Skills

**Skills** reflect the abilities of your Sleeper. The initial class you choose determines the distribution of points at the start of the game, (+1/-1, a net zero), but other than that, you're able to create whatever Sleeper you desire.

## Purposes

They have three main purposes:

1. Skills modify dice rolls, by up to +2 (meaning a 4 point dice becomes a 6 point dice).
2. Skills unlock perks.
3. Skills unlock dice actions, as some require a specific skill level to even attempt.

## Upgrading

You spend upgrade points gained by completing drives to increase your skills. Simply open the skill panel, click, and confirm. Available upgrades will be framed by a gray box, while acquired ones will be framed by a pink one.

Every skill has six levels:

1. -1 dice modifier, on one skill determined by your initial class selection.
2. 0, the baseline dice modifier (1 upgrade point)
3. First perk (1 upgrade point)
4. +1 modifier (2 upgrade points)
5. Second perk (2 upgrade points)
6. +2 modifier (3 upgrade points)

All of these costs are cumulative and you can't skip steps. So, to max out a single branch, you need 8 upgrade points (9 if it's the one that gets a malus), and you get about 30 drives to complete. Which means you will need to do a little bit of specialization, but there's enough wriggle room to make it fun, rather than frustrating.

## Skill list and perks

### Engineer

*Work with machines and physical tools.*

Skill sees common use across the Eye.

* Perk 1: Efficient Extractor: Chance to gain random Scrap Components on Engineer actions.
* Perk 2: Self Repair: Use Scrap Components at home to repair Condition.

Both perks are very useful! Scrap components can be sold at the Ort Exchange for 15 cryo apiece, and can be stockpiled in advance for the Flux supply mission. Self Repair is one of the best perks to boot, as it allows the Sleeper to get all five dice for an extended period of time, without wasting stabilizer.

### Interface

*Work with digital interfaces.*

* Perk 1: Transfer Intercept: Chance to gain 5 Cryo on Interface actions.
* Perk 2: Icebreaker: Agent nodes give double Data rewards.

Neither of these perks are particularly useful, though the double Data rewards can make capturing data viable as an alternative income stream.

### Endure

*Use strength or strength of will.*

* Perk 1: Photosynthetic Skin: 'Sunbathe' dice action allows Energy recovery at home.
* Perk 2: Hard to Kill: Keep 2 dice even when Condition is breaking.

Neither of these perks are particularly useful, but leveling Endure could make for an interesting choice for a challenge run (e.g. I Beat Citizen Sleeper With Photosynthesis, or something)

### Intuit

*Approach problems with awareness*

* Perk 1: Predictive Reasoning: Dice actions display potential positive and negative outcomes.
* Perk 2: Instant Karma: Reroll all of your dice, once per cycle.

Predictive Reasoning is good for planning and estimating risk/return, but may not be needed if a player is using this wiki.
Instant Karma is an awesome perk that is always worth picking up, but may not be needed if a player is willing to resort to save-scumming.

### Engage

*Approach a problem head-on.*

* Perk 1: Thrill Seeker: Chance to gain 1 Energy after any Engage action.
* Perk 2: Obsessive Haggler: All Cryo actions are discounted by 20%.

Thrill Seeker is quite convenient, but if there's one perk you should make a beeline for in the absence of other plans, it's Obsessive Haggler. The 20% discount might not seem like much when buying shrooms, but it matters a great deal when buying stabilizer and other expensive items. It quickly adds up to a considerable sum that drops the difficulty of the game a full notch down. Just get it and wonder how the Sleeper ever got by without it.