recursal/Fanatic-Fandom huggingface dataset:
Dice Mechanics

All game tests within Star Traders are resolved as if rolling real dice of different sizes as D(n) where **n** is the number of dice sides. Any and all percentage type bonuses are applied before dice are rolled. Note: In common parlance, sometimes players will refer to "Standard Dice" as "Weak Dice". They are the same thing. Also note that when rounding is needed (such as for determining how many standard dice to roll for a captain's attribute contributions to skill tests) those numbers are always rounded down.

 Weighted Die (n)
 Strong Die ()
 Standard Die ()
On average, 10 Standard Dice turn up 2 successes.

## Example

During a standard Deep Space Skill Test, a roll of 15 strong dice and 8 standard dice (often written as 15s+8) means:

* for 15 strong dice: roll a 10-sided dice 15 times and count the rolls that resulted in 7,8,9,10. Since the die is 10-sided, this averages out to 0.4\*15 = 6
* for 8 standard dice: roll a 10-sided dice 8 times and count the rolls that resulted in 9 or 10. This averages out to 0.2\*8 = 1.6.

So an average result of a 15s+8 roll will be 6+1.6=7.6, with a minimum of 0 (all rolls for both strong and standard dice failed) and a maximum of 23 (every single roll succeeded).
Independents

Zone Bonus | None

You cannot gain reputation with Independents and contacts buying intel will grant no personal reputation bonus for such sales.

### Faction Ships

There are no known Independent-specific ships.

### Special Rules

Sales to Independents avoid reputation penalties from any Trade Ban. Sales and purchases to Indies require no Permits.
Military Rank

Gaining Military Rank requires the help of a Contact who can offer such a promotion. Military Rank for Star Traders is honorary and does not confer any actual power in the Faction's military structure. However, it comes with a myriad of benefits.

There are 21 possible Military Ranks to gain. Once you have reached Rank 13 or higher, you are a highly decorated Captain and scrutiny on your actions increases. Any transgression that causes a loss of Reputation with the Faction, no matter how small, will automatically cause you to lose a single Military Rank. However, If you have 100+ faction reputation, you will not lose high military ranks on reputation losses of exactly 1 point; it will require a loss of 2 or more at a time before you will lose a rank.

Military rank can amplify the effects of certain talents such as **Retribution Justice** for the Zealot.

## Benefits of Military Rank

Increasing your standing in a Faction's military has many positive effects.

 Rank 2: Recruitment
 Rank 4: Faction Ships
 Rank 5: Recruitment
 Rank 5: Prize Ships
 Rank 10: Highest Faction Ships
 Rank 13: Recruitment

## Negative Reputation

If your Reputation with the faction drops below 0, you are at risk of losing all grades of your Military Rank. For each transgression that causes Reputation loss below 0, you will lose a Rank grade. Once you've lost all military ranks this way, you will begin to lose Trade Permits. Thus, having some military ranks can help shield your trade permits from forfeiture. If you have no Trade Permits, your military ranks would instead be shielding the loss of any Edicts.
Military Officer

A military officer is skilled at assisting a faction in conflict and maintaining control of even the largest ships and crews. The Quadrants are vast and the officer will be called upon to travel across known space in defense of a faction. Military officers command with an iron spine and the authority of years of service. Be the battle on land or in space, officers are ready to take charge and roar orders.

## Starting Captain Traits

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

 **Protector** | A faction soldier, any Orbital Ops card that adds Rep gains +2-4 bonus and Blockade or Patrol Missions start with +10% chance to draw Mission card

# Skills

 As a character advances in the Military Officer 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

PATROL

ENCOUNTER

VICTORY

RANK

PATROL

RECRUIT

BOARDING

MUTINY

RANSOM

ON INIT

PATROL

VICTORY

PATROL
Hyperwarp

The Hyperwarp is a dimension consisting solely of energy. In the modern era, the Star Traders can access the Hyperwarp via the Hyperwarp Drive to travel through the Hyperwarp Gates. The Hyperwarp Gates connect distant stretches of space through relatively safe patches of the Hyperwarp, though this travel can remain dangerous due to exotic radiation, surges of mysterious energies, and overloaded components.

Long ago, the Hyperwarp was a much calmer place, and gave birth to the Alfaan, a race of energy beings. Later, the conflict with the Xarth, caused when the latter started manipulating this dimension in a way that damaged or polluted itTemplate:Clarify. The Alfaan created the Hypwerwarp Gates to assist in the movements of their troops across real-space. The war devastated the Hyperwarp, leaving behind the damaged and toxic ruin that it has become.
Paladin Cruiser

The Paladin Cruiser is a common ship used by security forces. The design was originally military in nature, but retrofits and redesigns have resulted in a highly customizable hull, with thousands of variants in service. Armed with dual Hellfire Torpedoes, the Paladin carries 24 starting crew (max 30).

Paladin Cruiser

 Small Slots | 10

 Fuel per Jump | 24

 Gunnery | 20
Blade Dancer Reference

# Skills

 As a character advances in the Blade Dancer 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.

TRAIT

SPICE

ON INIT

MISSION

SKILL SAVE

RECRUIT

SPICE

SMUGGLE
Hostility

Hostility is the reaction opposing ships have to encountering your vessel in the void. Perhaps counterintuitively, A positive hostility indicates a friendly reaction to your ship, while a non-positive one indicates some level of aggression. Each ship captain type will behave differently at different levels of hostility. Not only will some ships take actions in the Ship Encounters phase, such as accepting your bribes or surrender, but the AI used if you enter Ship Combat with them will also be different depending on hostility. Hostility can shift between -5 and +5. In rare cases, you can have even worse than -5 hostility but it has no impact on gameplay.

The following are factors that can set your initial hostility:

* Captain's faction reputation (both local and with the opposing ship's faction)
* Whether the Captain's faction is in a conflict with the opposing ship's faction (and what kind of conflict)
* What rumors are active in the quadrant
* Orbital operations will also consider the kind of operation you were taking into the hostility equation (Blockading, Spying are hostile, Patrolling is friendly)

The following are factors that can modify your hostility before/outside of combat:

* Bribing your foe (+1 Hostility, unless you are extremely negative with the opponent's faction)
* Many "encounter" talents
* Demanding Tribute (-1 hostility, always)
* Using Flash Charge to enter combat (-2 hostility)

The following are factors that can modify your hostility in ship combat:

* Dealing damage to the ship (-2 Hostility)
* Boarding the ship (-2 Hostility)
* Preventing the foe from escaping (-1 Hostility, unless coupled with advancing on the foe, in the which case it is +0)
* Advancing on the foe (-1 Hostility)

Enemies use different AI depending on the hostility level during a given turn. The biggest changes, however, are whether they will take any offensive action against you at all:

 -2 to -5 | Escape while fighting | Fight to the death | Eat you

This gives a serious advantage to the player if well understood. If a Pirate ship is encountered at -2 hostility, you could bribe once to reach -1 hostility. This would give you a free turn to attack and buff yourself before the pirate returns fire. You can do even more with extremely positive hostility. A Merchant at +5 hostility could have tribute demanded of it three times (the maximum), and then enter combat at +2 hostility. This would let the player advance on them while buffing his/herself up to range 2 before the merchant ship would decide to start firing on the ship they trusted oh so much. If you didn't demand tribute, you could actually range change to range 2, fire a gravity cannon at their ship, and advance once more to boarding position 1. The opposing crew would simply assume it was a misfire and that they surely wouldn't be betrayed by their faction's hero.
How to Get Contacts

There are a few methods of gaining access to Contacts:

* Select them during Captain Creation at the start of a new game. (Raising Contacts level to "A" gives many more contacts and increases your starting reputation with each.)
* Purchase an Introduction from existing known Contacts that offer that service.
* Some Storylines automatically introduce you to additional Contacts when triggered.
* Many Jobs' Talents generate new leads to Contacts. They are listed below. This is the primary way to gain access to new Contacts.
* Sometimes you will find Contact cards in all of the Card game Operations types.
* The Trait "Earthbound Friends" can earn you Contacts while Spicing.
Gundeck Boss Reference

# Skills

 As a character advances in the Gundeck Boss 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

SALVAGE

VICTORY

DESERTER

SKILL SAVE

SALVAGE

SKILL SAVE

METEOR
Gundeck Boss

Extensively trained to defend capital ships from high speed craft, Gundeck Bosses prove that a ship's best defense against craft is its offense. Gundeck Bosses are also trained on all capital ship weaponry and are capable of more than lending a hand in a straight fight.

# Skills

 As a character advances in the Gundeck Boss 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

SALVAGE

VICTORY

DESERTER

SKILL SAVE

SALVAGE

SKILL SAVE

METEOR
Barra de Ferro

ID | 11501

## Descrição

A capacidade de trabalhar o ferro é um passo no caminho da selvageria para a civilização. As ruas das grandes cidades do mundo ressoam com o anel do martelo na bigorna uma canção para a marcha do progresso.
Armas e armaduras de ferro oferecem proteção superior, mas o peso adicional significa carregar menos suprimentos.
O ferro pode ser tratado com fogaço em uma fornalha para produzir aço.

## Recurso

Criado a partir das seguintes fórmulas
 2 Arquivo:Iron Reinforcement.png Iron Reinforcement | 1  **Barra de Ferro** | 20 s
 2 Arquivo:Ironstone.png Ironstone | 1  **Barra de Ferro** | 10 s
Equip Points

Equipment points represent the ability for a captain to equip non-officers (and non-captains) with specialist gear. As the captain levels up, the number of crew members that can use specialist gear will increase, up to a maximum of six crew members. This is particularly useful for jobs like the Wing Commando, Wing Leader, and Wing Bomber who would miss out on the many items granting Small Craft bonuses unless they were made officers.

 38-45 | 6
Enxofre

*Este artigo é um esboço. Você pode ajudar a Conan Exiles Wiki expandido isso.*

 ID | 14171

**Enxofre** é um dos Recursos em *Conan Exiles*.

## Descrição

Enxofre é um dos componentes alquímicos mais procurados devido a sua aplicação em uma grande variedade de misturas.

Gazes abrasadores tornam coletá-lo uma tarefa difícil e os ossos descoloridos daqueles que não fizeram o preparo adequado servem como um aviso sombrios para os demais.

Combinado com piche grudento, enxofre cria fogaço, que é um catalisador que endurece o ferro em aço.

## Origens:

Enxofre poe de encontrado em :

* Refugio do Pecador
* Tumba de Gallaman
* Estalactites nas Fontes Estilhaçadas
* Matando e coletando dragões e Rochifre
Bounty Hunter Reference

# Skills

 As a character advances in the Bounty 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

EDICT

MISSION

BOARDING

VICTORY
Fuel

Fuel, or more precisely water fuel, is a nano-modified, radioactively stabilized form of tritium oxide (T2O). Water-fuel is a stable, liquid form of tritium, suitable for easy handling and storage. The tritium is consumed in the ship's reactors and engines through various types of nuclear fusion reaction. The heavy isotope also makes it highly suitable for use in solar sail applications. Solar sails are deployed by pumping water-fuel into kilometers-long microfilament structures, and retracted by pumping the water-fuel back out of the sails and into the tanks. In a deployed solar sail, the massive, actively-energized tritium isotope interacts dynamically with the solar radiation, absorbing the energy and then re-radiating the energy in an amplified and directed form, giving greatly increased thrust.

For centuries, spacers from all quadrants have always strongly believed the tradition that drinking water fuel is the only sure way to protect themselves from radiation, space sickness, inertia madness and other grim hazards of the void. While the medical and scientific grounds for this might be doubted, the firm belief in the tradition amongst spacers is unshakeable. There is no surer way to break the morale of a space crew, than to withdraw their daily rations of water-fuel.

Decades of drinking the slightly corrosive and slightly radioactive liquid is what gives old space hands their characteristic greying skin and reddish eyes, the look of the "space ghoul". The harsh, acid-smelling breath of the old space-dog is a badge of honor among those who ply the darkness between the stars.

While it is possible to collect tritiated water in raw form from certain astronomical objects, such as tritium-oxygen asteroids or gas giant rings, ship's engineers will avoid putting such unrefined fuel into their engines unless there is no other choice. Spacers too prefer to fuel their bodies with the refined fuel, fearing that dangerous "void spirits" may be present in raw water-fuel.

In game, your ship requires fuel to both move between systems in a quadrant and to jump to another quadrant. The rate of consumption is dictated by your ships engines. Refueling can be done at any Starport, assuming you have the required reputation with the owning faction.
Crew Combat Test Scores Summary

Grenade | .4\*(Talent Bonus Accuracy(~6) + Blade/Pistol/Rifle Skill) + .1\*(Quickness) | .4\*(Blade + Parry) + .2\*(Evasion/StealthDodge) + .1\*(Strength/Quickness)

* For the Attack Formulas Strength/Quickness is the relevant stat as determined by the weapon being used (each weapon indicates which stat is used)
* For Stealth Dodge, remember to use the LESSER of your stealth skill, or the armor's stealth dodge rating to determine the value of StealthDodge
* For all other stat pairs (like Stealth/Tactics) use the higher of the two values.

The scores calculated here can simply be increased by any +/- % effects you might have. Ie: Ranged Attack could be written ( .4\*(Weapon's Acc + Talent Bonus Accuracy + Pistol/Rifle Skill) + .1\*(Strength/Quickness) ) \* ( 1 + Total % Bonus/Penalty )
Hyperwarp Navigator

Plotting, charting, and safely navigating the great shipping lanes and seemingly endless empty space of the void requires a steady hand, and a sharp mind trained in mathematics and the navigation tolls of a star trading vessel.

# 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

### Flash Charge Mechanics

The "Engine Agility test" for flash charge has both the talent user and the opponent rolling strong dice equal to their engine's agility. If the talent user rolls more successes or ties the opponent, the position jumped to is position 3. On a loss, it is position 4.
Morale

Morale is a measure of a Characters mental health and reserves. A character with high Morale is a happy, contributing member of the crew. A character with low Morale is unhappy and angry, considering abandoning ship or worse.

A character's max Morale is equal to the following equation. Regardless of the character's attributes, the absolute minimum Morale is 100.

> *Morale = 100 OR ((Resilience x 3.5) + (Wisdom x 2)) whichever is larger.*
>
>

### What causes Low Morale

Crew get unhappy for a variety of reasons. Being injured, being unpaid, being understaffed, watching their crew mates die in ship combat, encountering Xeno, losing faith in the captain or being on board a badly damaged ship can all cause crew to lose morale. And even if everything is going perfectly well, your crew will still need shore leave for entertainment when visiting planets. Some crew have particular Traits which cause them to lose morale under certain circumstances - for instance when landing on a planet with a gravity field.

### Recovering Morale

Characters can recover Morale through a number of different activities based on their Traits and Jobs. The two direct ways a captain can raise the Morale of his crew is to pay their wages, and to to give them shore leave to visit the Spice Hall for entertainment and relaxation. This requires visiting the Spice Districts, which are not available in Wildernesses, nor other places where the Spice Rating is less than 3. The higher the Spice Rating, the more morale will be recovered, but Spice and Entertainment in the Hall cannot raise crew Morale above 80, regardless of a zone's Spice Rating. Furthermore, should you visit a zone owned by a Faction with whom you have a reputation of -45 or lower, you will be denied access to their Spice Districts.

Some characters will gain morale just by going through their normal activities, based on a their Traits. For instance, some adventurous crew love to Explore while other assertive sorts love the discipline from valiantly Patrol in defense of a world. Other Traits affect how often a character can recover Morale in any circumstances or place limits on maximum and minimum Morale, such as Driven (never goes below 50 Morale) and Ill-Tempered (never goes above 80 Morale).

Some Jobs provide Talents which can be used to raise the morale of crew.

### Low Morale Consequences

Any character (captain included) whose morale drops below 26 stops contributing to the ship's Skill Pools.

Any character (captain excluded) whose morale drops below 26 is ready to join in a Mutiny.

During crew combat, if a character drops below 40 Morale, they have a chance to skip their turns in a Morale Break.

Non-Officer Crew whose morale drops below 36 have a chance to desert the ship on landing in an Urban Zone
Community Challenges: May 2019

# May 2019 Community Challenge: Small Ship to Prize Ship!

This idea came out of our Discord's private backers/patron channel (https://discord.gg/tresebrothers), but it's too good not to post and try to rally some players around it to see if it can be done!

# Small Ship to Prize Ship Details

In this challenge, you must start the game with a ship in the 2400 Mass or 3400 Mass category. You must also start the game as either a Military Officer, Pirate or Zealot profession. You can start the game on any difficulty, but props clearly going to permadeath players.

During play, you can do anything you want to accrue wealth and experience. However, you may not purchase a ship that is above the 3400 Mass class. You may install as many upgrades in your small ships as you please.

Your Captain must reach Job Rank 15 and then train in one of the Prize Ship Talents from their starting Profession -- Fanatical Court (Zealot), Military Tribunal (Military Officer) or Murderous Tribute (Pirate).

Once you have a Prize Ship Talent at the ready, your final goal is to find and engage a 8000 Mass or 9000 Mass enemy ship involved in a Conflict that will allow you to use your Prize Ship Talent. That means you are hunting Harbinger Carriers, Broadswords, Warhammers, Aegis Freighters, Cautela Titans or Sword Battlecruisers. Once you have defeated and captured this massive ship with your small ship, use your Prize Ship Talent to claim the ship as your rightful spoils of war. Remember, Shalun favors the brave.

Please post on Steam ( https://steamcommunity.com/app/335620/discussions/0/1676938384244305809/?ctp=2. ) or the Forum if you're picking up this challenge! Then post some screenshots and brag about your difficulty if you made it :D
Military Officer Reference

# Skills

 As a character advances in the Military Officer 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

PATROL

ENCOUNTER

VICTORY

RANK

PATROL

RECRUIT

BOARDING

MUTINY

RANSOM

ON INIT

PATROL

VICTORY

PATROL
Exoplanet: First Contact

## Setting

The game is set in a Space Western universe - a subgenre of science fiction, that transposes themes of American Western books and film to a backdrop of futuristic space frontiers.

In Exoplanet: First Contact we have brought together distinctive elements of Wild West, futuristic technologies and feudal society of a distant human colony, placed on a wild and dangerous planet named K'Tarsis.

The planet is going through dark times of crisis and chaos after a massive wave of gold rush. K'Tarsis is now a "ghost colony" with no law and order except of "the rule of gun and fist".Colonists must struggle to survive in aggressive environment and fight the uprising natives and criminals of all kind.

## Style

*Exoplanet:First Contact* is a balanced Action/RPG mix focused on exploring and interaction with the game's world. There will be no complicated statistic and numbers.
Action is represented by 3rd person shooter with deep gunplay and tactical variability, based on the so called "Gunslinger Mode" (see the 3d-screnshot in our video!). The "Gunslinger Mode" is an advanced variant of "slow time" game mechanic. It replaces the classic tactical pause but does not reduce the dynamic of the action that much.

## Story

You start your adventures on K'Tarsis as Jack Sharp, a space nomad, who has lost his starship and was enslaved by some criminals. You must recover your freedom and avenge your foes. Explore the dangerous planet and its darkest secrets! Find legendary treasures of mysterious race of so called "Dark Wanderers"! You will become a part of epic events and fascinating stories! Be prepared to take hard choices and be ready to face consequences! It's up to you to be a hero or a villain!

## Key features

* Interactive environment as a gameplay component. For example you can catch a poisonous bug and throw him as a sticky grenade, causing chaos and fun! There are some riding animals, which you can use to kill enemies or cross obstacles and destroy defensives.
* Non-linear story and various gameplay options. You can choose your tactics. Lead this world to peace and order or cause war, violence and destruction.
* Dual wield guns and cold steel! Combine your attacks with interactive environment usage. For example you can grab, throw and shoot an explosive canister over a group of enemies to cause an effective area of effect damage.
* Fascinating story and charismatic characters
* Exoplanet FC is a beginning of epic space saga!

## Software

Proprietary Software: self-developed Sahara Engine and World Editor with necessary toolset and utilities.
Clan Zenrin

Zone Bonus | +1  All Ratings

Clan Zenrin are a hardy breed of survivors who remember and honor their ancestors and their sacrifice in their everyday rituals. Clan Zenrin was notably the final clan to be liberated from the Guild’s domineering control and suffered greatly for it. With their internal focus, the Zenrin are a more self-sufficient Faction than others, less likely to rely on alliances and trade with the other Factions than their own industry and strength, even if it means that they may suffer with less than if they had cooperated at times. Zenrin ships are known to be built with special interleaving of hulls and decks to increase their durability to combat or accidental space damage.

The men and women of Clan Zenrin are known to be stubborn, loyal to a fault, and to refuse to back down when they have set their iron-spine to do something. Those who have chosen the Zenrin as their enemy have said, “You will not bend the Zenrin, so you can try to break them. Zenrin never break, so you’re only choice is to kill them.”

### Reputation Maximums

**Selling Intel, faction maximum: 30 Reputation**

Once your Reputation reaches 30 with Zenrin, 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: 30 Reputation**

Once your Reputation reaches 30 with Zenrin, you will no longer gain faction Reputation for selling Rare Trade Goods originating from a Zenrin quadrant.

### Faction Ships

* Arcanum Freighter
* Vark Carrier

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

* Compact Capital Bridge 4
* Scout-Hauler Bridge 5
* Armored Officer Suites
* Engineering Annex
* Reinforced Structures 5
* Fuel Helix Coil 4
* Fuel Helix Coil 5
* Armored Bulkheads 5
* C-Tak Interceptor System 4

### Special Rules

Known to be both stubborn and of robust health, Zenrin Contacts live 30% longer than normal.

Employing a unique blend of holistic medicine, spice products and medical tech, cost of healing at Zenrin clinics is reduced by 20%.

Zenrin Bodyguards are a cut above the rest and will come with bonus attributes when recruited.

## Hall of Memories

As soon as the Zenrin colony hives touched down on the new worlds in the post-Exodus era, they began to construct their Halls of Memories. Zenrin archivists and historians work to gather endless records into these towering monuments to history. However, Halls of Memories also play a powerful role in the personal life of Zenrin, serving as the memorial to family members who have passed away and as a place to entreat ancestors to give guidance and solace in times of hardship.
Dragoon Cruiser

The Dragoon Cruiser is the quintessential bounty hunter's ship. All engines and guns, the Dragon Cruiser forgoes subtlety in favor of raw firepower and durability. The Dragoon Cruiser carries 36 crew.

Dragoon Cruiser

 Small Slots | 12

 Fuel per Jump | 37

 Gunnery | 33

## Unlocked By

Available at the start of any game with Ship Priority A.

### Best Professions for this Ship

The Dragoon Cruiser is a powerful starting ship. Any job should be suitable to direct one. However, the Pirate, Military Officer, and Bounty Hunter might do particularly well in a combat role that relies on close-combat followed by boarding actions as the Cruiser has powerful starting close-range Ship Combat weapons.

### Best Early Upgrades

Like many vessels, upgrading the weapons locker to at least an A3 locker is a rather urgent need. After that, consider saving up to replace one of your Barracks 2s with a Barracks 4. Then you can work on improving boarding with a Boarding Assault System or a Range Change Matrix in place of your now superfluous Barracks 2. Improving your lances can help chew through foes' components and crew before you close to boarding.

### Risks of this Ship

The Dragoon Cruiser has less base hull than the Cautela Heavylift (a close-price comparison.) Given that it lends itself to close combat and boarding, there are risks of losing boarding crew in combat, as well as before reaching the enemy vessel. Initially, boarding and range changing will be a serious struggle against smaller ships of higher level. The biggest risk, however, is taking large financial losses early on and not being able to feed the high fuel costs of this vessel or the large crew size.
Crew Dog

Spacing vessels are immensely complicated beasts, and crew dogs are those spacers who know their ins and outs and how to take care of them. While their skill set is generalist, they are essential.

# Skills

 As a character advances in the Crew Dog 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

PATROL

SPICE

SALVAGE

SPICE

BLOCKADE

SALVAGE

VICTORY

SKILL SAVE
Caldeirão de Fogo (item)

ID | 89103

**Caldeirão de Fogo** é uma das Oficinas em Conan Exiles.
Para a Fórmula de mesmo nome, veja Caldeirão de Fogo (fórmula)

## Descriçãon

The humble cauldron is conventionally used by chefs to create meals. However, the versatility of the cauldorn means that it is also sought after by alchemists and sorcerers who concoct strange experiments.

Smelting catalysts such as Steelfire, can only be created by an alchemist who knows the particular combination of ingredients.

This particular type of cauldron was first used commonly in Vendhya.

## Origem

Fabricado pelas Seguintes Receitas
 50  Barra de Ferro25  Barbante | 1  **Caldeirão de Fogo** | 30.0

## Reparo

Reparar **Caldeirão de Fogo** exige até:

* 38  Barra de Ferro
Mechanic

While not present in large numbers in most crews, the mechanic is an essential specialist whose deep knowledge of repair techniques makes them invaluable.

# 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
Crew Dog Reference

# Skills

 As a character advances in the Crew Dog 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

PATROL

SPICE

SALVAGE

SPICE

BLOCKADE

SALVAGE

VICTORY

SKILL SAVE
Credits

The Credit (denoted in-game by a dollar symbol '$') is the standard currency used by Star Trader Captains throughout the galaxy. The Exchanges flow with Credits like a river flows with water. Wealthy gravs pay Captains vast sums of Credits to sail the stars for them. Death can be bought with a pile of them. People join crews for the promise of steady Credits for their family. The poor gravs dream to see a handful of Credits one day.

Credits themselves are not a physical currency. Rather, they are tracked via the Central Database, which manages all accounts and registers all Contracts.

While the Credit is the primary monetary unit used to measure the wealth of Captains, Princes and other wealthy individuals, the currency has two smaller denominations: the Mark and the Shilling. One Credit is worth 1000 Marks, and one Mark is worth 100 Shillings. One Credit, therefore, is worth 100,000 Shillings. Most Faction citizens and indies will only ever see Shillings and the occasional Mark in their lifetimes.

## Salaries

Your crew all have a right under Shalun Law to a monthly salary, starting at 20 credits per month. This salary increases by 1 credit per level, but some traits also increase or decrease the likelihood and amount of salary increase per level up. Salaries also increase whenever a desertion save talent is used, or when paying off a Mutiny with a salary increase option. Officers receive at least 40 credits per month, as well as a sign-on bonus of 2,500 credits which is paid when promoted or when recruited as an officer. Your captain draws a salary of 0 credits per month, but still can only level up when "paid" that monthly zero-credit salary.
Commander

A commander’s presence is palpable in high tension moments. With a steady hand of leadership, the commander calms, buffs and inspires officers and crew alike to ensure success.

## Starting Captain Traits

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

 **Motivating** | Stirring words and powerful presence, gains +2 Charisma, +2 Wisdom, +1 Initiative, +20% Debuff Resist

# 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

## Talent Strategy

The commander is almost always brought into combat when he or she is an Officer that has a secondary job as a Pistoleer or other combat job.

### Rallying Aura

This is a powerful all-around buff similar to the options that Soldiers have. Unlike them, this can be used from almost any position. The morale regeneration can help top off a team at the start of battle that recently hit the Spice Hall but wasn't able to exceed the 80 morale maximum there.

### Barked Order

This is a defensive option to address a powerful threat in positions one, two or three. It has the additional, and powerful use of knocking a target in position 3 back, bringing foes in position 4 into an attackable position. This can be very helpful against enemy Snipers.

### Bolster

Bolster is a quick and easy way to recover from any number of debuffs. The morale gain is icing on the cake. If your team doesn't have a dedicated healer, this can be an excellent choice to deal with stacked debuffs.

### Scorn

Scorn deals with front-line foes, softening up their armor and dropping enemy initiative. The cost of using this talent is entirely payed off by the initiative you cost your foes. This is an excellent talent to use when the front two enemies each have between 1 and 4 initiative as it will rob them each of a turn while dropping deflection to manageable levels.
Influence

## Overview

In addition to personal reputation with you, each contact has an influence statistic, which is global and represents how influential they are to the galaxy. Normally this is between 0-100 but can be as low as -10 and at least as high as 110. Influence is required to perform some operations, such as giving a high level crew recruit or a high level trade permit.

Contacts can gain influence due to being on the winning side of a faction conflict or to rumors. Similarly, they can lose influence by being on the losing side of a conflict.

To influence faction conflicts, take missions that directly affect the conflict - these are usually in the middle of the screen of the 3 types of mission offered by a contact and will clearly say which conflict they will affect. Doing these missions will aid that faction in said conflict.

You can also influence faction conflicts by spying and blockading - say Cadar are in a conflict with Thulun and you want to help Cadar. Find a Thulun world and blockade/spy - some of the reward cards will be "Strike a Blow in the Conflict", which will add directly to the Cadar score for that conflict. You can also sell any spying intel back to your Cadar contacts which will raise your rep and their influence.

For rumors you can potentially help out any contacts suffering influence drop due to rumors by taking an appropriate action. If you read the rumor details it will generally tell you what action can be taken to help offset it - ie you can try to run a blockade with goods for the blockaded world.

Another great source of influence is selling Rare Trade Goods - all contacts from the quadrant where you bought the goods will gain influence when you sell them. This can be fairly situational though and won't help if you don't have the right contacts to take advantage.

Contacts also have Influence thresholds for the services they offer the player. The higher their Influence, the more options you will have with the Personal Reputation you build with them. Mission types offered by Contacts may have be threshold locked based in Influence, in addition to other requirements/endorsements on your Star Trader Charter. (Like Military Ranks, Edict Levels, Trade Permits.)

## Talents Interacting with Influence

INTEL

MISSION
House Thulun

Zone Bonus | +3  Economy  +3  Starport

House Thulun is often seen as the de facto leader of the Great Houses due to it's status as the oldest of the Great Houses. Its political influence, in synergy with its economic and military might, has allowed it to claim some of the best worlds. Its Grand Naval Academy, which trains its naval leaders, has a reputation for excellence. House Thulun's experience in construction guarantees all of their zones have strong economies and starports.

The scions of Thulun are charming, if at times haughty. They highly value classical education—in swordplay, diplomacy, philosophy, and the arts. Thulun leaders are known for their noble bearing and steady judgment. The scions of Thulun’s greatest bloodlines are known as the “red lions of Thulun.”

### Reputation Maximums

**Selling Intel, faction maximum: 30 Reputation**

Once your Reputation reaches 30 with Thulun, you will no longer gain faction Reputation from selling Intel to faction Contacts.

**Selling Intel, Contact maximum: 50 Personal Reputation**

Once your Personal Reputation with a particular Contact exceeds 50, you will no longer gain Personal Reputation for selling Intel to him or her.

**Selling Rare Trade Goods, faction maximum: 40 Reputation**

Once your Reputation reaches 40 with Thulun, you will no longer gain faction Reputation for selling Rare Trade Goods originating from a Thulun quadrant.

### Faction Ships

* Royale Gladius
* Leo Battlecruiser
* Skylift Carrier (requires unlock)

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

* M9000 Warhammer Hyperwarp Drive
* Orbital Fuel Scoop 3
* Orbital Fuel Scoop 4
* Orbital Fuel Scoop 5
* Lion Mass Reducer 4
* Armorer Cargo Hold 4
* Salvage Bay 4
* Salvage Bay 5
* Armored Salvage Bay 5
* Tactician's Annex
* Advanced Hangar Bay
* Interlocking Sensor Matrix 5
* Katteduun Phase Inflector 4

### Special Rules

Combining sure proficiency with advanced tech, Thulun starports repair ship hull and component damage in 20% less time than elsewhere.

Sometimes considered the unofficial faction leaders of the star traders via political clout, Thulun Diplomats recruited from Contacts will have higher attributes when compared to other recruits.
Explorer Reference

# Skills

 As a character advances in the Explorer 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

EXPLORE

JUMP

WILD

EXPLORE

ARTIFACTS

WILD

DESTROY

XENO

EXPLORE

EXPLORE

EXPLORE

EXPLORE

EXPLORE
Hunna

Zone Bonus | None

The Hunna do what they can to keep their operations secretive, and recruit from among disenfranchised colonists, independents, and Faction laborers who agree with their damning read of the Faction leadership’s greed and betrayal of Shalun. Because of their position on the fringe worlds and the edge of legality, the Hunna work closely with smugglers, pirates, and other illegal operations as a way to fund their righteous cause. The Hunna’s tactics are often violent, ranging from intimidation, murder, guerrilla warfare, sabotage, and assassination. When and where they can, they follow their own version of Shalun Law, but as with any group walking such a knife edge, they have made compromises for their cause.

### Reputation Maximums

**Selling Intel, faction maximum: 0 Reputation**

Once your Reputation reaches 0 with Hunna, 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: 0 Reputation**

Once your Reputation reaches 0 with Hunna, you will no longer gain faction Reputation for selling Rare Trade Goods originating from a Hunna quadrant.

### Special Rules

The Hunna, being an unrecognized subset of the Indies, control no zones.
Community Challenges: June 2019

# Legendary Hunter

In this challenge, you must start the game as a Bounty Hunter. You can start the game on any difficulty, but props clearly going to permadeath players.

During early play, you can do anything you want to accrue wealth and experience.

First, you must achieve Edict 9 with a faction of your choice. Then, you must complete a $500,000 mission kill or capture bounty mission which requires an Edict. To get that size of a payment for your Mission, you're likely to need your Edict, high Military rank, a Contact with the right Traits and/or a high power mission payment boosting Talent.

Post your screenshots/results here.
Doctor Reference

# Skills

 As a character advances in the Doctor 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

DOCTOR

ON DEATH

VICTORY

PAY

AT PORT

MUTINY

SKILL SAVE

EXPLORE
Galtak Freighter

The Galtak Freighter was designed for long haul shippers, putting emphasis both on fuel economy, expanded cargo capacity and a customizable hull giving traders, smugglers and explorers alike the flexibility to customize it to their needs. The Galtak Freighter carries 24 starting crew (max 30).

Galtak Freighter

 Small Slots | 12

 Fuel per Jump | 23

 Gunnery | 20

### Unlocked By

"Expert Contractor" Achievement: Complete 10 Missions successfully on Normal difficulty or higher within the first 2 years.

### Best Professions for this Ship

The Galtak Freighter is heavily geared toward bulk trades with its large starting cargo size of 75. This lends itself well to the Merchant job whose talents can easily trigger from significantly profitable trades. While Merchants have perhaps the best edge with this vessel, it really shines for any playthrough where you are focusing on permits and legal trade.

### Best Early Upgrades

Like many vessels, upgrading the weapons locker to at least an A3 locker is a rather urgent need. Beyond that point, you may be tempted to further expand the Cargo Holds. Don't. Cargo Hold upgrades are very expensive and time consuming. Consider instead upgrading its Nav Module to help escape combat more easily. A less expensive upgrade that should be considered early on is to swap out its Armored Bulkheads with a Pilot Assist Module to increase its otherwise lackluster Pilot dice pool and give you a chance to dodge attacks in Ship Combat before you escape.

### Risks of this Ship

The Galtak Freighter has lower shielding than the Frontier Liner and even the Paladin Cruiser. While the hull is quite sturdy for its weight class, your crew will suffer from prolonged combat unless you significantly upgrade the ship and probably lose at least one of the Cargo Holds. It's starting weaponry isn't set up for battle at close ranges either. The low Pilot dice pool may pose a risk to early Pilot skill checks. The lack of a medical bay can be a liability in many card games and in ship combat.
Invasions

The Star Traders: Frontiers story-line is not about galactic conquest or invasion of planets.

The Star Traders are a people who have designed a system of factions, de-centralized government and law that has as a primary goal the prevention of anything that looks like inter-planetary war and pushes aggression and conflict into a highly formalized and ritualized set of Conflicts known as retribution justice.

You can learn about the legal codes of the Star Traders and retribution justice in the [Lore Book].
Exo-Scout

Across the many Quadrants await planets to be explored, full of dangers ranging from deadly lifeforms, xeno, toxic atmosphere, parasitic worms and worse. The exo-scout is the master of survival in hostile zones, ranging out from the ships to find riches.

# Skills

 As a character advances in the Exo-Scout 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

EXPLORE

EXPLORE

EXPLORE

## Special Recruitment Bonuses

Any Exo-Scout coming from Javat will have increased attributes.

## Combat Talent Strategy

### Bio-Agent Flechette

This is a good go-to talent for mitigating high-damage threats as 25% damage reduction can make a large difference in terms of survival. The bio-poison damage is significant as well. This is a useful early combat talent for the Exo-Scout as it doesn't move positions.

### Aggressive Advance

This talent grants a powerful set of offensive and defensive bonuses but can push you into a position where your attacks are limited if you aren't careful with your formation. Be aware of the attack position limitations of your other talents as they might not be usable from your new position. This works well on Soldier Hybrid officers who can retreat with *Covering Fire* after using this talent. Interestingly, you can hit the back position with this talent, which you cannot do with the basic rifle. You cannot hit the front-most position, however.

### Steady Mobility

This talent grants a different set of bonuses than *Aggressive Advance* but has the advantage of not altering your formation. It is a good go-to talent to start combat with and then follow up with several uses of *Bio-Agent Flechette*.

### Burrowing Shots

This is an interesting talent for fighting Xeno. It can be used from any position and gives several defensive debuffs to soften up a Xeno target. Both bio-poison and energy resistance debuffs are useful for the Exo-Scout as it has other talents that can capitalize on both of them. The bleeding is massive, which is helpful given Xenos' large health pools.

### E-Shock Grenade

This is an extremely powerful grenade. The damage is significant, the stun is powerful, and the offensive and defensive debuffs almost completely shut down foes if you can hit them. The high initiative cost makes it a risky talent to use but the benefits are massive if you can hit two foes.

### Know Thy Enemy

This talent softens Xeno targets up massively, combined with a Sniper or Soldier you can reliably kill a Xeno in two hits. Being able to hit any target and being usable from all positions makes it a versatile anti-Xeno talent.

### Plas-Charge Slugs

This talent is great if you've lowered the foe's energy resist but is also a great talent for moving swordsmen out of position for non-Officer Exo-Scouts. Be aware of its limited attack positions.