With only a few days before the official launch of Starfield the leaks are swarming the internet. One of the biggest leaks to recently surface is all of the Starfield skills characters can use.
Readers should understand that what they are about to view is only considered a Leak/Rumor. Any information presented is only alleged and has not been confirmed by the publishers or developers themselves.
Original Leak Published by Reddit User u/throwmeaway1784 via r/GamingLeaksAndRumours
Related: All Starfield Character Backgrounds
Skill Breakdown
In Starfield there are a total of 82 skills. All of them are split into 5 distinct categories. Each category has 4 tiers of skills. Each skill has 4 ranks and all skills cost 1 point to unlock and 1 point to upgrade. Players will need to invest 3 points into a category to unlock Tier 2, 7 points into a category to unlock Tier 3, and 11 points into a category to unlock Tier 4.
Tier 1 Physical Skills
Boxing
Once considered a “sport of kings,” boxing is still practiced as a recreational competitive activity, but its combat applications can’t be denied.
- RANK 1 – Unarmed attacks do 25% more damage. 25% less O2
used when using a power attack, - RANK 2 – Unarmed attacks do 50% more damage. 50% less O2 is used when using a power attack.
- RANK 3 – Unarmed attacks do 75% more damage. While in a fight and unarmed, running consumes 30% less O2.
- RANK 4 – Unarmed attacks do 100% more damage and have a chance to knock down opponents.
Fitness
In space, the greatest commodity is oxygen, and the increased lung capacity gained by a regular physical fitness regimen is essential to survival.
- RANK 1 – You have 10% more oxygen available.
- RANK 2 – You have 20% more oxygen available.
- RANK 3 – You have 30% more oxygen available.
- RANK 4 – Sprinting and power attacks now use significantly less oxygen.
Stealth
For a combatant who values discretion above all else, the ability to approach a target while undetected and kill with a silenced weapon is as terrifying as it is effective.
- RANK 1 – Adds a Stealth Meter. You are 25% more difficult to detect when sneaking. Suppressed weapons do an additional 5% sneak attack damage.
- RANK 2 – Upgrades the Stealth Meter. You are 50% more difficult to detect when sneaking. Suppressed weapons do an additional 10% sneak attack damage.
- RANK 3 – You are 75% more difficult to detect when sneaking. Suppressed weapons do an additional 15% sneak attack damage.
- RANK 4 – You are 100% more difficult to detect when sneaking. Suppressed weapons do an additional 20% sneak attack damage. Doors you interact with while in stealth no longer alert enemies.
Weight Lifting
Weight training can significantly increase one’s ability to carry weapons and equipment, both in space and on the ground.
- RANK 1 – Increase total carrying capacity by 10 kilograms.
- RANK 2 – Increase total carrying capacity by 25 kilograms.
- RANK 3 – Increase total carrying capacity by 50 kilograms.
- RANK 4 – Increase total carrying capacity by 100 kilograms. Gain 50% resistance to stagger.
Wellness
By embracing an active lifestyle and good nutrition habits, one may improve their overall sense of health, and even gain prolonged life expectancy.
- RANK 1 – Increase your maximum health by 10%.
- RANK 2 – Increase your maximum health by 20%.
- RANK 3 – Increase your maximum health by 30%.
- RANK 4 – Increase your maximum health by 40%
Tier 2 Physical Skills
Pain Tolerance
Pain hurts – but only if you’re not strong enough to take it.
- RANK 1 – Physical damage is reduced by 5%.
- RANK 2 – Physical damage is reduced by 10%.
- RANK 3 – Physical damage is reduced by 15%.
- RANK 4 – 5% chance to ignore physical damage when your health is low.
Nutrition
Advanced nutritional science is no substitute for good life choices, and knowing how much and when to eat can be just as important as the food itself.
- RANK 1 – Food and drink are 10% more effective.
- RANK 2 – Food and drink are now 20% more effective.
- RANK 3 – Food and drink are now 30% more effective.
- RANK 4 – Food and drink are now 50% more effective.
Gymnastics
From navigating the elevations of alien landscapes to exploring derelict ships in Zero-G, gymnastic training is invaluable for improving both safety and maneuverability.
- RANK 1 – Unlock the ability to combat slide. Take 15% less fall damage.
- RANK 2 – Move faster in Zero-G. Take 20% less fall damage.
- RANK 3 – Become more stable while firing in Zero-G. Take 30% less fall damage. Replenish some O2 after mantling.
- RANK 4 – Increased jump height. Run faster after combat sliding or mantling.
Environmental Conditioning
In the Settled Systems, even oxygen-rich planets and moons may have an atmosphere that is hazardous to human beings.
- RANK 1 – Gain 10 resistance to Airborne environmental damage.
- RANK 2 – Gain 10 resistance to Thermal environmental damage.
- RANK 3 – Gain 10 resistance to Corrosive and Radiation environmental damage.
- RANK 4 – Reduced chance of gaining afflictions from environmental damage sources.
Energy Weapon Dissipation
Considering the widespread use of energy weapons in the Settled Systems,
specialized training to minimize damage is considered invaluable.
- RANK 1 -Energy damage is reduced by 5%.
- RANK 2 – Energy damage is reduced by 10%.
- RANK 3 – Energy damage is reduced by 15%.
- RANK 4 – 25% chance to reflect energy damage back to an attacker when your health is below 50%.
Tier 3 Physical Skills
Cellular Regeneration
Whether through secret experimentation or just plain healthy living, boosting
The body’s ability to naturally recover from injuries can mean a difference
between life and death.
- RANK 1 – Slightly increased chance to recover from injuries naturally.
- RANK 2 – A moderately increased chance to recover from injuries naturally.
- RANK 3 – Noticeably increased chance to recover from injuries naturally.
- RANK 4 – 20% chance of not gaining an injury when you otherwise would.
Decontamination
Through a deliberate regiment of conditioning and antibody therapy, one may effectively combat even the Settled Systems’ unseen threats.
- RANK 1 – Slightly increased chance to recover from infections naturally.
- RANK 2 – The moderately increased chance to recover from infections naturally.
- RANK 3 – Noticeably increased chance to recover from infections naturally.
- RANK 4 – 20% chance of not gaining an infection when you otherwise would.
Martial Arts
There are currently hundreds of martial arts practiced in the Settled Systems, some originating on ancient Earth, some newly created, and almost all effective in combat.
- RANK 1 – 15% increased chance to crit with a melee or unarmed attack.
- RANK 2 – 15% chance to disarm an opponent with a melee or unarmed power attack.
- RANK 3 – While unarmed or wielding a melee weapon, take 10% less damage.
- RANK 4 – Reflect 50% damage back when blocking a melee or unarmed attack.
Tier 4 Physical Skills
Concealment
Few skills capture the imagination like the ability to remain undetected, used by assassins, special forces operatives, and simple thieves alike for centuries.
- RANK 1 – You no longer set off enemy mines. Ranged sneak attacks do 2.5x normal damage and your melee sneak attacks do 4x normal damage.
- RANK 2 – Running while sneaking doesn’t affect stealth. Ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage.
- RANK 3 – You gain a Chameleon-like ability when completely still and sneaking. Ranged sneak attacks do 3.5x normal damage and your melee sneak attacks do 8x normal damage.
- RANK 4 – Engaging stealth causes distant enemies to lose you. Ranged sneak attacks do 4x normal damage and your melee sneak attacks do 10x normal damage.
Neurostrikes
Once considered the realm of fiction, the ability to disable an opponent without using a weapon is terrifyingly effective when performed by a skilled practitioner.
- RANK 1 – 10% chance to stun an NPC with an unarmed attack.
- RANK 2 – Unarmed attacks now do additional EM damage.
- RANK 3 – 20% chance to stun an NPC with an unarmed attack.
- RANK 4 – After stunning an enemy, you also knock down any enemies within close range.
Rejuvenation
Utilizing both ancient meditation techniques and newly developed breathing exercises, it’s possible for one to actually trigger their body’s natural healing ability.
- RANK 1 – Slowly regenerate health outside of combat.
- RANK 2 – Regenerate health more quickly outside of combat.
- RANK 3 – Regenerate health much faster outside of combat. You can now slowly regenerate health while in combat.
- RANK 4 – Regenerate health even faster outside of combat. You can now regenerate health quickly while in combat.
Tier 1 Social Skills
Commerce
In the Settled Systems’ free market economy, almost anyone with the right skill set can open and run a successful business.
- RANK 1 – Buy for 5% less and sell for 10% more.
- RANK 2 – Buy for 10% less and sell for 15% more.
- RANK 3 – Buy for 15% less and sell for 20% more.
- RANK 4 – Buy for 20% less and sell for 25% more.
Gastronomy
Access to brand-new worlds means access to brand-new ingredients, and there is almost no limit to the delicious foods and drinks a talented chef can prepare.
- RANK 1 – You can craft specialty food and drinks, and research additional recipes at a Research Lab.
- RANK 2 – You can research and craft gourmet food and drinks.
- RANK 3 – You can research and craft food and drink delicacies.
- RANK 4 – Crafting food and drinks occasionally doesn’t use up resources. You can research and craft exotic recipes.
Persuasion
In the Settled Systems, the nuanced ability to listen and discuss can often accomplish far more than simply shooting first and asking questions later.
- RANK 1 – 10% increased chance of success when persuading someone.
- RANK 2 – 20% increased chance of success when persuading someone.
- RANK 3 – 30% increased chance of success when persuading someone.
- RANK 4 – 50% increased chance of success when persuading someone.
Scavenging
There are those who can find just about anything, and their success is usually dependent on knowing how, and where, to look.
- RANK 1 – There’s a chance you’ll find extra credits when searching containers.
- RANK 2 – There’s a chance you’ll find extra ammo when searching containers.
- RANK 3 – There’s a chance you’ll find extra aid items, like Med Packs or chems when searching containers.
- RANK 4 – Tracked resources will get highlighted when using the hand scanner.
Theft
While not entirely honorable, and certainly not legal, it is nonetheless occasionally necessary to discreetly remove property from someone’s person.
- RANK 1 – Unlock the ability to pickpocket targets.
- RANK 2 – 10% greater chance to successfully pickpocket.
- RANK 3 – 30% greater chance to successfully pickpocket.
- RANK 4 – 50% greater chance to successfully pickpocket, Can now pickpocket holstered weapons.
Tier 2 Social Skills
Deception
Smuggling and piracy are both immoral and highly illegal and are considered plagues upon the Settled Systems. But certain undercover work may require a certain criminal skillset.
- RANK 1 – Ships 10% stronger will automatically surrender to piracy demands. Enemy contraband scans are 10% less effective.
- RANK 2 – Ships 20% stronger will automatically surrender to piracy demands. Enemy contraband scans are 20% less effective.
- RANK 3 – Ships 30% stronger will automatically surrender to piracy demands. Enemy contraband scans are 30% less effective.
- RANK 4 – Ships 50% stronger will automatically surrender to piracy demands. Enemy contraband scans are 50% less effective.
Diplomacy
When a situation calls for words and not weapons, it’s best to rely on those
trained in statecraft and de-escalation.
- RANK 1 – You can force a target NPC at or below your level to stop fighting for a while.
- RANK 2 – You can force a target NPC up to 10 levels higher than you to stop fighting for a while.
- RANK 3 – You can force a target NPC up to 20 levels higher than you to stop fighting for a while.
- RANK 4- You can force target NPCs to permanently stop fighting (unless they’re attacked again)
Intimidation
The ability to strike fear into an opponent, causing them to flee so that you can
escape or attack first, can prove critical in a battle.
- RANK 1 – You can force a target NPC at or below your level to flee for a limited time.
- RANK 2 – You can force a target NPC up to 10 levels higher than you to flee for a limited time.
- RANK 3 – You can force a target NPC up to 20 levels higher than you to flee for a limited time.
- RANK 4 – Intimidated targets now flee for a substantial amount of time.
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