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Cross training NPC skills become available when a Training Station is added to the colony. It must be powered to work and assigned with both an instructor and a trainee. Training has to be queued up vial the Colony Menu. Skills mature at 3 / 5 / 8 minutes depending on mastery, meaning it may take 1 hour and 20 minutes to raise an NPC to master in all five skills. This usually takes longer as NPCs suffer delays as a result of illnesses, hunger, and conflicting sleeping scheduled. An NPC with five skills may be retrained with new skills that they currently do not possess. Retraining in less than 5 new skills at once will result in random existing skills being replaced. The RNG tends to favor the characters native skills, but it is wise to save prior to make any such attempt.

Many NPCs become tied up with story line quests even while they are dwellers in the colony. When this occurs they can not be assigned to any new job and they will fail to report for their current assignment. As such; desirable skills should be cross trained as soon a possible and the player should check repetitively to see if an NPC is no longer "Busy" so that their skills may be passed on to less occupied NPCs.

Gathering Skills[]

These skills only work on your followers and don't seem to affect colony life. A follower with such a skill will have a "Work" button on their Info panel, near the "Call" and "Dismiss" buttons. Upon pressing it, you send them off to collect resources for 1 in game hour. If the player sleep through the hour than the follower will return almost instantly, allowing the player to rapidly press the Work button for multiple item boxes. Any other follower command issued while they are working will cancel the job. A follower trained in multiple gathering skills will produce an item box containing resources from each trained skill.

Skill name Skill description Source NPC (story mode)
Novice Logger.png Novice Logger Felling a few trees per hour Vera Novikova.png Vera NovikovaLucius Kohler.png Lucius KohlerSara Peterson.png Sara Peterson
Elite Logger.png Elite Logger Felling some trees per hour
Master Logger.png Master Logger Felling many trees per hour Anjum Nahas.png Anjum Nahas
Novice Miner.png Novice Miner Mining a few ores per hour Lucius Kohler.png Lucius Kohler
Elite Miner.png Elite Miner Mining some ores per hour Lao Lei.png Lao Lei
Master Miner.png Master Miner Mining many ores per hour Hitomi Amasawa.png Hitomi Amasawa
Novice Hunter.png Novice Hunter Hunt a few animals per hour
Elite Hunter.png Elite Hunter Hunt some animals per hour Agnes Copperfield.png Agnes Copperfield
Master Hunter Hunt many animals per hour
Novice Herbalist.png Novice Herbalist Gather a few herbs per hour
Elite Herbalist.png Elite Herbalist Gather some herbs per hour Vera Novikova.png Vera Novikova Sara Peterson.png Sara Peterson
Master Herbalist.png Master Herbalist Gather many herbs per hour Tank Parson.png Tank Parson

Combat Skills[]

VIP can only die as a result of a story line trigger, and as such Defense & Health skills are quite pointless. VIPs will benefit more from [Attack Increase] over weapon skills as their inventory is locked and they are limited to basic gear. However; Medical skills are highly effective as VIPs will trigger on Normal Colonist who can die. Several players have reported lag issues as a result of roaming colonist with the [Defense Boost], but it is an effective skill that may be applied to stationary colonist such as Workers or Medics. Followers constantly move in and out of range of [Defense Boost] while engaging enemies, as such it is an unreliable skill while adventuring.

Skill name Skill description Source NPC (story mode)
Novice Swordsman.png Novice Swordsman Attack: +4.5%
need sword equipped
Seasoned Swordsman.png Seasoned Swordsman Attack: +9%
need sword equipped
Aida Acosta.png Aida Acosta
Elite Swordsman.png Elite Swordsman Attack: +13.5%
need sword equipped
Chen Zhen.png Chen Zhen
Novice Gunslinger.png Novice Gunslinger Attack: +4.5%
need gun equipped
Seasoned Gunslinger.png Seasoned Gunslinger Attack: +9%
need gun equipped
Elite Gunslinger.png Elite Gunslinger Attack: +13.5%
need gun equipped
Chen Zhen.png Chen Zhen
Novice Archer.png Novice Archer Attack: +4.5%
need bow equipped
Seasoned Archer.png Seasoned Archer Attack: +9%
need bow equipped
Elite Archer.png Elite Archer Attack: +13.5%
need bow equipped
Ataro Baatar.png Ataro Baatar
Attack Increase I.png Attack Increase I Basic Attack: +10 Peter Asimov.png Peter Asimov
Attack Increase II.png Attack Increase II Basic Attack: +20 Aida Acosta.png Aida Acosta
Attack Increase III.png Attack Increase III Basic Attack: +30 Chen Zhen.png Chen Zhen
Novice Defender.png Novice Defender Defense: +6%
need shield equipped
Seasoned Defender.png Seasoned Defender Defense: +12%
need shield equipped
Aida Acosta.png Aida Acosta
Elite Defender.png Elite Defender Defense: +18%
need shield equipped
Ataro Baatar.png Ataro Baatar
Novice First Aid.png Novice First Aid

Condition: someone's health is less than 50% within 20 meters
range: single
regain 30 health per 1 s
duration time: 10 s
cooling time: 30 s

Elite First Aid.png Elite First Aid

Condition: someone's health is less than 45% within 20 meters
range: single
regain 35 health per 1 s
duration time: 12 s
cooling time: 25 s

Nan Yang.png Nan Yang
Master First Aid.png Master First Aid

Condition: someone's health is less than 40% within 20 meters
range: single
regain 40 health per 1 s
duration time: 14 s
cooling time: 20 s

Allen Carter.png Allen Carter
Novice Emergency Medical Technician.png Novice Emergency Medical Technician Condition: someone's health is less than 35% within 20 meters

range: single
regain health: 260
cooling time: 12 s

Elite Emergency Medical Technician.png Elite Emergency Medical Technician

Condition: someone's health is less than 30% within 20 meters
range: single
regain health: 330
cooling time: 14 s

Master Emergency Medical Technician.png Master Emergency Medical Technician

Condition: someone's health is less than 25% within 20 meters
range: single
regain health: 400
cooling time: 16 s

Allen Carter.png Allen Carter
Health Increase I.png Health Increase I Basic health: +40
Health Increase II.png Health Increase II Basic health: +80 Hitomi Amasawa.png Hitomi Amasawa
Health Increase III.png Health Increase III Basic health: +120 Chen Zhen.png Chen Zhen Ronaldo Sanchez.png Ronaldo Sanchez
Defense Increase I.png Defense Increase I Basic defense: +14 Moric Gahn.png Moric Gahn
Defense Increase II.png Defense Increase II Basic defense: +27 Aida Acosta.png Aida Acosta
Defense Increase III.png Defense Increase III Basic defense: +40 Chen Zhen.png Chen Zhen Anjum Nahas.png Anjum Nahas
Defense Boost I.png Defense Boost I

Increase defense: 2%
Radius: 20m
increase everyone's defense within the area

Lao Lei.png Lao Lei
Defense Boost II.png Defense Boost II

Increase defense: 4%
Radius: 20m
increase everyone's defense within the area

Defense Boost III.png Defense Boost III

Increase defense: 6%
Radius: 20m
increase everyone's defense within the area

Ataro Baatar.png Ataro Baatar

Colony Skills[]

(1) Farming - Planters need not be skilled, however skilled managers and harvesters can significantly increase productivity. A Colony will only need one planter and harvester, thus all addition skilled labor should be assigned as managers.

(2) Medic - At most a colony may utilize three doctors with Allen Carter and Pleiades Zheng being well suit for the rolls. (Suggestion) Train Pleiades in [Medical Laboratory Technician] and have her train someone else in [Nurse Training].

(3) Prospectors - [Explore Training] decreases prospecting time, however the effect is minor and the yields insignificant compared to player's gathering and mining potential. Prospectors are stationed away from the colony while at work, and as such the colony does not benefit from any AOE skills while they are on duty. At most 5 prospectors can be assigned at once. They may be applied to individual Ques or all on the same one.

(4) Workers - Due to the limited number of colonist the player will likely play musical chairs with the workers. As suck it is beatifically to train them in all production skills. The player will likely use [Replication Training] the most, followed by [Strengthen Training], and then [Repair Training]. When considering time as a commodity, it is often more beneficial to just sell outdated gear rather than to recycle it, however towards End Game it does become practical to purchase high end gear simply to recycle it for rare resources.

Skill name Skill description Source NPC (story mode)
Farming Training I.png Farming Training I Crop maturity time: +10% Sara Peterson.png Sara Peterson
Farming Training II.png Farming Training II Crop maturity time: +20% Vera Novikova.png Vera Novikova
Farming Training III.png Farming Training III Crop maturity time: +30% Tank Parson.png Tank Parson
Harvesting Training I.png Harvesting Training I Crop yields: +4% Sara Peterson.png Sara Peterson
Harvesting Training II.png Harvesting Training II Crop yields: +8% Vera Novikova.png Vera Novikova
Harvesting Training III.png Harvesting Training III Crop yields: +12% Tank Parson.png Tank Parson
Technology Training I Basic R&D rate: +10%
Technology Training II Basic R&D rate: +20%
Technology Training III Basic R&D rate: ?
Strengthen Training I.png Strengthen Training I Basic Strengthen Rate: +10%

(Enhance Machine)

Ava Azniv.png Ava Azniv
Strengthen Training II.png Strengthen Training II Basic Strengthen Rate: +20%

(Enhance Machine)

Jenab Hashtag.png Jenab Hashtag
Strengthen Training III.png Strengthen Training III Basic Strengthen Rate: +30%

(Enhance Machine)

Adisa Mostafa.png Adisa Mostafa Michael Wiles.png Michael Wiles
Repair Training I.png Repair Training I Basic repair rate: 10% Ava Azniv.png Ava Azniv
Repair Training II.png Repair Training II Basic repair rate: 20% Jenab Hashtag.png Jenab Hashtag
Repair Training III.png Repair Training III Basic repair rate: 30% Adisa Mostafa.png Adisa Mostafa Michael Wiles.png Michael Wiles
Recycling Training I.png Recycling Training I Basic recycle rate: 10% Peter Asimov.png Peter Asimov
Recycling Training II.png Recycling Training II Basic recycle rate: 20% Jenab Hashtag.png Jenab Hashtag
Recycling Training III.png Recycling Training III Basic recycle rate: 30% Adisa Mostafa.png Adisa Mostafa Michael Wiles.png Michael Wiles
Replication Training I.png Replication Training I Basic production rate: 10%
Replication Training II.png Replication Training II Basic production rate: 20% Nan Yang.png Nan Yang
Replication Training III Basic production rate: 30%
Medical Laboratory Technician Training I.png Medical Laboratory Technician Training I Examination time: -4%
Medical Laboratory Technician Training II.png Medical Laboratory Technician Training II Examination time: -6% Pleiades Zheng.png Pleiades Zheng
Medical Laboratory Technician Training III.png Medical Laboratory Technician Training III Examination time: -8% Allen Carter.png Allen Carter
Treatment Training I.png Treatment Training I Healing time: -4%
Treatment Training II.png Treatment Training II Healing time: -6% Pleiades Zheng.png Pleiades Zheng
Treatment Training III.png Treatment Training III Healing time: -8% Allen Carter.png Allen Carter
Nurse Training I.png Nurse Training I Stay time: -4% Pleiades Zheng.png Pleiades Zheng
Nurse Training II Stay time: -6%
Nurse Training III Stay time: -8% 48px Jane Austen
Explore Training I.png Explore Training I Collect Time: -4%

(Prospecting)

Explore Training II.png Explore Training II Collect Time: -6%

(Prospecting)

Agnes Copperfield.png Agnes Copperfield
Explore Training III.png Explore Training III Collect Time: -8%

(Prospecting)

Hitomi Amasawa.png Hitomi Amasawa
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