Introduction
This is a few things people (including me) have mentioned wistfully wishing
they'd known when they'd started playing Starfield.
For the most part these are about game systems,
not spoilers around where you can, e.g., trivially steal MagShears.
What kind of game is it?
- Starfield in an RPG set against a backdrop of space exploration, not
a full space exploration game with added RPG elements.
- no latitude/longitude
- POIs (points of interest) vary in each game
- these make sharing discoveries difficult in most cases,
with others and with later version of yourself
- Starfield is grounded in NASA/punk style, some realism is a goal
- no suborbital ship flight, orbital mechanics are hard to streamline,
and Starfield just skips them instead of giving you some fantasy
of piloted straight-down deorbits (at least as of 2026-03)
Theorycrafting
- Starfield is not really a min-max game. Just roleplay, it's fine.
Difficulty
I debated including this, since this isn't an "I wish I'd known" topic,
but there is something subtle about these options I want to comment on:
- Difficulty should be chosen to be as much fun as possible for the player.
- If challenge is the objective, the game is perfectly playable even
on near or max difficulty with restrictions like
- XP+75% - no healing item use, no guns, cutter only,
no item vendors, no ship vendors, no vendors at all
- XP+73% - no armor / clothing (-2% for Vectera/Argos, starting outside)
- Unarmed runs are playable, but I haven't tested for a difficulty ceiling
- All of these allow using grenades, mines, and Powers.
- None of these are recommended for new players.
Here's the important part: Raising difficulty or adding restrictions
to your playstyle can dramatically affect gameplay and Skill choices.
This is a great way to add novelty and increase game replay value.
Anyway, we now return to the "I wish I'd known" theme.
Skills
- No Skill is essential
- Skills that just boost a percentage can be put off, notably Wellness and
Fitness
- Lootgoblins don't need Weightlifting, they're going to be overburdened
even with it
- If you try to capture ships early, Piloting tier 3+ will spare you some grief
- Ships killed in the M.A.S.T. simulator count as real ship kills for Skill
Challenges
- Stealth + Dueling + Concealment is perfect for sneak backstabs, and saves ammo
- Skill Magazines are the most important finds during play, being one of
the few things where the effects are permanent for that character, even
into NG+. There are 105 as of 2026-03
Powers
- Several Powers work through walls and ceiling around the point of impact
- Solar Flare can open Emergency Doors - from the wrong side
- Gravity Well can pull things out of enclosed shelves
- Some Powers may not be fully effective against Horrors in Dazra
Gear (Weapons, Armor, Ammo, Gear Perks)
- Some weapons can be charged up by holding the trigger
- Pick up (and optionally drop) weapons to auto-collect their ammo
Health
There are some ways to recover (some) health without using healing meds
- Leveling - full heal
- Starving before eating - can bring you up from near-dead to around 40%
- Life Forced
- Rejuvenation
Outposts
- Outposts and supply connections are designed around a "pull" model,
meaning either a resource being built - or you - must trigger a demand
for supplies to be sent. If you want a "push" model where local
containers are just kept full, you're going to need mods.
Ships
- There's a hidden ship engine stat around boosting: engines like the 3015s
are great at it, and those huge unlockable cargo engines many people
adore (among others) are terrible at it.
- There's a hidden missile stat (when purchasing) for the magazine size.
Large magazines are game changers for low-powered ships that want to
mount one or even two sets of missiles with a single pip of power each.
The largest magazine size is 14, shared by the Infiltrators. The second
best is 10, shared by the Tsukisasu and Hunter Mags.
- That brief tutorial you got in ship stealth early on actually works.
Jumping to a new system with minimal power makes you much less noticeable.
Failing a contraband scan in ship stealth delays being found if you're
more than 500m from other ships.
- While still coming out of a grav jump into a new system, you can often
avoid the foes awaiting you by going into the starmap to jump to another
system (scan what planet(s) you can first).
Ship Purchases / Captures tradeoffs
- Capturing ships is vastly more cost-effective than purchasing them.
- Both approaches are solid ways to get a ships with parts you can't
build into a ship yourself, due to level, credits, or missing unlocks.
- Getting a large reactor early is especially helpful
- Make sure you have a sufficient Piloting tier to fly it
Ship Capturing
- You can often ground-capture ships without even seeing an enemy.
- When ground-capturing ships, bypass any crew outside, since alerting
them can cause the ship to launch.
- Be sure to save before entering, in case it does launch
- If it does launch, and meets its enemies above, you should
capturing it ASAP before its foes blow you all to bits.
- Once you have Targeting, especially, you can pretty often capture ships
even without EM weapons, by simply targeting their engines,
but this works better at higher difficulties.
- When fighting elites on a ship, one key advantage you have is that
NPCs cannot fight while on a ladder, so shoot them on ladders,
boost up when they go down, drop down when they go up.
Rarely, an NPC will jump down the ladder anyway.
- This is especially important on Extreme below level ~15
- Just before taking the enemy pilot's chair during a ship capture, stuff
all your random stolen items into that ship's cargo and/or captain's locker
(still testing which). Taking the ship will often strip off the stolen
tags.
Ship Cargo
- The Captain's Locker is ship specific, and the contents do not follow you
as you change Home Ships.
- You can move things from your ship's cargo into a built chest - or just
to the floor - to free up cargo space, although you'll have to put it
back into cargo or your Inventory to have it show up for crafting.
Selling Starships
- You can register a ship through your own Fleet UI for fewer credits.
- Starship vendors have the most credits, a massive additional source
to mine by selling off large captured ships.
Selling Contraband
The easiest way to sell contraband is places that can be reached by ship
and that don't scan your ship first:
- The Den
- The Red Mile (don't accidentally steal the glass thing in front of her)
- The Key (pirates only)
- Trade Authority ships around shipyards that don't scan, like Deimos
Historically you could pile contraband on your ship's floor, switch ships,
fly to New Atlantis, switch back to the ship with the decorated floor,
then gather the contraband to go sell. Not sure this still works.
Followers
- Followers are immortal, consume no ammo (but need one matching round),
and will recover if you can escape combat.
- Follower clothing, armor, and weapons can be upgraded;
make sure they're actually equipped.
- If you don't mind seriously abusing your follower, the Oracle can be
cleared even at level 10 or below. It is quite difficult. Don't get
hit. Save often. Gear up the follower as you go. Best way to get a
Va'ruun blade early.
- If you need a stealthy follower, take Andreja, or find Chameleon armor for
one of the others.
- Polyamory is possible, but to marry Andreja you must be single at the time.
You can then make her angry by marrying the others. She'll recover.
- You can have extra followers, sort of, by not finishing quests that add
NPCs to your party, like the questchain to become a Ranger in Akila.
Starborn
- Starborn can be pickpocketed.
They generally don't have much beyond a weapon and ammo.
- Starborn can be looted (not just the Hunter and Emissary in the Buried
Temple). It's almost impossible to time it right, now - it used to be
easier. If you do try, hammering the open-corpse-inventory key is the
way - if it opens at all, you can loot everything.
- Starborn ships can be captured - only on the ground - by running up their
wing as they're landing. The door activator is on the hull just below
the door, and will go live for mere seconds.
The crew inside is almost always outside after you enter.
Even if you don't capture it, you can loot it and then go back
out to farm the Starborn for Essence.
- Starborn ships can be captured at higher tiers than the one you might
have been co-3D-printed with in NG+. Check "Eastern" systems, especially
temperate moons, after helping Walter survive his unique purchase in
Neon.
- Starborn ships can be captured in pre-NG, not just NG+.
- Starborn Guardian ships can routinely capture enemy ships on the higher
difficulties
- Enemy Guardians moving in space near you produce distinctive distortions
you can see, even when they're quite far away and behind you
The Hyla II Skip
A huge chunk of the Constellation questline can be skipped entirely
by landing at the Scorpion puzzle on Hyla II early.
However, since Starfield doesn't support latitude/longitude,
the only way to find it is to locate the right area from space using
images of it,
and pick the target point manually despite that the surface will usually be lit
differently than the image.
Make screenshots the first time you go there.
Quests
- There is a boost pack just above the mine in Vectera you can squeeze out
through a slot between the locked door and the cage.
- Finishing the Crimson Fleet questline and keeping a certain key from it
causes GalBank Credit Tanks to start appearing in POIs.
- Once you have it, take your time leaving, some rooms have
been unlocked and you aren't actually under any time pressure.
Bugs
- Fast Travel is the answer to a huge number of bugs.
- Reloading is the next answer, solving overlapped ships, misbehaving
quests, etc.
- Restarting the game program is the most command solution to texture issues.
- You can Fast Travel when overburdened in your Rover, especially to your ship
- Moving straight to the ship in the starmap's planet view may not give
you the option unless you first hover over the POI it landed at.
Mods
See Mods for a list of common crazy makers and their fixes.
- When you're about to faceplant into the big pretty orb, web search for
17e727 first
- Remember what you were just asked near that orb:
"Who will you be?"
Changing how you play - main weapons, main Skills / Powers used, which
questline branches are taken, aggressive vs diplomatic, etc, are key to
continuing to enjoy the game. Every time you use the same weapon as
before, for example, limits the novelty. Novelty and self, and meaning,
are critical philosophical questions certain NPCs talk about all the
time, and are the game's meta-arc.
- Knowledge and thinking allow you to play the game in crazy ways that seem
impossible early on
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