Skills

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The player character has 12 skills, four in each of the three suites of Social, Mental, and Physical. Aptitude for all skills starts at zero and can be raised to 100 based on character creation choices, jobs worked, classes taken, character interactions, and world events. Different actions and activities in the game have skill requirements that must be met-- EG, you cannot choose to call out a fellow colonist on their behavior unless you have the requisite Bravery skill at a high enough rank, or you cannot work in Geoponics until your Biology skill is high enough. Additionally, each skill has three perks locked behind reaching 33, 66, and 100 points.

Equiping certain items can also increase your skills. It should be noted that the increases caused by items will not count towards unlocking perks.

Skill Information[edit | edit source]

The four Social skills are Empathy, Persuasion, Creativity, and Bravery.

Skill Desctription Places that increase skill
Empathy Understanding other people. Engineering, Geoponics, Quarters
Persuasion Charisma to command poeple and speak in public. Command, Engineering
Creativity Artistic ability and capacity for novel ideas. Engineering, Quarters
Bravery For both social and dangerous situations. Garrison, Expeditions

The four Mental skills are Reasoning, Organization, Engineering, and Biology.

Skill Desctription Places that increase skill
Reasoning Problem solving and general knowledge. Engineering
Organization Dedication to neatness, management. Command, Geoponics, Quarters
Engineering Study of machines, physics, math, and programming. Engineering, Expeditions
Biology Study of plants, chemistry, and the human body. Geoponics, Engineering

The four Physical skills are Toughness, Perception, Combat, and Animals.

Skill Desctription Places that increase skill
Toughness Physical strength and stamina. Garrison, Geoponics
Perception Ability to find things and sneak past things. Expeditions, Garrison
Combat Tactics and weapons. Expeditions, Garrison
Animals Familiarity with xenofauna, hunting, ranching. Expeditions, Garrison, Geoponics

Perks[edit | edit source]

Perks are unlocked for each skill after reaching 33, 66, and 100 points.

Skill Level One Perk (33) Level Two Perk (66) Level Three Perk (100)
Empathy Spa: Pay to remove cards in the quarters spa. Improved Relaxing: Choose from 3 cards when relaxing. Friendship Decreases Stress: -1 Stress any time you gain Friendship.
Persuasion +1 to Social Cards: Yellow cards get +1 in Social challenges. Extra Kudos: +1 Kudos every time you receive Kudos. Social Boost: +1 to Social increases.
Creativity Shop Clothes: New cards in the Depot. Small Skills Boost: 5% chance to gain 1 extra skill. Improved Gifting: Give gifts every months instead of once a season.
Bravery Extra Card Draw: Draw an extra card at the start of challenge (effect stacks). Reduce Exploration Stress: Every event in exploring causes +10 stress instead of +15. Extra Card Draw: Draw an extra card at the start of challenge (effect stacks).
Reasoning +1 to mental Cards: Blue cards get +1 in Mental challenges. Autoplay Fairy: Autoplay fairy sometimes plays the best hand for you. Mental Boost: +1 to Mental increases.
Organization Extra Gear Slot: Equip an additional gear. Extra Card Draw: Draw an extra card at the start of challenge (effect stacks). Optional Card Skip: Can choose not to take new cards.
Engineering Extra Card Draw: Draw an extra card at the start of challenge (effect stacks). Shop Gadets: New cards in the Depot. Extra Gear Slot: Equip an additional gear.
Biology Native Botany: Unlock Xenobotany Research in Geoponics. More Collectibles: Collectibles respawn faster and more slots are filled. Extra Enhancement: Enhance your DNA in Engineering.
Toughness +1 to Physical Cards: Red Cards get +1 in Physical challenges. Card Training: Update basic cards in the Garrison gym. Immune to Injury: Never receive the injury status effect when hurt.
Perception Highlight Collectibles: All collectibles glow. More Collectibles: Collectibles respawn faster and more slots are filled. Avoid Blocking Events: Slip past all path-blocking Explore events.
Combat Shop Weapons: New cards in the Depot. Extra Card Draw: Draw an extra card at the start of challenge (effect stacks). Physical Boost: +1 to Physical increases.
Animals Level II Pets: Upgrade pet cards via relaxing in the park. Extra Gear Slot: Equip an additional gear. Level III Pets: Upgrade pet cards via relaxing in the park.