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Jobs

Settler Mission Illustration

Settlers can be deployed on missions to bring back useful items. This requires a certain number of Settlers assigned to Mission Jobs, enough Mission Slots unlocked and supplies specific to the mission.

Command Table[]

CommandTable

Command Table

A Command Table, a part of Universal Crafting Station, allows player to open the mission menu, view the mission status and send missions.

Mission Jobs[]

Each Mission Job building manned increases the number of available specialists.

Mission Slots[]

Mission Job Base Per Expedition Camp (Max) Per Community (Max) Per Specialized Community (Max) Max total
Militia 2 +1 (+5) +1 (+5) Military Outpost: +4 (+8) 20
Technician 1 +1 (+7) - Industrial Park: +2 (+2) 10
Hunter 1 +1 for 3 (+4) +1 for 3 (+3) Farming Community: +1 (+2) 10
Engineer 1 - +1 (+5) Science Outpost: +4 (+4) 10
Entertainer 1 - +1 (+5) Recreational Park: +2 (+4) 10
Craftsman 1 - +1 (+5) Trading Market: +2 (+4) 10

There is an additional limit of 25 active missions of any kind running simultaneously.

Mission Supplies[]

Mission need resources and supplies (Common Tools, Field Supplies, etc.) in order to run. [info needed]}}

Mission Report[]

Mission success will yield a mission report. A player has to use command table to read the report and have the items and skills added. If set to repeat, missions will automatically deposit the items and do not add a report.

Mission Repeating[]

All missions run once by default. Specific mission types can be selected to repeat after they are completed. "Repeated Deployment Settings" is a sub-menu in the command table menu. Repeating options can be toggled on/off for each mission type individually (scouting, assault, etc.) or globally, across all mission types, at the same time.

📝 Note: Running out of supplies/resources will force a mission to stop repeating. Thus, the mission must be added manually again to start.

Mission Duration[]

Almost all missions last 2 hours real time. [info needed]

High Leadership skill can lower the time of all missions. Leadership 100-200 reduces Settler Mission time by 5-30%.

Mission Container[]

Loot that is obtained through missions is placed in the mission container after reading the mission report or automatically if "Mission Repeating" was set to On.

The mission container can be accessed by using the "Command Table". The mission container isn't part of the Production Storage and can't be linked to a Master Workbench either. In order to get mission loot, the player needs to open the mission container manually.

Settler Skill[]

Mission success is based on Settler Skills. All Settler Skills start at 0 points. And increased

  • +1-2 per failed mission,
  • +2-4 per successful mission.

Every 25 skill points settlers unlock a new settler rank. Each settler skill/perk has 4 ranks.

Mission Success[]

The base success rate of mission varies, but it's usually 45-50% and it's increased by 1% for every 2 skill points peaking at 95-100%. Once a skill reaches a value above 79, it starts decaying by 2 every day, so missions must continue actively in order to maintain a high settler skill.

📝 Note: At low skill levels, the risk of failure is great and the quality of rewards is low, so it is best to think of the materials spent on early missions as an investment for the future rather than expect an immediate payoff.

Mission Types and Rewards[]

Scout Mission (2 Militia + 20 Supply Kits) [2hrs]

  • Possible Rewards:
    • Alcohol/Food/Water
    • Ammo & Ammo Scrap
    • Any Experience Letters
    • Grenades
    • Medical Supplies
    • Weapon Parts


Assault Mission (6 Militia + 120 Supply Kits) [6hrs]

  • Possible Rewards:
    • Alcohol/Food/Water
    • Ammo & Ammo Scrap
    • Animal Guard Certificates
    • Any Experience Letters
    • Chems
    • Grenades
    • Guides/Magazines
    • Medical Supplies
    • Prototype Parts
    • Settler Recruitment Radio
    • Weapon Parts


Salvage (4 Technician + 40 Supply Kits) [2hrs]

  • Possible Rewards:
    • Adhesives
    • Ammo
    • Ballistic Fiber
    • Chems
    • Experience Letter (150XP)
    • Gasoline
    • Gold
    • Guides/Magazines
    • Overdue Book
    • Pre-war Money
    • Prototype Parts
    • Synth Parts
    • Tools
    • Unopened Pre-war Parcel
    • Various Scrap


Scrounge (1 Technician + 10 Supply Kits) [2hrs]

  • Possible Rewards:
    • Adhesives
    • Ammo
    • Ballistic Fiber
    • Basic Circuitry
    • Chems
    • Gasoline
    • Gold
    • Guides/Magazines
    • Overdue Book
    • Pre-war Money
    • Prototype Parts
    • Tools
    • Unopened Pre-war Parcel
    • Various Books
    • Various Scrap


Fish (1 Hunter + 1 Baited Fishing Pole) [2hrs]*Possible Rewards:

    • Bones
    • Experience Letter (250XP)
    • Fish
    • Various Scrap


Hunt Wild Game (1 Hunter + 10 Supply Kits) [2hrs]

  • Possible Rewards:
    • Animal Guard Certificates
    • Animal Meats and Eggs
    • Bones
    • Experience Letter (250XP)


Find Wild Plants (1 Hunter + 10 Supply Kits) [2hrs]

  • Possible Rewards:
    • Experience Letter (250XP)
    • Plants found around Commonwealth
    • Wild Seeds (Dry/Humid)


Craft Devices (1 Engineer + 1 Tool) [2hrs]

  • Possible Rewards:
    • Cargo Bot/F.E.R.R.E.T.
    • Lock/Hacking Devices
    • Micro-Drone
    • Pipe Mini-Turret (Deploy)
    • Pipe Weapon Parts
    • Stealth Boy
    • Surgical Tools
    • Various Scrap


Research Project (4 Engineers + 8 Tool) [4hrs]

  • Possible Rewards:
    • Cargo Bot/F.E.R.R.E.T.
    • Experience Letter (450XP)
    • Lock/Hacking Devices
    • Micro-Drone
    • Pipe Mini-Turret (Deploy)
    • Pipe Weapon Parts
    • Prototype Parts
    • Research Materials
    • Stealth Boy
    • Surgical Tools
    • Various Scrap


Write (1 Entertainer + 100 Vendor Credits) [2hrs]

  • Possible Rewards:
    • Bottlecaps/Vendor Credits
    • Experience Letter (150XP)
    • Guides/Magazines
    • Settlement Recruitment Radio
    • Vendor Contract


Perform (1 Entertainer + 100 Vendor Credits) [2hrs]

  • Possible Rewards:**Bottlecaps/Vendor Credits
    • Experience Letter (150XP)
    • Guides/Magazines
    • Settlement Recruitment Radio
    • Vendor Contract


Salvage and Craft (1 Craftsman + 1 Tool) [2hrs]

  • Possible Rewards:
    • Armor/Weapon Parts/Scrap
    • Ballistic Fiber


Smithing Project (2 Craftsmen + 2 Tool) [2hrs]

  • Possible Rewards:
    • Armor/Weapon Parts/Scrap
    • Ballistic Fiber
    • Combat/Leather/Metal Armors
    • Disposable Padding/Plating
    • Grenades
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