recursal/Fanatic-Fandom huggingface dataset:
Antidoto de Set

ID | 53503

**Antidoto de Set** é um dos itens Consumíveis em Conan Exiles.

## Descrição

Set ordena que seus seguidores reverenciem as serpentes sobre todas as criaturas, até mesmo exigindo que seus devotos entreguem para serem devorados para as serpentes gigantes dos templos se as criaturas assim desejarem. essa reverencia significa que muitos sacerdotes são mordidos pelas serpentes venenosas que vagam pelos templos de pedra. Ao invés de simplesmente aceitarem seus destinos nas mãos de uma cobra petulante, os sacerdotes com frequência mantem um suprimento desse antidoto a mão. Criado durante os rituais de sacrifício com corações humanos, esta é uma troca literal de uma vida por uma vida e Set não parece manter nenhum rancor contra seguidores que se poupam dessa maneira.

## Origem

Criado pela Fórmula
 1  Coração Humano | 1  ****Antidoto de Set****1  **MManifestação de Fervor** | 20.0
Pilot

For the character skill named "Pilot", see Pilot (Skill).

A critical position on any ship, a pilots works from the bridge to control the star trading vessel’s flight and void engine output. While often one of a larger team and assisted by Hyperwarp Navigators, no ship gets far without a pilot.

# Skills

 As a character advances in the Pilot Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

LANDING

JUMP

SPY
Juror Class

The Juror class is a standard Star Trading vessel. The design has been in use for centuries, and was originally designed for long range scouting. Armed with a Hellfire Torpedo and carrying a crew of 24, the Juror class is a generalist.

Juror Class

 Small Slots | 9

 Fuel per Jump | 21

 Gunnery | 15

The Juror Class is the only ship you may start with if you have prioritized your Ship as E in your captain's template.

## Comparisons with Starting Ships

### Juror Class versus Scout Cutter

The Juror Class and the Scout Cutter are both available if you have your Ship starting at D. At this point, why would you still choose the Juror Class over the Scout Cutter?

#### Pros for Juror Class:

* 30k Cheaper (more credits to start with)
* More crew (24 versus 18) and an additional officer giving a deeper dice pool and diversity of talents.
* Sturdier Hull (1100 versus 900)
* Better dice pools for both combat and deep space operation: Better Pilot, Nav, Ops, Electronics, and Gunnery.
* Has stronger mid-range combat performance with a Light Railgun that the Scout Cutter lacks.
* More customizable with two more small slots and more mass to work with.

#### Cons for Juror Class:

* Less fuel (15 less: 5 from the base ship, 10 from the Cargo Hold 2)
* Less starting cargo space (25 versus 35)
* More crew means more salaries to pay and a slower leveling curve.
* Somewhat worse armor and shielding (partially mitigated by its +200 Hull though)
* Slightly less fuel efficient as it costs 21 (versus 16) fuel per jump and 8 (versus 6) fuel for combat.
* Somewhat worse engine; both speed and agility are lower (24 versus 27)

#### Conclusion

The Juror is a good option for a small crew that will grow rapidly while surviving deep space operations via the crew's expertise and moderate skill pools to start with. Selecting the Juror gives you a small buffer of credits (on Ship: D) that can cushion early misfortune. The ship fares about as well in combat despite its inferior engine and has a better long-term growth plan than the Scout Cutter with two extra slots, neither of which are spent controlling excess mass. It can thus last a captain a bit longer than the Cutter until a mid-game upgrade is afforded.

The Scout Cutter has some serious drawbacks but really shines if the captain is dedicated to keeping his crew alive and allowing their experience to skyrocket quickly. Losing a crew member on such a small team will be extremely painful, however. The smaller buffer of credits is compensated for by considerably more starting storage, slightly better fuel economy and fewer salaries to pay. Ultimately the Scout Cutter will need to be completely replaced sooner than the Juror to keep up with the threats of the universe.
Engineer Reference

# Skills

 As a character advances in the Engineer Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

AT PORT

BOARDING

UPGRADE

VICTORY

STORM

NEW SHIP

SALVAGE

SKILL SAVE

SCIENCE

XENO

EXPLORE
Commander Reference

# Skills

 As a character advances in the Commander Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

RECRUIT

VICTORY

MUTINY

MISSION
Arbiter Neutrality

This is the second Story Mission of the game and is available immediately after completing the Compelling Passenger mission. The mission is offered by Prince Calagan Faen by talking to him after Estelle Brokstrom arrives. Following the conversation it will appear in missions he offers and must be accepted there. Completing the mission will open up the entire Faen Court and their multiple story arcs. These will still open up later if the mission is not taken, but it will take some time for them to arrange another captain to do the mission.

## Synopsis

To preserve the veneer of neutrality Calagan can't send Estelle on one of his personal ships. So he chose the next best thing, one of his faithful Star Traders. If you're going to make powerful friends you might as well get in good with them, right? And what could be easier than escorting a protected diplomat to go help them sort out a crucial legal case? It's just a few stops with an opportunity for a little extra-credit snooping. You'll find out though that even escorting a neutral party can bring down a lot of negative reputation on you from Calagan's enemies.

## Walkthrough

Reveal/Hide SPOILERS

* Head to the neighboring quadrant and deliver Estelle to the court of Aetaan Char. You'll have two options to complete the mission. One will generate both more positive (with Calagan) and negative (with Char's faction) rep.
* On competing the first step you will be introduced to Aetaan and discover that she has a very compelling case against Calagan. You will also be give coordinates to the planet where the Highwind Station was located to go make further investigations there.
* There are two options to complete the second step of the mission, an easier Negotiation mission on the planet surface or a higher-paying Spying mission in orbit.
* On completion you will learn that they have a nearly watertight case against the Faens.
* Return to Calagan Faen to meet Valencia and witness his anger at Estelle for failing to sway the case in his favor. You will gain 240xp bonus across your crew.
* You will have a final conversation with Estelle where she will invite you to Ryeline Ganne in the Farfallen Rim, to help her with the Advocating Amendments missions.
* On returning to Calagan you will be able to meet all his children and begin their story arcs.
Goltha Development

Goltha Development is a Major Story Vignette. It will appear when the Captain lands on a Rychart world. An officer will begin a dialogue saying there is a diplomat who is looking for capable Star Trading Captains. The contact Cassie Cain will appear on the planet. She will promise an interesting mission, but you must reach personal reputation 30 with her first, by doing missions or selling intelligence.

## Synopsis

A secret De Valtos lab is developing a new technology called a Goltha Scanner which may be a disruptive technology. Cassie has found a way to steal the technology and make a great profit, but she needs your help. Will you mislead a mother about the death of her children, or kidnap and blackmail a spice addict to do it?

## Walkthrough

Reveal/Hide SPOILERS

This is one of the more involved Story Vignettes and can take quite a long time to resolve. It will involve ship or crew combat. If you are not equipped for such things you may want to try it at a later point.

First, you will need to bring money to bribe a lab technician, Eva. Eva will give you the first round of information to bring back to Cassie. Then Cassie will send you on a two part spy mission to the secret lab. It is in Farfallen quadrant (I assume this is not random, it will appear here in all map seeds.)

The spy mission will reveal two approaches: Kai Mar, a researcher, can be induced to flee the lab if we forge messages indicating that her family is in danger. Then the captain can attack the ship she hires to flee, take her prisoner, and bring her back to Cassie. This involves one ship combat. Alternatively, the captain learns that Karl Vose, another worker at the lab, is a spice addict. He can be kidnapped while at a spice den. This involves one ground combat.

Once you succeed \*or fail\* at either approach, the mission for the other approach will disappear from your mission log. That means if you fail the combat, the mission can't be completed. Presumably, failing the combat puts the lab on high alert, and there isn't any opportunity to try the other approach.

When you bring back either prisoner to Cassie, she will congratulate you, and announce that the technology may be ready in a year or more.

After a year or more, you can visit her again. She will give you a $200,000 bonus and the two items Redlight Goltha Scanner and Redlance Goltha Scanner become available. These are specialized versions of the scanner module which occupy a medium slot and have a far larger effect. (Note these items alphabetize under "R" in the ship reference and they are initially Rychart limited.)

At some point, the scanners become available to more factions; but I have not been able to tell what triggers this.
Palace Interceptor

The Palace Interceptor is an agile attack craft well suited for spying on enemy worlds. Armored and equipped for long range combat and damage evasion, the Palace Interceptor is surprisingly tough for the size of the hull. The Palace Interceptor carries 24 crew and is popular with Pirates and Spies. Available as a starting ship after completing the "Perfect Contractor" unlock.

Palace Interceptor

 Small Slots | 8

 Fuel per Jump | 23

 Gunnery | 17

## Strategy

The Palace Interceptor is unlocked by flawlessly completing 25 missions in normal difficulty or better.

As a starting ship, the Palace Interceptor requires setting your ship priority to B or better, but it can be very powerful in the early game. As one of the fastest stock ships, it excels at early game ship combat. Ships like the Galtak Freighter and Frontier Liner are easy pickings for the Palace Interceptor, which can prevent them from fleeing and avoid their attacks. By staying at long distance and disallowing enemy ships from advancing, a Palace Interceptor can easily disable much larger ships that depend on close-range weapons, such as the Dragoon Cruiser. If a Palace Interceptor finds itself outclassed, it can easily flee combat.

Enemy ships that use Twitch Surge can be problematic, but you should be able to fall back to long range without much trouble. Keep in mind that once enemy ships reach distance 3, ship combat now depends on your weaker Pilot dice and Engine Agility -- a loss of 11 strong dice when attacking.

## Recommended upgrades

A pirate may wish to replace the Starshot Lance Array and the Ares Missile System with additional, cheap torpedoes. This will facilitate stealing cargo from disabled ships and may pay for itself quickly. Captains uninterested in piracy may wish to replace the Starshot Lance Array with a missile for increased firepower at range, then replace one of the torpedoes with a component that increases Navigation dice. As your Navigators gain levels, consider replacing more small components like this, as Navigation is one of the primary dice pools used to attack at long range. With these modest improvements, the Palace Interceptor can stay competitive for a surprisingly long time.

The Wolf Vector is a similar design that has better stats at the cost of a slightly slower engine.
Danger Rating

Danger Rating reflects how risky operating in a given area is. Danger Ratings will not be visually changed by Rumors but the impact of the danger will be multiplied under-the-hood which can greatly increase the risk of operating in an area.

### Quadrant Danger

Deep space skill checks are far harder to pass in higher danger quadrants. The impact of danger ratings for quadrants is non-linear and follows this very rough progression:

* 0 = Very Safe
* 9 = Dangerous
* 10 = Very Dangerous
* 14 = 2x as dangerous as 10
* 20 = 5x as dangerous as 10

Danger Ratings are used by a number of different systems in Star Traders: Frontiers, including Quadrants, Planets, Gates and Wild Zones.

### Planet Danger

Recruits from high danger planets are used to difficulty as gravs and will tend to have more favorable combat statistics and traits than ones from more comfortable circumstances.

* 1 - Safe
* 2 - Harmless
* 3 - Benign
* 4 - Normal
* 5 - Tainted
* 6 - Hazardous
* 7 - Toxic
* 8 - Corrosive
* 9 - Deadly
* 10 - Insidious

### Wild Zone Danger

High danger wild zones will have more damaging negative cards and even Xeno prowling for your away team. Wild Zone danger is rated between 1 and 10, with 10 being the most deadly.

### Gate Danger

Higher gate danger increases the chance of malfunctions while warping. Warp malfunctions can cause ship component damage, morale damage, expend extra fuel, and can dramatically increase the time lost while warping.
Curing the Pox

During the Crimson Pox Era, planets will sometimes be hit with Early Infections which can spiral into a full blown global pandemic. During this window, the Star Traders can sell various medical supplies to have a chance to end the epidemic before it grows too big to handle. The odds of having this localized curing of the Pox is dependent on how many units you sell at once as well as the quality (type) of what you are selling:

Base chance of curing the epidemic is 10% for Basic Medicines, 15% for Advanced Medicines, and 20% For Kloxian medical bays.

At least 10 must be sold to trigger any chance of curing the epidemic.

Every unit increases the odds of curing by 0.5% up to a maximum chance to cure of 75%.

Thus selling 10 Basic medicines gives you a 10 + 10 / 2 = 15% chance of curing the Pox. Note that if your goal is primarily to cure the pox and not to make the best amount of money, you are \*slightly\* better off selling 130 basic medicines in increments of 10 rather than all at once.

Preventing the local epidemics from taking over a world will give the player progress toward the pox cure counter, additional reputation, and will remove the Early Infections rumor.

Example cure chances:
Coalition Foundation Missions

> While the United Coalition has been ratified, its powers are untested. We must move quickly to ensure that the Coalition is built upon a strong foundation involving all of the factions. -Estelle Brokstrom
>
>

These are set of Story Missions that are offered by Estelle Brokstrom during the Early Coalition (3rd) Era. They are primarily diplomatic tour type missions though they end with you seating a Coalition Emissary or a Coalition Commander. They also provide Reputation with the coalition and Influence for Estelle. The missions are randomly generated as opposed to scripted, though there is a recurring dialogue at the end of each mission type. Each step and the completion will offer the captain a negotiation test and the chance to join the negotiations. Coalition Emissaries and Commanders offer some unique services, especially the Emissary who can offer a universal pardon for any faction.
Bodyguard Reference

# Skills

 As a character advances in the Bodyguard Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

ON INIT

MISSION

ON DEATH
Harbinger Carrier

Alta Mesa exclusive Carrier, considered to be epitome of Alta Mesa's small craft doctrine, it comes with an optimized loadout for carrier combat and able to sustain a variety of small craft loadouts and specialize in long ranged combat using it's missile launchers and Torpedos to provide cover for small craft

Harbinger Carrier

 Small Slots | 12

 Fuel per Jump | 65

 Gunnery | 27
Gravs

Gravs, or grounders, are the planet-bound citizens of a Faction or Independent settlement. They make up the vast majority of the human population. They work to produce goods, provide services, pay taxes, run the bureaucracy and everything else that makes civilization work. These are the everyday people of the Star Traders Union. One of the biggest legal distinctions between Gravs and spacers is that Gravs are full Faction citizens, with all the rights and obligations that entails. These include privileges such as being able to take out loans.

Unlike a Star Trader Captain, Merchant or Prince, many Gravs will likely never see a single Credit, instead using lower denominations of the standard currency, such as the mark (1/1000th of a Credit) and shilling (1/100th of a mark).

### Gravs and Spacers

While Spacers are drawn from the ranks of ordinary Gravs, and whole industries exist to cater to the needs of starships and their crews, there are some very strict cultural divides between gravs and spacers. The most common view of spacers held by gravs is that they are a crazy, dangerous lot, sometimes even feared or disdained despite their reliance on each other for trade, support, and defense. This can be most clearly seen in the fact that, while Star Trader vessels have the legal right to make planetfall or dock with an Orbital, spacers are restricted in where they can and cannot go, typically the Spice Hall, Spacer Exchange, medical facilities and docks.

Some gravs see becoming a spacer as a way to better their lot in life or escape from trouble, and will sign onto a crew, setting aside their rights and privileges as citizens to sail the stars.
Combat Medic Reference

# Skills

 As a character advances in the Combat Medic Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

BOARDING
Hyperwarp Navigator Reference

# Skills

 As a character advances in the Hyperwarp Navigator Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

JUMP

STORM

SKILL SAVE

LANDING

MISSION

SPICE

ENCOUNTER

SKILL SAVE

ENCOUNTER
Estelle Brokstrom

Estelle Brokstrom is a Zendu Arbiter, and friend of Prince Calagen Faen. The very first story mission involves escorting Estelle to the court of Prince Faen. As an Arbiter, she is a powerful agent of Shalun Law, and due to her Zendu blood can access generations worth of genetic memories to help her carry out her duties. She is a strong advocate for mediation and the formation of a Galactic Council of Factions to try and tamp down Faction feuding.
Horizon Highliner

Horizon Highliner

 Small Slots | 10

 Fuel per Jump | 28

 Gunnery | 16

## Notes

The Horizon Highliner is unlocked by helping the Arbiter found the Coalition in the first era. This ship is mostly likely to be seen as an upgrade to the Galtak Freighter. In its stock configuration, it has much higher dice pools, more fuel and cargo space, and has a better chance to escape. The thick hull should provide some protection during ship combat, though the Highliner lacks medical facilities, like the Galtak Freighter.
Modding Talents

Modding Talents allows you to create new abilities for Jobs. Every Talent is associated with a single Job through its *data.Talent.jobType* field (linking to data.JobConfig.id field from Modding Jobs and Professions) and can only be learned once a character has achieved the *data.Talent.jobLevel* rank within that specific Job.

For example, the Talent "Vigilant Scanners" is an E-Tech Talent because the Talent.jobType = 3 (Electronics Tech, Modding Enums) and it can only be trained at rank 8 or above as the Talent.jobLevel=8.

### Talent Types and Triggers

There are a number of major categories within Talents as well as a number of Talents that simply fire on different types of game events, such as landing on a wild zone.

The database field that defines where and when a Talent can be used is *data.Talent.actionType*. Depending on the value of this field, the Talent may be categorized as:

* Crew Combat
* Ship Combat
* Ship Encounter / Ship Victory
* Craft Launch Plans
* Ops Talents (Explorer, Patrol, Spy, Blockade, Salvage)
* Mission
* Skill Saves
* Triggering on many other possible game events

### Crew Combat Talents

Crew Combat Talents are determined by setting their *data.Talent.actionType* to (GAME\_ACTION\_COMBAT\_CREW\_ACTIVE -1).

#### Valid Use Positions

The slots a Talent can be used in are determined by the fields *useMinPos* and *useMaxPos*. These fields have a value from 0 to 3 where 0 is the front rank and 3 is the back rank. Some examples:

Use Position Examples
 3
 0
 0
 2

### Valid Target Positions

The slots a Talent can target are determined by the fields *minPos* and *maxPos*. These fields have a value from 0 to 3 where 0 is the front rank and 3 is the back rank. This targeting logic is combined with the *targets* to determine exactly how many enemies are hit. If *targets* is set to 1, then the player can select a single target from the valid target positions. If *targets* is set to 2, then all targets in the valid positions are affected.

Some examples:

Target Examples
 0
 0
 2
 0

### Ship Combat Talents

Ship Combat Talents are determined by setting their data.Talent.actionType to (GAME\_ACTION\_COMBAT\_SHIP\_ACTIVE -2).

## Notes

Some talent effects are hardcoded and DO NOT rely upon data that is modded in the database. Typically these include talents that have 'effects' that are side effects. For example: Ricord's combat removal ability, Port Maintenance's repair value, or any talent that has a % chance to have an effect.

Crew Combat and Ship Combat Talents Syntax Difference

Crew Combat and Ship Combat Talent syntax is not completely identical. Additionally, Ship Combat Talents cannot be used to directly attack an enemy ship. They instead typically buff weapons used during the combat round or apply an effect after a successful attack. Crew Combat Talents do not have this limitation. See the table below for the syntax differences.

Field to use for an Effect Outcome
 Buff Self - without attack
 Buff Self - Only IF attack is successful
 Buff/Debuff Target - (requires successful attack)
Death Save

Whenever a character is hit by a lethal wound -- from crew combat, ship combat, exploring, traveling accident or any other circumstance -- they make a Death Save to see if they are able to survive. Basically, whenever your Hit Points reach 0 for any reason, you have a chance to die. Depending on your Game Difficulty, your crew, officers or captains may not die permanently. In those cases, Death Save is not rolled and the character always survives a lethal wound, albeit emerging on the far side with very few Hit Points. The exact number of Hit Points the fortunate character returns with is dictated by the Medical Rating of your ship.

> *Death Save % = Game Difficulty Death Save + your Resilience + Trait and Gear Bonuses*
>
>

Death Save is rolled as a percentage chance to see if you survive.

Traits such as Lucky, Durable, Survivor all have big impacts on your Death Save and make characters far more likely to survive multiple lethal wounds before finally succumb to the call of the death. Similarly, negative traits like Fatalistic will make characters far less likely to survive lethal wounds.
Clan Javat

Zone Bonus | +8  Economy for Mining, Refinery & Industrial Zones  +2  Starport

The people of Clan Javat are known for their industrious spirit with their focus on mining, resource gathering and production of quality goods. The powerful and efficient mines and factories of Javat’s worlds keep its exchanges stocked with all kinds of goods, making its trading permits especially valuable.

Having developed some of the most advanced technology and best trained personnel in the mining, deep space operations and spice farming industries, Clan Javat stays ahead of the competition on many fronts. Their widely varied mining operations range from spice mining to remote mining sites which all effectively feed into the Clan Javat industrial and refinery backbone. Due to their vital position in the hub of trade, many other Great Houses and Syndicates seek to keep in trade alliances with Javat, for mining is known to be an ever-green industry.

The men and women of Javat are known to be focused, steady, and mechanically attuned, close to the machines by which their Great House has made its fortunes.

### Reputation Maximums

**Selling Intel, faction maximum: 20 Reputation**

Once your Reputation reaches 20 with Javat, you will no longer gain faction Reputation from selling Intel to faction Contacts.

**Selling Intel, Contact maximum: 40 Personal Reputation**

Once your Personal Reputation with a particular Contact exceeds 40, you will no longer gain Personal Reputation for selling Intel to him or her.

**Selling Rare Trade Goods, faction maximum: 50 Reputation**

Once your Reputation reaches 50 with Javat, you will no longer gain faction Reputation for selling Rare Trade Goods originating from a Javat quadrant.

### Faction Ships

* Tiberian Highliner
* Rim Exocruiser
* Mortifor Carrier

**Faction Ship Components** (full list with specs here)

* M3400 Void Engine: Behemoth
* M3400 Performance Hyperwarp Drive
* Hauler Hold
* Hull Plating 4
* Hull Plating 5
* Resource Processor
* Javat Mechi-Reaper
* Defense Pattern Matrix 4
* Water-Fuel Reclamation 2
* Water-Fuel Reclamation 3
* Water-Fuel Reclamation 4

### Special Rules

Never far from the arteries of their mining empire, Javat starports offer Water-Fuel at a 10% discount (always at least $1 less).

Known for exploration into wild zones, any Exo-Scouts recruited from Javat Contacts will have bonus attributes compared to other recruits.
Aeternum Vindex

The Aeternum Vindex is a high speed hull design well suited to exploration, scouting and hauling valuable cargo. The Vindex hull puts an emphasis on long range combat to avoid enemies and fuel efficiency to travel long distances. This hull is popular with Smugglers, Exo-Scouts and Explorers. Requires the 'Warrior' unlock.

Aeternum Vindex

 Small Slots | 10

 Fuel per Jump | 16

 Gunnery | 17
Grenades

Grenades are Crew Combat items only available through specific talents. They typically have a very high initiative cost, can only be used from the front row, and impact up to two foes. Grenades use the highest Skill among the attackers Blades, Pistols, and Rifles skills to determine a portion of their accuracy. Grenade damage is soaked by the melee damage reduction portion of armor. Grenades have their own penetration percent independent of the equipped weapon of the attacker.
Clan Steel Song

Zone Bonus | +4  Spice  +4  Military

Undisputedly the Great House with the most powerful military presence, the Steel Song achieves its dominance from a mix of merchant marines, mercenaries, rogues, pirates, and assassins. Steel Song is known for having claimed fewer worlds within the many Quadrants, though they hold them all with an excess of military might.

Steel Song has long been known for the guilds of assassins that train on their worlds. The tradition of the Steel Song assassin cults started as far back as during the Galactic War. Their assassins were notorious for unpleasant deeds and efficient, effective, widespread killing around their targets. For centuries, Steel Song assassins have been feared, and rightly so.

The men and women of Steel Song are courageous, self-sacrificing, and known to be intimidating. As a people, they profess a belief in reincarnation, and that the ethereal spirits of man are reborn into new lives after death. Among some of the Steel Song assassin cults, it is said that their agents do not kill, but simply guiding their marks to their chance to be reincarnated in better lives. If their targets have lived an honorable life, perhaps they will come back as a Steel Song. It is hard to tell if this is a satirical joke or a serious feeling. The Steel Song flag shows the design of a wheel and spokes, a reference to the endless motion of the Song as well as to the cycle of death and rebirth that is central to Steel Song beliefs.

### Reputation Maximums

**Selling Intel, faction maximum: 50 Reputation**

Once your Reputation reaches 50 with Steel Song, you will no longer gain faction Reputation from selling Intel to faction Contacts.

**Selling Intel, Contact maximum: 30 Personal Reputation**

Once your Personal Reputation with a particular Contact exceeds 30, you will no longer gain Personal Reputation for selling Intel to him or her.

**Selling Rare Trade Goods, faction maximum: 50 Reputation**

Once your Reputation reaches 50 with Steel Song, you will no longer gain faction Reputation for selling Rare Trade Goods originating from a Steel Song quadrant.

### Faction Ships

* Zartar Fang
* Neutiquam Cruiser

**Faction Ship Components** (full list with specs here)

* Scout-Vanguard Bridge 5
* Hyperion Exo-Suits
* Interrogation Chamber
* Interrogation Ward
* Boarding Assault System 4
* Railtrak Guidance Matrix 4
* Warden's Annex

### Special Rules

The Bloodbadge bestows great prestige, Steel Song starports grant a 1% discount per grade of Edict on component upgrades.

As they stick to their rigid code of honor, Steel Song Bounty Hunters you encounter while traveling the void will never accept bribes.

Steel Song is famous for its Blade Dancers who always have bonus attributes when recruited from their spice halls or contacts.
Compelling Passenger

This is the opening Story Mission of the game and consists of a simple intra-quadrant escort mission. It leads almost immediately into the Arbiter Neutrality mission. The game intro will introduce the mission and it will appear automatically in the Missions screen. As with all Story Missions, it can be ignored, but it pays well, provides an early contact and other bonuses so it's almost always worth doing. If a Captain chooses not to pick up the Arbiter she will appear later

## Synopsis

Being a Star Trader is a privileged caste, but still, it's not everyday that one is called upon to escort a powerful Zendu Arbiter. It's easy money and is likely help you make friends in high places, but then again powerful friends might seek to draw you in to their powerful problems.

## Walkthrough

Reveal/Hide SPOILERS

* It's a simple escort mission so just head on over where Estelle is waiting for a pick up. The game will have automatically set a navigation path at game start, but you can also check your missions summary and manually set the navigation point if needed.
* On arrival, a dialogue with the Arbiter Estelle Brokstrom will begin. It is possible to snub her and refuse the mission. There you can also learn more about the matter she is involved in. She will also tell you the price of the mission, $10,000
* After the dialogue you will have a new contact, Prince Calagan Faen.
* There will be a chance for further dialogue with Estelle on take off where you can learn more about the Zendu.
* On arrival at the destination a dialogue with Calagan Faen will begin and you will be granted a 120xp bonus across the crew and +5 Rep with your faction, +10 Rep with Calagan and $2,000 bonus.
* In the final dialogue you will also meet Zette Faen, Calagan's daughter, who will tell you more about the case. There are no ramifications to choosing different dialogue options.
Map Seeds

Map seeds are unique strings that allow players to quickly share maps by sending the seed instead of the map file. Even the default map has a seed.

### Map Seed String Format

The map seed format is st-v01-AA-BB-XXXXXXXX

AA is # of quadrants. The Quadrant count can range from 12 to 40. Smaller maps with lower amounts of quadrants can be challenging as Reputation losses will be felt more and may be tougher to repair compared to larger maps.

BB is density. The density value can range from 4 to 14 where 4 is most dense and 14 is least dense. Density refers to the density of quadrant connectivity. Higher density means that quadrants will have more connections to other adjacent quadrants.
Community Challenges

Community Challenges are community-driven special sets of rules to play the game under. There is no built-in enforcement mechanism. Screenshots are usually given as "proof" of completing a challenge but as there is no actual reward for finishing one other than bragging rights, no serious verification is done.

Each community challenge runs for a single month, but nothing stops players from giving a historical challenge a go any time after the fact -- post about it in the Star Traders Discord community or Steam forums any time.

# List of Challenges

May 2019 - Small Ship to Prize Ship

June 2019 - Legendary Hunter

July 2019 - Underworld Renown

October 2019 - Firefly Tour

November 2020 - Away Team

December 2020 - Santa’s Stash & Spacemas Cocktail

January 2021 - Friends in High Places

February 2021 - Boarding Bosses

May 2022 - Hunna Snakes Rule

July 2022 - Top Gun

September 2022 - Merchant Mogul

End of Year 2022 - Pirate's Life
Navigator Reference

# Skills

 As a character advances in the Navigator Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

JUMP

STORM

SKILL SAVE

LANDING

MISSION

SPICE

ENCOUNTER

SKILL SAVE

ENCOUNTER
Mechanic Reference

# Skills

 As a character advances in the Mechanic Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

REPAIR

DESTROY

SALVAGE

BOARDING

SALVAGE

UPGRADE

SKILL SAVE
Advanced Combat Tactics

## Introduction: Advanced Combat Tactics

Fight as a team or lose ground combat. Planning ahead is the key to success. Combat has a domino effect. You need an overhead view to see the pattern. This guide attempts to analyse what you need to build a deadly offense with an impenetrable defense. To better understand ACT serious study of basic Crew Combat is recommended.

Tangling with the Hunna, Security Forces. Spy, bounty, exploration, and story line missions will put your team of 4 fighters in gladiatorial style combat. Only one side leaves the arena alive. Many Mission Types require winning ground combat to satisfy the contact that gave you the job. This guide does not discuss Advanced Boarding Tactics. The focus is on ground combat.

Going deeper using a Tactical lens.

* How to select the right weapon, armor and gear.
* How to coordinate talent, and weapon range, teamwork
* How to close the gaps in your firing line.
* Balance What type of combat jobs work best together
* Leveling plan. Each time a fighter levels, selecting talents must be from a team view.
* Tactical Methods & Situational Awareness
* Detailed analysis of dice results from actual combat encounter

### How to use the Range Finder:

Play with the sort columns you'll be surprised by the results. Here's a few good ideas.

* Preplan a combat team when creating a new captain template.
* Use range column to group by talent effects regardless of Character type.
	+ Quickly identify holes in your firing line.
	+ The best fighter starting slot position
	+ Movement:  Knowing which talents will advance, retreat, stun, knockback grouped together .
	+ Team talents have an effect on the whole team, such as group heal or debuff grouped together.

### Fighters & Equipment links

Click on any entry to navigate to the the character page, right click to return.

## Combat Range Finder

\*\*\*\*\*\*\*\*\*\* Later add anchor point so deep navigation can jump back and forth to this section

[ Expand ] or [ Collapse ] are toggles so you can expand or collapse the view of lengthy tables.

The Range Finder is frequently referred to throughout the guide. You will be able to navigate back and forth to this table without having to scroll all the way to the top, or lose you place in the text.

Blue text in job column: Links to character main page. For example clicking

Cmed1 will take you to the Combat Medic page, click to return.

**o = valid firing position, valid target. x = prohibited**

## Combat Lexicon

To get the most out of ACT you need to be familiar with the types of damage your talents will inflict, and the type of attacks you need to defend against. When we get to exact details of a sample combat this will help you understand the terminology.
Narvidians

Much of the Star Traders history is lost and distorted and nowhere is this more evident than in explanations of the Narvidians, their origins and interactions with humans. Narvidians appear to be a race of sentient technological beings. As technological constructs, many Star Traders have come to believe that they are in a fact a creation of their human ancestors at some point in the far distant past. In some spice halls it is even overheard that the Narvidians were created more recently, specifically to help ferry the Star Traders in the Exodus to their new home.

While their exact origins may ultimately be unknowable Templar historians attest that before the Galactic War, a large and powerful trade organization, known as the Guild, was infiltrated and turned against humanity by a small number of powerful Narvidians. In turn, the Narvidian used the Guild's vast industry to rebuild the Narvidian race and unleash war upon the galaxy once again. The Guild Wars pitted Guild against Guild, Narvidian against Human and Star Trader against all. Only a rebuilt Zendu leadership and the the military might of the Templar Knights allowed the Star Traders to emerge victorious.

While the great Exodus aimed to leave the Narvidians and the failing Guild behind in the Galactic Core, it is clear that some of their kind have discovered the location of the Star Traders new homeworlds. It has been confirmed that some Quadrants fell to Narvidian incursions, while others, such as the Cirm Quadrant, were able to defeat the ancient enemy in direct battle.

### Spice Hall Rumor

The following section was overheard in the Spice Hall. It is an unconfirmed rumor, at best, and may contain fan-fiction, incorrect facts, or even outright lies.

Narvidians were a tyrannical race that conquered the Galaxy millions of years ago in a series of wars primarily with the Alfaan , creator of Hyperwarp gates . The Narvidians invented most of technologies used today including the Narvidian engines and a gene tailoring device which made the xenos a lot like them and thus more loyal to them.

**Narvidian wars**:-

Around 2000 BE humans created primitive versions of Narvidian tech independently . Narvidians who were unaware of these events immediately sent a fleet to conquer Earth . Humans however turned out more strong and intelligent than they imagined. However we were low in number and captured and enslaved . Around this time Prophet Shalun , the maker was born . He freed the Zendu and formed the Templar Order . The Narvidians were defeated and went away . They still exist powerless even though their xeno thralls wish to take revenge many of their thralls take advantage and revert to their original form and flee to star traders space hoping to be taken by a star traders crew for a better life
Patrolling Notes

See: Patrolling

Testing Notes On the Effects of Different Skills on the Patrolling Rewards:

base 55/40/4

cha 50/37/12

com 51/44/3

tac 55/40/4

nav 55/40/4 //pool increased only by standard dice.

nav 55/40/4 //pool decreased by 15 strong dice.

//for each test 16 was added to that pool size.

//Note: #/#/# refers to common % chance, good % chance, and rare % chance.

charisma moves the odds towards rare and away from both common and good, pulling from common more quickly

command moves the odds towards good and away from both rare and common, moving away from common much more quickly

tactics does not change the visible odds at all

navigation does not change the visible odds at all

Update: I got word from Andrew one of the game's 2 creators and he says tactics and navigation increase the odds of 3 green cards being drawn, versus the base of 2 green, and 3 red.

Also it is worth noting your ship pools size do not matter for rewards, if you have 50 nav and a ship nav pool of 20, all 50 nav will still effect your odds.
Diplomat Reference

# Skills

 As a character advances in the Diplomat Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

MISSION

RANK

TRAIT

PAY

MISSION

INTRODUCTION

MISSION

VICTORY

RANSOM

SKILL SAVE

PARDON

CONFLICT

CONSCRIPT
Merchant

A merchant turns the wheels in the great Exchanges to reap great profits. They are skilled at moving goods to market quickly and getting the best prices. The merchant is a king or queen of wheeling and dealing, haggling and finding the right market for the right sale. A successful merchant will have friends in every spice hall and be aware of the trade Rumors.

## Starting Captain Traits

A captain whose first job is **Merchant** will gain the following traits:

 **Lawful** | Known for legitimate dealings, reduces the hostility of law-abiding ships (Military Officers, Merchants, Bounty Hunters, Zealots) encountered in travel by 1

# Skills

 As a character advances in the Merchant Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

PERMIT

TRADE

SPICE

REFUEL

TRADE

INTRODUCTION

PAY

ENCOUNTER

TRADE

TRADE

TRADE

TRADE

## Special Recruitment Bonuses

Any Merchant coming from Clan Moklumnue will have increased attributes.
Hit Points

Hit Points are a measure of a Characters physical health and endurance reserves. A character with high Hit Points is healthy, hale and can survive combat or accidental wounds without risk of death. A character with low Hit Points is injured, nursing wounds, and may be near death if forced into combat or caught in an accident.
A character's maximum Hit Points are equal to the following equation. Regardless of the character's attributes, a character has a minimum number of Hit Points of 100. Ship captains have a slightly better Hit Point equation with 120 minimum Hit Points.

For crew and officers:

> *Hit Points = 100 OR ((Fortitude x 3.5) + (Strength x 2)) whichever is larger.*
>
>

For Star Trader captains:

> *Hit Points = 120 OR [((Fortitude x 3.5) + (Strength x 2)) \* 1.2] whichever is larger.*
>
>

For Xenos:

> *Hit Points = 140 OR [((Fortitude x 3.5) + (Strength x 2)) \* 1.6] whichever is larger.*
>
>

For Jyeeta:

> *Hit Points = 140 OR [((Fortitude x 3.5) + (Strength x 2)) \* 2.2] whichever is larger.*
>
>

For SPOILER:

> *Hit Points = 140 OR [((Fortitude x 3.5) + (Strength x 2)) \* 2.6] whichever is larger.*
>
>
Engineer

An engineer is trained to operate and maintain the main systems and technologies that are the backbone of every star trading vessel. Their keen focus on ship repair and complex electronics systems makes them indispensable on high-tech ships.

# Skills

 As a character advances in the Engineer Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

SKILL SAVE

AT PORT

BOARDING

UPGRADE

VICTORY

STORM

NEW SHIP

SALVAGE

SKILL SAVE

SCIENCE

XENO

EXPLORE
Card Game Mechanics Reference

## Card Game Mechanics/Logic

Card games are based on a deck of cards. Based on the Risk Factors and Reward Factors, positive and negative cards are used to create the deck. Risk and Reward Factors are also used to calculate the chance of Common, Good and Rare positive cards and Risk Factors calculate the Low, Medium and Max Risk changes. These are used to then determine which positive and negative cards are in the deck. For example, areas with higher Common Rewards will feature more +1 and +2 cards, while areas with high Max Risks will feature more -5 cards. Once the hand is shuffled and dealt, 5 cards are shown and the chance to draw any one of those five cards is 20% (random card selection). Upon completion of the hand and after the results of the final card are handled, the deck is reshuffled and 5 new cards are dealt.

Mission steps that require a successful card draw start at the normal base 20% chance of selection. However, after each unsuccessful draw, the chance increases by 2%. Without talents modifying the odds, you can expect to succeed at the mission step in 3 or fewer attempts most of the time, in 9 or fewer attempts almost all the time, and for a very unlucky few 41 attempts would be required. On the 41st draw, the chance of success is 100%.