Skills are combat and non-combat.
Both combat and non combat skills are arranged in a roughly hexagonal grid that represents bias to a particular faction.
There are six main weapon types with their own skill trees and six main non-combat skills that in general tie in to crafting and working with the enviroment and items.
|skill hex grid similar to combat grid:||explanation|
|top left (domain of order)||build||construction||taking raw materials and building order infused gear|
|top - oder/chaos||mutate||mutate/cleanse structures||modyfying order gear as chaos or vice versa via mutation to be usable by that faction , gives that faction normally unattanaible functionality albeit at a drastically lower efficiency|
|top right (domain of chaos)||destroy||dismantle structures (harvesting structures into rubble of low qual. raw)||take crafted order or balance gear and dismantle it to raw materials and faction pve power rating|
|bottom right - chaos/balance||salvage/scrap||extracting tech from structures||taking basic chaos gear and modyfing it with raw materials - custom balance; in reverse mutating custom balance gear and stripping it to the basic and augmenting it with chaos mutation|
|bottom (domain of balance)||combine||mobile construction||extracting tech from chaos and order gear and building custom from raw materials|
|bottom left - balance/order||augment||refinement (multiple low quality raw -> high quality raw)||taking basic order gear and modyfying it with raw materials - custom balance; in reverse taking custom balance gear and stripping it to the basic and augmenting it with order infusion|
|rarity by font - abundant, scarce, very rare, compound|
|renewable||water, t1 plants, t1 animals||t2 plants and animals||t3 plants and animals|
|crafting||copper, tin||iron, graphite||thorium, magnesium|