Difference between revisions of "Skills"

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In-game percentages for Ability percentages on Trap Disarmament add up to 110%. This is because of a typo for agility influence on this skill, which reads "30%", but should read "20%". Nano Resist's synergy percentages previously totaled similarly to a value other than 100%, but were patched.  
 
In-game percentages for Ability percentages on Trap Disarmament add up to 110%. This is because of a typo for agility influence on this skill, which reads "30%", but should read "20%". Nano Resist's synergy percentages previously totaled similarly to a value other than 100%, but were patched.  
  
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Revision as of 13:03, 26 September 2015

SkillTab.png
Abilities.png
Body.png
Melee.png
Miscweapons.png
Ranged.png
Speed.png
Traderepair.png
Nanoaiding.png
Spying.png
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Select skill area.





Abilities & Skills

Abilities

Main Article: Abilities

Abilities are the backbone of the skills system; a character'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 Title Level. If in doubt, maximize greener (cheaper) abilities and skills first, dark blue skills last or not at all. The exact cost for each skill can be found at the Skill Costs Chart, either below or at its own page.

  • 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

See Main Article: Ability Maximums for Title Caps

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

Skills Costs

See Main Article: Skills Costs and Dependencies Chart
Skill costs are defined by profession and vice versa. This is particularly evident in costs for weapon skills and Special Attacks. This is a caveat to players who want to get creative with novel combinations and would like to play a Nano Technician with an Assault Rifle; Funcom wanted to keep such characters to a minimum, and made sure of it, and you will have to pay a high price in skill points to play one.

On the other hand, it is well worth looking at the Skill Costs Chart, either below or at its own page, for non-combat skills. The color code used in game is quite misleading when it comes to costs; most are quite affordable. There are also some surprises, e.g., how cheaply Traders can buy skill points in Pharma Tech, and Fixers, Concealment.

Skill Dependency

See Main Article: Skills Costs and Dependencies Chart
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. For example, casting Composite Attribute Boost (SL), which add 12 points to all Abilities, or Agility Boost plus Sense Boost, which add 12 points to each Ability, will add three points of Pistol Skill.

This has major implications for the use of equipment for characters as they progress. For one, equipment with requirements that a character has never spent skill points in, can be equipped, especially when bonuses from Nano Programs and Implants are added. This combination of bonuses is the primary factor enabling the use of Buff Weapons, and the associated increase in abilities, Buff Armor, although a given profession will always be better at equipping some buff weapons than others, and a given race, buff armor. Equipping the lowest QLs with the maximum benefit, known as the items' Breakpoints, facilitates this process.

Every skill has these dependencies, shown as percentages, e.g., Pistol, "Dependencies: 60% Agility, 40% Sense". Four points to both skills is needed to raise Pistol one point. Raising Agility four points will raise Pistol a hidden .6 skill points that is not displayed. However, this may result in a whole number increase, because such fractions are added 'on-the-fly'. Because such fractions are added continuously, existing fractions may combine with bonuses from Nano Programs and other buffs, rounding up to a whole number.


Scrollable Guide to Ability-Skill Synergy Percentages

Full page version at Skill Dependency Chart

In-game percentages for Ability percentages on Trap Disarmament add up to 110%. This is because of a typo for agility influence on this skill, which reads "30%", but should read "20%". Nano Resist's synergy percentages previously totaled similarly to a value other than 100%, but were patched.

Skills & Categories Strength % Agility % Stamina % Intelligence % Sense % Psychic %
Body & Defense
Body Dev. 100
Nano Pool 10 10 10 70
Evade-ClsC 50 20 30
Dodge-Rng 50 20 30
Duck-Exp 50 20 30
Nano Resist 20 80
Deflect (Parry) 50 20 30
Melee Weapons Strength Agility Stamina Intelligence Sense Psychic
1h Blunt 50 10 40
1h Edged 30 40 30
Piercing 20 50 30
2h Blunt 50 50
2h Edged 60 40
Melee Ener. 50 50
Martial Arts 20 50 30
Mult. Melee 30 60 10
Melee Init. 10 10 60 20
Physic. Init. 10 10 60 20
Melee Specials Strength Agility Stamina Intelligence Sense Psychic
Sneak Atck 80 20
Brawling 60 40
Fast Attack 60 40
Dimach 80 20
Riposte 50 50
Ranged Weapons Strength Agility Stamina Intelligence Sense Psychic
Pistol 60 40
Bow 20 40 40
MG / SMG 30 30 30 10
Assault Rif 10 30 40 20
Shotgun 40 60
Rifle 60 40
Ranged Ener 20 40 40
Grenade 40 20 40
Heavy Weapons 40 60
Multi Ranged 60 40
Ranged. Init. 10 10 60 20
Ranged Specials Strength Agility Stamina Intelligence Sense Psychic
Fling Shot 100
Aimed Shot 100
Burst 30 50 20
Full Auto 60 40
Bow Spc Att 10 50 40
Sharp Obj 20 60 20
Nanos & Casting Strength Agility Stamina Intelligence Sense Psychic
Matt. Metam 80 20
Bio Metamor 80 20
Psycho Modi 80 20
Sensory Impr 20 80
Time&Space 20 80
Matter Crea 20 80
NanoC. Init. 40 60
Exploring Strength Agility Stamina Intelligence Sense Psychic
Vehicle Air 20 20 60
Vehicle Ground 20 20 60
Vehicle Water 20 20 60
Run Speed 20 40 40
Adventuring 20 50 30
Combat & Healing Strength Agility Stamina Intelligence Sense Psychic
Perception 30 70
Concealment 30 70
Psychology 50 50
Trap Disarm. 20 20 60
First Aid 30 30 40
Treatment 30 50 20
Trade & Repair Strength Agility Stamina Intelligence Sense Psychic
Mech. Engi 50 50
Elec. Engi 30 20 50
Quantum FT 50 50
Chemistry 50 50
Weapon Smt 50 50
Nano Progra 100
Tutoring 70 20 10
Break & Entry 40 30 30
Comp. Liter 100
Pharma Tech 20 80
Disabled / Legacy Strength Agility Stamina Intelligence Sense Psychic
Swimming 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 Skills Costs and Dependencies 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 and 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