# Gameplay: Skills

**URL:** <https://forum.openshores.net/t/gameplay-skills/35>\
**Category:** Roadmap Suggestions\
**Created:** [October 23, 2026, 1:51am UTC](https://forum.openshores.net/t/gameplay-skills/35 "2026-10-23T01:51:23Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Oninnaise](https://forum.openshores.net/letter_avatar_proxy/v4/letter/o/779978/32.png) [@Oninnaise](https://forum.openshores.net/u/Oninnaise)\
**Post date:** [October 23, 2026, 1:51am UTC](https://forum.openshores.net/t/gameplay-skills/35/1 "2026-10-23T01:51:23Z")

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The game already has a large list of skills. A full list:  
Forage, Handcraft, Butcher, Construction, Manufacture, Trade, Medic, Combat, EV Suit, Bounty Hunter, Space Exploration, Exobiology, Architect, City Planner, Driver, Pilot, Vehicle Combat, Vehicle Capture, Spacecraft Capture

Then there are also NPC Skills:  
Captain, Helmsman, Navigator, Engineer, Power Relay, Shields, Sensors, Fire Control, Gunner, Transporter, Spacecraft Combat, Spacecraft Operations, Guard, Squad Leader

The player skills have no effect at all, and of the NPC skills only the Gunner has an effect, increasing the turret fire rate.

Proposed improvements:

| Player Skill Name | Effects | | NPC / Player Skill Name | Effects |
| --- | --- | --- | --- | --- |
| Forage | Bonus Find | | Captain | Increase Crew Efficiency |
| Handcraft | Chance for better Q | | Helmsman | Faster Acceleration and Turning |
| Butcher | More Meat / Hide, Better Q | | Navigator | Faster Plotting and Warp Alignment |
| Construction | More Labor per Work Action | | Engineer | Faster Repairs, More Engine Output |
| Manufacture | More Output When Working Shop | | Power Relay | Less Power Waste |
| Trade | Better Purchase / Sale Prices | | Shields | Faster Shield Recharge and Reinforcement |
| Medic | Increased Healing Self / Others | | Sensors | Longer Detection Range |
| Combat | Increased Melee Damage | | Fire Control | Increased Accuracy |
| EV Suit | Better Zero-G Movement | | Gunner | X |
| Bounty Hunter | | | Transporter | Longer Transporter Range, Faster Transporting |
| Space Exploration | | | Spacecraft Combat | Increased Damage |
| Exobiology | | | Spacecraft Operations | Increased Crew Efficiency / Movement |
| Architect | | | Guard | Increase Defense / Strength |
| City Planner | Increased Base City Radius  
Discount On Material Cost | | Squad Leader | Better Responses and Reactions by NPCs |
| Driver | Better Handling / Fuel Use | | | |
| Pilot | Better Handling / Fuel Use | | | |
| Vehicle Combat | Increased Vehicle Weapon Damage / Accuracy | | | |
| Vehicle Capture | | | | |
| Spacecraft Capture | | | | |

These skills can come with a cap.  
Minor improvements that make it worthwhile to have those numbers go up

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**Author:** ![Tipper](https://forum.openshores.net/letter_avatar_proxy/v4/letter/t/a6a055/32.png) [@Tipper](https://forum.openshores.net/u/Tipper)\
**Post date:** [October 23, 2026, 1:56am UTC](https://forum.openshores.net/t/gameplay-skills/35/2 "2026-10-23T01:56:17Z")

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I’m very interested to see how tweaks to skills like this would affect cities. Having Construction and Manufacture skills apply to all NPCs would mean that planets are going to be going wild in terms of producing items.

Additionally, you’ll probably not want any of the NPCs to get the bonus to Q otherwise that may make it so you could technically get away with low Q level systems.

I think the biggest ones you listed are going to be Construction and Manufacture - both of these skills would be amazing because by the time you finish your starter system you’ll be a master of building colony worlds from scratch

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**Author:** ![Oninnaise](https://forum.openshores.net/letter_avatar_proxy/v4/letter/o/779978/32.png) [@Oninnaise](https://forum.openshores.net/u/Oninnaise)\
**Post date:** [October 23, 2026, 2:11am UTC](https://forum.openshores.net/t/gameplay-skills/35/3 "2026-10-23T02:11:10Z")

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Lefthand skills would be avatar / player only, like they are now.
