recursal/Fanatic-Fandom huggingface dataset:
Political Crusade

> My family needs loyal Star Traders to crisscross the galaxy now more than ever. We must put pressure on Princess Aetaan Char from all angles if I am to protect my daughter and heir, Valencia. -Calagan Faen
>
>

These are a series of Story Missions given by Calagan Faen early in the first Era. They continue until the Duel of Assassins between the Faens and the Chars begin, after which they are effectively replaced by the Blood Feud missions. Calagan is leveraging all of his political and diplomatic relationships to head off the feud and save his daughter. The missions consist of a series of Diplomatic missions of varying difficulty and length. Following the completion of the Arbiter Neutrality mission, they can be clicking on the "Court Missions" button when accessing Calagan's services. He will offer the missions below in a random order. While Calagan's crusade will ultimately fail to prevent the duel, completing the missions will significantly blunt Aetaan's influence and increase Calagan's and earn you the patronage of a high prince.

## Admissible Evidence

This is a package and passenger delivery mission. It will require multiple jumps including into Aetaan's faction territory to deliver evidence to the judge.

### Walkthrough

Reveal/Hide SPOILERS

* Travel to the first planet and pick up the evidence.

## Internal Pressure

Escort Calagan Faen's negotiator to speak the a High Princess from Aetaan Char's faction in hopes that she will dissuade Aetaan from pursuing a Duel of Assassins.

### Walkthrough

Reveal/Hide SPOILERS

* On arrival at the target zone you will get a discussion with a Diplomat from Aetaan's faction and learn that her peers are not very interested in putting pressure on her to drop the case.
* Return to Calagan to see his disappointment and complete the mission.

## Mounting Pressure

Calagan is trying to build resistance within the Chars own faction to the conflict they are brewing. He needs someone to escort a Negotiator to three enemy faction planets most likely in different quadrants to persuade her peers to put pressure on her to de-escalate the conflict.

### Walkthrough [SPOILERS]

* The negotiator will join your ship on Calagan's world. Bring them to the first planet and decide whether or not to join the negotiations. You'll learn that all her peers are reticent to cross Aetaan Char.
* You should have a choice of two different locations for the second negotiation. Make sure to look at your options and pick the most efficient location.
* There is no dialogue for the second negotiation. Proceed to the third.
* Following the third negotiation return to Calagan Faen for a short dialogue.
Ship Combat Initiative

Attacks in ship combat from ships are made in an order determined by Big Die(10) + Bonus. The highest weapon's roll goes first, the second-highest goes second, and so on. (The order in which Small Craft are targeted is not currently known.)

As of v3.0.29, these components give Initiative bonuses. All such bonuses stack by simple addition, and apply to every weapon on a ship. Some components are faction-specific.

* +1 Initiative each:
	+ Targeting Matrix 2
	+ Railtrak Guidance Matrix 3, 4 (Steel Song)
	+ C-Tak Interceptor System 1, 2, 3, 4 (Zenrin)
	+ Defense Pattern Matrix 4 (Javat)
* +2 Initiative each:
	+ Targeting Matrix 3, 4 (Moklumnue)

The order of attacks matter because **Crippling Hits** take effect immediately (unlike debuffs from talents such as **Bombardment**) and thus later attacks can be less accurate from a crippling hit such as **Distortion Fields**. Furthermore, component damage is immediate, so damage to a defense boosting component can make later attacks against the ship in the same turn hit more reliably. Overall, Ship Combat initiative plays less of a role than other mechanics but is still significant.

See Also: Ship Combat
Picareta Dupla

**Uma mistura de picareta de mineração e machadinha para cortar lenha.**

De seus ombros pendia um folgado manto negro e, sobre um dos ombros, ele carregava um pesado machado, cuja forma não era nem a de ferramenta nem a de arma. - A Hora do Dragão Uma mistura de machadinha e picareta, esta picareta dupla foi inspirada nas ferramentas peculiares usadas pelas tribos afghuli para quebrar gelo, pedra e árvores mais duras que cresciam na região dos alpes. Dizem que o povo dos afghuli não é civilizado, mas o fato é que possuem inteligência e engenhosidade que lhes permitiram sobreviver em uma das regiões montanhosas mais inóspitas do continente de Thuria. A picareta dupla pode extrair com eficiência tanto madeira quanto pedra, assim os aventureiros não ocupam o espaço de suas armas e outras ferramentas.

Necessita de:

Na Bancada de Ferreiro.
Trait Conditioning

The Gestalt Technologists have a storied history of employing cutting edge techniques, known only to the members of their order. This medical tradition is now capable of deploying a key new service - Trait Conditioning. Using a combination of vat tech, genetic conditioning and other secret medical tech, Gestalt Technologist and Gestalt Explorer Contacts are now capable of purging certain traits from your crew, for a pretty price.

Gestalt Conditioning can remove some particular traits shown below.

The Gestalt aren't the only contacts capable for reconditioning traits. Chaesin Doctors are known throughout the galaxy for their unique techniques, synthesized medicines and holistic cures. For a price, they are willing to treat any patient; with time and the right approach, they have been known to heal terrible wounds -- both physical and physiological.

Chaesin Conditioning can remove:
Swordsman Reference

# Skills

 As a character advances in the Swordsman 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.

ON INIT
Pirate

A pirate is the terror of the shipping lanes, and can sniff out a full cargo hold or an opportunity for plunder from the ships' bridge. Pirates are skilled at ambushing merchants and smugglers as well as creeping into zones to sell their stolen cargo. They are experts at crippling and capturing enemy ships. The Quadrants are vast and a pirate who knows it well will be able to prey on the richest shipping lanes and visit the most profitable exchanges.

## Starting Captain Traits

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

 **Marauder** | Eager to hunt profit, gains +10 Boarding, +10% Accuracy, +5 Range Change in Ship Combat

# Skills

 As a character advances in the Pirate 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

VICTORY

BLOCKADE

SMUGGLE

ENCOUNTER

BLOCKADE

ENCOUNTER

MISSION

MUTINY

ENCOUNTER

SALVAGE

BLOCKADE

BLOCKADE

VICTORY

BLOCKADE
Star Traders Wiki/Section 3

Wiki Links

**Your Crew and Officers**
* Characters
	+ Attributes
	+ Skills
	+ Jobs
	+ Talents
	+ Traits
* Crew Management
	+ Recruiting
	+ Morale
	+ Spice
* Experience
* Ships
	+ Ship Components
	+ Ship Armor
	+ Ship Shield

**Factions and Worlds**
* Factions
	+ Reputation
	+ Military Rank
	+ Edict
	+ Trade Permit
* Zones
* Resource Types
* Conflicts
* Rumors
	+ Quadrant Rumors
	+ Planet Rumors
	+ Zone Rumors

**Combat**
* Crew Combat
	+ Armor
	+ Weapons
	+ Gear
* Ship Combat
	+ Ship Damage Types
	+ Ship Combat Effects

**Orbital and Planet-side Operations**
* Contacts
	+ Influence
	+ Missions
	+ Mission Types
* Spying
* Blockading
* Patrolling
* Exploring
* Black Market
* Trading
	+ Rare Trade Goods

**Game Mechanics**
* Game Difficulty
* Dice Mechanics
* Skill Tests
* Skill Pools
* Skill Bonuses
* Map Seeds
* Unlocks

Twitter

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Senate

A senate is an overarching legal body within a single Quadrant that aims to preserve the rule of law. When the many isolated groups of colonists in the Exodus settled new systems and planted the seeds of the quadrants of today, each established their own senate, as dictated by the Faction Accords.

Within a quadrant, each faction controls a number of senate seats, allocated by the size, strength and population of the systems they have settled. Each faction has their own unique process for how senators are elected, but they all center around the powerful and elite members of the faction’s leadership nominating candidates and casting votes. Within the syndicates it is often powerful board members, princes and the leader of rich cohorts who cast these votes. In the great houses, it is usually the leading bloodlines, richest families and Princes. Each faction has their own unique approach, for example, within the Cadar Syndicate, some of the top military commanders often participate in the process.

Senators are elected for only three years. Some senators spend this time tirelessly working to gain additional support within their faction, while others take their duty to heart and work to keep the rule of law, tamp down violence and feuding, and adhere to the goals of the senate body as Shalun saw them. As senate seats often change hands between terms, those faction leaders who power in their own right, such as princes, syndicate board members and family leaders would not gamble their future on a fickle senate seat. Therefore, while most senators come from powerful families and cohorts, these positions are see as perfect for second or third sons and daughters.
Saboteur

# Skills

 As a character advances in the Saboteur 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.

BOARDING

SKILL SAVE

BOARDING

SMUGGLE

BOARDING

MISSION

BOARDING

ON INIT

BOARDING

## Special Recruitment Bonuses

Any Saboteur coming from the Syndicate Rychart will have increased attributes.
Ship Shield

Ship Shield is an attribute used by capital ships. Shield reduces Internal Damage a ship suffers during Ship Combat before that damage is applied to crew and compartments. Higher shield values reduce more damage while negative shield values amplify damage. This shielding is not energy based, rather representing the ship's resistance to radiation, internal protective measures meant to keep crew safe, and defensive structures that withstand compartment damage.

## Internal Damage Reduction/Amplification

All Weapon attacks in Ship Combat cause Internal Damage. Any Internal Damage that a ship suffers is subject to either a damage amplification or a damage reduction, depending on the shield of the target.

`damage multiplier = 1 - 0.03 × *shield* ÷ (1 + 0.03 × |*shield*|)`.
### Shield Buffs

The damage reduction from shielding granted by ship components will eventually reach 60% with a sufficiently high shield rating (50 points). Beyond here, you can increase your damage reduction via +Shield Ship Buffs from Talents. This higher maximum will reach up to 75% damage reduction.

## Radiation and Void Damage Resistance

Some Weapon attacks in Ship Combat cause Void Damage and/or Radiation Damage. These two non-standard types of damage are resisted by Ship Shielding instead of Ship Armor. Their damage is reduced by flat amounts, down to a minimum of 0. For example: 30 Radiation resist knocks 35 damage down to 5, 30 damage down to 0, and 25 damage down to 0.

## Sources of Shielding

A Ship's Shield value is combined from multiple sources. Some shield sources are constant, like the shield that comes from the ship's hull. Some shield bonuses are temporary, like the ones that come from Crew Talents.

### Base Shield

Each ship hull has a base shield value that does not change during the game. This property comes directly from the ship's hull and is active at all times.

### Component Shield Bonuses

Some ship components have a shield value that applies as long as the component has less than 60% damage.

### Combat Shield Bonuses

Some components have the ability to activate a Ship Effect during combat. A component's combat Ship Effect can add ship shield.

### Buff Shield Bonuses

Some Job Talents can increase a Ship's Shield temporarily.

### Debuff Shield Penalties

Some Job Talents can apply a negative debuff to an enemy Ship's Shield temporarily.

### Crippling Effect Shield Penalties

The crippling effects of some weapons can temporarily reduce the integrity of the Ship's Shield.
Smuggler Reference

# Skills

 As a character advances in the Smuggler 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

SMUGGLE

SEARCHED

SMUGGLE

SMUGGLE

ENCOUNTER

SMUGGLE

ENCOUNTER

ENCOUNTER

ENCOUNTER

TRADE

SMUGGLE

SMUGGLE

SALVAGE

REFUEL

SMUGGLE

SMUGGLE

SMUGGLE
Gunner

Capital ships are equipped with incredibly complex weapon systems, and the gunner is trained to fire, refit and maintain these vast machines of war.

# Skills

 As a character advances in the Gunner 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.

VICTORY

SKILL SAVE

METEOR

PATROL

BOARDING

SALVAGE

BLOCKADE

SALVAGE
Smuggler

A smuggler's talent lies in rumors, back-channels and the illegal underbelly of faction worlds. They are skilled at sneaking into and out of well protected zones with a hold full of illegal goods. The smuggler profits by flouting legality, avoiding taxes and sniffing out rich trades in black markets. The Quadrants are vast and a smuggler who knows every corner will be able to hide, store cargo and avoid the law.

## Starting Captain Traits

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

 **Flighty** | Always dodging the law, gains +5 Escape, +10% Defense, +5% Shield in Ship Combat

# Skills

 As a character advances in the Smuggler 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

SMUGGLE

SEARCHED

SMUGGLE

SMUGGLE

ENCOUNTER

SMUGGLE

ENCOUNTER

ENCOUNTER

ENCOUNTER

TRADE

SMUGGLE

SMUGGLE

SALVAGE

REFUEL

SMUGGLE

SMUGGLE

SMUGGLE
Quartermaster

A quartermaster is the chief of a crewship’s staff in any moment of spacing life. The quartermaster supports and directs the crew for maximum effect during shore leave, while sailing across the stars, and can rally the crew in deadly ship-to-ship combat.

# Skills

 As a character advances in the Quartermaster 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

SKILL SAVE

PAY

DESERTER

SKILL SAVE

MISSION

MUTINY

CONSCRIPT

XENO

ON DEATH
Ship Combat Test Scores Summary

* Tactics only applies a bonus to Attack if the Gunnery Pool is at least 100%. (Gunnery greater than 100% has no extra effect.)

These scores can simply be increased by any +/- % effects you might have. Ie: LR Attack could be written ( .4\*(Weapon Acc + Speed + Nav) + .2\*(Gun + Tactics\*) ) \* ( 1 + Total % Bonus/Penalty )
Star Traders Wiki/Section 1

Welcome to the Star Traders WikiWelcome to the Star Traders Wiki
The Star Traders guide for Star Traders: Frontiers written and maintained by the developers and the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Star Traders

Our very first game, **Star Traders RPG**, took hundreds of thousands of gamers on an interstellar adventure. Star Traders’ success and overwhelmingly positive reception helped to launch Trese Brothers Games. It was the adventures of our community’s star-crossed captains that put us on a trajectory to share more of our worlds, ideas, and dreams.

We set out to capture the loneliness, bravery, and camaraderie of people living together in a spaceship sailing across the stars. It is with great pride that after releasing four other games in the Star Traders universe, we’ve created a sequel to the original **Star Traders RPG**.

Step onto the bridge of your starship, take to the stars, and create your own story in **Star Traders: Frontiers**.

Read more about the world of the Star Traders in the Lore Book Volume I

[Read more...]
Soldier Reference

# Skills

 As a character advances in the Soldier 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.

ON INIT

BOARDING
Wing Tech

Flight deck support for craft.

# Skills

 As a character advances in the Wing Tech 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.

CRAFT DEATH

SKILL SAVE

REPAIR

NEW CRAFT

MAINT POINT

SKILL SAVE

VICTORY

SKILL SAVE
Zealot Reference

# Skills

 As a character advances in the Zealot 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

RANK

VICTORY

DESERTER

MISSION

BLOCKADE

PATROL

CONFLICT

MUTINY

ON INIT

PATROL

VICTORY

PATROL
Frasco de Vidro com Água

ID | 14201

**Frasco de Vidro com Água** é um dos Consumíveis em Conan Exiles.

## Descrição

Vidro é uma substancia frágil mais frequentemente usada por nobres e mercadores ricos para espelhos e janelas. Alquimistas também o valorizam por sua habilidade de armazenar misturas e sua habilidade de observar reações dentro de vidros em suas experiencias. Alquimistas experientes tem centenas de tais frascos, cheios de materiais exóticos de todas as partes do mundo. Alquimistas menos experientes provavelmente estão mortos porque armazenaram suas misturas em um recipiente menos adequados.

Este frasco está cheio de água.

## Origem

Criado pelas fórmulas seguintes
 1  Frasco de Vidro10  Gelo | 1  ****Frasco de Vidro com Água**** | 5.0
Story Missions

Story missions follow the central story of Star Traders Frontiers and are available to all Captains in all games during their given Eras. Though part of the core story, they are still an entirely optional part of the game and are not necessary for moving the Eras of the story forward. They can be picked up in each era regardless of earlier decisions. Some story missions follow a more prescribed arc, with each mission being scripted. Others follow a looser system where X number of certain regular mission types are required. There are also Story Vignettes which are mostly unrelated to the central story and do not automatically appear for all captains.

## Missions

Compelling Passenger

Arbiter Neutrality

Political Crusade

Valencia Faen Story Arc

Zette Faen Story Arc

Erik Faen Story Arc

Blood Feud Missions

Advocating Amendments Missions

Coalition Foundation Missions

Seeking a Cure Missions
Xeno Hunter

Something burns deep inside the Xeno Hunter, compelling them to chase the true terrors of the Void. Specializing in baiting, tracking and killing the alien in deadly crew combat, the Xeno Hunter uses distance and heavy weapons to gain the advantage.

## Starting Captain Traits

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

 **Inner Flame** | Resolute and unwavering in the hunt, +2 Resilience, +1 Fortitude, +2 Initiative, +15% Armor and Morale will never drop below 50

# Skills

 As a character advances in the Xeno Hunter 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

EXPLORE

ON INIT

XENO

EXPLORE

PATROL

XENO

RECRUIT

VICTORY

MISSION

VICTORY
Ship Armor

Ship Armor is an attribute shared by ships and small craft. Armor reduces Standard Damage a ship suffers during Ship Combat before that damage is applied to the hull or causes Internal Damage. Higher armor values reduce more damage while negative armor values amplify damage.

## Standard Damage Reduction/Amplification

All Weapon attacks in Ship Combat cause Standard Damage. Any Standard Damage that a ship or small craft suffers is subject to either a damage amplification or a damage reduction, depending on the armor of the target.

`damage multiplier = 1 - ( (0.06 × *armor*) ÷ (1 + ( 0.06 × |*armor*|) ) )`.
Note: The absolute value of armor in the denominator is used so that negative armor values don't suddenly start adding armor.

### Armor Buffs

The damage reduction from armor granted by ship components will eventually reach 60% with a sufficiently high armor rating (25 points). Beyond here, you can increase your damage reduction via +Armor Ship Buffs from Talents. This higher maximum will reach up to 75% damage reduction.

## Sources of Armor

A Ship's Armor value is combined from multiple sources. Some armor sources are constant, like the armor that comes from the ship's hull. Some armor bonuses are temporary, like the ones that come from Crew Talents.

### Base Armor

Each ship hull has a base armor value that does not change during the game. This property comes directly from the ship's hull and is active at all times.

### Component Armor Bonuses

Some ship components have an armor value that applies as long as the component has less than 60% damage.

### Combat Armor Bonuses

Some components have the ability to activate a Ship Effect during combat. A component's combat Ship Effect can add Ship Armor.

### Buff Armor Bonuses

Some Job Talents can increase a Ship's Armor temporarily.

### Debuff Armor Penalties

Some Job Talents can apply a negative debuff to an enemy Ship's Armor temporarily.

### Crippling Effect Armor Penalties

The crippling effects of some weapons can temporarily reduce the integrity of the Ship's Armor.
Wing Tech Reference

# Skills

 As a character advances in the Wing Tech 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.

CRAFT DEATH

SKILL SAVE

REPAIR

NEW CRAFT

MAINT POINT

SKILL SAVE

VICTORY

SKILL SAVE
Prize Ships

## Overview

Prize Ship Talents allow a Captain to claim an enemy ship during victory if there is a landing zone of the opposing faction in the same Quadrant. *That is, if Clan Zenrin and Clan Moklumnue are in a Spy War and you defeat a Zenrin Spy Captain in battle, you may claim that ship as your own at the prize court if and only if there is a Moklumnue landing zone in the Quadrant.*

These Talents can be best utilized by hunting in Quadrants which share Zones of the two warring factions, haunting their systems in Patrol and Blockade maneuvers to find the right ship at the right time. The pay off can be immense, as the captured ships will have been upgraded by the enemy Captains. You'll have to pay a hefty fee to the prize court for towing and docking, so seek out larger ships to really rake in the profits.

Of course, as the capture of an enemy ship is a blow in the conflict, you'll gain your faction a large Conflict Score boost with every strike, and lose Reputation with the Faction of the defeated Captain.

### Prize Ship Requirements

Claiming a ship during a retribution justice Conflict has a number of prerequisites. Based on the Conflict type, you can only claim certain types of enemy ships as prize ships and you must have different levels of Military Rank with your faction. The requires are as shown below:

* During a Trade War, we can target Pirates, Merchants or Smugglers and need Military Rank 5.
* During a Solar War, we can target Pirates, Zealots, Military Officers or Bounty Hunters and need Military Rank 5.
* During a Spy War, we can target Pirates, Spies or Zealots enemies and we need an Edict 1.

In all situations, a drydock must be present on a world of the faction opposing the ship you defeat's faction in the appropriate conflict. This drydock must be in the same quadrant as your battle.
Stellar Falcon

The Stellar Falcon was designed for short-range interdiction and Quadrant patrols. This popular military hull puts an emphasis on torpedo range engagement and heavy internal shielding. Carrying a crew of 30, the Stellar Falcon is popular with Bounty Hunters and Military Officers alike.

Stellar Falcon

 Small Slots | 13

 Fuel per Jump | 32

 Gunnery | 25

## Comparisons with Similar Ships

### Stellar Falcon versus Dragoon Cruiser and Cautela Heavylift

The Stellar Falcon is an unlock-able ship accessible at the beginning of a game if you set your Ship priority to A. The Dragoon Cruiser and Cautala Heavylift are also available at priority A. So why choose the Stellar Falcon over these two when it is a 6,000 mass ship versus the two (very similar) larger 7,000 mass ships?

#### Pros for Stellar Falcon:

* 75~80k cheaper
* More fuel efficient (3 per AU versus 4 per AU), also costs 5 less fuel per combat
* Tighter Crew for higher XP yield per character in early game and lower salary.
* Far superior base shielding (9 versus 4)
* Faster engine: both speed and agility are 3 higher than the 7k engine
* Better dice pools for defensive combat: Ties on Pilot, Has superior Navigation, Better Electronics
* Compensates for a weaker gunnery pool with a Sensor Array bonus.

#### Cons for Stellar Falcon:

* Slightly less starting cargo space (25 versus 35)
* One fewer officer capacity.
* Smaller crew means less diversity and potential dice.
* Has one fewer medium slot (but one more small slot) than the alternatives
* Hull is considerably weaker (2050 versus 2500 or 2350)
* Slightly worse Ops dice
* Worse Gunnery dice leading to lower accuracy and weaker on-hit crippling effects
* No medical facilities
* No weapon options for range 1 ship combat.

#### Conclusion

The Stellar Falcon is a better starting ship for surviving rough encounters early on as the costs of travel and higher salary will hurt more in the larger ships. Starting with an extra credit buffer furthers this thought. It will perform better in most ship combat experiences early game because it is better at escaping and has better dice from its engine component. Its naturally high shielding is icing on the protective cake. It is, thus, the more conservative option for early to mid game play.

Going for either heavier ship is going to be tough to get going but either of them have more long-term potential than the Stellar Falcon due to their crew size and potential officer complement.
Rumors

Rumors are temporary conditions that can exist in various locations on the map.

Keep an eye on the rumors summary panel whenever a new rumor is discovered, as the summary will tell you how many jumps away that rumor is, as well as what the rumor effects are and how they can benefit or harm you, your ship, and your crew. If you find rumors are expiring too quickly to take advantage of, consider investing in talents that uncover more rumors to give you a better feel of the big picture of what is happening in the galaxy overall. (Components that decrease Hyperwarp Jump time can also help a little here.)

## Rumor Origins

Rumors can be triggered by Contact actions (Rumors purchased by contacts via Influence). An example might be a tariff rumor being purchased by a Contact you boosted up with some missions and intel, using their newly increased influence to smack down a rival Contact's zone.

Rumors are also caused by Conflicts. For instance, winning a Solar War can cause the winning faction to benefit from Mercenary and Starport Boosted rumors.

Some rumors can spawn other rumors as "echos" such as a Xeno Fleet causing Ion Storms and Shortages rumors on planets and zones within the impacted quadrant.

## Types of Rumors

### Quadrant Rumors

* Quadrant rumors impact an entire quadrant map as well as all of the planets and zones located within the quadrant.
* These are major events that can last years, and should be considered by all Star Traders in the area.
* List of Quadrant Rumors

### Planet Rumors

* Planet rumors impact an entire planet and all of the zones located on it.
* List of Planet Rumors

### Zone Rumors

* Zone rumors impact a single zone and all of the Contacts located in it.
* List of Zone Rumors
Safety Rating

Engine Safety Ratings are a property of Void Engines. In-game, this is represented as a value such as 8, 12, or 15 depending on the kind of engine installed and potentially modifiers from other components. This value represents a potential multiple applied to the deep space skill checks faced when operating your ship in the void. This includes landing checks. A higher safety rating is better. The math works out as follows:

Compare the quadrant, planet/orbital, or zone danger level displayed against your engine's safety rating. If your Engine Safety is higher than or equal to the danger level, there will be no multiple applied against you. This is good! However, for every point the danger level exceeds your ship's safety rating, a Difficulty Multiplier of about 5% is added onto the size of the opposing dice pool to overcome. Thus, if you were in a danger 12 quadrant with a safety 11 ship, and the opposing dice pool were 20 strong and 20 standard, they would become 21 strong and 21 standard due to the +5% Difficulty Multiplier penalty. This penalty grows slightly more extreme per point in situations where danger exceeds your engine by a larger difference. Finally, once the Difficulty Multiplier penalty reaches +50% at a maximum difference of 9 safety/danger, it will not grow further. While the checks are still harder due to extreme danger, the Difficulty Multiplier no longer plays an additional penalty beyond +50%.

Having a high Engine Safety Rating not only makes space exploration require fewer Skill Test Save Talents to prevent ship damage, morale loss, injury, wasted time, and fuel expenditures, but can also effectively increase your experience gained by making the skill checks passed more often. Remember that using a skill save talent to pass a check will not award experience. If you are able to overcome these skill checks naturally due to particularly large skill pools and avoiding dangers like Radiation Storms, you might not need a high engine safety rating and can instead select an engine with other benefits such as better fuel economy, better agility, or extra Reactor Points.

Quadrant Danger is displayed in this image:

Example Engines with their base safety rating displayed. Note that lower mass engines have a superior base safety rating in most cases:
Wing Commando Reference

# Skills

 As a character advances in the Wing Commando 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.

BOARDING

BOARDING

SMUGGLE

BOARDING

EXPLORE

RECRUIT

ON INIT

MISSION

VICTORY
Shalun

Ardock-Adron Shalun, the great Prophet, liberator of the Star Traders. Much about his life is shrouded in myth and legend. He founded the Templar Order, freed the Star Traders, and shattered the Guild. He wrote Shalun Law to govern and guide the Star Traders and the politics of the Factions to ensure the survival of humanity and to avoid the worst damages of war.

## Biography

Ardock-Adron Shalun was born to a gas giant miner and a Guild prison-laborer. His father, the miner, was proficient in the use of the Leviathan mech, though at the time they were simply heavy mining platforms. It can be assumed that the young Shalun picked up some knowledge of the Leviathan mech at this point in his life. His story however, truly begins when the ship he and his parents were on was attacked by pirates. The heavily shuttle crash landed on the planet below, an icy hell known as Mal Direx Prime. This ice world had been set aside by the Guild and their Narvidian masters for the stranding of the Hadross Monks, who had developed the Gift of Lineage over the generations as the bioforming world had shaped them.

Some say that the moment Shalun set foot upon the world, he was granted a Lineage powerful enough to see all the way back through human history, and all the way forward. Whatever the truth of the matter was, he was certainly granted a powerful Lineage. He rallied the Hadross Monks that were willing to fight for freedom, taught them to use the Leviathan mechs as tools of war, and with that first step, had founded the Templar Militant.

From that founding the Guild War began. Over time, the Prophet Shalun gathered many allies in the precursors to the Factions. They fought many battles, with legends saying that Shalun's flagship destroyed 1117 enemy ships during the War. The fighting was savage, especially with the Guild having access to Narvidian weapons, including gravity weapons that could launch the mass of a brown dwarf at enemies and planets.

The war devastated the Galactic Core, but the Star Traders were victorious under their mighty Prophet and the Templar Knights. At the close of the war, Shalun began the Founding, setting down the Faction Accords and Shalun Law, setting up the legal-political framework that is used over two centuries later. He created the nine Factions that we see today, and set down the order for the construction of the Worldships and Colony Hives that would take the surviving multitudes to their new homes in the Farfallen Rim.

After the disastrous attack before the Gravity Jump, Shalun led the Templar Fleet and the main Exodus fleet to the Farfallen Rim through the two centuries of travel. From there, the Templars, led by the Prophet, spread out in a defensive action, eventually leaving to join his bodyguard in the Alzean Core. It is during that campaign that the Prophet Shalun finally died, his ship ramming the Xeno flagship to turn the tide of the war, may the flag watch over his spirit.
Scientist

A Scientist seeks the unknown and in the void the unknown is inexorably intertwined with the dangerous. A Scientist follows the Star Traders into radiation storms, the maw of the xeno, orbital salvage and wild explorations to gather scientific intel and experience for the crew.

## Starting Captain Traits

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

 **Theoretician** | Acute observer and quick study, +2 Wisdom, +2 Resilience and gains +15% profit when selling Scientific Intel

# Skills

 As a character advances in the Scientist 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

EXPLORE

WILD

EXPLORE

WILD

SALVAGE

SALVAGE

STORM

EXPLORE

STORM

XENO

SKILL SAVE

XENO

VICTORY

ON DEATH

SCIENCE
Wing Leader Reference

# Skills

 As a character advances in the Wing Leader 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.

PATROL

RANSOM

PATROL

SALVAGE
Pirate Reference

# Skills

 As a character advances in the Pirate 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

VICTORY

BLOCKADE

SMUGGLE

ENCOUNTER

BLOCKADE

ENCOUNTER

MISSION

MUTINY

ENCOUNTER

SALVAGE

BLOCKADE

BLOCKADE

VICTORY

BLOCKADE
Transfer Ship

Ships can be transferred from one world with a dry-dock to another world with a dry-dock, supposing you meet the criteria for accessing a ship in dry-dock in both the origin and the destination. This is not a cheap operation however; a temporary crew is risking their lives (and a significant amount of their time) to ferry your ship from one location to another. Once the credits are handed off, the ship will immediately sail to the destination, being available at the destination instantaneously from the player's perspective. The cost of the ship is proportional to the distance in HW jumps. Ships with an engine rated to power a mass of above 5000 are more expensive to ferry than those at 5000 and less mass.

The price is 100,000 credits per hyperwarp jump required, with a fee of 11% added per weight class above 5000 mass. The minimum cost for transferring ships is 200k credits, even if no hyperwarp jumps are required.

Examples:

 9000 Mass | 10 | 1.44 M credits
Inimigos

*Conan Exiles* um jogo de sobrevivência em um mundo aberto, as brutais terras de Conan o Barbaro. Voce é um exilado, um dos milhares de párias que precisam se virar em uma vastidão desertica barbara varrida por tempestades terríveis e sitiado por todos os lados pelo **inimigos**.

Os inimigo em Conan são variados. Ela vão de imensos monstros a outros jogadores, se você está em um servidor com PVP habilitado, passando por outros exilados e o próprio mundo.

## Lista de Inimigos

#### Mundo

* As Tempestades
* O clima

#### Personagens

* Jogadores
* Bandidos
* Canibais

#### Monstros

* Criaturas
* Mortos Vivos
* Avatares
Wing Commando

Flies Shuttle craft in boarding assault.

## Starting Captain Traits

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

# Skills

 As a character advances in the Wing Commando 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.

BOARDING

BOARDING

SMUGGLE

BOARDING

EXPLORE

RECRUIT

ON INIT

MISSION

VICTORY
Ship Combat Buff Turn Explanation

# Overview

There is sometimes confusion as to how buffs stack (they always do in Ship Combat), how long they last (the turn they're activated plus their stated duration), and how reactor point bonuses and penalties work. Hopefully this example fight will make it all clear.

# Play by Play

## Start of Combat -- Before Turn 1 Begins

Here we are starting our battle with some defense in the form of Vigilant Scanners while moving toward our opponent and firing two 2 RP torpedoes for a total of all 8 of our available reactor points.
This buff will apply for the turn it is prepared for and then the stated duration of 2 turns beyond that. So we should see it expire at the end of turn 3.

## Before Turn 2 Begins

Effectively the combat round that just passed was the 0th one for the Vigilant Scanners buff.

Here we are about to use a buff that will have some effects immediately (the 0th turn) but will last a full turn after that. This is a rare talent that grants bonus reactor points. These bonus reactor points will be usable as long as the buff is active, which will effectively only be right before turn 3 begins.

## Before Turn 3 Begins

Normally readying these two torpedoes would leave us with only 4 reactor points. Here we have 7 remaining due to our 3 bonus points from Reactor Surge. In this example, we aren't using them but in theory we could fire more weapons than a ship usually can with those extra reactor points. This is the only time when we'll be able to use these bonus points. Evasive Maneuvers will last 3 turns \*after\* the one it is applied during, giving use 4 effective rounds of protection.

## Before Turn 4 Begins

For the sake of this demonstration, we're worried about knocking out the foe's engine, which is quite damaged. Normally this would be a good time to continue the attack but here we're just going to use a talent that decreases reactor points as a side-effect and hold position. There's still a chance that fire burning through their ship will knock out the engine though.

## Before Turn 6 Begins

Hopefully this demonstrates how buff durations (and debuff durations) work along with reactor point modifications.
Weapons

This article is for weapons used in crew combat. For ship weapons please see Ship Components.

Weapons for Crew Combat can be obtained through your ship's Weapons Locker component or via Contacts. When a weapon is provided by the weapon locker, all crew have access to those types of weapons in the locker. Weapons purchased from Contacts are stored in your ship's inventory and each piece of purchased equipment can only be used by a single crew member at a time. Some rare weapons can only be acquired by special exploration and salvage orbital operations.

Note that the damage values listed here are reduced by armor soak and toughness soak before being applied in combat. High-end armor like Interlock Armor (68 ballistic soak) will reduce damage by an average of 17 damage when pierced, and an average of 51 damage when not pierced. Even the starting Matchweave Suit will reduce damage by up to 26 points.

While this means that high-damage high-initiative weapons like Sniper Rifles and Snubbers outperform Pistols and Swords against high armor targets, low-initiative cost weapons have more opportunities to apply talents, and are less prone to wasting damage via overkill.

This also means that the raw damage values here are important for +% damage talents: If a Surefire X4 pistol shot does an average of 16.38 damage a shot against level 5 armor, increasing damage by 10% is not increasing that post-soak 16.38 damage by 10% (~16 -> ~18 damage), it's increasing the pre-soak average damage of 53.5 by 10% (~16 -> ~22 damage).
Politics

## Overview

Politics among the Star Traders is complex and confusing to new Captains. Each of the Factions has a stake in their territory, economies, trade goods, espionage, and even black markets as well as the machinations of the other Factions. Contacts of all types, not just the Contacts you start with and gain throughout your career, are all engaged in one or multiple conflicts simultaneously. Contacts use these opportunities to hire Star Traders such as you for various missions which will hopefully garner them respect and Influence. You might even personally be the target of another Star Trader's (NPC) mission. This political simulator is at the heart of many of the game mechanics that run the entire galaxy. Contacts have motivations just like your Captain and crew do.

The key players within the galactic political simulation are Shalun Law, Central Database, and the Senate.

## Distribution of power

### Syndicate Board of Directors

The board consists of princes of every planet called Syndicate Judges. They direct the Syndicate's spacing activities as well as well as the leaders of the cohorts. The head of the board is the all powerful Syndicate President who is elected by the people of the factions. The winning faction controls the Syndicate Core. Cross-voting is quite common.

### Clan bodies

There is no unified clan body. Each clan has its own independent body of its dominant family such as the Shethi of Steel Song.

### Senate

The Senate consists of an appointed or elected prince of the ruling faction of every zone as well as Templar appointed ones and the leaders of every clan and the Syndicate President. Syndicates prefer elected leaders and clans prefer appointed leaders.
AI/row

This page is solely used for formatting purposes on AI.
Prints a row for the main table. Put the name of the AI as the first unnamed parameter and the description as the second. The first column, the ID, is incremented and printed automatically, but you can use the ``id`` parameter to manually set the content of the first column. The automatic ID will not be incremented for that row. The last column, the NPCs of that AI, is generated automatically as well, using cargo. You can add NPCs by passing a comma-separated list in the ``add`` parameter or overwrite it completely by passing a comma-separated list of NPCs as the third unnamed parameter. Unwanted NPCs can be removed by passing a comma-separated list in the ``remove`` parameter. Lists that contain more than 35 NPCs will automatically be wrapped in a collapsible box; set `collapse=n` to prevent this behavior and `collapse=y` to enforce it.

The name of the AI is linked automatically if the target page exists. {{eicons}} are appended automatically as well, based on the AI name (e.g. "Etherian Lightning Bug" for "Etherian Lightning Bug AI"). Override those by specifying a target eicons page using the parameter ``eicons`` (e.g. `eicons=Old One's Army`) and prevent eicons entirely by setting `eicons=n`.
Prince

Each star system is ruled by a Faction Prince, enshrined in his or her place of power by their Great House or their Syndicate Board. On the worlds of their system, a Prince is the unquestioned feudal ruler who has both the power to establish his or her own rule of law as well as to draw upon the system’s Faction citizens to fill the ranks of the defense forces and military marines.

The feudal title of Prince is awarded to a family head within the Great House structure. This title stays within the family permanently, passed through the line of inheritance. Only a major disgrace or complete extinction of the family line has been known to dislodge a Princedom from within a single family within a Great House.

A Princedom within the Syndicates is granted to a leader who have proven their prowess within the political sphere. Most often, these proving grounds are in the contests of power against other Factions as well as internally against rivals. Once a Princedom has been granted, the Prince or Princess will control the line of succession within his or her cohort, and in general it is uncommon that the next-in-line would be of blood kin as opposed to a stellar adopted and groomed candidate.

In regards to Shalun Law, a Prince generally has the right to interpret these laws in a more conservative and restrictive way, however planetary laws that break the most clear and easily interpreted strictures of Shalun Law will be challenged in the Senate Courts or by other competitive powers within a Prince’s own Faction.
Shock Trooper Reference

# Skills

 As a character advances in the Shock Trooper 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.

ON INIT

SKILL SAVE

BOARDING

SALVAGE

BOARDING