Raven
Cyber Ninja with space combat
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More: Challenge builds, Melee builds, Meta builds, Solo builds, Stealth builds
Wherever there are wanted individuals, there are those who profit from their capture. And your quarry knows that in the vastness of space, they can run... but they can't hide.
You volunteered for a controversial experiment that combines alien and human DNA. As a result, you start with increased health and oxygen, but healing and food items aren't as effective.
You've never acclimated to space. Health and oxygen are increased when on the surface, but decreased when you're in space. (Incompatible with Spaced)
You really need your alone time. Exerting yourself uses less oxygen when adventuring alone, but more when adventuring with other human companions. (Incompatible with Extrovert)
Skills
15% chance to disarm an opponent with a melee or unarmed power attack.
You no longer set off enemy mines. Ranged sneak attacks do 2.5x normal damage and your melee sneak attacks do 4x normal damage.
You have 20% more oxygen available.
Upgrades the Stealth Meter. You are 50% more difficult to detect when sneaking. Suppressed weapons do an additional 10% sneak attack damage.
Increase total carrying capacity by 25 kilograms.
Increase your maximum health by 40%.
Unlock the ability to combat slide. Take 15% less fall damage.
Buy for 20% less and sell for 25% more.
30% increased chance of success when persuading someone.
There's a chance you'll find extra ammo when searching containers.
Doubles the bonuses of Combat and Physical Crew Skills on Companions. Companions have a chance to pick themselves up from a downed state.
You can have up to six active crew members.
Do +30% weapon damage and gain 45 Damage Resistance for each Spacesuit and Helmet equipped when you don't have a companion or any crew.
Melee kills heal you for 10% of your health.
Unlock the ability to pilot Class C ships.
You can attempt to hack Master-level locks, and 4 auto attempts can be banked.
Time to lock onto enemy ships is reduced by 60%. Deal 20% increased system damage in targeting mode.
Your shields will occasionally resist 100% of all damage received.
Energy ship weapons recharge 30% faster.
Ship missile weapons do 30% more damage, and their Targeting mode cost is reduced by 60%.
Allows the installation of experimental ship modules.
Doubles previous bonuses.
EM ship weapons have 30% increased damage and cost 45% less to use in Targeting Mode.
Weapons
Powers
Armor
Consumables
Chems, aid, food and drinks. Their combined buffs are counted into your stats; Nutrition, Medicine and Alien DNA scale them.
Crafted items list the research their recipe needs.
Research Projects
Afflictions
Set it here to see what they really contribute.