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Skills

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Skills are abilities 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 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 Precision 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 once commenced cannot be cancelled, so choose wisely before you commence training a particular skill.

To access skills you need to click on the "Pilot Log" button on the Menu Bar (it looks like the silhouette of a single person as shown in the images below, it is not the one with the single person silhouette with the cross in the bttom corner) -

This will open the Pilot Log and you will be on the "Info" tab by default. You then need to click on the "Sills" tab. When you do, your screen should display like in the images below. Once you have the "Skills" tab open, you can view your skills, see what level they are, and if they are less than level 10 and you have sufficient experience points accrued, you can train a skill.

To train a skill when on the "Skills" tab, select the requisite skill with your mouse until it is highlighted, then click on the "Learn" button (as shown in the Cylon Pilot Log Skills image in the above gallery). Your training for the selected skill will then commence. The screen will show you how long it will take for training to the next level to conclude, as shown in the following gallery -

Once training has commenced, it is possible to speed up your training time. If you look at the image in the above gallery for the skill being trained, there are 2 buttons "-10% remaining time" and "Complete Training". If you click on either of these buttons you will be given a price in cubits that it will cost to: reduce the remaining training time by 10% or to instantaneously complete training for the level commenced. If you wish to proceed you click on the "Ok" button. If not, click "Cancel". It should be noted if you do not have enough accrued cubits to meet the accelerated training costs then you will not be able to use this option.

It should be notd that there are also 1.5x and 2x Skill Trainng Boosters which are available as rewards in the game which decrease training time. If you have one of these boosters it should be activated before you commence skill training. Generally speaking if you are in the middle of skill training when you activate one of these boosters, it will not effect the skill in the process of being trained. These boosters usually only apply for 12 hours.

There is a special booster whichy is called "Divine Inspiration" (DI) which boosts (amongst other things) training. A Divine Inspiration booster, when activated, will decrease the training time for skill training by 100%, including any skill which is in the middle of being trained when the DI is activated (unlike the standard skill boosters). A DI has a life span of 12 hours.

Skill Training TimeEdit

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 it will take 96 Hours, 15 Minutes in total to train one skill from Level 1 up to Level 10.

Also, skill training continues once a player logs out of the game, so the "Time To Train Skill" shown in the Pilot Log is in real time and NOT game time.

Experience Points Needed per Skill LevelEdit

The experience points needed for each skill level is as follows:

Level

Experience Points

Required

1 500
2 2,000
3 4,500
4 8,000
5 12,500
6 18,000
7 24,500
8 32,000
9 40,500
10 50,000


It is estimated a player will need 192,000 experience points in total to train a single skill from level 1 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 57 of their skills to level 10.

List of SkillsEdit

Weapons Skills
Weapons Icon Image No 01

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. Requires: Missile Combat.

3. Nuclear Warfare Specialist: "Provides training in the effective use of nuclear weaponry, and allows use of the improved upgrades for nuclear weapon launchers." Effect: Increases the drain effect of a nuclear weapon by 1% per level. Allows: Nuclear Launch Timing and Nuclear Launch Optimzation.

(a) Nuclear Launch Timing: "Advanced training 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: Nuclear Warfare Specialist.

(b) Nuclear Launch Optimization: "Advanced training in the loading and management of nuclear payloads." Effect: This skill reduces the power point cost for nuclear weapon launchers by 0.5% per level. Requires: Nuclear Warfare Specialist.

4. Rocket Specialization: "Understanding the rate of fire for rocket systems allows the pilot to launch rockets more often." Effect: Reduces - 1% to light rocket cooldown per skill level. Allows: Rocket Release Training and Rocket Payload Specialist.

(a) Rocket Release Training: "The pilot is able to judge the timing and distance to a target improving the lifetime of a launched rocket." Effect: + 1% to rocket lifetime per level. Requires: Rocket Specialization.

(b) Rocket Payload Specialist: "As the pilots master the use of rockets, they are able to understand how to use the weapon's payload more effectively and improve the damage dealt to the target." Effect: + 1% to rocket critical offense per level. Requires: Rocket Specialization.

5. Asteroid Mining: "Basic training and experience in the use of mining cannons. Improves the rate at which asteroids can be broken up and enables the operation of advanced mining cannon systems." Effect: Increases mining cannon mining rate by 1% per skill level. Allows: Ranged Extraction and Combat Mining training, use of high level mining cannon upgrades.

(a) Ranged Extraction: "Advanced training and experience in the use of mining cannons, improves fire placement and increases the effective range at which asteroids can be broken up." Effect: Increases mining cannon maxium range by 1% per skill level. Requires: Asteroid Mining.

(b) Combat Mining: "Advanced training and experience in the use of mining cannons. Improves accuracy, allowing for more effective use in combat." Effect: Increases mining cannon accuracy by 1% per skill level. Requires: Asteroid Mining.

6. KKC Specialization: "Through improved training, the pilot is able to ime the charge cycle of Kinetic Kill Cannons (KKCs) increasing their rate of fire." Effect: - 2.5% to kinetic kill cannon cool down per skill level. Allows: KKC Armor Penetration and Coil Bleed Reduction, and use of high level kinetic kill cannon upgrades.

(a) Coil Bleed Reduction: "By learning how to manage the charge and power usage of the Kinetic Kill Cannon the pilot is able to improve the power used by the weapon." Effect: Reduces power usage of Kinetic Kill Cannons (KKCs) by 1% per skill level. Requires: KKC Specialization.

(b) KKC Armor Penetration: "By focusing on the use of Kinetic Kill Cannons, the pilot is able to analyze and identify weak points in enemy armor." Effect: Improves armour penetration of the KKC weapons by + 1% per skill level. Requires: KKC Specialization.

7. Heavy Missile Specialization: "As the pilot masters the use of heavy missiles, they are able to improveweapon launch times." Effect: - 1% to heavy missile cooldown per level. Allows: Training in Heavy Missile Training Techniques and Payload Specialist.

(a) Heavy Missile Timing Techniques: "As the pilot masters the behaviour of heavy missiles, they are able to time the weapon to target more effectively." Effect: + 1% to heavy missile lifetime per level. Requires: Heavy Missile Specialization.

(b) Payload Specialist: "As the pilot masters the use of heavy missiles, they are able to understand how to use the weapon's payload more effectively, and improve the chances of critical damage." Effect: + 1% to heavy missile critical offense per level. Requires: Heavy Missile Specialization.

8. Flechette Cannon Training: "The pilot is able to manage the heat and timing of Flechette Cannons improving the weapon's firing rate." Effect: - 2.5% to flechette cooldown per skill level. Allows: Training in Muzzle Choke Training and Flechette Cannon Power Management.

(a) Muzzle Choke Training: "By fine tuning the choke mechanisms on the Flechette Cannon, a pilot can fine tune their Flechette Cannon's projectile spread improving effective range." Effect: + 1% to flechette cannon optimal range and maximum range per skill level. Requires: Flechette Cannon Training.

(b) Flechette Cannon  Power Management: "By fine tuning the power systems of the ship, a pilot is to manage the energy required to power a Flechette Cannon." Effect: - 1% to power cost of flechette cannons per skill level. Requires: Flechette Cannon Training.

9. Machine Gun Specialization: "As the pilots specialize in the weapon, they learn how to manage the weapon's rate of fire more effectively." Effect: - 1.5% to machine gun cooldown per skill level. Allows: Training in Machine Gun Burst Control and Machine Gun Sighting.

(a) Machine Gun Burst Control: "By mastering the rate of fire Machine Guns, the pilot is able to manage the power requirements for the weapon." Effect: -1 % machine gun power cost per skill level. Requires: Machine Gun Specialization.

(b) Machine Gun Sighting: "As the pilots master using Machine Guns, they are able to effectively sight targets at greater range." Effect: + 1% optimal range and maximum range per skill level. Requires: Machine Gun Specialization.


Hull Icon Image No 01
Hull Skills

10. Armored Combat: "Basic training and experience in defensive maneuvering and effective use of Hull armoring when under fire. Reduces the chance of critical systems dame and enables the installation of advanced reinforcement systems." Effect: Increases critical defense by 1% per skill level. Allows: Defensive Positioning and Emergency Procedures training, use of high level Hull reinforcement upgrades.

(a) Defensive Positioning: "Advanced training and experience in maximizing armor effectiveness and minimizing structural damage by maneuvering to take incoming fire on well-protected or non-essential areas of a ship's hull." Effect: Reduces durability loss by 1% per skill level. Requires: Armored Combat.

(b) Emergency Procedures: "Advanced training and experience in compensating for the effects of combat damage and systems failures/ Improves ability to maintain control and combat effectiveness even after suffering severe damage." Effect: Increases hull points by 1% per skill level. Requires: Armored Combat.

11. Damage Control: "Basic training and experience in the use of damage control and recovery procedures. Improves the rate at which damage can be repaired after combat and enables the use of advanced damage control and redundancy systems." Effect: Increases hull point recovery rate by 1% per skill level. Allows: Repair Prioritization and Mechanic training, use of high level damage control and system redundancy upgrades.

(a) Repair Prioritization: "Advanced training and experience in the use of damage control procedures. Improves response time to critical systems, reducing the delay before further repairs can be initiated." Effect: Reduces damage control cooldown by 1% per skill level. Requires: Damage Control skill.

(b) Mechanic: "Advanced training and experience in the use of damage control procedures. Improves the efficency of repair operations, reducing their drain on a ship's power reserves." Effect: Reduces damage control power cost by 1% per skill level. Requires: Damage control skill.

12. Munition Launchers: "Basic training and experience in the use of mine launchers. Improves response and cycle time and enables the operation of mine systems." Effect: Reduces mine cooldown by 1% per skill level. Allows: Guidance Theory training, Munition Efficency training, and use of high level mine upgrades.

(a) Guidance Theory: "Advanced training and experience in the use of mine launchers. Improves understanding of mine launchers and their effective deployment." Effect: Increases mine lifetime by 1% per skill level. Requires: Munitions Launchers skill.

(b) Munition Efficiency: "Advanced training and experience in the use of mine launchers. Improves the efficency of mine launchers, reducing their drain on a ship's power reserves." Effect: Reduces mine power cost by 1% per skill level. Requires: Munitions Launchers skill.

13. Missile Evasion Training: "Advanced training and experience in the use of anti-missile decoys. Improves understanding of missile guidance systems and their weaknesses, increasing the chance to successfully disrupt them." Effect: Increases decoy success chance by 1% per skill level. Allows: Training in Decoy Release Training and Decoy Power Management.

(a) Decoy Release Training: "Basic training and experience in the use of anti-missle decoys. Improves response and cycle time and enables the operation of advanced decoy." Effect: Reduces decoy cooldown by 1% per skill level. Requires: Missile Evasions Training.

(b) Decoy Power Management: "Advanced training and experience in the use of anti-missile decoys. Improves the efficiency of decoys, reducing their drain on a ship's power reserves." Effect: Reduces decoy power cost by 1% per skill level. Requires: Missile Evasion Training skill.


Engine Icon Image No 01
Engine Skills

14. Engineering: "Basic training and experience in the maintenance and management of sublight drives. Allows maximum thrust output to be improved and enables the operation of advanced engine systems." Effect: Increases flank speed by 1% per skill level. Allows: Overcharge Regulation and Boost Tuning training, use of high level engineering upgrades.

(a) Overcharge Regulation: "Advanced training and experience in the maintenance and management of sublight drives. Improves charge regulation, increasing engine response." Effect: Increases acceleration by 1% per skill level. Requires: Engineering.

(b) Boost Tuning: "Advanced training and experience in the maintenance and management of sublight drives. Improves power transfer rates, increasing engine output under boost." Effect: Increases boost speed by 1% per skill level. Requires: Engineering.

15. Piloting: "Basic flight training and experience. Improves agility and enables the operation of advanced handling systems." Effect: Increases turn speed by 1% per skill level. Allows: Evasion and Thrusters training, use of higher level piloting upgrades.

(a) Evasion: "Advanced flight training and experience. Improves theanticipation of enemy firing patterns, increasing the effectiveness of evasive maneuvers." Effect: Increases avoidance by 1% per skill level. Requires: Piloting.

(b) Thrusters: "Advanced flight training and experience. Improves the management and operation of reactor control systems, allowing more frequent use of complex RCS techniques." Effect: Reduces RCS maneuver cooldown by 1% per skill level. Requires: Piloting.

16. Navigation: "Basic training and experience in the theory and management of FTL (Faster Than Light) Drives. Increases power output and enables the operation of advanced navigation systems." Effect: Increases FTL range by 1% per skill level. Allows: Jump Calculations and Reactor Monitoring training, use of high level navigation upgrades.

(a) Jump Calculations: "Advanced training and experience in the theory and management of FTL Drives. Improves the speed and accuracy of navigational calculations, reducing the time required to plot a jump." Effect: Reduces FTL charge time by 1% per skill level. Requires: Navigation.

(b) Reactor Monitoring: "Advanced training and experience in the theory and management of FTL Drives. Improves the efficiency of power transfer during FTL Drive 'spin up', reducing the fuel requirements for jumps." Effect: Reduces FTL cost by 1% per skill level. Requires: Navigation.


Computer Icon Image No 01
Computer Skills

17. Electronics Operator: "Basic training in the use of electronics and computer hardware and software. Improves sensor performance and enables the operation of advanced computer systems." Effect: Increases maximum DRADIS range by 1% per skill level. Allows: Countermasures and Capacitor Management training, use of high level computer upgrades.

(a) Countermeasures: "Advanced training and experience in the use of electronics and computer hardware and software. Improves understanding of defensive measures and techniques, increasing resistance to electronic warfare attacks." Effect: Increases firewall by 1% per skill level. Requires: Electronics Operator.

(b) Capacitor Management: "Advanced training and experience in the use of electronics and computer hardware and software. Improves control and monitoring of power distribution, increasing transfer and charge rates." Effect: Increases power recovery by 1% per skill level. Requires: Electronics Operator.

18. Electronic Support: "Basic training and experience in the use of electronic support hardware and software. Improves efficiency and enables the operation of advanced systems." Effect: Reduces electronic support power cost by 1% per skill level. Allows: Program Integration and Signal Processing training, use of high level eelectronic support upgrades.

(a) Program Integration: "Advanced training and experience in the use of electronic support hardware and software. Improves integration of ES (Electronic Support) routines, increasing the benefits gained." Effect: Increases electronic support duration by 1% per skill level. Requires: Electronic Support (skill).

(b) Signal Processing: "Advanced training and experience in the use of electronic support hardware and software. Improves signal clarity and emitter performaance, boosting the effective range." Effect: Increases electronic support range by 1% per skill level. Requires: Electronic Support (skill).

19. Electronic Warfare: "Basic training and experience in the use of electronic warfare (EW) hardware and software. Improves efficiency and enables the operation of advanced EW systems." Effect: Reduces electronic warfare power cost by 1% per skill level. Allows: Hacking and Jammer Cycling training, use of higher level electronic warfare upgrades.

(a) Hacking: "Advanced training and experience in the use of electronic warfare hardware and sofware. Improves understanding of countermeasure routines, increasing the chance to successfully penetrate their defenses." Effect: Increases electronic warfare penetration by 1% per skill level. Requires: Electronic Warfare (skill).

(b) Jammer Cycling: "Advanced training and experience in the use of electronic warfare hardware and sofware. Improves cycle and recharge performance, increasing the frequency with which the electronic attacks can be made." Effect: Reduces electronic warfare cooldown by 1% per skill level. Requires: Electronic Warfare (skill).

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