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Starbound soulseeker
Starbound soulseeker





starbound soulseeker

Moons are airless environments that cannot be explored at length without an EPP or a mech, the former of which cannot be crafted without tungsten, a tier 2 ore, and the latter of which is only be obtained after the player has entered tier 2. Moons are tier 1 environments theoretically, but not practically.

starbound soulseeker

Barren planets, asteroid fields, and moons can be found in any star system, but are always low-to-no-threat areas. Garden planets are only found orbiting gentle stars.

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#Starbound soulseeker how to#

Ironically, tier 1 has the largest number of hurdles that must be cleared in the entire game, but doing so introduces the player to most of the core gameplay systems, preparing them for most situations they will encounter going forward before vastly opening up their options for how to proceed. Starting with a broken broadsword and little else, the player must accomplish a large number of tasks to reach tier 2. The starting tier for any new player character. The overwhelming majority of its content falls under the first six, with a small amount of "endgame" content at higher tiers. The game is currently split into nine tiers. As with crew, their base stats are generally weaker than the player's. No guard tenant can be stronger than tier 4. "Themed" tenant guards, such as the fenerox or Rainbow Rogues, have a single permanently-set tier. "Generic" player-race tenant guards get their stats by having enough objects crafted from tiered ores in their room, from iron (tier 1) to durasteel (tier 4). Guard tenants have their stats dictated solely by the tags of the objects in their room when a colony deed is placed. Because of this, the player can keep their preferred crew and pets as they proceed through the game and they will grow in strength with the player, though both will always be considerably weaker than the player. Crew and pets have a baseline stat set (effectively tier 1) that is then multiplied by the player's currently-equipped armor tier, regardless of the tier of planet from which they were hired or captured. If the tenant pays with a procedurally-generated weapon, it will be at the planet's tier.Īlly NPCs ( crew, pets, and guard tenants) do not use spawn locations for their stats. The higher the tier, the larger the amount of pixels the tenant will pay out. Any procedurally-generated weapons or armor the merchant carries will be at their location's tier. Merchant stock is dictated by the spawn location's tier, whether they be permanent residents, temporary merchants summoned by a quest, or summoned by the player as a tenant via colony deed. This is most pronounced with NPC village guards (those naturally occurring in initially-friendly villages, not guard tenants) which are three levels above the planet on which they spawned. In a few cases, such as with outlaws and glitch evil fortress lords, the NPC may have a slightly higher tier than the planet on which they spawned. Basically, the higher the area's tier, the tougher its population is in a fight, just as with monsters. This holds true for any NPC, regardless of whether they are friendly or hostile toward the player. This is largely dictated by where the NPC is spawned, but there are a few exceptions.įor NPCs, the tier of the area they are spawned in dictates their health, damage output, and armor class. One important factor in the tier system is how it affects NPCs, both friendly and hostile.







Starbound soulseeker