level 32, is Somerled -> Pluto & Charon -> Earth Station -> Somerled. The Earth -> Somerled leg is sometimes done with an empty hold, as the most profitable trade good between the two only offers around 50 credits of profit per item.
TTs have the largest cargo hold of any player class (40 slots at the final hull upgrade).
IMPORTANT: Always trade looted items to a TT first. You get significantly MORE trade xp than selling to a vendor or to another player (that is not a TT).
Build Specialization
Terran Tradesmen are capable of manufacturing every single manufacturable item in the game, except reactors. Currently, the Earth and Beyond dev team has opted to incorrectly - relative to Sunset Live) - implement racial restrictions (i.e. in Sunset Live, race-restricted (e.g. Progen Only) gear was only analyzable by that race). This means that there isn't a piece of manufacturable equipment in the game, apart from reactors, which the TT cannot learn to build. This has been reported as a bug and rejected as "working as intended", so feel free to enjoy it.
For more information, consult Manufacturing.
In Combat
In combat, the TT is relatively weak. While it does get access to level 9 shields, and 5 device slots, its defenses will be marginal at best, as most of those device slots will be dedicated to reactor recharge and defensive (+ resist) devices. Also, the TT does not get the Critical Targeting skill, which takes off a huge source of potential outgoing damage. Combined with having just 4 weapon slots, the TT can do little more than tickle high level mobs.
The most effective use of a TT in a combat-group is in the role of fire-support. Their Recharge Shields and Hull Patch skills are lifesavers for group members. Shield Charging is also useful in high-alpha (high immediate/instant damage) fights.
Skills
The Terran Tradesman has access to the following skills:
Name | Beam Weapon | |
---|---|---|
Description | Allows use of beam weapons of a level equal to or below the skill level, and increases damage with beam weapons by +25% per level. | |
Unlock | Acquired at character creation. | |
Start mission | NA | |
Level 1 | Allows the use of level 1 beam weapons. | |
Level 2 | Requires combat level 7 | +25% damage, improves accuracy, and allows the use of level 2 beam weapons. |
Level 3 | Requires combat level 14 | +50% damage, improves accuracy, and allows the use of level 3 beam weapons. |
Level 4 | Requires combat level 21 | +75% damage, improves accuracy, and allows the use of level 4 beam weapons. |
Level 5 | Requires combat level 28 | +100% damage, improves accuracy, and allows the use of level 5 beam weapons. |
Level 6 | Requires combat level 35 | +125% damage, improves accuracy, and allows the use of level 6 beam weapons. |
Level 7 | Requires combat level 42 | +150% damage, improves accuracy, and allows the use of level 7 beam weapons. |
Level 8 | Requires combat level 49 | +175% damage, improves accuracy, and allows the use of level 8 beam weapons. |
Name | Befriend | |
---|---|---|
Description | Befriend abilities can be used to make NPCs friendly or keep them from attacking. | |
Unlock | See Edward Tervs at InfinitiCorp Sector Headquarters in Asteroid Belt Alpha, Sol system, upon reaching level 11. | |
Start mission | Find the Red Dragon Informant | |
Level 1 | Requires level 11 | Enables the Befriend ability. |
Level 2 | Requires level 11 | Improves success rates and increases range to 5250 units. |
Level 3 | Requires trade level 5 | Improves success rates, increases range to 5500 units, and enables the Improved Befriend ability. |
Level 4 | Requires trade level 15 | Improves success rates and increases range to 5750 units. |
Level 5 | Requires trade level 25 | Improves success rates, increases range to 6000 units, and enables the Entrance ability. |
Level 6 | Requires trade level 35 | Improves success rates, increases range to 6250 units, and enables the Soothe ability. |
Level 7 | Requires trade level 45 | Improves success rates, increases range to 6500 units, and enables the Area Soothe ability. |
Name | Build Components | |
---|---|---|
Description | Allows analysis and manufacture of component items of a level equal to or below the skill level. | |
Unlock | See Katlyn Walsh at Somerled Station in New Edinburgh, Tau Ceti system, upon reaching level 10. | |
Start mission | Tinkering with Parts | |
Level 1 | Requires level 10 | Allows the analysis and manufacture of level 1 components. |
Level 2 | Requires level 10 | Allows the analysis and manufacture of level 2 components. |
Level 3 | Requires trade level 5 | Allows the analysis and manufacture of level 3 components. |
Level 4 | Requires trade level 15 | Allows the analysis and manufacture of level 4 components. |
Level 5 | Requires trade level 25 | Allows the analysis and manufacture of level 5 components. |
Level 6 | Requires trade level 35 | Allows the analysis and manufacture of level 6 and level 7 components. |
Level 7 | Requires trade level 45 | Allows the analysis and manufacture of level 8 and level 9 components. |
Name | Build Devices | |
---|---|---|
Description | Allows analysis and manufacture of devices of a level equal to or below the skill level, and increases the quality of manufactured devices. | |
Unlock | See Maks Babin at Inverness Down in Planet Inverness, Tau Ceti system. | |
Start mission | Build Chemical Resistance Device | |
Level 1 | Allows analysis and manufacture of level 1 devices. | |
Level 2 | Allows analysis and manufacture of level 2 devices. | |
Level 3 | Requires trade level 5 | Allows analysis and manufacture of level 3 devices. |
Level 4 | Requires trade level 15 | Allows analysis and manufacture of level 4 devices. |
Level 5 | Requires trade level 25 | Allows analysis and manufacture of level 5 devices. |
Level 6 | Requires trade level 35 | Allows analysis and manufacture of level 6 and level 7 devices. |
Level 7 | Requires trade level 45 | Allows analysis and manufacture of level 8 and level 9 devices. |
Name | Build Engines | |
---|---|---|
Description | Allows analysis and manufacture of engines of a level equal to or below the skill level, and increases the quality of manufactured engines. | |
Unlock | See Mettan Gunderson at Somerled Station in New Edinburgh, Tau Ceti system, upon reaching level 35. | |
Start mission | High-Grade Engines for Sale! | |
Level 1 | Requires level 35 | Allows analysis and manufacture of level 1 engines. |
Level 2 | Requires level 35 | Allows analysis and manufacture of level 2 engines. |
Level 3 | Requires trade level 5 | Allows analysis and manufacture of level 3 engines. |
Level 4 | Requires trade level 15 | Allows analysis and manufacture of level 4 engines. |
Level 5 | Requires trade level 25 | Allows analysis and manufacture of level 5 engines. |
Level 6 | Requires trade level 35 | Allows analysis and manufacture of level 6 and level 7 engines. |
Level 7 | Requires trade level 45 | Allows analysis and manufacture of level 8 and level 9 engines. |
Name | Build Shields | |
---|---|---|
Description | Allows analysis and manufacture of shields of a level equal to or below the skill level, and increases the quality of manufactured shields. | |
Unlock | See Orkael Lazarra at Kinshasa-Mbali in Aganju, 61 Cygni system. | |
Start mission | Learn Build Shield Skill | |
Level 1 | Allows analysis and manufacture of level 1 shields. | |
Level 2 | Allows analysis and manufacture of level 2 shields. | |
Level 3 | Requires trade level 5 | Allows analysis and manufacture of level 3 shields. |
Level 4 | Requires trade level 15 | Allows analysis and manufacture of level 4 shields. |
Level 5 | Requires trade level 25 | Allows analysis and manufacture of level 5 shields. |
Level 6 | Requires trade level 35 | Allows analysis and manufacture of level 6 and level 7 shields. |
Level 7 | Requires trade level 45 | Allows analysis and manufacture of level 8 and level 9 shields. |
Name | Build Weapons | |
---|---|---|
Description | Allows analysis and manufacture of weapons and ammunition of a level equal to or below the skill level, and increases the quality of manufactured items. | |
Unlock | See Louden MacEwen at Loki Station in High Earth, Sol system. | |
Start mission | Supply Run | |
Level 1 | Allows analysis and manufacture of level 1 weapons and ammunition. | |
Level 2 | Allows analysis and manufacture of level 2 weapons and ammunition. | |
Level 3 | Requires trade level 5 | Allows analysis and manufacture of level 3 weapons and ammunition. |
Level 4 | Requires trade level 15 | Allows analysis and manufacture of level 4 weapons and ammunition. |
Level 5 | Requires trade level 25 | Allows analysis and manufacture of level 5 weapons and ammunition. |
Level 6 | Requires trade level 35 | Allows analysis and manufacture of level 6 and level 7 weapons and ammunition. |
Level 7 | Requires trade level 45 | Allows analysis and manufacture of level 8 and level 9 weapons and ammunition. |
Name | Device Tech | |
---|---|---|
Description | Allows use of devices of a level equal to or below the skill level. | |
Unlock | Acquired at character creation. | |
Start mission | NA | |
Level 1 | Allows the use of level 1 devices. | |
Level 2 | Allows the use of level 2 devices. | |
Level 3 | Requires level 30 | Allows the use of level 3 devices. |
Level 4 | Requires level 50 | Allows the use of level 4 devices. |
Level 5 | Requires level 60 | Allows the use of level 5 devices. |
Level 6 | Requires level 70 | Allows the use of level 6 devices. |
Level 7 | Requires level 90 | Allows the use of level 7 devices. |
Level 8 | Requires level 110 | Allows the use of level 8 devices. |
Name | Engine Tech | |
---|---|---|
Description | Allows use of engines of a level equal to or below the skill level. | |
Unlock | Acquired at character creation. | |
Start mission | NA | |
Level 1 | Allows the use of level 1 engines. | |
Level 2 | Allows the use of level 2 engines. | |
Level 3 | Requires level 20 | Allows the use of level 3 engines. |
Level 4 | Requires level 40 | Allows the use of level 4 engines. |
Level 5 | Requires level 60 | Allows the use of level 5 engines. |
Level 6 | Requires level 80 | Allows the use of level 6 engines. |
Level 7 | Requires level 100 | Allows the use of level 7 engines. |
Level 8 | Requires level 120 | Allows the use of level 8 engines. |
Level 9 | Requires level 140 | Allows the use of level 9 engines. |
Name | Hull Patch | |
---|---|---|
Description | Hull Patch abilities are used to repair damaged ship hulls. | |
Unlock | See Sander Pauls at Earth Station in Earth, Sol system, upon reaching level 25. | |
Start mission | Survival of the Fittest | |
Level 1 | Requires level 25 | Enables the Patch Hull ability. |
Level 2 | Requires level 25 | Increases the rate of hull repair. |
Level 3 | Requires combat level 5 | Enables the Repair Hull ability. |
Level 4 | Requires combat level 15 | Increases the rate of hull repair and extends range to 3250 units. |
Level 5 | Requires combat level 25 | Increases the rate of hull repair, extends range to 3500 units, and enables the Combat Hull Repair ability. |
Level 6 | Requires combat level 35 | Increases the rate of hull repair, extends range to 3750 units, and enables the Area Hull Repair ability. |
Level 7 | Requires combat level 45 | Increases the rate of hull repair, extends range to 4000 units, and enables the Improved Area Hull Repair ability. |
Name | Missile Weapon | |
---|---|---|
Description | Allows use of missile weapons of a level equal to or below the skill level, and increases damage with missile weapons by +25% per level. | |
Unlock | See Louden MacEwen at Loki Station in High Earth, Sol system. | |
Start mission | A Time to Kill | |
Level 1 | Allows the use of level 1 missile weapons. | |
Level 2 | +25% damage, improves accuracy, and allows the use of level 2 missile weapons. | |
Level 3 | Requires combat level 12 | +50% damage and allows the use of level 3 missile weapons. |
Level 4 | Requires combat level 18 | +75% damage and allows the use of level 4 missile weapons. |
Level 5 | Requires combat level 24 | +100% damage and allows the use of level 5 missile weapons. |
Level 6 | Requires combat level 30 | +125% damage and allows the use of level 6 missile weapons. |
Level 7 | Requires combat level 36 | +150% damage and allows the use of level 7 missile weapons. |
Level 8 | Requires combat level 42 | +175% damage and allows the use of level 8 missile weapons. |
Level 9 | Requires combat level 50 | +200% damage and allows the use of level 9 missile weapons. |
Name | Navigate | |
---|---|---|
Description | The Navigate skill imparts various bonuses that aid travel. | |
Unlock | See Sander Pauls at Earth Station in Earth, Sol system, upon reaching level 40. | |
Start mission | Flight of the Navigator | |
Level 1 | Requires level 40 | Reduces energy used when activating warp by 20%. |
Level 2 | Requires level 40 | Reduces energy used when activating warp by 30%. |
Level 3 | Requires explore level 5 | Reduces energy used when activating warp by 40% and reduces warp initialization and recovery time by 10%. |
Level 4 | Requires explore level 15 | Reduces energy used when activating warp by 50% and reduces warp initialization and recovery time by 15%. |
Level 5 | Requires explore level 25 | Reduces energy used when activating warp by 60%, reduces warp initialization and recovery time by 20%, and increases maximum base speed by 70. |
Name | Negotiate | |
---|---|---|
Description | The Negotiate skill allows negotiation of reduced prices or increased profits when interacting with NPC vendors. | |
Unlock | See Louden MacEwen at Loki Station in High Earth, Sol system. | |
Start mission | Finer Points of Negotiation | |
Level 1 | Increases funds received when selling goods. | |
Level 2 | Increases the power of negotiation effects. | |
Level 3 | Requires trade level 5 | Allows negotiation to occur when purchasing items, effectively reducing prices paid. |
Level 4 | Requires trade level 15 | Increases the power of negotiation effects. |
Level 5 | Requires trade level 25 | Allows negotiation for the costs of services such as manufacturing and refining. Any discounts received are automatically factored in when a cost is presented. |
Level 6 | Requires trade level 35 | Increases the power of negotiation effects. |
Level 7 | Requires trade level 45 | Increases rewards received for mission completion. |
Name | Reactor Tech | |
---|---|---|
Description | Allows use of reactors of a level equal to or below the skill level. | |
Unlock | Acquired at character creation. | |
Start mission | NA | |
Level 1 | Allows the use of level 1 reactors. | |
Level 2 | Allows the use of level 2 reactors. | |
Level 3 | Requires level 30 | Allows the use of level 3 reactors. |
Level 4 | Requires level 50 | Allows the use of level 4 reactors. |
Level 5 | Requires level 60 | Allows the use of level 5 reactors. |
Level 6 | Requires level 70 | Allows the use of level 6 reactors. |
Level 7 | Requires level 90 | Allows the use of level 7 reactors. |
Level 8 | Requires level 110 | Allows the use of level 8 reactors. |
Name | Recharge Shields | |
---|---|---|
Description | Recharge Shields abilities are used to quickly recharge shield energy levels. | |
Unlock | See Louden MacEwen at Loki Station in High Earth, Sol system. | |
Start mission | Reactor Leak | |
Level 1 | Enables the Regenerate Shields ability. | |
Level 2 | Increases the amount of shield recharge provided by all abilities. | |
Level 3 | Requires combat level 5 | Enables the Recharge Shields ability. |
Level 4 | Requires combat level 15 | Increases the amount of shield recharge provided by all abilities and increases range to 3250 units. |
Level 5 | Requires combat level 25 | Enables the Combat Shield Recharge ability and increases range to 3500 units. |
Level 6 | Requires combat level 35 | Enables the Area Shield Recharge ability and increases range to 3750 units. |
Level 7 | Requires combat level 45 | Enables the Improved Area Recharge ability and increases range to 4000 units. |
Name | Shield Charging | |
---|---|---|
Description | The Shield Charging ability allows players to temporarily increase their Shield Capacity, Shield Regeneration Rate and Damage Resistances. | |
Unlock | See Louden MacEwen at Loki Station in High Earth, Earth system. | |
Start mission | Reconfiguration of Shields | |
Level 1 | Enables the Supercharge Shields ability. | |
Level 2 | Increases the Shield Capacity of a player by 10%. Ability may only be applied to skill user. | |
Level 3 | Requires combat level 5 | Enables the Ultracharge Shields ability. Ability may only be applied to skill user. |
Level 4 | Requires combat level 15 | Increases the amount of Shield Capacity by 15%. Ability may only be applied to skill user. |
Level 5 | Requires combat level 25 | Enables the Supercharge Target ability with a range of up to 3500 units. |
Level 6 | Requires combat level 35 | Enables the Ultracharge Target ability and increases range to 3750 units. |
Level 7 | Requires combat level 45 | Enables the Megacharge Shields ability and increases range to 4000 units. |
Name | Shield Tech | |
---|---|---|
Description | Allows use of shields of a level equal to or below the skill level. | |
Unlock | Acquired at character creation. | |
Start mission | NA | |
Level 1 | Allows the use of level 1 shields. | |
Level 2 | Allows the use of level 2 shields. | |
Level 3 | Requires level 20 | Allows the use of level 3 shields. |
Level 4 | Requires level 40 | Allows the use of level 4 shields. |
Level 5 | Requires level 60 | Allows the use of level 5 shields. |
Level 6 | Requires level 80 | Allows the use of level 6 shields. |
Level 7 | Requires level 100 | Allows the use of level 7 shields. |
Level 8 | Requires level 120 | Allows the use of level 8 shields. |
Level 9 | Requires level 140 | Allows the use of level 9 shields. |
See Also
- Terran Tradesman Skill Acquisition Missions
- Tradesman
- Terran Hull Upgrade Missions
- Terran Tradesman Gear Guide - the guide for equipping the ultimate Tradesman!
- Terran Scout
- Terran Enforcer