Battlestar Galactica Online Wiki
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'''Skills''' are abiiities which players gain by spending experience points on. They increase the various statistics for players with various ship systems and allow players to upgrade higher levels of equipment. Provided players have enough experience points accured, they may begin training skills as soon as they wish. There are 19 skill groups, of which a number have 2-3 sub-categories. All players start with their skills at level 0 and may train them up to a maximum level of 10.
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'''Skills''' are abiiities which players gain by spending experience points on. They increase the various statistics for players with various ship systems and allow players to upgrade equipment to higher levels. Provided players have enough experience points accured, they may begin training skills as soon as they wish. There are 19 skill groups, of which a number have 2-3 sub-categories, thus making for a grand total of 57 skills. All players start with their skills at level 0 and may train them up to a maximum level of 10.
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It should be noted that a skill which is in a sub-category may not be at a higher level than the primary skill, as the primary skill is a pre-requisite (e.g. If Gunnery, Marksman and Prceision Fire skills are all at level 5, Gunnery <u>must</u> be trained to level 6 before either Marskman or Precision Fire can be trained to level 6).
 
==Skill Training Time==
 
==Skill Training Time==
   
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It is estimated players will need to reach level 106 to have enough experience points accrued to be able to train all their skills to level 10.
 
It is estimated players will need to reach level 106 to have enough experience points accrued to be able to train all their skills to level 10.
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There are booster items available within the game which may cut the training time from those listed above.
 
==List of Skills==
 
==List of Skills==
   
 
<h3 class="MsoNormal">'''<u>Weapons Skills</u>'''</h3>
 
<h3 class="MsoNormal">'''<u>Weapons Skills</u>'''</h3>
   
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<p class="MsoNormal">1. <u>Gunnery</u>: "Basic training and experience in the use of cannon weapons, improved accuracy at range and enables the operation of advancedcannon systems." Effect: Increases cannon optimal range by 1% per skill level. Allows: Marksman and Precision Fire traning, use of high level cannon upgrades.</p>
<p class="MsoNormal">1. Gunnery</p>
 
   
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<p class="MsoNormal">(a) <u>Marksman</u>: "Advanced training and experience in the use of cannon weapons, improves the ability to anticipate and compensate for a target's evasive movements, increasing the chance to hit at all ranges." Effect: Increases cannon accuracy by 1% per skill level. Requires: Gunnery.</p>
<p class="MsoNormal" style="margin-left: 24px;">(a) Marksman</p>
 
   
<p class="MsoNormal" style="margin-left: 24px;">(b) Precision Fire</p>
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<p class="MsoNormal" style="margin-left: 24px;">(b) <u>Precision Fire</u>: "Advanced training and experience in the use of cannon weapons, improves the placement of focus fire, increasing the chance to strike vulnerable areas of target." Effect: Increases cannon critical offence by 1% per skill level. Requires: Gunnery.</p>
   
 
<p class="MsoNormal">
 
<p class="MsoNormal">
 
</p>
 
</p>
   
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<p class="MsoNormal">2. <u>Missile Combat</u>: "Basic training and experience in the use of missile weapons, extends the range at which missle locks can be achieved and enables the operation of advanced missile systems." Effect: Increases missile maxiumum range by 1% per skill level. Allows: Rapid Lock and Precision Targeting training, use of high level missile upgrades.</p>
<p class="MsoNormal">2. Missile Combat</p>
 
   
<p class="MsoNormal" style="margin-left: 24px;">(a) Rapid Lock</p>
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<p class="MsoNormal" style="margin-left: 24px;">(a) <u>Rapid Lock</u>: "Advanced training and experience in the use of missile weapons. Increases the speed at which missile locks can be achieved." Effect: Reduces missile cooldown by 1% per skill level. Requires: Missile combat.</p>
   
<p class="MsoNormal" style="margin-left: 24px;">(b) Precision Targeting</p>
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<p class="MsoNormal" style="margin-left: 24px;">(b) <u>Precision Targeting</u>: "Advanced training and experience in the use of missile weapons. Allows optimzation of guidance and detonation routines before launch, increasing the chance to strike vulnerable areas of a target." Effect: Increases missile critical offence by 1% per skill level.</p>
   
 
<p class="MsoNormal">
 
<p class="MsoNormal">

Revision as of 00:41, 5 March 2015

Skills are abiiities which players gain by spending experience points on. They increase the various statistics for players with various ship systems and allow players to upgrade equipment to higher levels. Provided players have enough experience points accured, they may begin training skills as soon as they wish. There are 19 skill groups, of which a number have 2-3 sub-categories, thus making for a grand total of 57 skills. All players start with their skills at level 0 and may train them up to a maximum level of 10.

It should be noted that a skill which is in a sub-category may not be at a higher level than the primary skill, as the primary skill is a pre-requisite (e.g. If Gunnery, Marksman and Prceision Fire skills are all at level 5, Gunnery must be trained to level 6 before either Marskman or Precision Fire can be trained to level 6).

Skill Training Time

The time to train skills is as follows:


Skill Level Time To Train Skill
1 15 minutes
2 1 hour
3 2 hours 15 minutes
4 4 hours
5 6 hours 15 minutes
6 9 hours
7 12 hours 15 minutes
8 16 hours
9 20 hours 15 minutes
10 25 hours

It is estimated players will need to reach level 106 to have enough experience points accrued to be able to train all their skills to level 10.

There are booster items available within the game which may cut the training time from those listed above.

List of Skills

Weapons Skills

1. Gunnery: "Basic training and experience in the use of cannon weapons, improved accuracy at range and enables the operation of advancedcannon systems." Effect: Increases cannon optimal range by 1% per skill level. Allows: Marksman and Precision Fire traning, use of high level cannon upgrades.

(a) Marksman: "Advanced training and experience in the use of cannon weapons, improves the ability to anticipate and compensate for a target's evasive movements, increasing the chance to hit at all ranges." Effect: Increases cannon accuracy by 1% per skill level. Requires: Gunnery.

(b) Precision Fire: "Advanced training and experience in the use of cannon weapons, improves the placement of focus fire, increasing the chance to strike vulnerable areas of target." Effect: Increases cannon critical offence by 1% per skill level. Requires: Gunnery.

2. Missile Combat: "Basic training and experience in the use of missile weapons, extends the range at which missle locks can be achieved and enables the operation of advanced missile systems." Effect: Increases missile maxiumum range by 1% per skill level. Allows: Rapid Lock and Precision Targeting training, use of high level missile upgrades.

(a) Rapid Lock: "Advanced training and experience in the use of missile weapons. Increases the speed at which missile locks can be achieved." Effect: Reduces missile cooldown by 1% per skill level. Requires: Missile combat.

(b) Precision Targeting: "Advanced training and experience in the use of missile weapons. Allows optimzation of guidance and detonation routines before launch, increasing the chance to strike vulnerable areas of a target." Effect: Increases missile critical offence by 1% per skill level.

3. Nuclear Warfare Specialist

(a) Nuclear Launch Timing

(b) Nuclear Launch Optimization

4. Rocket Specialization

(a) Rocket Release Training

(b) Rocket Payload Specialist

5. Asteroid Mining

(a) Ranged Extraction

(b) Combat Mining

6. KKC Specialization

(a) Coil Bleed Reduction

(b) KKC Armor Penetration

7. Heavy Missile Specialization

(a) Heavy Missile Timing Techniques

(b) Payload Specialist

8. Flechette Cannon Training

(a) Muzzle Choke Training

(b) Flechette Cannon  Power Management

9. Machine Gun Specialization

(a) Machine Gun Burst Control

(b) Machine Gun Sighting.

Hull Skills

10. Armored Combat

(a) Defensive Positioning

(b) Emergency Procedures

11. Damage Control

(a) Repair Prioritization

(b) Mechanic

12. Munition Launchers

(a) Guidance Theory

(b) Munition Efficiency

13. Missile Evasion Training

(a) Decoy Release Training

(b) Decoy Power Management

Engine Skills

14. Engineering

(a) Overcharge Regulation

(b) Boost Tuning

15. Piloting

(a) Evasion

(b) Thrusters

16. Navigation

(a) Jump Calculations

(b) Reactor Monitoring

Computer Skills

17. Electronics Operator

(a) Countermeasures

(b) Capacitor Management

18. Electronic Support

(a) Program Integration

(b) Signal Processing

19. Electronic Warfare

(a) Hacking

(b) Jammer Cycling.