In the realm of Abiotic Factor, you’ll find nine distinct career paths to consider. Each one comes with its own set of advantages and disadvantages. Although the significant benefits might appear to be the skills boosts they provide, the Starting Points could also prove to be equally important.
To clarify, only two of these positions have a sufficient number of Key Competencies needed to attract top-tier talent without incurring the risk associated with undesirable traits. Naturally, certain jobs are more advantageous as they tend to require skills that are more common, thus influencing their perceived value.
9. Defense Analyst
Total Number of Starting Points for This Job: 5
- +2 Fortitude
- +2 Strength
- +1 Blunt Melee
- +2 Reloading
- +2 Accuracy
In simpler terms, the job label “Slow Learner” is a disadvantageous trait it carries. This disadvantage results in an Experience Point (XP) penalty, which has led many players to perceive this job as one of the least favorable ones within the game. Negative traits generally provide fewer Starting Points than their benefits warrant, making them generally unattractive or not worth the trade-off.
Although it might seem appealing to action-loving individuals, this position comes with significant difficulties for any contender, making it a role that most players may want to avoid, particularly those who are newcomers.
8. Archotechnic Consultant
Total Number of Starting Points for This Job: 7
- +2 Construction
- +1 Strength
- +3 Crafting
In Abiotic Factor, Construction and Crafting are two highly valuable skills to master. Essentially, crafting allows for an increased ability to carry items, which can be very beneficial. However, starting with only 7 basic parts limits the number of unique talents you’ll have at the beginning. It’s worth noting that this profession begins with one of the lowest total starting points among all jobs.
This level of proficiency balances out its beneficial abilities, making it an average career choice among the options available for players. While it’s not a poor career by any stretch, there are certainly more advantageous paths they could pursue.
7. Paratheoretical Physicist
Total Number of Starting Points for This Job: 8
- +3 Throwing
- +3 Crafting
- +1 Sneaking
- +1 Reloading
- +1 Construction
Choosing between an Archotechnic Consultant and a Paratheoretical Physicist, the former appears to be the wiser career pick due to its superior benefits. The Job provides the same bonus of +3 in Crafting, but has one less bonus in Construction. However, it offers an extra Starting Point, which could potentially provide more opportunities for advancement.
As a fan, I appreciate the tactical advantage of characters who receive a bonus (+1) in stealth (sneaking), especially when they’re equipped with the ability to reload quickly. This combination not only enhances their stealthy prowess but also offers them an edge in tricky or perilous situations by allowing for quick escapes and strategic maneuvers, thereby making this choice a versatile one.
6. Phytogenetic Botanist
Total Number of Starting Points for This Job: 9
- +3 Agriculture
- +2 Cooking
- +2 Strength
As a potential candidate, I must admit that while this job offers some unique advantages, it doesn’t quite stack up to the top contenders in terms of skill bonuses. However, what truly sets this job apart is its profound emphasis on agricultural pursuits. The increased carrying capacity that comes with a dash of Strength certainly adds to its allure, but it’s the farming focus that really piques my interest.
In this class, you’ll earn extra experience points by primarily serving as the main gardener within the base. This role will appeal to many players and add a deeper sense of meaning to the gameplay. Plus, with its 9 initial skill points, it serves as a strong starting profession regardless of its specific skills.
5. Epimedical Bionomicist
Total Number of Starting Points for This Job: 9
- +3 First Aid
- +1 Cooking
- +1 Agriculture
From the looks of it, kicking off with a total of 9 points is quite impressive, making this job an intriguing prospect. Not only that, but it provides a bonus of +1 in both Agriculture and Cooking. For players aiming for a robust character with numerous buffs and survival abilities, this combination could prove to be quite beneficial.
Gaining an additional 3 points in First Aid means players can recover extra health whenever it’s necessary for them to bandage themselves. In essence, this choice is particularly beneficial for those aiming to act as a group healer or seeking a balanced approach to survivability.
Players might find it beneficial to engage in a few skirmishes as well, since this increases their Fortitude. This enhanced resilience enables them to withstand more damage and effectively utilize their heightened regenerative abilities.
4. Somatic Gastrologist
Total Number of Starting Points for This Job: 9
- +2 Sharp Melee
- +1 Fortitude
- +4 Cooking
Preparing meals provides numerous opportunities to understand and maximize the game’s bonuses, ensuring both you and your teammates remain at the top of your health. With a bit of Sturdiness and Physical Combat skills, you become an ideal character for leading the charge in battles.
Members might strive to assume the role of the group’s cook, yet simultaneously dedicate some of their attention to preparing restorative supplies. Such a balanced approach early on could pave the way for an effective tank character down the line.
3. Summer Intern
Total Number of Starting Points for This Job: 12
- No Skill Bonuses
A Summer Intern position is a distinctive job choice, as it doesn’t come with initial skill bonuses but instead provides an impressive 12 starting points. This generous allocation enables players to acquire the Fanny Pack trait immediately while still having 2 additional starting points remaining.
Players also have the option to gather multiple Characteristics to create a personalized starting setup. This method is ideal for single players and beginners, making it a recommended experience for all to try.
2. Trans-Kinematic Researcher
Total Number of Starting Points for This Job: 8
- +2 Blunt Melee
- +2 Fortitude
- +2 Sprinting
- +2 Strength
This position, limited to just 8 starting points, may not be capable of picking up a Fanny Pack without drawbacks, similar to an entry-level Summer Internship role. Yet, it offers extensive skill coverage, making the relatively high number of starting points worthwhile.
These abilities enable the player to endure close combat, plus they earn some speed bonuses for advancing or escaping threats. Additionally, a portion of points are allocated for strength, facilitating the initial use of heavy weaponry. Essentially, this role is perfect for players who prefer to engage enemies aggressively and deliver crushing blows at point-blank range.
1. Lab Assistant
Total Number of Starting Points for This Job: 10
- +3 Sprinting
- +3 Sneaking
- +2 Strength
The allure of Lab Assistant lies not only in its 10 Initial Stages, but also in the freedom it offers players to explore the game according to their preferred playstyle. Boosted strength significantly enhances carrying capacity. Moreover, these 10 Initial Stages enable players to choose from a variety of Talent combinations right from the start.
Possessing a +3 skill level in both Sprinting and Sneaking allows players to move quietly, making stealthy escapes, but also providing an option to swiftly flee if circumstances turn unfavorable. The game is filled with numerous adversaries, and this combination will be particularly useful for eluding the more formidable ones when players are not prepared for a confrontation.
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2025-07-25 22:01