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Wiki Research - Round 10

Source: https://abioticfactor.wiki.gg (fetched 2026-06-11). Topics: (1) skill milestones, (2) character customization / transmog / respawn / teleport, (3) item-page field inventory for our item detail view.


1. Skills and Milestones

Canonical skill list (15 skills, 3 categories)

The wiki (/wiki/Skills) groups the 15 skills as:

CategorySkills
FitnessSprinting, Strength, Throwing, Sneaking
CombatBlunt Melee, Sharp Melee, Accuracy, Reloading, Fortitude
SurvivalCrafting, Construction, First Aid, Cooking, Agriculture, Fishing

Naming corrections vs. the list in the task prompt: there is no single "Melee" skill (it is split into Blunt Melee and Sharp Melee), "Stealth" is Sneaking, "Gardening" is Agriculture, and there is no Piloting skill. This matches our positional-skill finding: 15 real rows in DT_Skills (path AbioticFactor/Content/Blueprints/DataTables/Customization/DT_Skills) after dropping the two DONOTUSE rows.

Max level and XP mechanics

  • Max skill level is 20. All skills share the same XP curve.
  • XP is earned by performing the skill's action ("The player can level up their skills by acquiring XP (experience points) when doing actions specific for each skill.").
  • XP gain modifiers (e.g. the Wrinkly Brainmeat trait) stack multiplicatively: two +20% bonuses on 1 XP yield 1.44 XP (1 × 1.2 × 1.2).
  • Cumulative XP thresholds (level -> total XP required):
LvlXPLvlXPLvlXPLvlXP
120063,6991118,2421651,631
250075,3791223,3071760,608
394087,5871329,1011870,354
41,572910,4171435,7761980,755
52,4641013,9501543,3102091,655

(The 91,655 L20 threshold is the same value we verified against capped end-game saves; see player-save-schema.md.)

Milestone perks per skill

Milestone levels are irregular per skill (not a uniform 5/10/15/20) - the milestone-track UI must take a per-skill list of levels. Perk names and effects below are the wiki's wording, condensed.

Sprinting (Fitness)

Per-level passive: +2 max stamina, +1% sprint speed, +2% stamina regeneration.

LevelPerkEffect
5AthleticChance to not lose stamina for any action
10LightspeedAlong with passive gains, you sprint 5% faster overall
15Red ShiftWhile sprinting, enemies are more likely to miss when targeting you
20Out Of My Way!Sprinting speed increases over several seconds

Strength (Fitness)

Per-level passive: +2 carrying capacity.

LevelPerkEffect
5Step AsideShake Vending Machines & stomp Carbuncles in 1 hit
8Heavy WeaponsStrong enough to properly wield heavy melee weapons
12Nerd RageWhen bleeding near a hostile enemy, melee attack damage and speed are enhanced
15Heavy Armor SpecializationCan wear any weight of armor
20Superior GainsAll items weigh 25% less

Throwing (Fitness)

Per-level passive: +10 projectile velocity, +2 damage.

LevelPerkEffect
2Underhand TossGentle underhand toss with all throwable items
5Projectile PickupAutomatically pick up projectiles you've thrown
8Hazy RecollectionWeapons thrown by you are highlighted for 30 seconds
10Projectile PredictorSee the predicted path of your throwables
12TinkererCrafting throwables yields 1 additional item
15Terminal VelocityHitting enemies with a thrown weapon staggers them
20Quantum DisplacementThrown items sometimes split into 2 additional projectiles

Sneaking (Fitness)

Per-level passive: −5% enemy detection speed (caps at 95%).

LevelPerkEffect
2Sneak AttackFirst attack on an idle enemy has 25% chance to deal double damage
5Biotic ShadowMove 15% faster while crouched; can perform a roll
8NimbleDon't trigger Tripwires, Tripwire Lasers, or Carbuncles
10Night WorkerMuch quieter footsteps; increased Sneak Attack chance at night
15Office AssassinAttacks on unaware enemies always deal double damage
20InterdimensionalEnemy attacks just sometimes... miss?

Blunt Melee (Combat)

Per-level passive: +1 blunt damage.

LevelPerkEffect
3Power AttackHeavy windup attacks with blunt melee weapons
7Battle ChargeAttacking during a sprint becomes a driving power attack
10Stunning SlamStagger enemies more easily with blunt melee
12Power HungryPower Attacks use 50% less stamina per swing
15CrusherEnemies resistant to Blunt... aren't
20SmashChance to instantly explode human-sized or smaller enemies

Sharp Melee (Combat)

Per-level passive: +1 sharp damage.

LevelPerkEffect
3Sharp ThrowingCan throw sharp melee weapons
5Clean Cutter25% higher chance to not end up with Bio Scrap (butchering)
9No SurvivorsEnemies killed by sharp melee attacks outright die (no second forms)
12Slice n' DiceHigher chance to cause Severe Bleeding
15EvisceratorCut through Sharp-resistant enemies as if not resistant
20HeartseekerVery small chance to instantly kill small/medium enemies

Accuracy (Combat)

Per-level passive: −0.075 aim sway, −0.05 bullet spread.

LevelPerkEffect
5SquintAlt-fire while aiming a ranged weapon zooms vision
7Mil-Spec / Bio-Metric ArmwrapsConfidence to handle advanced firearms (recipe unlock)
10Straight as an ArrowProjectiles less likely to break on impact
13BoomstickSmaller creatures may flee when you fire
15Bio-Mimic Armwraps RecipeAdvanced Bio-Mimic Armwraps recipe
18Bio-Fusion Imitator RecipeAdvanced Bio-Fusion Imitator trinket recipe
20Stopping PowerProjectiles/bullets have a small chance to stun the target

Reloading (Combat)

Per-level passive: faster reload speed (magnitude unspecified on wiki).

LevelPerkEffect
3Ammo CrafterCraft ammo twice as fast
5Just In CaseReload weapons you aren't otherwise qualified to use
10Basic GeometryLess clumsy at reloading all weaponry
15SpeedloaderSprint and reload at the same time
20Loose RoundsSometimes find spare rounds when reloading

Fortitude (Combat)

Per-level passive: +2 max health per level (wiki phrases this around limb/head health; the skill "increases health points").

LevelPerkEffect
5HabituationRegenerate health a bit more frequently
8Group EffortResting within 8 m of other resting scientists doubles rest rate
10Spongy TissueSlightly reduced fall damage and vehicle impact damage
15Reflective MantleMelee contact may reflect damage back to the enemy
20Strong EcosystemRegenerate 1 health every second

Crafting (Survival)

Per-level passive: crafting time reduced; −2% chance of crafted-item durability loss per level.

LevelPerkEffect
2More BenchFirst set of Crafting Bench upgrades
5Mega BenchSecond tier of Crafting Bench upgrades
8Beautiful BlueprintsRecipes shared with you skip the research phase
10Eye For DetailCrafted items gain temporary bonus durability
15Super BenchFinal tier of Crafting Bench upgrades
20Precision EngineeringSmall chance to consume 1 less item in multi-item recipes

Construction (Survival)

Per-level passive: faster building/deconstructing (wiki gives no numbers).

LevelPerkEffect
5Pack Your DeskPackage small deployables twice as fast
10Razed With Care50% chance of double resources when dismantling
15Castle DoctrineFortification build costs reduced by half
20Spontaneous Furniture EventChance of double furniture when packaging non-player-built items

First Aid (Survival)

Per-level passive: medical items heal more (magnitude unspecified).

LevelPerkEffect
3Refreshing TouchHealing teammates also grants them +5 hydration
4Rad RemoverRecipe: Pentetic Acid Syringe (radiation removal)
5Bedside MannerSee others' medical debuffs when close
8BonesetterApplied splints heal bones faster
11AftercareRevived teammates get a healing buff; +20% boost when using a medical item
15Combat DoctorApply medical items to self and others twice as fast
20Brink of DeathYour revives grant an "Extra Down" instead of outright death

Cooking (Survival)

Per-level passive: every 5 levels, fried and baked food quality upgrades (more nutrition).

LevelPerkEffect
3SoupsmithCook soups in a pot with water and ingredients
5Mother Knows BestSee nearby players' hunger and thirst
8Prep ChefAll cooking recipes craft in half the time
10Hearty & Oven RecipesExtra health during food regen; unlocks Convection Oven + Raw Dough recipes
12Expert GibbingAdvanced knife recipe; corpse cutting without useless scrap
15Chef SenseNotified when food finishes cooking, even remotely
17Serving SecondsSoups, pies, etc. contain 2 extra portions
20Fast FoodAll food cooks 25% faster on cooktops/ovens

Agriculture (Survival)

Per-level passive: harvested plants regrow faster.

LevelPerkEffect
4Fertilizer Tier 1Recipe: Anomalous Compost (T1)
8Fertilizer Tier 2Recipe: Anomalous Fertilizer (T2)
10Photosynthetic SynergyGarden plants within 15 m grow 10% faster
13Entangled EcosystemNearby plants collectively consume less water
15Fertilizer Tier 3Recipe: Anomalous Plant Food (T3)
20Prudent Plucking+1 extra harvest when gathering wild plants

Fishing (Survival)

Per-level passive: stronger line (resists breaking during catches).

LevelPerkEffect
3Fish SenseDetect fishing hotspots; craft Fish Trap
5TackleboxRecipe: Tacklebox
10Lucky Fishing HatRecipes: Lucky Fishing Hat and Mud Waders
12Bait and Switch33% chance to keep bait when fishing up junk
15Freshwater FriendsCertain underwater creatures no longer feel threatened

Note: Fishing has no level-20 perk (verified - top milestone is 15). Milestone counts range from 4 (Sprinting/Construction) to 8 (Cooking), so the milestone-track control needs variable pip counts and positions.

Where milestone data lives in game data

The wiki has display text only. For internal data, DT_Skills (in AbioticFactor/Content/Blueprints/DataTables/Customization/) defines the 15 skill rows and is the positional vocabulary for the save's Skills_ array; StringTable_Skills carries display strings. Perk/milestone definitions were not confirmed to be in DT_Skills itself - when wiring the milestone UI, dump DT_Skills rows first (SchemaDumpTests) and check for an unlocks/perks array; if absent, the milestone table can simply be hardcoded from this document since perks are display-only for a save editor (the game re-derives perks from level).


2. Character Customization

Creation vs. appearance - two separate systems

  • Character Creation (/wiki/Character_Creation) happens once per world: pick a Job (PhD - our DT_PhDs) and distribute points on Traits (CDT_AllTraits). These are permanent for the save.
  • Character Appearance (/wiki/Character_Appearance) is editable any time from the main menu (and in-game at the Transmogrifier's mirror side). Appearance has no gameplay effect.

Appearance options (wiki-documented names)

  • Heads (16): Male - Hubert, Alessandro, Douglas, Curtis, Tomás, Scholar, Albert, Hudson, Simon, Chemist Hubert. Female - Beth, Leigh, Sofia, Ada, Anna, Chemist Leigh.
  • Voices (2): "Dr. H" (male, voiced by Gianni Matragrano) and "Dr. R" (female, Esmée Myers). The creator has a button to play random lines with the selected voice.
  • Hair styles (~17): Clean Cut, Bald, Professor, Practical Ponytail, Agent, Business Bun, Extravagant Swoop, Curly, Combed, Two Buns, Vogue, Wild Science, Rugged Ponytail, Miner's Cut, Corinthian, Singed, Patchy.
  • Hair colors (14): White, Grey, Dark Grey, Black, Bronze, Light Brown, Brown, Dark Brown, Blonde, Platinum, Silver, Red, Strawberry, Auburn.
  • Facial hair (~14): None, Dutch, Goatee, Muttonchops, Professor 1/2, Wild Science, Ivan, Wild Science (Mustache), Greek, Mad Scientist, Spiked Goatee, Curled Moustache, Astronomer's Beard.
  • Tops (gendered, ~18): GATE Labcoat (+Rolled Sleeves), Survivor Labcoat, Torii Labcoat Closed/Open, Coatless (+Rolled), Engineer (+Rolled), Hydroplant (+Rolled), Sweater Vest, Holiday Vest, ASO Labcoat, Miner's Jacket, Fast Food Worker, Botanist Coat (+Rolled).
  • Shirt colors (~17): Mauve, Beige, Banana, Lime, Cyan, Bubblegum, Orange, Lavender, White, Light Gray, Peach, Grey, Brown, Sea Green, Red, Blue, Engineer Orange.
  • Fabrics/patterns (50+): GATE Standard, Launch, GATE Gold Standard, Survivor, Torii, Red Stripes, Ocean, Roses, Night Lights, Galaxy, Forest, Rainbow Voronoi, Nuts and Bolts, Glossy Tiles, holiday/themed patterns, etc.
  • Accessories (~21): None, Broken Glasses, Goggles in many colors (Golden/White/Red/Blue/Green/Yellow/Beige/Broken), Rectangles variants, Lenses, Lamogi Sunglasses, Monocle, Oval Glasses, Tortoiseshell Glasses.
  • Bottoms (gendered, ~23): Lab Pants, Survivor Lab Pants, Torii Pants, color khakis/pants, Engineer/Hydroplant/Miner's/ASO/Botanist Pants, Holiday Shorts; skirt equivalents (Lab Skirt, pencil skirts in colors).
  • Belts (~14): Standard, Survivor, Torii, Brown, Light Brown, Black, Black Gold, Red, Blue, Beige, Green, Dots, Snakeskin, Mining Belt.
  • Shoes (~15): Black/Survivor/Torii/Botanist/Charcoal/White/Brown/Beige/Green/Chesnut/Cyan/Navy/Purple/Pink/Yellow Boots.
  • ID Cards (~21): Research Division, Defense Team, Manufacturing, Containment, The Company, Accounting Department, Human Resources, Hydroplant, TransRecon, Reactor Crew, Food Services, Research Survivor, Torii, Caveling ID, Gold TransRecon, Keystone, Joker, Joker License, Botanist, ASO ID Card, Test Tubes.

Editor implication: counts grow with patches (Hudson head, Patchy hair, Oval/Tortoiseshell glasses were added in updates), so the editor should enumerate options from game DataTables (the Customization/ DataTables folder that holds DT_Skills is the natural place to look for head/hair/voice tables) rather than hardcoding the wiki lists. The wiki lists above are still useful as display-name cross-checks.

Armor Transmogrifier

Source: /wiki/Transmogrifier (note: page is "Transmogrifier", not "Armor_Transmogrifier").

  • Deployable with two sides: a mannequin-head/mirror side to re-edit your scientist's appearance in-game, and a vest side with purple gear slots for armor transmog.
  • Putting an item in a purple slot changes the appearance of the worn gear in that slot without changing stats; worn items don't need to be unequipped. Each slot has an eye icon to toggle visibility (hide that armor piece entirely).
  • Cosmetic sets exist specifically for this (e.g. Greek Armor Set: 4 armor, no set bonus, intended for transmog).
  • Craft-only: 4 Reinforced Wooden Planks, 4 Metal Scrap, 2 Anomalies, 1 Power Cell at a Crafting Bench. Weight 25, stack 1, durability 350.
  • Save storage: our own schema notes already identify an unmodeled TransmogInventory_ array in the player save (see docs/player-save-schema.md "Not yet modeled") - that is almost certainly where the per-slot transmog items live, presumably parallel to equipment slots with the "Empty" sentinel. Visibility toggles likely sit alongside it (probe with CustomizationProbeTests keywords).

Beds, respawn, and sleep

Sources: /wiki/Sleep, /wiki/Death, /wiki/Makeshift_Bed, /wiki/Sleeping_Bag, /wiki/Carbon_Bed.

  • On death, the player can respawn at their assigned bed if a valid one exists (otherwise fallback spawn).
  • Sleeping in a bed sets it as your respawn point. The Makeshift Bed cannot be slept in without moving your respawn (no separate "rest only" option). Sleeping Bags rest without overriding the spawn point.
  • Better beds (e.g. Carbon Bed) serve as respawn points and add comfort buffs (Blissful).
  • Save linkage: player save also has TerminalRespawnID_ and LastSafeWorldLocation_ (already noted in player-save-schema.md); the bed respawn assignment is per-player state the editor could surface (bed actor reference / location - probe needed to confirm field name).

Personal Teleporter ("set teleport location")

Source: /wiki/Personal_Teleporter, /wiki/Teleporter_Pad.

  • The Personal Teleporter is a 1-weight handheld that teleports you to a Crafting Bench it has been synced to, once per full battery charge (battery 100; full depletion per use, recharge required).
  • Setting the destination: hold the teleporter and press F on a powered Crafting Bench to sync. The bench must be powered to sync but not to receive the teleport. Synced destinations can be named, which customizes the teleporter's tooltip.
  • Re-sync is required if the bench is dismantled/destroyed/packaged; an unassigned teleporter does nothing. Cannot be used while sitting, on ladders, in the Tram, or in the Elevator (may waste the charge).
  • Crafting: 1 Raw Exor Heart, 1 Memory Brick, 1 Keyboard, 1 Desk Phone.
  • Teleporter Pads (deployable pair-based fast travel) formerly supported custom player-set tags pre-1.0; current behavior is pad-to-pad linking.
  • Editor angle: the teleporter's sync target is per-item state (likely in the item's nested struct in inventory - same area as durability/battery CurrentItemDurability_-style fields); worth probing for a bench GUID/actor ref + custom name string.

3. Item Page Anatomy (for the in-app item detail view)

Representative pages examined

Weapon - Sledgehammer: Infobox: Weight 9 · Stack 1 · Durability 20 · Loss Chance 100% · Repair Item: Rebar (1) · Research Material: Metal · Salvage Results: Wood Plank (1) · Type: Heavy Blunt Melee · Damage: 45. Sections: Stats, Durability, Research, Salvage Results, Weapon, Crafting (used as ingredient), Used In (-> Explosive Sledge), Sources (map locations with coordinates), Media (attack-animation GIF).

Food/Soup - Gooey Mushroom Soup: Infobox: Weight 1 · Stack 1 · Hunger Fill 31.25 · Thirst Fill 17.25 · Applies: Souper Satisfied (buff) · Portions: 4. Sections: Cooking (uncooked->cooked transformation, 2-minute cook), Soup (portion mechanics), Recipe (Full Pot of Water + Raw Larva Meat + Carbuncle Mushroom + Salt). Soups require Cooking 3 (Soupsmith); all soups grant Souper Satisfied (hunger/thirst drain 20% slower).

Armor - Extemp Chestplate: Infobox: Weight 3.5 · Stack 1 · Durability 47 · Loss Chance 50% · Repair Item: Metal Scrap (1) · Salvage: Metal Scrap (2) + Duct Tape (4) + Cloth Scrap (4) · Slot: Chest Armor · Armor: 17 · Cold Resistance +1 · Set Bonus (Half): Employee of the Week · Set Bonus (Full): Employee of the Month. Sections: Upgrading (crafted by upgrading Jugaar Chestplate), Upgrades (-> Renovo Chestplate), Sources (upgrade-only), See Also (set siblings). Set pages note bonuses trigger at half/full set worn.

Field gap analysis vs. our current detail view

We already show: name, description, icon, stack size, durability, weight, gameplay tags, crafted-by recipes, used-in recipes, sold-by traders, upgrade paths.

Recommended additions, ranked by wiki-likeness payoff:

FieldWiki sectionDerivable from game data?
Damage + weapon type/class (melee blunt/sharp, heavy flag, ranged)Weapon boxYes - ItemTable_Global weapon struct (damage, damage type); type also implied by gameplay tags
Armor value, slot, resistances (cold/heat/radiation), set bonus namesGear boxYes - equipment struct in ItemTable_Global; set bonus ids likely a DataTable (probe DT_ArmorSets-like names); bonus descriptions may need StringTable
Food stats: hunger fill, thirst fill, portions, buff applied (and buff duration)Consumable boxYes - consumable struct in ItemTable_Global; buff -> Applies row id; friendly buff text from string tables
Repair item + count, durability loss chanceDurability boxYes - repair fields sit alongside durability in ItemTable_Global
Salvage results (scrap/recycle outputs)Salvage Results boxYes - salvage/scrapping fields in the item row (list of item+count)
Research material category ("Material: Metal")Research boxYes - research/material field in item row (drives Research Bench)
Cooking transformations (raw -> cooked -> burnt chains)Cooking sectionYes - cooking DataTable(s); presentable as a mini chain like our upgrade paths
Set siblings ("See Also")See AlsoYes - group items sharing a set bonus id
World sources (map + coordinates where item spawns)SourcesMostly wiki-only. Loot spawns live in level actors/loot tables, not in ItemTable_Global; per-location coordinates are community-curated. Skip, or link out to the wiki page.
Trivia / version historyTrivia, HistoryWiki-only prose. Skip.
Attack animation mediaMediaWiki-only (GIF captures). Skip.

Practical recommendation: adding the Weapon / Gear / Consumable stat blocks, repair+salvage, and research material makes our detail pane essentially match a wiki infobox 1:1, and every one of those is a column in ItemTable_Global we already load via CUE4Parse. The only wiki-distinctive content we cannot derive is Sources/Trivia - a "View on wiki" deep link (https://abioticfactor.wiki.gg/wiki/<Display_Name_with_underscores>) covers that cheaply, though note wiki page titles use display names (with punctuation like "Carrot"_&_Pumpkin_Soup), so the link needs URL-encoding and won't always resolve.

A fan-made tool. Not affiliated with or endorsed by the developers of Abiotic Factor.