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What is the Expertise System?

The overall goal of the system is to offer new and exciting choices for players to make about the development of their characters. These choices offer players the chance to further customize their character creating more diversity between characters of the same profession and give the player an additional goal when leveling.

At level 10, a player earns five Expertise points and then earns 1 point every two levels up to a maximum of forty-five points at level 90.

Once a player reaches level 10, they can activate the Expertise interface (it will appear on the Main Menu) and begin allocating their points over the two trees available to their profession. Eventually, a third tree will be introduced that specifically offers choices regarding the Galactic Civil War and Player-versus-Player specific enhancements, but that will not be available after the basic Expertise system is available to all nine professions.

Allocating Expertise points will do one of two things for a character. They will either modify an existing ability, such as increasing damage done, or they will unlock new abilities or series of abilities.

Players can allocate the points they have earned and even experiment with different choices through the interface without permanently committing to the changes. Once they’re satisfied with their allocation, they can choose to “accept” those choices by clicking the “Accept” button. Once accepted these choices can only be undone for a fee through a re-spec (re-specialization option) from the appropriate NPC.

Chart Key Notes:

  • The Expertise tree graphics below are concept pieces used to construct the trees and not representative of actual in-game art.




Trader Expertise: Specialization

Notes:

  • The socket bonus applies to sub-professions that can make weapons, armor, and clothing. If a sub-profession cannot make one of those three (such as a Droid Engineer), then the expertise point grants your character a schematic or group of schematics.
  • The item upgrade allows for more sockets in an attachment. If your sub-profession cannot make armor, weapons, or clothing, then a schematic or group of schematics are granted.
  • The layout works as follows:
    • Profession #1 for Domestics would be Chef
      • Thus Profession #1 Dexterity would be called “Chef Dexterity” and its bonuses would apply to that sub-profession.
    • Profession #2 for Domestics would be Tailor
      • Thus Profession #2 Dexterity would be called “Tailor Dexterity” and its bonuses would apply to that sub-profession.
Tier Name Description Points Effect Min Points Min Level
1 Artisan’s Dexterity Increases the general assembly skill mod 4 +5 points 1 10
2 Artisan’s Hypothesis Gives a bonus to the experimentation roll for artisan items 4 +3% 5 10
4 Artisan’s Advanced Theory Gives one extra experimentation point for artisan items 1 +1 point 13 26
1 Profession Dexterity Increases the assembly skill mod for the specified profession 4(8) +5 points 1 10
3 Profession Hypothesis Gives a bonus to the experimentation roll for the specified profession 4(8) +3% 9 18
5 Profession Advanced Theory Gives one extra experimentation point for the specified profession 1(2) +1 point 17 34
2 Profession Insight Reduces complexity of items for the specified profession 2(4) -1 point 5 10
4 Profession Keen Understanding Further reduces complexity of items for the specified profession 2(4) -2 points 13 26
5 Profession Socket Bonus Allows an extra socket to be applied to an item for the specified profession* 1(2) +1 socket 17 34
5 Profession Item Upgrade Gives the player another item upgrade schematic for the specified profession* 1(2) schematic 17 34
3 Resource Processing Increases resource quality during crafting process 2 +2% 9 18
4 Advanced Resource Refinement Further increases resource quality during the crafting process 2 +3% 13 26
Total 43

Tier

Name

Description

Points

Effect

Min Points

Min Level

1

Business Accounting

Decreases the maintenance cost of vendors

4

-3%

1

10

2

Warehousing

Increases the vendor item limit

4

+50 items

5

10

3

Advanced Personnel Management

Increases the number of vendors a merchant can place

2

+1 vendor

9

18

3

Factory Maintenance Efficiency

Decreases the maintenance cost of factories

4

-3%

9

18

4

Factory Energy Efficiency

Decreases the amount of energy used by factories

4

-3%

13

26

5

Advanced Production Technology

Increases the rate at which factories produce items

2

+5%

17

34

2

Harvester Storage Efficiency

Increases the harvester storage hopper size

4

+3%

5

10

3

Harvester Maintenance Efficiency

Decreases the maintenance cost of harvesters

4

-3%

9

18

4

Harvester Energy Efficiency

Decreases the amount of energy used by harvesters

4

-3%

13

26

5

Advanced Harvesting Technology

Increases the rate at which harvesters collect resources

2

+5%

17

34

1

Extraction Efficiency

Increases the amount of resources acquired through manual sampling

4

+25%

1

10

2

Extraction Techniques

Decreases the amount of time between sampling loops

3

-5 seconds

5

10

4

Deconstruction Techniques

Gives a bonus to reverse engineering

2

+5%

13

26

Total

43

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