In the expansive cosmos of Starfield, players will experience a rich skill system, comprised of 82 distinct abilities spanning across five primary trees: Physical, Social, Combat, Science, and Tech. Each skill tree in Starfield is tailored to various facets of gameplay, from physical prowess and interpersonal relations to combat mastery and technological expertise. As players journey, they allocate skill points in Starfield to unlock and enhance abilities, ensuring a unique and personalized interstellar adventure.
What Are Skill Trees In Starfield?
Skill trees in Starfield are a system used to customize and develop your character’s abilities.
- Starfield features 82 skills divided across 5 distinct skill trees as the following:
All 5 Skill Trees In Starfield
In the vast universe of Starfield, players are granted an expansive array of skills to mold their character and gameplay experience. These skills, numbering 82 in total, are meticulously grouped into five primary categories, each addressing a unique aspect of gameplay:
1. Physical Skills
The Physical skill tree in Starfield primarily deals with the player’s physical capabilities. They can influence attributes like endurance or how much a player can carry. Skills in this category might also relate to movement mechanics, such as sneaking.
Delving into the intricate web of interpersonal relationships in the game’s universe, the Social tree in Starfield covers dialogue options and NPC interactions. Skills here might allow players to persuade or intimidate NPCs, essentially shaping the narrative outcome based on these interactions.
A quintessential part of any action RPG, the Combat skill tree in Starfield governs weapon proficiency, damage output, and various combat abilities. Depending on how you allocate points here, you might become a marksman with rifles or a close-quarters combat specialist.
Starfield’s foray into the realm of the unknown is encapsulated in the Science skill tree. This is where players delve into the mechanics of healing, crafting, and research, essentially channeling their inner scientists to gain an edge in exploration and survival.
Last but by no means least, the Tech tree in Starfield merges the worlds of robotics, security, and starship customization. Skills here can range from hacking complex systems to customizing your very own spaceship.
Mechanics of The Skills System
Starfield’s skill system operates on a dynamic blend of experience accumulation and performance-oriented progression. Here’s a deep dive:
Earning XP Through Various Activities
At the heart of Starfield’s progression system is Experience Points (XP). Players earn XP by engaging in a multitude of activities, be it combat, exploration, or successfully navigating intricate dialogues. As one might expect from an action RPG of this caliber, every in-game action, whether grand or minuscule, has the potential to contribute to the character’s growth.
Spending Skill Points To Unlock Or Level Up Skills
As players amass XP, they’ll also accumulate skill points in Starfield. Once earned, these points serve as the primary currency for unlocking or advancing skills within the aforementioned five categories.
A novel aspect here is that not all skills are created equal. While some might be available for unlocking early on, others require a more significant investment, both in terms of points and prior skill unlocks, thereby encouraging players to strategize their progression path.
Starfield introduces an interesting duality to its progression mechanics. While XP-driven progression is a staple in Starfield, the game also rewards players for in-game proficiency.
For instance, consistently landing headshots might offer boosts in relevant combat skills, while successful negotiations could elevate social skills. This dual system ensures that both time investment and player skill are rewarded, allowing for a varied and organic character development trajectory.
Physical Skill Tree List
|Skill Name||Rank 1||Rank 2||Rank 3||Rank 4|
|Boxing||25% more unarmed damage.||50% more unarmed damage.||75% more unarmed damage. Knockdown chance.||100% more unarmed damage. Knockdown chance.|
|Fitness||10% more O2.||20% more O2.||30% more O2. Reduced O2 for sprinting/power attacks.||30% more O2. Reduced O2 for sprinting/power attacks.|
|Stealth||25% harder to detect. 5% extra sneak damage.||50% harder to detect. 10% extra sneak damage.||75% harder to detect. 15% extra sneak damage.||100% harder to detect. 20% extra sneak damage.|
|Weight Lifting||+10kg carry.||+25kg carry.||+50kg carry.||+100kg carry. 50% stagger resistance.|
|Wellness||+10% max health.||+20% max health.||+30% max health.||+40% max health.|
|Energy Weapon Dissipation||-5% energy damage.||-10% energy damage.||-15% energy damage. Reflect 25% energy damage below 50% health.||Reflect 25% energy damage below 50% health.|
|Environmental Conditioning||+10 Airborne resistance.||+10 Thermal resistance.||+10 Corrosive/Radiation resistance.||Reduced environmental afflictions.|
|Gymnastics||15% less fall damage. Combat slide.||20% less fall damage. Faster Zero-G.||30% less fall damage. Zero-G stability. O2 on mantling. Higher jump. Speed boost post-slide/mantle.||30% less fall damage. Zero-G stability. O2 on mantling. Higher jump. Speed boost post-slide/mantle.|
|Nutrition||Food/drink 10% effective.||Food/drink 20% effective.||Food/drink 30% effective.||Food/drink 50% effective.|
|Pain Tolerance||-5% physical damage.||-10% physical damage.||-15% physical damage. 5% chance to ignore damage at low health.||5% chance to ignore damage at low health.|
|Cellular Regeneration||Small injury recovery boost.||Moderate injury recovery boost.||Noticeable injury recovery boost.||20% chance to prevent injury.|
|Decontamination||Small infection recovery boost.||Moderate infection recovery boost.||Noticeable infection recovery boost.||20% chance to prevent infection.|
|Martial Arts||15% melee/unarmed crit boost.||15% disarm chance on power attack.||10% damage reduction for melee/unarmed.||Reflect 50% damage on block.|
|Concealment||Avoid mines. 2.5x/4x sneak damage.||Stealth run. 3x/5x sneak damage.||Chameleon when still. 3.5x/8x sneak damage.||Stealth breaks enemy target. 4x/10x sneak damage.|
|Neurostrikes||10% stun chance unarmed.||Add EM damage to unarmed.||20% stun chance unarmed.||Stun AoE after single stun.|
|Rejuvenation||Slow out-of-combat heal.||Faster out-of-combat heal.||In-combat heal. Fast out-of-combat heal.||Faster in & out-of-combat heal.|
Social Skills List
|Skill Name||Rank 1||Rank 2||Rank 3||Rank 4|
|Commerce||Buy for 5% less and sell for 10%||Buy/Sell increased by 5%||Buy/Sell increased by 5%||Buy/Sell increased by 5%|
|Gastronomy||Craft specialty food/drinks & research at Research Lab||Gourmet food/drinks research/craft||Delicacies research/craft||Occasionally no resource use. Exotic recipes craft/research|
|Persuasion||10% increased persuasion chance||Chance increased by 10%||Chance increased by 10%||Chance increased by 20%|
|Scavenging||Extra credits in containers||Extra ammo in containers||Extra aid items in containers||Highlighted tracked resources with hand scanner|
|Theft||Unlock pickpocket ability||10% increased pickpocket success||20% increased pickpocket success||20% increased pickpocket success. Can pickpocket weapons|
|Deception||Ships 10% stronger surrender. 10% less effective scans||Ships/Scans increased by 10%||Ships/Scans increased by 10%||Ships/Scans increased by 20%|
|Diplomacy||NPC at/below level: cease fighting temporarily||NPCs up to 10 levels above: cease fighting||NPCs up to 20 levels above: cease fighting||Force NPCs to stop fighting permanently unless attacked again|
|Intimidation||NPC at/below level: flee temporarily||NPCs up to 10 levels above: flee||NPCs up to 20 levels above: flee||Increased fleeing duration|
|Isolation||+10% dmg & 15 DR for Spacesuit/Helmet without companions||Dmg/DR increased by 10%/15||Dmg/DR increased by 10%/15||Dmg/DR increased by 10%/15|
|Negotiation||Access to Bribery in speech||Bribery cost reduced by 25%||Bribery cost reduced by 25%||Occasional zero bribery cost|
|Instigation||NPC at/below level: attack allies temporarily||NPCs up to 10 levels above: attack allies||NPCs up to 20 levels above: attack allies||Affected NPCs continuously attack allies|
|Leadership||Companions gain affinity 25% faster||Companions get 50 more health & 50kg capacity||Periodic healing by companions when low on health||Double bonuses on Companion skills & self-reviving chance|
|Outpost Management||Additional cargo links at outposts||Additional robots at outposts||Additional crew at outposts||2x production from extractors|
|Manipulation||NPC at/below level: obey commands temporarily||NPCs up to 10 levels above: obey commands||NPCs up to 20 levels above: obey commands||Extended command obedience duration|
|Ship Command||Up to four active crew members||One additional crew member||One additional crew member||Two additional crew members|
|Xenosociology||Alien (10 lvls above): flee temporarily||Alien (10 lvls above): cease fighting||Alien (10 lvls above): attack allies||Alien (10 lvls above): obey commands temporarily|
Combat Skill Tree List
|Skill Name||Rank 1||Rank 2||Rank 3||Rank 4|
|Ballistics||Ballistic weapons do 10% more damage||Increase damage by 10%||Increase damage by 10%||Range increased by 30%|
|Dueling||Melee weapons do 25% more damage & take 10% less damage||Melee kills: +20% speed for 10s||Increase damage by 25% & take 5% less damage||Melee kills heal 10%|
|Lasers||Laser weapons do 10% more damage||Increase damage by 10%||Increase damage by 10%||5% chance to ignite target|
|Pistol Certification||Pistols do 10% more damage||Increase damage by 15%||Increase damage by 25%||+25% crit chance after pistol kill for 5s|
|Shotgun Certification||Shotguns do 10% more damage||Increase damage by 10%||Increase damage by 10%||Small stun chance on kill|
|Demolitions||Grenades show trajectory & +25% explosion radius||Increase explosive damage by 25%||Reduce explosive damage taken by 25%||Double previous bonuses|
|Heavy Weapons Certification||Heavy weapons do 10% more damage||Increase damage by 10%||Increase damage by 10%||+25% Physical resistance while aiming|
|Incapacitation||EM weapons do 5% more damage||Increase damage by 5%||Increase damage by 5%||15% chance of 300% EM damage|
|Particle Beams||Particle beams do 10% more damage||Increase damage by 10%||Increase damage by 10%||+5% crit chance|
|Rifle Certification||Rifles do 10% more damage||Increase damage by 10%||Increase damage by 10%||Reload 30% faster when still|
|Marksmanship||+3% crit chance for non-auto ranged weapons||Increase crit chance by 5%||Increase crit chance by 7%||Double crit damage without scope, knockdown with scope|
|Rapid Reloading||Reload Ballistic weapons 30% faster||Reload Energy & EM 30% faster||Reload Particle Beams 30% faster & 50% interrupt resistance||50% reload speed boost for 15s on hit|
|Sniper Certification||Reduced scope sway||Longer breath hold||+25% crit chance on headshot||50% more damage with scope|
|Targeting||Mark 1 enemy within 25m, increased accuracy & range without aiming||Mark 2 enemies within 50m & notable accuracy||Mark 3 enemies within 75m & greatly increased accuracy||Disarm 10% chance & mark 4 enemies within 100m|
|Armor Penetration||Attacks ignore 15% armor||Ignore 15% more armor||Ignore 20% more armor||Reduce enemy armor by 25% for 6s|
|Crippling||Humans 30% more likely to down||Humanoids slower recovery||Humans down earlier||All enemies & +100% damage to downed|
|Sharpshooting||+50% headshot crit damage with ranged||+50% leg crit damage||+50% crit damage to all||+25% crit chance for 20s after crit kill|
All Science Skill Tree List
|Skill Name||Rank 1||Rank 2||Rank 3||Rank 4|
|Astrodynamics||Increase grav jump range of jump drives by 15%||Fuel cost reduced by 15%||Grav jump range & fuel cost increased by 30%||Fuel cost reduced by 50%|
|Geology||Get more common and uncommon inorganic resources from surface objects||Rare inorganic resources increased by X%||Exotic inorganic resources increased by X%||Chance to harvest additional rarer resources|
|Medicine||Med Packs etc. restore 10% additional Health 10% faster||Health restored increased by 20% & 20% faster||Health restored increased by 30% & 30% faster||Health restored increased by 50%, 50% faster & chance to cure an affliction|
|Research Methods||Resources for craft & research reduced by 10%||Resources reduced by 20%||Resources reduced by 40%||Resources reduced by 60% & sudden developments in research doubled|
|Surveying||Optional zoom to hand scanner, scan distance increased by 20 meters||Scan distance increased by 30 meters||Scan distance increased by 40 meters||Scan distance increased by 50 meters|
|Botany||Get more common/uncommon organic resources from plants etc.||Rare organic resources increased by X%||Exotic organic resources increased by X%||Chance to harvest additional rarer organic resources|
|Scanning||Detect uncommon inorganic resources & ship info||Rare inorganic resources & specific ship info||Exotic inorganic resources & better ship combat info||Unique inorganic resources & complete list of cargo on ships|
|Spacesuit Design||Craft improved spacesuit, helmet, and pack mods||Superior mods available||Cutting-edge mods available||Chance that mod construction is resource-free|
|Weapon Engineering||Craft improved weapon mods at Weapon Workbench||Superior weapon mods available||Cutting-edge weapon mods available||Master-level weapon mods available|
|Zoology||Get more common organic resources from creatures etc.||Uncommon organic resources increased by X%||Rare organic resources increased by X%||Chance to harvest additional rarer organic resources|
|Astrophysics||Scan moons of current planet. 10% chance to discover a trait||20% chance to discover trait in system||30% chance to discover trait within 16 LY||50% chance to discover trait within 30 LY|
|Chemistry||Create improved chems||Superior chems available||Cutting-edge chems available||Chance to triple chem quantity when crafting|
|Outpost Engineering||Construct improved outpost modules||Superior outpost modules available||Cutting-edge outpost modules available||Outpost modules cost reduced by 50%|
|Aneutronic Fusion||Ship reactors produce 1 extra unit of power||Reactors produce 2 extra units||Reactors produce 3 extra units||Reactors produce 5 extra units|
|Planetary Habitation||Build on extreme temperature planets. Increase max Outposts by 4||Build on extreme pressure planets. Outposts +8||Build on toxic/corrosive planets. Outposts +12||Build on high gravity planets. Outposts +16|
|Special Projects||Research experimental projects at Research Lab||Craft rare components at Industrial Workbench||Craft exotic components at Industrial Workbench||Craft unique components at Industrial Workbench. Outpost extractors chance for additional resources|
Complete Tech Skill Tree List
|SKILL NAME||RANK 1||RANK 2||RANK 3||RANK 4|
|Boost Pack Training||You can now utilize boost packs||Fuel usage reduced by X%||Fuel regeneration increased by X%||Doubles previous bonuses|
|Piloting||You can now utilize ship thrusters||Turn rate & maneuverability increased by X%||Can pilot Class B ships||Can pilot Class C ships|
|Security||You can attempt to hack Advanced locks||Hack Expert locks; Blue ring indication||Hack Master-level locks; 4 auto attempts||Simplify puzzle; 5 auto attempts|
|Targeting Control Systems||Unlocks ship targeting functionality||Lock-on time reduced by 15%; Fire rate -25%||Lock-on time reduced by 30%; 10% crit hit chance||Lock-on time reduced by 60%; 20% system damage|
|Energy Weapon Systems||Energy ship weapons do 10% more damage||Damage +20%; Cost -30%||Damage +30%; Cost -45%||Weapon recharge speed +30%|
|Engine Systems||Ship's top speed increased by 10%||Boost duration & cooldown improved by X%||Top speed increased by 20%||Enemies disengage during boosting|
|Payloads||Ship cargo holds have 10% more capacity||Cargo capacity increased by 20%||Cargo capacity increased by 30%||Cargo capacity increased by 50%|
|Shield Systems||Ship has 20% increased shield capacity||Shield capacity increased by 40%||Shield capacity increased by 60%||Occasional 100% damage resistance|
|Missile Weapon Systems||Ship missile weapons do 10% more damage||Damage +20%; Cost -40%||Damage +30%; Cost -60%||20% Range, Speed, Reload increase|
|Particle Beam Weapon Systems||Ship particle beam weapons do 10% more damage||Damage +20%; Cost -20%||Damage +30%; Cost -30%||Increased crit hit chance|
|Robotics||10% more damage to Robots/Turrets; Control robot||Damage +20%; Make robot flee||Damage +30%; Make robot attack allies||Control robot commands for limited time|
|Starship Design||Improved ship modules installation||Superior ship modules installation||Cutting-edge ship modules installation||Experimental ship modules installation|
|Starship Engineering||All ship systems repair 10% faster||25% damage mitigation for ship systems||Repair speed increased by 25%||Random full system repair|
|Automated Weapon Systems||Automated ship weapons do 10% more damage||Damage +20%; Reduce costs -30%; -20% damage||Damage +30%; Crit chance +20%||Turret weapons recharge 40% faster; 20% more damage|
|Boost Assault Training||Nearby enemies take damage when you boost||Knockdown chance on boost||Hover in place while aiming||Time slowdown by 70% while hovering|
|EM Weapon Systems||EM ship weapons have 10% increased damage||Damage +20%; Cost -30%||Damage +30%; Cost -45%||Small chance to instantly disable enemy engines|
To sum it up, Starfield’s multifaceted skill system offers an immersive depth, allowing players to carve unique paths through its vast universe. With 82 skills spanning five distinct trees, every choice impacts gameplay, narrative, and character development, ensuring every interstellar journey is as individual as the stars themselves.
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