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虚空航船

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Void Crew: Default Ship Equipment List
由 K716 制作
Lists out all the ship loadouts for version 1.2.
   
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Introduction
This simple guide is here to showcase all the ship loadouts for the co-op PvE game Void Crew. The primary focus was originally going to be the Challenge Run ships, but was extended to the basic hulls.

Although this guide should be quite accurate at time of release, it should not be expected that it will be updated in the future at all. It is accurate for version 1.2 as of late September of 2025, but there are no plans to update it in the future entirely.
Default Hulls
Rookie: Active defects provide reduced damage taken, x0.9 times defect count.
A starting hull for everybody, and afterwards used by just about nobody. In the old days the scoop was fixed in the back, which was disliked by most players.
  • Frigate: Image Link
    • Equipped: (1) Benediction MK1, (1) Carronade MK1, (1) Shield MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Medium Missile
  • Striker:
    • Equipped: (1) Benediction MK1, (1) Carronade MK1, (1) Shield MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Medium Missile
  • Destroyer:
    • Equipped: (2) Benediction MK1, (1) Carronade MK1, (1) Shield MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Medium Missile

CQB: Reduced ammo consumption for Modules, reduced range for weapons. +25% consumption efficiency, Range x0.75.
In old days the CQB Mark II was a rival, but low drop rates of items made ammunition needs conflict with ship upgrades. Not very popular, as the consumption efficiency isn't valuable and the range penalty is unappealing. Mark II guns are of considerable value on this hull. See the Extra CQB.
  • Frigate:
    • Equipped: (2) Litany MK1, (1) Kinetic Point Defense MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (10) Light Caliber: Small Crate, (2) Medium Missile
  • Striker:
    • Equipped: (2) Litany MK1, (1) Kinetic Point Defense MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (10) Light Caliber: Small Crate, (2) Medium Missile
  • Destroyer: Image Link
    • Equipped: (2) Litany MK1, (1) Kinetic Point Defense MK1, (1) Scoop MK1, (1) Payload Launcher, (1) Benediction MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (10) Light Caliber: Small Crate, (2) Medium Missile

Energy Boat: Tripped circuit breakers provide increased damage for energy weapons. 1 breaker provides x1.15 damage.
Very popular with experienced crews who use multiple Energy Overload relics to boost energy weapon damage to huge values to overcome the enemy HP curve as missions go on. Can boast very high firepower output with 4 compatible relics, highly upgraded guns and 4 tripped breakers. In old times it was popular because was the only keel that came with a Beamcaster. A demo framegrab is here, which is not as powerful as it can really get.
  • Frigate:
    • Equipped: (1) Shuriken Gatling MK1, (1) Beamcaster MK1, (1) Shield MK1, (1) Scoop MK1, (1) Charging Station MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (3) Minor Power Cell, (2) Medium Missile
  • Striker:
    • Equipped: (1) Shuriken Gatling MK1, (1) Beamcaster MK1, (1) Shield MK1, (1) Scoop MK1, (1) Charging Station MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (3) Minor Power Cell, (2) Medium Missile
  • Destroyer: Image Link
    • Equipped: (2) Shuriken Gatling MK1, (1) Beamcaster MK1, (1) Shield MK1, (1) Scoop MK1, (1) Charging Station MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (4) Minor Power Cell, (2) Medium Missile

Lone Sentry: Reduced power drain for all BRAIN modules, and improved damage for BRAIN weapons when solo. Solo provides -2 power consumption per BRAIN module and +100% damage per BRAIN weapon.
Surprisingly, people don't close their lobbies when playing this ship. Other players joining considerably reduce the value of this keel. A boon to solo players, in old times there was no BRAIN modules, and there was no cruise control either. Solo missions were almost impossible, you couldn't change class spec in the field, neither could you cross-spec either.
  • Frigate:
    • Equipped: (1) BRAIN Benediction MK1, (1) BRAIN Carronade MK1, (1) BRAIN Auto-Mechanic, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Medium Missile
  • Striker: Image Link
    • Equipped: (1) BRAIN Benediction MK1, (1) BRAIN Carronade MK1, (1) BRAIN Auto-Mechanic, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Medium Missile
  • Destroyer:
    • Equipped: (1) BRAIN Benediction MK1, (1) BRAIN Carronade MK1, (1) BRAIN Auto-Mechanic, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Medium Missile

Freedom: Active defects provide reduced damage taken, x0.9 times defect count.
Massively popular after introduction, as players could chose what modules went where, and what kind of modules. Popularity dropped after other ships gained this ability to move stuff around. The recent change to include a rare blank crate doesn't offset the limited starting weapon choices with this hull, and the Homunculus bonus has no value to experienced players.
  • Frigate:
    • Equipped: None
    • Cargo: (4) Common Blank Crate, (1) Hull Plate, (1) Rare Blank Crate
  • Striker:
    • Equipped: None
    • Cargo: (4) Common Blank Crate, (1) Hull Plate, (1) Rare Blank Crate
  • Destroyer: Image Link
    • Equipped: None
    • Cargo: (5) Common Blank Crate, (1) Hull Plate, (1) Rare Blank Crate

Broadside: Reduced power drain for Weapons on starboard (right) side. Increased power consumption for modules on portside (left). -2 power consumption on starboard (right), +1 power consumption portside.
Another ship that has fell by the wayside after the Freedom came out. In those days there was no Homunculus bonuses, all the ships were chosen for what they came with initially (which was fixed) and this hull was popular for players who liked to have all guns on one side for more effective firepower. In addition it had the gravity scoop up front, popular with high speed players as they can scoop in combat faster.
  • Frigate:
    • Equipped: (1) Litany MK1, (1) Carronade MK1, (1) Shield MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Medium Missile, (4) Light Caliber: Small Crate
  • Striker:
    • Equipped:(1) Litany MK1, (1) Carronade MK1, (1) Shield MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Medium Missile, (4) Light Caliber: Small Crate
  • Destroyer: Image Link
    • Equipped: (1) Litany MK1, (1) Carronade MK1, (1) Shield MK1, (1) Scoop MK1, (1) Payload Launcher, (1) Benediction MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Medium Missile, (4) Light Caliber: Small Crate
Default Hulls cont.
Ordnance: Increased range for weaponry when alloys banked is less than 40. When alloys are less than 40, +30% range bonus.
With a skilled Gunner and two Flux Harmonizer modules, a Beamcaster MK3 with less than 40 alloys has a range of 3200m (this one has a Damage MKII as well). Two Flux Harmonizers and one Sniper Protocol pushes the Beamcaster MK3 to 4000m. Actually hitting anything beyond 2500m is a different story, especially with recent update that reduces accuracy of Beamcasters (used to be fixed at 100%).
  • Frigate:
    • Equipped: (1) Orison Autocannon MK1, (1) Carronade MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell, (2) Medium Missile, (3) Heavy Caliber: Small Crate
  • Striker:
    • Equipped: (1) Orison Autocannon MK1, (1) Carronade MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell, (2) Medium Missile, (3) Heavy Caliber: Small Crate
  • Destroyer: Image Link
    • Equipped: (1) Orison Autocannon MK1, (1) Carronade MK1, (1) Scoop MK1, (1) Payload Launcher, (1) Benediction MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell, (2) Medium Missile, (3) Heavy Caliber: Small Crate

The following hulls were added very recently.

Scorpion: Reduced ammunition consumption for modules on Aft (back) side, reduced power consumption for modules on Aft side. -2 Power consumption and +75% consumption efficiency.
Requires an unconventional flying style for the Pilot to make this work. On the Frigate hull, you have good visibility from the back forwards on the upper turrets, but not the lower. The Striker is better, being tolerable above looking forwards and below looking forwards. The Destroyer is pretty bad all around. A big problem for experienced players is the hull bonuses are not relevant to the later game, and aren't even great in the early game.
  • Frigate: Image Link
    • Equipped: (1) Litany MK1, (1) Beamcaster MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell, (2) Medium Missile, (6) Light Caliber: Small Crate
  • Striker:
    • Equipped: (1) Litany MK1, (1) Beamcaster MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell, (2) Medium Missile, (6) Light Caliber: Small Crate
  • Destroyer:
    • Equipped: (1) Litany MK1, (1) Beamcaster MK1, (1) Scoop MK1, (1) Payload Launcher, (1) Benediction MK1 at the bow (front)
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell, (2) Medium Missile, (6) Light Caliber: Small Crate

Scout: Improved fire rate and range for weaponry. Faster scan speed and more scan range from the helm. +25% fire rate, +15% range, +50% scan range, +100% scan speed.
It's probably an OK ship initially, but it can't really compete with the power of the Energy Boat later on. Furthermore the Ordnance has a better range bonus if that's what you're after. As an experienced Pilot, the bonuses for scanning aren't interesting to me.
  • Frigate:
    • Equipped: (2) Beamcaster MK1, (1) Scoop MK1, (1) Charging Station MK1, (1) Payload Launcher, (1) Thruster Station MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Decoy Lure
  • Striker: Image Link
    • Equipped: (2) Beamcaster MK1, (1) Scoop MK1, (1) Charging Station MK1, (1) Payload Launcher, (1) Thruster Station MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Decoy Lure
  • Destroyer:
    • Equipped: (2) Beamcaster MK1, (1) Scoop MK1, (1) Charging Station MK1, (1) Payload Launcher, (1) Thruster Station MK1, (1) Benediction MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Decoy Lure

Heavy: Bonused towards accuracy, damage and fire rate of Orison Heavy Autocannon weaponry. +75% accuracy, +75% damage, +50% fire rate, +200% ammunition consumption efficiency.
I really love the Orison MK2 autocannon, but realistically it cannot keep up with the range and raw damage of an upgraded Energy Boat. Skilled gunners are required to compensate for the deficiencies of the Orison, particularly with small, fast ships which the Orison does poorly against. It's best used against slow, big targets. In addition with longer games, enemies become much more dangerous, and sniping with a Beamcaster outside their range has more value. As a Beamcaster advocate, I'd recommend that instead :-). If you fly this ship, you only really need one Energy weapon, the rest should be Orisons, which gain significant accuracy and other bonuses.
  • Frigate:
    • Equipped: (2) Orison Autocannon MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Medium Missile, (6) Heavy Caliber: Small Crate
  • Striker:
    • Equipped: (2) Orison Autocannon MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Medium Missile, (6) Heavy Caliber: Small Crate
  • Destroyer: Image Link
    • Equipped: (3) Orison Autocannon MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Medium Missile, (9) Heavy Caliber: Small Crate
Loadout Challenge Ships
Alloy Hoarder: As your bank of Alloys increase, the range and pull speed of Gravity Scoops increase. +200m range for every 10 alloys, with a +100% pull velocity for the same.
A meme ship, nothing more, nothing less. Experienced players use their alloys, not banking them. The Astral Gravity Well relic, with a Mark II or Mark III scoop with a stronger Engineer enhancement bonus, has everything this craft can do, and more.

Current version below.
  • Frigate: Image Link
    • Equipped: (1) Benediction MK1, (1) Carronade MK1, (2) Gravity Scoop MK2, (1) Thruster Station MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell
  • Striker: Image Link
    • Equipped: (1) Benediction MK1, (1) Carronade MK1, (2) Gravity Scoop MK2, (1) Thruster Station MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell
  • Destroyer: Image Link
    • Equipped: (2) Benediction MK1, (1) Carronade MK1, (2) Gravity Scoop MK2, (1) Thruster Station MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell

Older version below, just before the Striker came out.
  • Frigate: Image Link
    • Equipped: (1) Benediction MK1, (1) Carronade MK1, (2) Gravity Scoop MK2, (1) Thruster Station MK1
    • Cargo: (1) Minor Power Cell, (1) Benediction MK1, (1) Carronade MK1, (1) Hull Plate
  • Destroyer: Image Link
    • Equipped: (1) Benediction MK1, (1) Carronade MK1, (2) Gravity Scoop MK2, (1) Thruster Station MK1
    • Cargo: (1) Minor Power Cell, (1) Benediction MK1, (1) Carronade MK1

Missile Boat: A craft that provides a double damage bonus to locked targets, at the cost of -2 power generation for the ship.
This looks like it could actually have value. Ordinarily, a skilled pilot can provide a 1.15x damage modifier to locked targets. With this keel, that is increased to 2.3x. Dumping the missiles once they run out in exchange for more conventional weaponry could be effective. The power generation can be simply offset by a skilled Engineer rotating enhancements to multiple generators. Missiles taper off in value as the game gets longer. See here under Payload Stats Table for missile damage values.
  • Frigate: Image Link
    • Equipped: (1) Benediction MK1, (1) Kinetic Point Defense MK2, (1) Scoop MK1, (3) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Light Caliber: Small Crate, (6) Cluster Missiles, (3) Decoy Lure, (4) Heavy Torpedo, (6) Medium Missiles
  • Striker: Image Link
    • Equipped: (1) Benediction MK1, (1) Kinetic Point Defense MK2, (1) Scoop MK1, (3) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (3) Light Caliber: Small Crate, (5) Cluster Missiles, (2) Decoy Lure, (4) Heavy Torpedo, (8) Medium Missiles
  • Destroyer: Image Link
    • Equipped: (1) Benediction MK1, (1) Kinetic Point Defense MK2, (1) Scoop MK1, (3) Payload Launcher, (1) Carronade MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (3) Light Caliber: Small Crate, (5) Cluster Missiles, (2) Decoy Lure, (4) Heavy Torpedo, (9) Medium Missiles, (1) Minor Power Cell

Glass Boat: Significantly increased shield absorption by +100%, but comes with a ship hull HP reduction by x0.5.
Beyond a certain point skilled pilots don't use shields, they use KPDs because they're more effective. A lack of a damage bonus means this vessel is running on borrowed time.
  • Frigate: Image Link
    • Equipped: (1) Benediction MK1, (1) Shuriken Gatling MK1, (1) Shield MK2, (1) Thruster Station MK2, (1) Scoop MK1
    • Cargo: (1) Hull Plate, (3) Minor Power Cell
  • Striker: Image Link
    • Equipped: (1) Benediction MK1, (1) Shuriken Gatling MK1, (1) Shield MK2, (1) Thruster Station MK2, (1) Scoop MK1, (1) Charge Station MK1
    • Cargo: (1) Hull Plate, (4) Minor Power Cell, (1) Common Blank Crate
  • Destroyer: Image Link
    • Equipped: (1) Benediction MK1, (1) Shuriken Gatling MK1, (2) Shield MK2, (1) Thruster Station MK2, (1) Scoop MK1, (1) Charge Station MK2
    • Cargo: (4) Minor Power Cell, (1) Benediction MK1, (1) Carronade MK1
Loadout Challenge Ships cont.
Artillery Boat: Provides improved damage and range for certain weapons at a cost of fire rate penalty. +400% damage and +20% range bonus for Confessor, Benediction and Recuser weapons, with a x0.5 fire rate debuff for the same.
Attractive option for experienced players. Fire rate mods will be important. Example of this set up in use. Very niche set up to use, and expensive. Mods used: Fire Rate MKIII, Accuracy MKII, Power Overwhelming. No relics. Fire rate penalty is punishing: use one Fire Rate Mark III mod on all guns and use your range bonus to your advantage.
  • Frigate: Image Link
    • Equipped: (1) Benediction MK1, (1) Beamcaster MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell, (2) Medium Missile
  • Striker: Image Link
    • Equipped: (1) Benediction MK1, (1) Beamcaster MK1, (1) Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (1) Minor Power Cell, (2) Medium Missile
  • Destroyer: Image Link
    • Equipped: (1) Benediction MK1, (1) Beamcaster MK1, (1) Scoop MK1, (1) Payload Launcher, (1) Carronade MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (2) Minor Power Cell, (2) Medium Missile

Summoner: Overall damage reduction, but tougher shields. Ship-wide damage reduction of x0.7, with shield absorption +20% with a recharge speed buffed by +50%.
This vessel is unlikely to get far in a longer run. Escort craft aren't good for DPS and minefields, while great early on, taper off as enemy HP increases. In addition, DPS is critical for longer games, shields are not.
  • Frigate: Image Link
    • Equipped: (1) Benediction MK1, (1) Carronade MK1, (1) Shield MK1, (1) Gravity Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (4) Escort, (5) Minefield, (1) Hull Plate, (2) Minor Power Cell, (4) Medium Missile
  • Striker: Image Link
    • Equipped: (1) Benediction MK1, (1) Carronade MK1, (1) Shield MK1, (1) Gravity Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (5) Escort, (7) Minefield, (1) Hull Plate, (2) Minor Power Cell, (4) Medium Missile
  • Destroyer: Image Link
    • Equipped: (2) Benediction MK1, (1) Carronade MK1, (2) Shield MK1, (1) Gravity Scoop MK1, (1) Payload Launcher
    • Cargo: (1) Common Blank Crate, (6) Escort, (8) Minefield, (1) Hull Plate, (3) Minor Power Cell, (4) Medium Missile

Extra CQB: Trades a considerable x3 damage bonus for a x0.25 accuracy penalty.
A modified version of the CQB hull, the damage buff is highly tempting indeed. Accuracy MKIII mods on all guns is critical. Skilled pilots and gunners could definitely make this work. Examples: unskilled user, skilled user in short bursts, and skilled user after a long burst. The circle takes a considerable amount of time to recover.
  • Frigate: Image Link
    • Equipped: (2) Litany MK1, (2) Shield MK1, (1) Scoop MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (8) Light Caliber: Small Crate, (2) Minor Power Cell
  • Striker: Image Link
    • Equipped: (2) Litany MK1, (2) Shield MK1, (1) Scoop MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (8) Light Caliber: Small Crate, (2) Minor Power Cell
  • Destroyer: Image Link
    • Equipped: (3) Litany MK2, (2) Shield MK1, (1) Scoop MK1
    • Cargo: (1) Common Blank Crate, (1) Hull Plate, (12) Light Caliber: Small Crate, (2) Minor Power Cell
Historical Gallery
I thought I'd tag on this mostly-irrelevant but slightly fascinating dump of stuff from Early access. A favorite topic to rant about was the usual habit of doors not unlocking, power cells not booting up structures, freighter mission triggers not working, jump tunnel bugs, ammo box slots in Litany Miniguns not accepting a new crate, and so on.

Direct Link Old Pilot view. Centre blue bars are shield bars, "fire" icons below are Thruster charges

Direct Link Another old Pilot view. Dates from September of 2023. Note that the EVA missions like these have changed layouts at least twice. Note scoop in the back, this was fixed and could not be moved.

Direct Link The old Beamcaster MKI. Don't know what mod was installed, but back then the Zoom mod increased range, which was later deleted. Dated for late September of 2023.

Direct Link Beamcaster MKI and Charge Station nearby. Note absence of toggles to remove the Module from the position in the ship.

Direct Link Carronade MK3 which considered amazing back then because drop rates were very low. Upgraders came out around this time (Feb 2024).

Direct Link Sharp-eyed EVA experts will probably notice this isn't the same layout as it is these days.

Direct Link Abandoned wrecks have also changed layouts at least twice.

Direct Link Goofing off with a huge surplus of alloys (for the time) and on our last mission. Missions usually had 2 or 3 primary missions at most, with sometimes an optional side objective and then later, an interdiction event. Did the Escorts do much? No.

Direct Link A very close shave not long after the Lone Sentry came out. The layout was fixed, with one gun on the right (starboard) side and one in the back (aft), with a pre-installed generator, scoop and something else. You couldn't move any of the pre-installed equipment. (I did get out alive)

Direct Link Old Scavenger tree. Mostly oriented towards Dash boosting bonuses along with a reduction in Heat damage taken. There were no weapons or tools.

Direct Link Pilot tree. Mostly oriented towards ship mobility bonuses, nothing like it is these days.

Direct Link Gunner tree.

Direct Link Engineer tree. Unfortunately I don't have the old one when it was called Grease Monkey, which is similar, but lacks the bonuses for Enhancements.

Direct Link The old Astral Map. This is a 3-mission journey, which back then, you could choose which biome (Temperance, Vigilance, Bravery) and then chose which mission journey to persue. This one is flush with two side quests, 3 primary missions and an interdiction event. Interdictions back then had a very high chance of shinies in the wreckage.

Direct Link The earliest image of the updated skill tree I have.