Skills

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Skills are a numerical representation of your character's ability to perform specific tasks.

There are two main ways to increase your skills: reading skill books and using skill points that you earn every level.

All of your skills have a cap, i.e., a limit on how high they can go. In most cases, you can overcome that limit via the Learning skill.

Some of the skills apply passively and some can be used directly. The table below lists the active skills' associated action point costs as well as the base cap of each skill.

Some support perks require a specific skill level before they can be acquired. For example, Educated requires Science ≥ 100%.

Skill Default cap AP cost
Small Guns 300
Big Guns 300
Energy Weapons 300
Close Combat 300
Throwing 300
Learning 200
First Aid 200 5
Doctor 200 5
Sneak 300 5
Robbery 200 5
Engineering 200 5
Traps 150 5
Science 200 5
Repair 200 5
Speech 300
Barter 150
Crafting 200
Outdoorsman 200

Increasing the level of your skills requires skill points.

  • Skills increase in fixed +1% steps
  • The SP cost for each step is based on the skill's current level.
  • You cannot purchase partial increases; the full cost must be paid upfront
  • The split table below shows exactly what each +1% will cost at any given level:
Current
skill level
SP cost
per +1%
1–150% 1
151–175% 2
176–200% 3
201–225% 4
226–250% 5
251–275% 6
276–300% 7
301–325% 8
326–350% 9
351–375% 10
376–400% 15
401–425% 20
426–450% 25
451–475% 30
476–500% 40
501–525% 50
526–550% 100
551–575% 200
576–600% 400
601–625% 800
626–650% 1,600
≥651% 3,200

Small Guns

Small Guns (SG) is a combat skill that determines your ability to handle:

The higher your Small Guns skill, the higher your chance to hit with the listed weapon types and the less condition they lose every time you fire them.

Big Guns

Big Guns (BG) is a combat skill that determines your ability to handle:

The higher your Big Guns skill, the higher your chance to hit with the listed weapon types and the less condition they lose every time you fire them.

Energy Weapons

Energy Weapons (EW) is a combat skill that determines your ability to handle:

The higher your Energy Weapons skill, the higher your chance to hit with the listed weapon types and the less condition they lose every time you fire them.

Close Combat

Close Combat (CC) is a combat skill that determines your ability to handle:

The higher your Close Combat skill, the higher your chance to hit with the listed weapon types and the less condition they lose every time you use them.

Throwing

Throwing is a combat skill that determines your ability to handle grenades and any other objects that can be thrown (rocks, spears, etc.)

The higher your Throwing skill, the more accurate are your throws. This includes hex throwing (throwing an item in your active slot to a specific hex using the tilde (~) key.

Note that your Throwing range (the distance that you're able to reach with your throws) depends on your Strength rather than the Throwing skill.

Learning

Learning is a meta skill that allows you to increase the cap of other skills.

Reading a skill book with the Learning skill maxed out will increase the cap of the book's corresponding skill by a flat 10% and reset the Learning skill back to 0%. The process can be repeated until the skill cap reaches 1000%. The cap of the Learning skill remains unchanged.

Chemistry Journals can be used to conveniently max out your Learning skill with a single click using your available skill points.

When Learning increases the cap of a skill, it does not automatically fill it; this needs to be done separately and costs the usual amount of skill points. There is one exception to this: the Alien class; when using the Learning skill to boost Crafting, Alien's increased cap is filled immediately without requiring additional skill points (e.g., 250%/250% goes to 260%/260% rather than 250%/260%).

Learning has a default cap of 200%, which requires 273 skill points to max out. Characters with the Bloody Mess trait have their Learning cap reduced to 180%, lowering the SP requirement to 213 per use.

Learning cannot be used to increase your Sneak skill; the only exception to this is the Scout class.

First Aid

First Aid (FA) is a utility skill that allows you to restore hit points. It works on any target except Cyborgs.

You use it by pressing its corresponding button ("5" by default), mousing over your desired target, and then left-clicking. First Aid costs 5 APs to use unless you have a First Aid Kit or Field Medic First Aid Kit in your active slot, in which case the cost is reduced to 3.

First Aid has a base cooldown of 245 seconds; each point invested into it (up to 200%) reduces it by 1. If you have the Medic perk, the reduced value is then divided by 4. Paramedics have that cooldown set to 3 seconds regardless of their skill level.

The amount of hit points restored every time you use FA is a number between your skill level divided by 2 and your skill level, capped at 200%. If you have the Medic perk, you restore 15-30 HP extra. If you have the Healer perk, you restore 50-100 more. Soldiers suffer a -1 penalty to the amount of restored hit points whereas Priests' healing is doubled. War Event stats MED and C.MED increase FA healing by 25% each. Paramedics get a -3 penalty for each point of Perception. Having an active battle timer caps the amount of hit points that you can restore at 150 (plus the Medic bonus, plus the Healer bonus, multiplied by 2 if you're a Priest). Poisoned targets are healed for half the normal amount. Paramedics restore twice the normal amount of HP when healing NPCs.

Every time you use First Aid, the game rolls a random number between 0 and 450 (or 0 and 250 if you have Living Anatomy); if your FA is lower than that number, you critically fail and only restore 1 to 5 hit points.

Doctor

Doctor is a utility skill that allows you to heal crippled limbs, cleanse Bleed stacks, and remove negative action points from any target other than Cyborgs.

You use it by pressing its corresponding button ("6" by default), mousing over your desired target, and then left-clicking. Doctor costs 5 APs to use unless you have a Doctor's Bag or Paramedics Bag in your active slot, in which case the cost is reduced to 3.

Doctor has a base cooldown of 350 seconds; each point invested into it reduces it by 1. If the target has one or more Bleed stacks, the base cooldown increases by 100 seconds. If you have the Medic perk, the cooldown is then divided by 2. Paramedics have that cooldown set to 3 seconds regardless of their skill level or whether or not the target is bleeding.