Difference between revisions of "Skills"

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=== Ability Maximum By Breed ===
 
=== Ability Maximum By Breed ===
 +
''Main article: [[Ability Maximums]]''<br>
 
Below are the numbers for abilities increased to their maximum at character level 200 / character level 220 for each breed.<br>
 
Below are the numbers for abilities increased to their maximum at character level 200 / character level 220 for each breed.<br>
  
 
{| border=10, width="100%"
 
{| border=10, width="100%"
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|'''Breed'''
 
|'''Breed'''
 
|'''Strength'''
 
|'''Strength'''
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|'''Psychic'''  
 
|'''Psychic'''  
 
|'''Total'''
 
|'''Total'''
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| Atrox
 
| Atrox
 
| 512 / 912
 
| 512 / 912
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| 400 / 600
 
| 400 / 600
 
| 2704 / 4400
 
| 2704 / 4400
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| Nanomage
 
| Nanomage
 
| 464 / 664
 
| 464 / 664
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| 512 / 912
 
| 512 / 912
 
| 2880 / 4680
 
| 2880 / 4680
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| Opifex
 
| Opifex
 
| 464 / 764
 
| 464 / 764
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| 448 / 748
 
| 448 / 748
 
| 2912 / 4812
 
| 2912 / 4812
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| Solitus
 
| Solitus
 
| 472 / 772
 
| 472 / 772
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|- class="sortbottom" BGCOLOR="#e3e6ff" align="center" !style="padding:1ex"
|- BGCOLOR="#a87093"
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|- style="text-align:center;" BGCOLOR="#a07080"
| _______
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| '''Skills & Categories'''  
| ______
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| '''Strength''' %  
| ______
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| '''Agility''' %  
| ______
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| '''Stamina''' %  
| ______
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| '''Intelligence''' %
| ______
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| '''Sense''' %  
| ______
 
|- BGCOLOR="#eee0f0"
 
|_'''Skills & Categories'''_
 
|_'''Strength''' %_
 
|_'''Agility''' %_
 
|_'''Stamina''' %_
 
|'''Intelligence''' %
 
|_'''Sense''' %_
 
 
| '''Psychic''' %
 
| '''Psychic''' %
 
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== See Also ==
 
== See Also ==
 
* [[Abilities]]
 
* [[Abilities]]
 +
* [[Ability Maximums]]
 
* [[Breeds]]
 
* [[Breeds]]
 
* [[Skill Dependency Chart]]
 
* [[Skill Dependency Chart]]

Revision as of 09:09, 19 February 2010

Abilities.png
Body.png
Melee.png
Miscweapons.png
Ranged.png
Speed.png
Protection.png
Traderepair.png
Nanoaiding.png
Spying.png
Navigation.png

 

Select skill area.




Skill Dependency Chart

Main Article: Skill Dependency Chart

Abilities & Skills

Abilities

Main Article: Abilities Abilities are the backbone of the skills system; a PC's Skills are capped if the corresponding Abilities are too low. Conversely, if the abilities are raised sufficiently, then the other skills can be raised to the cap for that Rank level. If in doubt, maximize greener (cheaper) abilities and skills first, dark blue skills last or not at all.

  • Strength: Involved in all melee weapon skills; therefore all Melee category skills excepting Sneak Attack, Fast Attack.
  • Agility: Eye-hand and body coordination; involved in many melee and ranged weapon skills.
  • Stamina: Toughness, hardiness, endurance; involved in skills with a physical component.
  • Sense: Perception, alertness, a keen eye; involved in many ranged weapon skills, all Navigation skills, all Spying skills.
  • Psychic: Typically minor involvement in multiple skill lines.

Ability Maximum By Breed

Main article: Ability Maximums
Below are the numbers for abilities increased to their maximum at character level 200 / character level 220 for each breed.

Breed Strength Agility Stamina Intelligence Sense Psychic Total
Atrox 512 / 912 480 / 780 512 / 912 400 / 600 400 / 600 400 / 600 2704 / 4400
Nanomage 464 / 664 464 / 664 448 / 748 512 / 912 480 / 780 512 / 912 2880 / 4680
Opifex 464 / 764 544 / 944 480 / 680 464 / 764 512 / 912 448 / 748 2912 / 4812
Solitus 472 / 772 480 / 780 480 / 780 480 / 780 480 / 780 480 / 780 2772 / 4572


Breed Ability Maxes
Equipped items and Nanos, with both direct enhancement and synergy and greater values overall, can have a far greater total effect on the value of any skill than choice of breed. However, because of the Synergy discussed elsewhere on this page, it can be demonstrated that choice of breed irrevocably affects the absolute maximum of any and all skills. This is less relevant to hybrid professions, notably Metaphysicist, that commonly use both, skills primarily related to physical abilities, and skills primarily related to mental abilities. It is more relevant to Soldiers and the like, that mainly use physical skills, and Nanotechnicians, that almost exclusively use mental skills.

Ability Point Costs by Breed

The ability maximums per breed are inversely proportional to the IP cost for abilities. For example, Atrox, with the highest Stamina maximum, spends fewer Improvement Points (IP) to increase Stamina points than all other breeds, Opifex spends fewer IP on Agility, etc.


Skills


Synergy

Every skill is related to one, at 100%, or usually more than one ability, at a total of 100%, synergy. Every four ability points raise related skills one point, multiplied by the synergy percentages shown. All skills start at a base of 5, to which the synergies are immediately added; because the totals are calculated on the fly, starting characters will always have at least 6 points in all skills. Likewise, adding ability points with equipped items or enhancement Nanos immediately affects skills.


Scrollable Guide to Ability-Skill Synergy Percentages

Indicates the in-game percentages for Ability percentages on Trap Disarmament do not add up to 100%. It is of course entirely possible for all these values to be correct; each Ability would separately add the listed value to skills. It is only a game design aesthetic that requires the synergies to add up to 100%. Nano Resist's synergy percentages previously totaled similarly, but was patched.

Skills & Categories Strength % Agility % Stamina % Intelligence % Sense % Psychic %
Category:Body
Martial Arts 20 50 30
Brawling 60 40
Dimach 80 20
Riposte 50 50
Adventuring 20 50 30
Swimming 20 60 20
Body Development 100
Nano Pool. 10 10 10 70
Melee Strength Agility Stamina Intelligence Sense Psychic
1 Hand Blunt 50 10 40
1 Hand Edged 30 40 30
Piercing Weapons 20 50 30
2 Hand Blunt 50 50
2 Hand Edged 60 40
Melee Energy 30 30 30 10
Parry 50 20 30
Sneak Attack 60 30 20
Multiple Melee 30 60 10
Fast Attack 60 40
Misc Weapons Strength Agility Stamina Intelligence Sense Psychic
Knife/Sharp Throw 20 60 20
Grenade/L Throw 40 20 40
Op Heavy Weapons 40 60
Ranged Weapons Strength Agility Stamina Intelligence Sense Psychic
Bow 20 40 40
Pistol 60 40
Assault Rifle 10 30 40 20
Machine Gun / SMG 30 30 30 10
Shotgun 40 60
Rifle 60 40
Ranged Energy 20 40 40
Fling Shot 30 30 40
Aimed Shot 100
Burst 30 50 20
Full Auto 60 40
Bow Special Attack 10 50 40
Multi Ranged 60 40
Speed Strength Agility Stamina Intelligence Sense Psychic
Melee Init. 10 10 60 20
Range Init. 10 10 60 20
Physic. Init. 10 10 60 20
Nano Init. 40 60
Dodge-Rng 50 20 30
Evade-ClsC 50 20 30
Duck-Exp 50 20 30
Nano Resist 20 80
Run Speed 20 40 40
Trade & Repair Strength Agility Stamina Intelligence Sense Psychic
Mechanical Eng. 50 50
Electrical Engi. 30 20 50
Quantum FT 50 50
Weapon Smithing 20 80
Pharma Tech 100
Nano Program
Comp. Liter 100
Psychology 50 50
Chemistry 50 50
Tutoring 70 20 10
Nano & Aiding Strength Agility Stamina Intelligence Sense Psychic
Matter Metamorph 80 20
Bio Metamorph 80 20
Psy Modification 80 20
Matter Creation 80 20
Time & Space 20 80
Sensory Improvement 20 80
First Aid 30 30 40
Treatment 30 50 20
Spying Strength Agility Stamina Intelligence Sense Psychic
Concealment 30 70
Break & Entry 40 30 30
Trap Disarmament ? 30 20 60
Perception 30 70
Navigation Strength Agility Stamina Intelligence Sense Psychic
Vehicle Air 20 20 60
Vehicle Ground 20 20 60
Vehicle Water 20 20 60
Map Navigation 40 50 10
_Skills & Categories_ _Strength %_ _Agility %_ _Stamina %_ Intelligence % _Sense %_ Psychic %


AO Stratics Skill Guide

Scrollable Chart of Skills Cost Increase Increments by Profession

Color coded version at Skill Dependency Chart

Skills with higher values cost more Improvement Points (IP) than those with lower values. Skills cost an increment more IP each level, the amounts of the increments are shown below. For example, an Adventurer has spent 1000.8 IP on skills. This will have deducted 1001 IP points from the total remaining, but the remaining .2 IP still remains to be counted. The adventurer improves Riposte skill by four skill points, from, say, 17 to 21. If the cost of raising from 17 to 18 is 23 IP, leaving .4 IP, then it will cost 26 IP to raise from 18 to 19, leaving .6 IP, and 29 to raise from 19 to 20, leaving .8 IP. Since the adventurer now has .8 IP to be spent that is not visible on the Skill Improvement screen, raising the skill from 20 to 21 will appear to cost only 2 additional IP, or 31 IP.
Adv = Adventurer, Age = Agent, Bur = Bureaucrat, Doc = Doctor, Enf = Enforcer, Eng = Engineer, Fix = Fixer, Kee = Keeper, M.A = Martial Artist, Met = Metaphysicist, Nan = Nanomage, Sha = Shade, Sol = Soldier, Tra = Trader.

__________________ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____
Skills and Categories Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra
Category: Body
Martial Arts 2.8 1.6 2.8 2.0 1.6 2.8 2.8 3.0 1 2.8 2.8 1.6 2.0 2.0
Brawling 2.4 2.8 3.2 2.8 1 2.4 1.8 2.0 1.2 2.8 2.8 4 2.0 2.0
Dimach 4 1.6 3.0 4 4 4 4 1.3 1.2 2.5 2.5 1 4 4
Riposte 3.2 3.0 3.2 3.2 1.2 3.2 2.4 1 1 3.2 2.4 1.4 2.4 3.2
Adventuring 1 3.0 2.0 2.0 1.5 2.0 2.0 1.8 1.6 2.0 2.0 1.6 1.5 1.4
Swimming 1 1.6 2.0 2.0 2.0 2.0 2.0 1.8 1.4 2.0 2.0 1.4 1.5 1.5
Body Development 1.2 2.4 2.4 2.0 1 2.4 1.8 1.2 1.5 2.4 2.4 2.6 1.1 2.0
Nano Pool. 1.6 1.2 1.4 1 2.0 1.8 1.6 2.2 1.6 1 1 2.5 2.0 1.2
Melee Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra
1 Hand Blunt 1.5 1.6 3.2 2.4 1 2.4 2.5 3.2 2.5 2.6 4 4 2.5 1.8
1 Hand Edged 1 2.0 4 2.4 1 3.2 2.0 3.2 2.0 4 4 4 2.0 3.2
Piercing Weap 1.5 2.5 4 2.4 1 3.2 2.5 3.2 2.0 3.2 4 1 2.5 2.5
2 Hand Blunt 1.5 2.5 4 3.2 1.4 3.2 3.2 3.2 2.0 4 3.2 4 2.5 2.5
2 Hand Edged 1.5 2.5 4 3.2 1 3.2 2.5 1 2.0 2.5 2.5 4 2.5 2.5
Melee Energy 1.5 3.2 4 3.2 1.8 4 3.2 3.2 3.0 4 3.2 4 2.2 2.5
Parry 1.5 1.6 3.2 2.4 1.4 4 2.4 1 1.5 4 3.2 1.4 2.5 2.5
Sneak Attack 1.5 1 2.4 3.2 2.0 4 3.9 4 3.0 4 3.2 1 3.0 4
Multiple Melee 1.4 2.5 4 3.2 1 4 2.5 3.2 2.5 4 4 1 2.0 3.2
Fast Attack 2.0 2.5 4 2.4 1.5 4 2.5 1 2.0 4 3.2 1.4 2.4 3.0
Misc Weapons Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra
Knife/Sharp Throw 1.6 1.2 3.2 3.2 1.6 3.2 2.5 4 1 3.2 2.4 1.6 1.6 2.4
Grenade/L Throw 1.6 1.6 4 3.2 2.5 2.0 2.2 4 2.4 4 2.4 4 1.6 2.4
Op Heavy Weapons 3.0 3.0 4 4 2.5 2.0 2.5 4 4 4 4 4 1 4
Ranged Weapons Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra
Bow 1.8 2.0 4 4 4 4 2.4 4 1 2.5 4 4 2.4 4
Pistol 1 1.8 1.6 1.6 3.0 1.5 1.6 4 3.5 2.4 1.6 4 1 2.0
Assault Rifle 1.6 3.0 4 4 3.5 3.0 2.8 4 4 4 4.5 4 1 4
Machine Gun / SMG 2.5 2.5 3.2 3.2 2.5 3.2 1 4 3.0 3.2 3.2 4 1.5 2.4
Shotgun 2.4 3.2 3.2 2.4 2.5 3.2 1.8 4 4 4 3 4 1.5 1.5
Rifle 1.7 1.3 4 4 4 4 2 4 4 4 4 4 2 2.8
Ranged Energy 2.4 2.5 4 4 4 3 2.5 4 4 4 4 4 1 3
Fling Shot 1 3.2 4 2.4 3.5 3.2 1.6 4 3.2 4 4 4 1 2.5
Aimed Shot 2.2 1.1 4 3.2 3.5 4 2.5 4 3.0 4 3.2 4 1.8 2.5
Burst 1.8 3.2 4 3.0 3.0 3.0 1.5 4 4 4 4 4 1.5 3.5
Full Auto 2.4 4 4 4 3.0 3.0 2.2 4 4 4 ?5? 4 1.5 3.5
Bow Special Attack 1.6 2.0 4 4 2.0 3.5 2.0 4 1 2.5 4 4 2.0 4
Multi Ranged 1.5 1.8 4 4 4 4 2.0 4 4 2.5 4 4 2.0 2.5
Speed Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra
Melee Init. 1.8 1.6 4 3.2 1 3.2 2.5 1 2.0 3.0 3.5 1 2.4 3.2
Range Init. 2.0 1.6 3.2 3.2 3.0 3.2 1.6 3.8 2.4 4 3.0 4 1 2.5
Physic. Init. 1.6 1.6 2.0 2.0 1.6 3.0 2.4 3.8 1 3.2 3.2 3.4 2.4 3.2
Nano Init. 2.0 1.6 1 1 2.4 1.6 2.4 3.2 2.5 1 1 2.8 4 1.5
Dodge-Rng 1.6 2.1 2.4 2.4 2.0 2.5 1 1.6 1 1.6 2.4 2.4 1.5 1.9
Evade-ClsC 1.8 2.4 2.4 3.2 1.5 4 1.6 1.4 1 1.6 3.2 1 2.0 1.9
Duck-Exp 1.6 1.6 2.4 2.4 2.0 2.2 1 1.6 1 2.4 2.4 1.2 1.8 1.9
Nano Resist 2.4 1.6 1.6 1.2 2.2 1.5 1.6 1.8 1.6 1.6 1 1.5 2.2 1.6
Run Speed 1 1.6 2.4 2.4 2.4 2.0 1 2.0 1 2.4 2.4 1 2.0 1.9
Trade & Repair Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra
Mechanical Eng. 1.2 1.5 1.8 2.0 2.0 1 1.5 3.2 2.4 2.0 2.0 3.2 2.0 1.2
Electrical Engi. 1.6 2.0 2.4 1.6 1.8 1 1.5 3.2 3.2 2.0 1.6 3.2 2.4 1
Quantum FT 1.6 2.0 2.4 1.6 3.2 1 1.5 3.2 3.2 2.4 1.6 1.4 2.4 1.2
Weapon Smithing 1.6 4 2.5 1.5 1.5 1 1.3 2 2.4 2.5 3.2 3.2 1.5 1
Pharma Tech 2.4 1.6 2.4 1 1.6 1.5 1.5 3.2 2.4 2.0 2.4 1.8 2.0 1
Nano Program 4 2.4 1.6 1.6 2.4 1.2 2.0 3.2 2.4 1 1 4 2.0 1.4
Comp. Liter 1.6 1.6 1 1 1.6 1.3 1 2.4 2.0 1 1 2.4 2.0 1.5
Psychology 1.6 1 1 2.3 1 2.4 1.5 1 1.6 1.6 2.4 2.4 1.5 1
Chemistry 1.6 1.5 2.4 2.0 1 1.2 2.0 3.2 2.4 2.0 2.0 3.2 2.4 1.3
Tutoring 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Nano & Aiding Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra
Matter Metamorph 1.8 1.2 1.6 1 2.5 1 2.4 3.2 2.0 1 1 3.2 2.0 1.6
Bio Metamorph 1.6 1.5 1 1 2.5 2.4 3.2 1.8 1.6 1 1 1.9 2.4 1.8
Psy Modification 1.8 1.6 1 1.6 2.5 2.4 2.4 1.6 2.0 1.6 1 1.4 2.0 1.5
Matter Creation 1.8 1.4 1.6 1.6 2.5 1 2.5 1 2.4 1 1 3.2 2.5 1.5
Time & Space 1.8 2.4 1.6 1.6 2.5 1 3.2 1.4 1.6 1 1 1.9 3.2 1.5
Sensory Improvement 1.6 1.6 1 1.6 2.5 2.4 2.4 2.4 1.6 1.6 1 1.6 2.4 1.8
First Aid 1.2 2.0 2.0 1 1.6 2.0 1.2 1.2 1.6 2.0 2.0 2.5 2.0 1.6
Treatment 1 2.0 2.0 1 2.0 1.6 1.2 1.8 2.0 2.0 2.0 1.5 2.0 1.6
Spying Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra
Concealment 1.7 1 2.4 2.4 2.0 3.2 1.5 3.2 1.5 2.5 2.5 1 2.0 1.8
Break & Entry 2.0 1.5 2.0 2.0 2.0 1.6 1 2.4 2.0 2.4 2.5 1.6 2.0 1.8
Trap Disarmament 1.6 2.0 2.4 2.4 2.4 1.6 1 2.4 2.5 2.4 2.4 1.8 2.4 2.4
Perception 1.6 1 1.6 2.4 2.4 2.4 1 1.2 1.6 2.4 2.4 2.4 2.4 1.4
Navigation Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra
Vehicle Air 1 2.4 2.0 2.4 1.6 1.6 1 2.4 3.0 2.5 2.4 3.2 1.6 1.4
Vehicle Ground 1 2.4 2.4 1.6 1 1.6 1 2.4 2.5 2.5 2.4 3.2 1 1.4
Vehicle Water 1 2.4 2.4 2.4 1.6 1.6 1 2.4 2.5 2.5 2.4 3.2 1.6 1.4
Map Navigation 1 1.6 2.0 1.6 1.6 1.6 2.0 1.2 2.0 2.0 1.6 2.4 1.6 1.3
Skills and Categories Adv Age Bur Doc Enf Eng Fix Kee M.A Met Nan Sha Sol Tra


AOFroobs Skills Chart


References

See Also