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Barotrauma Talents Guide: Classes, Starting Skills, Loadouts, and Specializations

Other Games·October 24, 2024·67 min read

Talents give Barotrauma crews their identity beyond job titles and questionable submarine repair habits. Introduced in a character talents preview, the system adds class-specific bonuses, recipes, support tools, combat perks, and specialization paths.

Jobs, roles, and classes all refer to the same basic idea in Barotrauma. Each crewmember has one, and each job has different starting skills, loadouts, and talent trees. Talents are separate from skills: skills measure ability, while talents unlock effects, recipes, and playstyle bonuses.

Console commands can grant talents directly for testing, but normal campaigns earn them through XP and leveling.

Captain Talents

The Captain pilots the submarine, directs the crew, and starts with a Captain's Pipe, Revolver, and high-access ID card. A submarine can have only one Captain, and hired Captains cost 30% more than usual.

Starting Skills

  • Helm: 40 to 50
  • Weapons: 25 to 35
  • Mechanical: 15 to 25
  • Electrical: 15 to 25
  • Medical: 5 to 10

Starting Loadouts

  • Loadout 1: Veteran's Cap and Veteran's Jacket
  • Loadout 2: Renegade's Hat and Renegade's Jacket
  • Loadout 3: Admiral's Hat and Admiral's Uniform

General Talents

  • Bounty Hunter: Monster or Nest missions give 15% more XP and money.
  • Inspirational Leader: All crew gain 25% faster skill progression.
  • Logistics Expert: Cargo or Personnel Transport missions give 20% more XP and money.
  • Prodigy: The Captain gains 50% faster skill progression.
  • Travelling Tradesman: Special sales offer 3 more items and item sell value rises by 20%. Does not stack.
  • Veteran: Grants 20 Helm, 5 to all other skills, and 10% repair speed.
  • Camaraderie: If no non-assistant dies, gain 10% bonus XP and 5% physical damage resistance.
  • Down with the Ship: When the submarine is at least half flooded, gain 50% swim speed and 50% faster hull repair for 60 seconds.
  • Emergency Maneuvers: Monster damage to the submarine grants maximum Helm for 5 seconds.
  • Gunsmith: Unlocks Revolver and Revolver Round recipes.
  • Sailor with No Name: Grants 20 Medical and unlocks Cigar.
  • Steady Tune: Playing Harmonica for 10 seconds gives nearby allies 100% Psychosis resistance for 60 seconds.

Gunslinger

  • Quickdraw: After 8 seconds without pistol attacks, the next pistol hit is 25% stronger. Dual-wield ranged penalty is reduced by 50%.
  • Deputy: Nearby Assistants gain 20 Helm, 20 Weapons, and double gain speed for those skills.
  • Lone Wolf: With no crew nearby, gain 20% physical damage resistance, stun resistance, and melee damage.
  • Drunken Sailor: While drunk, gain 75% stun resistance and ignore drunkenness penalties. Unlocks Rum.
  • Big Guns: Revolvers and Handcannons deal 30% more monster damage. Dual-wield ranged penalty is reduced by 50%. Unlocks Handcannon and Handcannon Round.

Skipper

  • Leading by Example: While alive, all crew gain High Morale for repair speed, hull repair speed, and movement speed.
  • Helmsman: Adds 30 Helm and improves engines and pumps by 20%. Does not stack.
  • Inspiring Presence: Crew in the same room that gain a skill point gain 3 instead. Crew walk 5% faster.
  • Trickle Down: When the Captain gains a skill, every other crewmember gains one too. Crew swim 10% faster.
  • Family: All crew gain one level. If no non-assistant dies, High Morale becomes Excellent Morale and doubles its bonuses.

Politician

  • Commendations: Completing a mission grants a Commendation that gives another character 275 XP.
  • Affiliation: Faction reputation rises 50% faster. Missions for the highest-reputation faction pay 10% more. Does not stack.
  • Your Reputation...: Entering a friendly outpost grants 200 marks, doubled in cities. Allows one extra mission selection.
  • Campaigning: Affiliated faction shipyards sell submarines and upgrades at 10% off.
  • Networking: Affiliated faction shops charge 10% less, doubled for faction-unique items.
  • Figurehead: Commendations become Medals worth 550 XP. Characters below level 5 are raised to level 5, and affiliated outpost services cost 10% less.

Security Officer Talents

Security Officers protect the submarine from boarders, monsters, and occasionally the crew's own decisions. They start with a Diving Knife, Stun Baton, and Handcuffs. Hired Security Officers cost 15% more.

Starting Skills

  • Helm: 5 to 10
  • Weapons: 40 to 50
  • Mechanical: 15 to 25
  • Electrical: 15 to 25
  • Medical: 25 to 35

Starting Loadouts

  • Loadout 1: Commando's Fatigues
  • Loadout 2: Security Officer's Uniform
  • Loadout 3: Gunner's Uniform

General Talents

  • Buff: Buffs last 50% longer and Opiate addiction resistance rises by 25%.
  • First Aid Training: Adds 15 Medical. Medical items are 35% stronger when self-applied.
  • Physical Conditioning: Adds 10% movement speed and 30% Oxygen Low resistance.
  • Protect and Serve: Escort missions give 30% more XP and 100% more reputation.
  • Swole: Adds 10% max health and 25% melee power.
  • War Stories: Killing at least three enemies creates a Collection of War Stories at round end, granting Weapons skill when read.
  • Bootcamp: Gives 50% extra XP until 5 talent points, then grants 15 bonus Weapons.
  • By the Book: Completing a mission with captured live enemy humans grants crew marks and XP, up to 2500 marks and 400 XP.
  • Don't Push It: Unlocks Bandolier and Explosive Slug.
  • Munitions Expertise: Unlocks SMG Magazine and Shotgun Shell.
  • Weaponsmith: Crafted weapons are 1 quality higher. Unlocks Riot Shotgun and SMG.

Frogman

  • Boarding Party: Unlocks Boarding Axe, Slipsuit, and Harpoon Coil-Rifle.
  • Scavenger: First-time containers outside the submarine have a 25% chance for extra items.
  • Slayer: Harpoons deal 25% more damage, or 50% more in open sea.
  • Daring Dolphin: Adds 25% swimming speed.
  • Easy Turtle: Reduces water damage taken by 20%.
  • Spec-Ops: Unlocks Thermal Goggles and doubles non-turret damage against full-health enemies.

Enforcer

  • Pacification Kit: Unlocks Autoshotgun, Fulgurium Stun Gun Dart, and Riot Shield.
  • Beat Cop: Stun is 25% stronger, doubled against monsters inside the submarine.
  • Stonewall: After being attacked, gain 25% physical damage resistance and stun resistance for 4 seconds.
  • Crusty Seaman: Bleeding recovery is much faster.
  • Inordinate Exsanguination: Bleeding damage dealt is doubled.
  • Implacable: Once per life per round, staying below 0 health keeps consciousness and increases attack power by 25% for 15 seconds.

Gunner

  • Rifleman: Rifles deal 10% more damage. Unlocks Assault Rifle, Assault Rifle Magazine, Rifle, and Rifle Round.
  • Commando: Crouched ranged attacks gain 70% less spread and 10% more damage.
  • Tandem Fire: When manning a turret with an allied crewmember nearby, both attacks are 20% stronger.
  • Extra Powder: Explosions are 20% larger and 10% stronger. Crafted explosives are 1 quality higher.
  • Gun Runner: Carry turret ammo 25% faster and walk 20% faster while aiming.
  • Warlord: Ranged damage rises 10% per nearby enemy, up to 50%. Unlocks HMG and HMG Magazine.

Medical Doctor Talents

Medical Doctors use the Medical Fabricator, diagnose afflictions, and keep crewmates from becoming cargo. They start with a Syringe Gun, Bandage, Morphine, and relevant access. Hired doctors cost 15% more.

Starting Skills

  • Helm: 5 to 10
  • Weapons: 15 to 25
  • Mechanical: 15 to 25
  • Electrical: 15 to 25
  • Medical: 40 to 50

Starting Loadouts

  • Loadout 1: Medic's Fatigues and Health Scanner HUD
  • Loadout 2: Doctor's Uniform and Health Scanner HUD

General Talents

  • Example of Health: Adds 20% maximum health.
  • Health Insurance: Dropping below 30% health during a mission grants 100 marks. Medical items cost 10% less.
  • La Resistance: Adds 50% resistance to Opiate Addiction and Chem Addiction.
  • Nobody Important Dies: Medical items are 10% stronger on non-assistants but 20% weaker on assistants.
  • Self-Care: Self-applied medical items are 20% stronger.
  • Stayin' Alive: CPR from crewmembers reduces Oxygen Low 20% more effectively.
  • Blood Donor: Completing a mission grants one Blood Pack.
  • Don't Die on Me!: CPR applied by the doctor is much stronger.
  • Fireman's Carry: Drag characters at full speed.
  • Medical Companion: Unlocks Auto-Injector Headset.
  • No Pressure: Unlocks Pressure Stabilizer.

Xenologist

  • Gene Harvester: Monster loot has a 20% chance to include Genetic Material.
  • Bloody Business: Alien Blood causes 50% less Psychosis, and large creatures drop one extra Alien Blood.
  • Gene Splicer: Refined genetic material gains 10% potency.
  • Blackmarket Genes: Research Stations and Cities can sell Genetic Materials, and genetic material sells for 50% more.
  • Gene Tampering: All crew gain 10% health and 5% movement speed.
  • Genetic Genius: Combining different genetic materials is 99% less likely to taint them. Unlocks Advanced Gene Splicer.

Medic

  • Medical Expertise: Adds 30 Medical and improves Bandages.
  • Emergency Response: Assistants can drag at full speed. The doctor moves 40% faster when any crewmember is unconscious.
  • Medical Assistance: Assistants in the same room gain 30 Medical.
  • Dr. Submarine: Applied medical items are 25% stronger.
  • Vitamin Supplements: Friendly characters treated with medicine gain 20% health until mission end.
  • Miracle Worker: Nearby crew cannot die from injuries unless they give in. The doctor is immune to Miracle in Progress.

Chemist

  • Plague Doctor: Adds 50% Acid Burn resistance. Unlocks Europabrew and Crimson Acid.
  • Delivery System: Unlocks Advanced Syringe Gun.
  • Lab Contacts: Chemicals cost 30% less and medical items craft 100% faster.
  • Super Soldiers: Buffs last 25% longer. Unlocks Combat Stimulant.
  • What a Stench!: Acid Burns deal 15% more damage. Unlocks Acid Grenade and 40mm Acid Grenade.
  • Macrodosing: Buffs last 25% longer, poisons apply at double strength, and Endocrine Booster is unlocked.

Engineer Talents

Engineers maintain power, wiring, reactors, and electrical systems. They start with a Toolbelt, Wrench, Screwdriver, and Fuel Rod.

Starting Skills

  • Helm: 5 to 10
  • Weapons: 15 to 25
  • Mechanical: 25 to 35
  • Electrical: 40 to 50
  • Medical: 15 to 25

Starting Loadouts

  • Loadout 1: Hazmat Suit
  • Loadout 2: Engineer's Jumpsuit

General Talents

  • Egghead: Skill gain speed is doubled.
  • Grounded: Adds 10 Electrical Engineering and 20% Burn resistance.
  • Junction Junkie: Repairing 30 electrical devices grants 10 Electrical and 500 XP. At 50, junction boxes upgrade to level 1. At 100, electrical repairs become 50% faster permanently.
  • Remote Monitor: Unlocks Reactor PDA.
  • Station Engineer: Beacon Station reactivation gives 30% more XP. On Beacon Stations, repair and hull repair are 50% faster.
  • Aggressive Engineering: Screwdrivers deal triple damage.
  • Fun with Fission: Crafted Fuel Rods are 1 quality higher.
  • Melodic Respite: Playing Guitar for 10 seconds gives nearby allies 25% repair speed for 60 seconds.
  • Sample Collection: Unlocks Cargo Scooter.
  • Submarine of Things: FPGA Circuits and Circuit Boxes require fewer materials.

Weapons Engineer

  • Military Applications: Adds 20 Weapons. Unlocks Depleted Fuel and Depleted Fuel Coilgun Ammunition Box.
  • Arms Race: Unlocks Depleted Fuel SMG Magazine and Depleted Fuel Revolver Round.
  • Heavy Hitter: Unlocks Hardened Wrench, Hardened Screwdriver, Hardened Crowbar, and Hardened Diving Knife.
  • Weapon Artisan: Crafted weapons are 1 quality higher.
  • Nuclear Option: Nuclear Shells and Nuclear Depth Charges can be made cheaper with non-spent Fuel Rods. Unlocks Rapid Fissile Accelerator.

Electrician

  • Grid Maintainer: Unlocks Handheld Electrical Monitor and adds 50% repair speed.
  • Pyromaniac: Burning damage is 25% stronger, doubled against Ballast Flora. Unlocks Flamer.
  • Unlimited Power: Crafted Battery Cells are 1 quality higher. Batteries and Supercapacitors gain 10% capacity.
  • Better Than New: Repaired electrical devices deteriorate 30% slower.
  • Lightning Wizard: After 10 seconds without being attacked, the next melee hit against the engineer is 80% weaker and stuns the attacker for 4 seconds. Unlocks Arc Emitter.

Physicist

  • Unstoppable Curiosity: Doors are forced open 50% faster, and Crowbar attacks are doubled.
  • Buzzin': Reactor max output rises by 10%.
  • Cruisin': Reactor fuel efficiency rises by 20%.
  • Danger Zone: Hazmat Suit grants 50% Radiation Sickness resistance. Unlocks Volatile Fulgurium Fuel Rod.
  • Ph.D in Nuclear Physics: Crowbar attacks are 200% stronger and do not stack with Unstoppable Curiosity. Unlocks PUCS.

Mechanic Talents

Mechanics handle leaks, mining, mechanical repairs, fabrication, and heavy tools. They start with a Toolbelt, Wrench, Screwdriver, Welding Tool, and Plasma Cutter.

Starting Skills

  • Helm: 5 to 10
  • Weapons: 15 to 25
  • Mechanical: 40 to 50
  • Electrical: 25 to 35
  • Medical: 15 to 25

Starting Loadouts

  • Loadout 1: Baseball Cap and Boiler Suit
  • Loadout 2: Baseball Cap and Mechanic's Jumpsuit

General Talents

  • Ballast Denizen: Hold breath 50% longer.
  • Engine Engineer: Engines gain 2.5% max speed per mechanic level, up to 20%. Does not stack.
  • Machine Maniac: Repairing 30 mechanical devices grants 10 Mechanical and 500 XP. At 50, pumps upgrade to level 1. At 100, mechanical repairs become 50% faster permanently.
  • Multifunctional: Wrenches and Crowbars deal 50% more damage.
  • Safety First: Unlocks Safety Harness.
  • Salvage Crew: Salvage missions give 30% more XP. Inside wrecks, gain 50% swim speed and 10% physical damage resistance.
  • Ironman: Unlocks Iron Helmet and Makeshift Armor.
  • Modular Repairs: Unlocks Multi-tool and upgrades Modular Repairs to level 1.
  • Oiled Machinery: Fabricators and Deconstructors work 50% faster. Does not stack.
  • Pump N Dump: Repaired pumps gain 10% maximum flow.
  • Retrofit: Hull upgrades unlock as if the submarine were one tier higher. Does not stack.

Scrapper

  • Miner: Deconstructing ore has a 20% chance for double output. Cutters detach ores 100% faster.
  • Mass Production: Fabrication has a 40% chance not to consume one ingredient.
  • Residual Waste: Deconstructing items has a 20% chance for double output.
  • Scrap Savant: Scrap gives double output, and first-time wreck containers have a 20% chance for extra scrap.
  • Tool Maintenance: All crew craft tools at 1 higher quality.
  • Iron Storm: Tier 1 and 2 submarines can upgrade as if Tier 3. Unlocks Scrap Cannon.

Machinist

  • Hull Fixer: Unlocks Fixfoam Grenade and Handheld Status Monitor. Hull repair is 25% faster.
  • Quickfixer: After repairing a mechanical device, move 20% faster for 10 seconds and repair mechanical devices twice as fast.
  • Tinkerer: Mechanical devices can be repaired 40% beyond normal maximum condition.
  • Let it Drain: Unlocks Portable Pump, with a maximum of 2 installed on the submarine.
  • Robotics: Unlocks Defense Bot and Defense Bot Ammunition Rounds. Only 2 defense bots can be active at once.

Brawler

  • I Am That Guy: Blunt melee damage rises by 20%, bonus Weapons increases by 20, and Heavy Wrench is unlocked.
  • Heavy Lifting: Carry Metal Crates or Artifacts 20% faster.
  • Mudraptor Wrestler: Deal 50% more melee damage to Mudraptors and gain 10% physical damage resistance.
  • Berserker: Below 50% health, melee damage increases by 20%.
  • Foolhardy: Below 50% health, physical damage resistance increases by 20%.
  • MECHanic: Move 25% faster in an Exosuit. Unlocks Exosuit.

Assistant Talents

Assistants are generalists with no dedicated responsibility, making them friendly for new players and strange specialists for experienced ones. They start with Assistant Clothes, a Wrench, and a Screwdriver.

Starting Skills

  • Helm: 17.5 to 20
  • Weapons: 20 to 30
  • Mechanical: 20 to 30
  • Electrical: 20 to 30
  • Medical: 20 to 30

General Talents

  • Crew Layabout: Loses 40% repair speed and 15 to all skills. Nearby allies repair 25% faster and gain 10 to all skills.
  • Mailman: Cargo missions give 25% bonus XP and 250 bonus money.
  • Mule: Stackable materials in inventory hold 2 more items per stack.
  • Playing Catchup: If 2 or more levels behind the highest-level crewmember, mission XP is doubled.
  • Skedaddle: Move 10% faster, or 30% faster for 5 seconds after being attacked.
  • Starter Quest: Completing a simple task grants XP and skill: kill a crawler for Weapons, repair a junction box for Electrical, or weld a leak for Mechanical.
  • Bag It Up: Unlocks Backpack.
  • Indentured Servitude: Assistants cost 20% less to hire. Other assistants receive stacking 10% bonus XP up to 50%.
  • Inspiring Tunes: Honking a Bike Horn gives nearby allies 15 to all skills for 10 seconds.
  • Jenga Master: Interacting with submarine cabinets permanently adds 4 stack size. Does not stack.
  • Peer Learning: Completing a mission gives the lowest-level crew 50% bonus XP.
  • Revenge Squad: When the Assistant dies, crewmates gain 30% physical damage resistance for 120 seconds.

Grayshirt

  • The Waiting List: Vitality drops 75% slower while waiting for CPR.
  • Non-Threatening: Enemies ignore the Assistant after being ragdolled for more than 2 seconds.
  • Tasty Target: Enemies prioritize the Assistant, who takes 15% less physical damage.
  • An Apple A Day: Death skill loss resistance becomes 100%, and immediate-respawn extra skill loss resistance becomes 75%.
  • Insurance Policy: Death from non-friendly sources pays the crew 200 marks for each mission completed since the last Assistant death.
  • The Friends We Made: Turns unhatched Mudraptors friendly in the Medical Fabricator. Only 2 can be active per crew. Unlocks Petraptor Egg.

Apprentice

  • Apprenticeship: Choose a job apprenticeship and gain a related skill boost.
  • Journeyman: The Assistant and matching-job crew gain 10 primary skill and 50% faster gain for that skill.
  • Logistics System: Unlocks Handheld Itemfinder and Makeshift Shelves, with a limit of 3 shelves installed.
  • Loyal Assistant: The Assistant and matching-job crew craft items at 1 higher quality.
  • Treacherous Scum: The Assistant and non-matching-job crew repair, weld, and gain skills 20% faster.
  • Graduation Ceremony: Grants all talents from one random specialization tree of the apprenticeship job. Unlocks Ceremonial Sword.

Clown

  • Enroll into Clown College: Wearing a full clown outfit grants Clown Power, adding 10% movement speed and 5% physical damage resistance. Unlocks Clown Crate.
  • Water Prankster: Clown Power grants 50% swim speed. Unlocks Clown Diving Mask.
  • Chonky Honks: Honking has a 50% chance to stun nearby creatures for one second.
  • Psycho Clown: Clown Power increases melee attack speed based on Psychosis, up to 150%.
  • True Potential: Hitting an unconscious ally with a Toy Hammer revives them with Combat Stimulant for 15 seconds. Requires Clown Power and unlocks Funbringer 3000.

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