Scrapper Base Changes
- The base now has a resource refinery, called the Resource Concentrator, with projects for things like converting rubble into concrete, crystal shards into crystals, and scrap metal into metal bars. Room levels unlock “Concentratologist” NPCs, path levels in the shop, and skill exp in the shop. The room also has a training station for the skill.
- The base now has a Leatherworks, with armor projects, NPCs, path levels, training station, and skill exp shop listings.
- Monster Processing now produces biomass, which can be used by the Kitchens to make ration cubes. Slime monster remains can also be converted into jelly (which will either be used for food, or for a pharmaturgical product).
- Monster Processing also unlocks the Anomalous Nexus, which now has the Nexus Farmer and Nexus Hunter professions, skills, trainers, and NPCs.
- The base Core now provides Builder NPCs, construction path levels and skill exp, and the construction skill training station.
- Existing professional rooms now have a training station for their profession, as well as the associated NPC unlocks, path level unlocks, and skill exp unlocks.
- Rooms and members no longer need slots, since they are unlocked via the room build tree.
Equipment Proficiencies
Equipment items now have associated proficiencies on characters, and require characters to have X levels in the proficiency in order to equip the item. So, scrapper armor might require 5 proficiency in medium armor to equip it.
Any additional proficiency over the requirement can increase beneficial stats from items, and reduce harmful ones, up to double beneficial and half harmful (including encumbrance).
So, having a proficiency of 20 in medium armor would allow equipping Scrapper Armor at proficiency 5, providing 15 extra proficiency to boost resists granted by the armor (and reduce encumbrance). If Scrapper Armor had 25 blunt resist, the effective resist would be 40, and you’d need 30 total proficiency in medium armor to max out the resist at 50.
Since resists (and other stats) continually go up as item level increases, the proficiency required to get the most out of an item will also increase.
These are the equipment proficiencies I've added so far (but I intend to add more):

Ability Proficiencies
Proficiencies also boost abilities. Right now, the boost can be up to double heal power, buff/debuff power, damage, accuracy, and so forth. This includes all other bonuses to those stats (which might change, depending on balance). Proficiencies can also reduce ability costs up to half (not including ammo).
Innate abilities also have proficiencies. In the case of a weapon ability, the weapon proficiency is used, not the ability proficiency.
So, when casting an innate fireball, fire affinity might be used as the proficiency rating, but if the fireball is being cast from a magic staff, magic staff proficiency would be used instead.
Proficiency Usage Exp
Proficiencies gain usage exp via abilities, whether on offense or defense.
I intend proficiencies to also be trainable at stations in the base, with system exp levels purchasable for credits at the shop (with, as usual, the number of purchases determined by the source room level).
