Skills are combat and non-combat.
Both combat and non combat skills are arranged in a roughly hexagonal grid that represents bias to a particular faction.
There are six main weapon types with their own skill trees and six main non-combat skills that in general tie in to crafting and working with the enviroment and items.
skill hex grid similar to combat grid: | explanation | |||
top left (domain of order) | build | construction | taking raw materials and building order infused gear | |
top - oder/chaos | mutate | mutate/cleanse structures | modyfying order gear as chaos or vice versa via mutation to be usable by that faction , gives that faction normally unattanaible functionality albeit at a drastically lower efficiency | |
top right (domain of chaos) | destroy | dismantle structures (harvesting structures into rubble of low qual. raw) | take crafted order or balance gear and dismantle it to raw materials and faction pve power rating | |
bottom right - chaos/balance | salvage/scrap | extracting tech from structures | taking basic chaos gear and modyfing it with raw materials - custom balance; in reverse mutating custom balance gear and stripping it to the basic and augmenting it with chaos mutation | |
bottom (domain of balance) | combine | mobile construction | extracting tech from chaos and order gear and building custom from raw materials | |
bottom left - balance/order | augment | refinement (multiple low quality raw -> high quality raw) | taking basic order gear and modyfying it with raw materials - custom balance; in reverse taking custom balance gear and stripping it to the basic and augmenting it with order infusion |
rarity by font - abundant, scarce, very rare, compound | |||
t1 | t2 | t3 | |
renewable | water, t1 plants, t1 animals | t2 plants and animals | t3 plants and animals |
fuel | wood | fossil fuels | uranium |
construction | wood | feldspar | basalt |
crafting | copper, tin | iron, graphite | thorium, magnesium |
compounds | bronze | steel | mag-thor |