More actions
This is not implemented in the emulator (Notes may contain more details)!
There are a number of unimplemented skills hinted at in the game files (Data/client/ini/cskill_t.ini):
Consumable Item Skills
Build Items
- Allows the analysis and manufacture of tech # consumable items.
Item Tech
- Allows the use of tech level # consumable items.
Engineering
Abilities
- Level 1 — Engineer Systems
- Level 3 — Engineer Equipment
- Level 5 — Engineer Weapons
- Level 7 — System Damage Control
- Level 9 — Weapon Damage Control
Skill Levels
- Skill level 1 greatly decreases the time that is required to equip systems on a ship when not at a dock.
- Skill level 2 adds +20 to skill value, further reducing the time needed to equip systems when not at a dock.
- Skill level 3 extends the time reduction bonus to equipping engines, shields, and reactors.
- Skill level 4 adds +20 to skill value, further reducing the time needed to equip systems, engines, shields, and reactors.
- Skill level 5 extends the time reduction bonus to equipping weapons away from a dock.
- Skill level 6 adds +20 to skill value, further reducing the time needed to equip weapons, systems, engines, shields, and reactors.
- Skill level 7, in addition to previous effects, reduces the amount of damage that systems take in combat.
- Skill level 8 adds +20 to skill value, enhancing all skill bonuses.
- Skill level 9, in addition to previous effects, reduces the amount of damage that weapons take in combat.
Culture Skills
Jenquai Culture
- Skill level 1 passively improves relations when dealing with Jenquai non-player characters.
- Skill level # increases skill value by +10 points, improving the effect of the Jenquai Culture skill.
Progen Culture
- Skill level 1 passively improves relations when dealing with Progen non-player characters.
- Skill level # increases skill value by +10 points, improving the effect of the Progen Culture skill.
Terran Culture
- Skill level 1 passively improves relations when dealing with Terran non-player characters.
- Skill level # increases skill value by +10 points, improving the effect of the Terran Culture skill.
Lore Skills
Jenquai Lore
- Allows the use of Tech # Jenquai equipment items.
Progen Lore
- Allows the use of tech # Progen equipment items.
Terran Lore
- Allows the use of tech # Terran equipment items.
V'rix Skills
Maelstrom Resonance
- The Maelstrom Resonance skill enables a V'rix to surround its groupmates with a resonance similar to the makeup of the Maelstrom reality. This results in protection from Human technologies.
- Level 1 — creates a shield of maelstrom energy around groupmates that protects them from all forms of damage.
Quantum Flux
- Quantum Flux is a V'rix skill that destabilizes an enemy's ship on the quantum level. This results in partial implosion and massive damage.
Abilities
Level 1 — Quantum Drift
- Forces the enemy's particles to drift from their current state. This results in 200-600 damage to the target, depending on group size, as well as lingering after-effects.
Level 2 — Quantum Oscillation
- Forces the enemy's particles to oscillate between two states, creating instability. This results in 500-2,000 damage to the target, depending on group size, as well as lingering after-effects.
Level 3 — Quantum Displacement
- Displaces large portions of the enemy's particles, resulting in 1,500-6,000 damage, as well as lingering after-effects.
Level 4 — Quantum Recalibration
- Recalibrates the state of the enemy's particles, resulting in 5,000-30,000 damage and lingering after-effects.
Level 5 — Quantum Degeneration
- Causes the bonds between particles to degenerate, resulting in wide-spread instability and 25,000-80,000 damage. After-effects are significant.
Level 6 — Quantum Dissolution
- Causes the bonds between particles to dissolve, resulting in loss of structural integrity and 75,000-120,000 damage. After-effects can be crippling.
Level 7 — Quantum Collapse
- Results in the complete collapse of most particles. Damage ranges from 110,000-300,000. After-effects are certain to be crippling.
Notes
- As mentioned at the top, these were discovered by looking at Data/client/ini/cskill_t.ini; it is unknown whether these were planned/scrapped/removed for Live, or for the Emu, etc.