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Hero Abilities

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Endless space skilltree

Hero Skill Tree

As Heroes level up, players are given points to put towards Abilities. Some Abilities will increase the Hero's attribute scores, while other Abilities will offer more specific bonuses. As the Hero has a maximum level of 20 it means that you can pick 19 Abilities (or 21 (including Cyberskilled) if you pick up Cyberskilled).  Note that in Disharmony, the maximum level has been raised to 25, resulting in a corresponding increase in the ability count to 24/26.

Some Abilities require the Hero to have a specific Hero Class.


List of abilities Edit

Icon Ability Levels Class Effect Unlocked by
Assailant Assailant 3 Any +3/3/4 Offense on Hero -
Defender Defender 3 Any +3/3/4 Defense on Hero -
Director Director 3 Any +3/3/4 Labor on Hero -
Negotiator Negotiator 3 Any +3/3/4 Wit on Hero -
Veteran Veteran 4 Any +1/1/1/2 all attributes on Hero Assailant 1
Defender 1
Director 1
Negotiator 1
Hardy Constitution Hardy Constitution 1 Any -40% Healing cost on Hero Veteran 1
Ground Pounder Ground Pounder 3 Any +3/3/4 Melee on Hero Veteran 1
Dust Wielder Dust Wielder 2 Any -30%/-50% Ability 1004moneySmall cost on Hero

Veteran 2

Cyberskilled Cyberskilled 1 Any +2 Ability points on Hero Veteran 4
Civil Engineer Civil Engineering 1 Administrator +15 1002industrySmall on Star System Director 1
Efficient Schooling Efficient Schooling 1 Administrator +20% 1002industrySmall on Star System Director 3
Ministry of Propaganda Ministry of Propaganda 2 Administrator +30/40 1011approval on Star System Negotiator 1
Crop Geneticist Crop Geneticist 2 Administrator +20/30 1001foodSmall on Star System Director 1
Motivational Leader Motivational Leader 1 Administrator +20% 1001foodSmall on Star System Director 2
Emergency Preparedness Emergency Preparedness 2 Administrator +4/6 Defense 1008militaryPowerSmall on Star System Defender 1
Black Marketeer Black Marketeer 1 Administrator +50% 1001foodSmall on Blockaded Star System Negotiator 2
Savvy Business Savvy Business 3 Corporate +2%/3%/4% Trade Routes Bonuses per Wit on Star System Veteran 1/2/3
Co-opetition Co-opetition 1 Corporate +15 1003scienceSmall on Star System Negotiator 1
Dust Miser Dust Miser 1 Corporate +20 1004moneySmall on Star System Negotiator 1
Smart Investor Smart Investor 2 Corporate +20%/30% Trade Routes Bonuses on Star System Negotiator 1

Value Creator

Value Creator 2 Corporate +1/2 Trade Routes on Star System Negotiator 3
Security Specialist Security Specialist 1 Corporate +4 1017DetectionRadius on Star System Defender 1
Industry-Academic Partnership Industry-Academic Partnership 1 Corporate +20% 1003scienceSmall on Star System Negotiator 2
Dust Warheads Battle Action: Dust Warheads 1 Commander Battle Action:
+25% Critical Chance on Player's Kinetics (Block: +15%)
+25% Critical Chance on Player's Missiles (Block: +15%)
Assailant 1
Ultimate Defense Battle Action: Ultimate Defense 1 Commander Battle Action:
+25% Defenses (Block: +15%)
Defender 2
Engine Tuner Engine Tuner 2 Commander +2/+3 1012speed on Fleet Veteran 1
Commander-in-Chief Commander-in-Chief 2 Commander +0.5/+1 XP on Fleet Ground Pounder 1
Fearless Foe Fearless Foe 1 Commander +25% Hero Offense and Defense Attributes during a Battle if the Enemy Fleet has a Hero Veteran 2
Team Spirit Team Spirit 1 Commander +1 Defense on Hero
+3 Offense on Hero

Veteran 2 or Assailant 2

HA Commander 11 Emergency Shelter 64x32 Battle Action: Emergency Shelter 1 Commander Battle Action:
Destroyed Ships during this phase will be considered as still alive after the end of the Battle with 5% of their Max 1020healthPoints restored (Block: "the entire Combat" instead of "this Phase")
Veteran 3
Hyper Driven Hyper Driven 1 Commander -3 turns before Hero can be moved to a new assignment Cyberskilled
Inside Informant Inside Informant 2 Commander +0.25/0.5 1004moneySmall Leech on Hero Dust Wielder 1
Insight Insight 2 Commander +0.25/0.5 1003scienceSmall Leech on Hero Veteran 4
Tactician Tactician 2 Pilot -6%/-7% Accuracy to Enemy Weapons Assailant 1 or Defender 1
Dust Barrier Battle Action: Dust Barrier 1 Pilot Battle Action:
+25% of Max 1020healthPoints added to Armor (block: +15%)
Defender 1
Tinkerer Tinkerer 2 Pilot +2/3 Defense on Hero
+1/2 Offense on Hero
Engine Tuner 1
Lethal Modder Lethal Modder 1 Pilot +3 Offense on Hero Tinkerer 1
Defense Systems Specialist Defense Systems Specialist 1 Pilot +4 Defense on Hero Tinkerer 1
Power Convergence Battle Action: Power Convergence 1 Pilot Battle Action:
+300% Efficiency to next Phase's Battle Action
Dust Wielder 1
Gravity Well Battle Action: Gravity Well 1 Pilot Battle Action:
-10% Damage on Enemy's Weapons (Block: -10%)
+10% Damage on Player's Weapons (Block: +10%)
Lethal Modder
Harvester 1 Pilot +50 1004moneySmall per enemy destroyed Enemy CP Dust Wielder 2
Foresight Foresight 1 Adventurer +5 1017DetectionRadius on Fleet
+10  1017DetectionRadius on Star System
Defender 1
Armor Weak Point Battle Action: Armor Weakpoint 1 Adventurer Battle Action:
-20% to Enemy Defenses (Block: -20%)
Veteran 1
Illusion Battle Action: Illusion 1 Adventurer Battle Action:
Creates an Illusion (Decoy Ships) based on 40% Fleet CP (Block +10%)
Dust Wielder 1
Fast Reboot Fast Reboot 2 Adventurer +5/+2% 1020healthPoints Regeneration (inside friendly territory) on Fleet Veteran 1
Rapid Adaptation Rapid Adaptation 1 Adventurer +5 1020healthPoints Regeneration (in all territories) on Fleet
+2% 1020healthPoints Regeneration (in all territories) on Fleet
Fast Reboot 1
Blockade Runner Blockade Runner 1 Adventurer +1 Blockade Bypass on Star System Inside Informant 1
Beam Surge Battle Action: Beam Surge 1 Adventurer Battle Action:
+30% Critical Chance on Player's Lasers (Block: +20%)
Ground Pounder 1
Master Hacker Master Hacker 1 Adventurer The Player can benefit from another Faction's 1017DetectionRadius while in Orbit of one of their System Veteran 3
Saboteur Saboteur 1 Adventurer +20 1004moneySmall for each destroyed Enemy CP on Empire Master Hacker
Dirty Tricks Dirty Tricks 1 Adventurer +8 Melee on Hero
+2 Offense on Hero
Master Hacker
Fearless Foe Fearless Foe 1 Adventurer +25% Hero Offense and Defense Attributes during a Battle if the Enemy Fleet has a Hero Veteran 2
Hyper Driven Hyper Driven 1 Adventurer -3 turns before Hero can be moved to a new assignment Cyberskilled


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