Farreach
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Your ship New pilot

Skills

Spend your starting SP, queue skills that train while you're offline, and meet the requirements for bigger hulls and better modules.

Skills are what you know as a pilot. They unlock hulls and modules and make everything you fly a little better. Skills train in real time, even while you're offline, so a long queue is always working for you. New pilots also start with a pool of unallocated SP to spend at once.

Steps

  1. Open the skills window. Open SkillsPlay to try this
  2. Spend your unallocated SP on a skill you need now with its quick-train button.
  3. Add skills to the queue for the long run. Show mePlay to try this
  4. For exploration, start with Astrometrics I. Queue Astrometrics IPlay to try this

How training works

  • You earn 1,800 SP per hour, every hour, flat. There are no attributes to tune.
  • Each skill has five levels and a rank from 1 to 8. A higher rank means each level costs more SP.
  • Levels grow steeply. A rank-1 skill takes minutes for level I and days for level V.
  • The queue holds many entries and keeps training in order while you're away. Reorder or remove entries any time.
  • A skill can't be queued before its prerequisites. The window shows what's missing.

New pilots start with 250,000 unallocated SP. That's enough for a handful of skills at level II or III. Spend it on what you'll use this week. Finishing the Charter Orientation adds more.

Requirements

Hulls need their Command skill, and many modules need a skill too. You'll see "Requires … I" lines on market rows, in the fitting window and on ship cards, with an Add to queue button.

Requires Cruiser I
You want to flyTrain
A Harrier (cruiser)Cruiser
A Dray (industrial)Industrial
A Prospector (mining barge)Mining Barge
A Bastion (battleship)Battleship
An Ark (carrier)Carrier

Medium and large weapons need their size skill, such as Medium Beam Turrets. Overdrives need Overdrive Operation, tackle needs Slip Interdiction, and the Rend-5 Strip Laser needs Strip Mining.

Skill groups

GroupWhat it does
Spaceship CommandFly bigger hulls; +2 % agility per level on that hull.
Beam, Ballistic and Coil Gunnery, OrdnanceFit weapons and hit harder.
Gunnery SupportFaster cycles, longer optimal range, better tracking.
NavigationAfterburners, overdrives, slip speed, a smaller signature while moving.
EngineeringReactor capacity and recharge, more CPU and powergrid.
Shields and ArmorMore hit points, faster repairs.
TargetingLock range, lock speed, more targets.
IndustryMining yield, strip lasers, refining yield.
TradeLower broker fees and sales tax, more cargo.
SocialAgent access and contract rewards.
ScienceProbing, hacking and archaeology.

The explorer's path

Astrometrics lets you fit a Probe Launcher and makes your probes stronger. Hacking unlocks the Data Analyzer. Archaeology unlocks the Relic Analyzer and needs Astrometrics I first. All three are quick at level I.

Tip
Your first pick decides your first week. Miners want Mining and Industrial; fighters want their weapon group and Shield or Armor skills; explorers want the three Science skills above.