Weapons
General weapon proficiency. Increases all weapon damage by 1% per level and critical hit chance by 1% per level. Critical hit chance stops increasing at a cap. Weapon damage shares a combined cap with the other weapon-damage skills.
Overview
Training
Deal damage in combat, destroy enemy ships, or defeat pirates.
Bonus Per Level
Each level applies the listed percentage — they reach 100% / 100% at level 100. Read the description above for whether a bonus raises the stat or reduces the cost.
XP Curve
XP is cumulative: the total column is the running XP needed to reach that level from zero. Levels 1–10 are shown in full, then every tenth level to the cap.
| Level | XP For This Level | Total XP |
|---|---|---|
| 1 | 60 | 60 |
| 2 | 105 | 165 |
| 3 | 175 | 340 |
| 4 | 245 | 585 |
| 5 | 315 | 900 |
| 6 | 385 | 1,285 |
| 7 | 455 | 1,740 |
| 8 | 525 | 2,265 |
| 9 | 595 | 2,860 |
| 10 | 665 | 3,525 |
| 20 | 1,365 | 14,025 |
| 30 | 2,065 | 31,525 |
| 40 | 2,765 | 56,025 |
| 50 | 3,465 | 87,525 |
| 60 | 4,165 | 126,025 |
| 70 | 4,865 | 171,525 |
| 80 | 5,565 | 224,025 |
| 90 | 6,265 | 283,525 |
| 100 | 6,965 | 350,025 |
Unlocks
No module or hull is gated behind Weapons — its value is entirely in the per-level bonus. See the documentation for how skills feed into the systems they modify.