Disciplines - Dynamic Traits of Starfield
By Kilonova24
Community Rating
WRAITH - PHYSICAL SKILL TREE ORATOR - SOCIAL SKILL TREE ENFORCER - COMBAT SKILL TREE MAD SCIENTIST - SCIENCE SKILL TREE AUGMENTER - TECH SKILL TREE
HOW IT WORKS Each Discipline rewards you for investing skill points into its corresponding skill tree. You will have to be disciplined when investing level up points or you could miss out on buffs for the trait you chose. If you can master the chosen skill tree by level 80, you will get everything.
Progression is tied to Player Level Breakpoints. Each buff has a required number of skill points that must be invested by a certain level. Miss the window and the buff is gone permanently.
For example, if you pick the Augmenter Discipline you will need to have 4 skill points in the Tech Skill Tree by level 5 to receive the first buff. You will need to have 8 skill points in the Tech Skill Tree by level 10 to receive the second buff. If you reach level 11 and only have 7 skill points in the Tech Skill Tree, you will miss out on that Tier 2 buff. It works both ways though. You could get the Tier 2 buff early by having 8 skill points invested in the Tech Tree before level 10.
This brings a new aspect for you to think about when leveling up. A level 64 player who decided to spec all 64 points directly into their skill tree will receive all of their buffs well before the Player Level 80 Breakpoint.
All of this is trackable in game through each trait's Discipline Journal. The Discipline Journals detail all the buffs listed on this mod page as well as showing you which Tiers are open, completed, or missed. This feedback is updated dynamically in game.
Starting skills from backgrounds count towards your skill points needed in the Skill Tree. This means the background you choose is now much more important. Those starting skills could be crucial for you to get a head start on your Skill Tree, or to get necessary Skills from other trees without having to spend level up points on them.
Here are the highlights for each Discipline:
Wraith - Supports a Stealth playstyle. Lets you craft new Poison and Sleep Grenades. The final buff is a dagger that can instakill enemies while sneaking, once per day.
Orator - Focuses on buffing followers. Lets you use the Social skills through your weapons rather than bringing up your scanner mid fight. The final buff is a Sitar, a musical instrument that further buffs followers.
Enforcer - Creates a meta to switch weapon types mid fight depending on who you are fighting. Gives you a Second Wind effect that can proc on kills. Second Wind improves the more you spec into the Combat Tree. The final buff is a Battle Horn that shakes the ground on use, alerting all nearby enemies and giving you an Adrenaline Surge for two minutes.
Mad Scientist - Get your own Mad Scientist Lab where you can create recharcheable Serums. The Serums may come with some side effects on use. The final buff is a Wabbagun that lets you polymorph enemies into random creatures, robots, or inanimate objects.
Augmenter - Deployable robots. There are six different robots you can craft as you make your way through the Tech Tree. The final buff is a Gauntlet that further buffs your robots in combat.
FOR A FULL BREAKDOWN OF THE BUFFS - Please visit the mod page. The description was too long for this page. https://www.nexusmods.com/starfield/mods/16030?tab=description
Release notes
PC
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1.30Fixed the materials for various items in the mod.
Maintenance script fix for bugged saves that wouldn't satisfy breakpoints. -
1.21Fixed Augmenter's robots being able to be recalled after death. Adjusted weights for the craftable robot grenades for balance purposes. Minion grenades are now 2 mass, Mack and Roger are 5 mass, Large Robot Dogs are 10 mass.
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1.2Fixed Void Form UI in the Powers Menu not showing up.
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1.00== Describe this release ==
Xbox
-
1.30Fixed the materials for various items in the mod.
Maintenance script fix for bugged saves that wouldn't satisfy breakpoints. -
1.21Fixed Augmenter's robots being able to be recalled after death. Adjusted weights for the craftable robot grenades for balance purposes. Minion grenades are now 2 mass, Mack and Roger are 5 mass, Large Robot Dogs are 10 mass.
-
1.2Fixed Void Form UI in the Powers Menu not showing up.
-
1.00== Describe this release ==
-
1.2== Describe this release ==
Playstation
-
1.30Fixed the materials for various items in the mod.
Maintenance script fix for bugged saves that wouldn't satisfy breakpoints. -
1.21Fixed Augmenter's robots being able to be recalled after death. Adjusted weights for the craftable robot grenades for balance purposes. Minion grenades are now 2 mass, Mack and Roger are 5 mass, Large Robot Dogs are 10 mass.
-
1.2Fixed Void Form UI in the Powers Menu not showing up.
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