Difference between revisions of "Skills"
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!IP Cost !! Per Level !! Title Level 1 (1-14) !! Title Level 2 (15-49) !! Title Level 3 (50-99) !! Title Level 4 (100-149) !! Title Level 5 (150-189) !! Title Level 6 (190-204) | !IP Cost !! Per Level !! Title Level 1 (1-14) !! Title Level 2 (15-49) !! Title Level 3 (50-99) !! Title Level 4 (100-149) !! Title Level 5 (150-189) !! Title Level 6 (190-204) | ||
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− | | | + | |1.0 - 1.4 <span style="background:#00cc88">'green'</span> || 5 || 60 || 200 || 360 || 490 || 550 || 600 |
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− | | | + | |1.5 - 2.4 <span style="background:#00c0ca">'aqua'</span> || 4 || 50 || 180 || 330 || 450 || 500 || 540 |
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− | | | + | |2.5 - 3.2 <span style="background:#009bc4">'teal' -'light blue'</span> || 4 || 40 || 160 || 300 || 410 || 450 || 480 |
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− | | | + | |3.3 - 4.0 <span style="background:#0084c0">'light blue'</span> - <span style="background:#057aff">'dark blue'</span> || 3 || 30 || 140 || 270 || 370 || 400 || 420 |
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− | | | + | |4.1 - 5.0 <span style="background:#076aff">'dark blue'</span> || 3 || 20 || 120 || 240 || 330 || 350 || 360 |
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Revision as of 21:37, 18 April 2022
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. Additionally, abilities determine what armor and implants a character can use. The exact cost for each skill can be found at the Skill Costs Chart, either below or at its own page.
- Strength: Involved in most melee weapon skills and many ranged skills.
- Agility: Involved in evades, most ranged and many melee skills.
- Stamina: Defines passive healing speed; involved in max health, and most melee weapon skills.
- Intelligence: Primarily involved in Nanos and Casting; also in most Trade and Repair skills, and in Combat and Healing skills.
- Sense: Involved in evades, most ranged skills, all Combat and Healing skills.
- Psychic: Defines passive nano regeneration speed; primarily involved in max nano and nano resistance.
Breed Characteristics
Ability Maximum By Breed
See Main Article: Ability Maximums for Title Caps
Below are the numbers for Abilities increased to their maximum for Classic AO (and the level at which each is reached) / for character level 220 for each Breed.
Breed \ Abil | Strength | Agility | Stamina | Intelligence | Sense | Psychic | Total |
Atrox | 512 (lv167) / 912 | 480 (lv159) / 780 | 512 (lv169) / 912 | 400 (lv134) / 600 | 400 (lv134) / 600 | 400 (lv134) / 600 | 2704 / 4400 |
Nanomage | 464 (lv155) / 664 | 464 (lv155) / 664 | 448 (lv150) / 748 | 512 (lv167) / 912 | 480 (lv159) / 780 | 512 (lv169) / 912 | 2880 / 4680 |
Opifex | 464 (lv155) / 764 | 544 (lv178) / 944 | 480 (lv159) / 680 | 464 (lv154) / 764 | 512 (lv169) / 912 | 448 (lv150) / 748 | 2912 / 4812 |
Solitus | 472 (lv157) / 772 | 480 (lv159) / 780 | 480 (lv159) / 780 | 480 (lv159) / 780 | 480 (lv159) / 780 | 480 (lv159) / 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. The left part of the below table shows ability IP costs by breed.
Nano Cost Reduction Percent
This stat is the effective maximum you can get in the stat that reduces your nano cost for nano formulas and is shown in the middle part of the table below.
Health and Nano Pool
While the actual amount of a Body Development Skill and Nano Pool Skill a character may buy is dependent on their profession, their breed determines how many points of health or nano energy are added to their pools per point of skill. To find the base health of a character, take their Body Dev. or Nano Pool skill value and multiply it by their breed "Benefit" multiplier from the right-hand-side part of the table below.
Breed | Str | Agi | Sta | Int | Sen | Psy | Max Nano Cost Reduction | Body Dev. Benefit | Nano Pool Benefit | ||
Atrox | 1 | 2 | 1 | 3 | 3 | 3 | 45% | 4 | 2 | ||
Nanomage | 3 | 3 | 2 | 1 | 2 | 1 | 55% | 2 | 4 | ||
Opifex | 2 | 1 | 3 | 2 | 1 | 2 | 50% | 3 | 3 | ||
Solitus | 2 | 2 | 2 | 2 | 2 | 2 | 50% | 3 | 3 |
Skills Costs
Skill costs are defined by profession and vice versa. This is particularly evident in costs for weapon skills and Special Attacks. Ranged Weapon Soldiers and Melee Adventurers are far and away the most flexible at choosing weapons within those ranges. Other professions have a couple of weapons, or even one, that is cheap to increasse.
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. Because the chart here has made use of multiple additional colors, rather than sticking with the color code used in AO, the costs for skills can be seen at a glance. There are also some potentially surprising advantages, e.g., how cheaply Traders can buy skill points in Pharma Tech, and Fixers, Concealment. Whether the player decides to bite the bullet and pay the price for combat skills out of profession guidelines, or whether choosing which non-combat skills to increase, the Skill Costs Chart offers advantages over the listing in game.
This is a caveat to players who want to get creative with novel combinations; Funcom made the storytelling/roleplaying choice to maintain uniform profession types at the cost of viable player profession choices. A Nano Technician with an Assault Rifle? An Engineer with Sneak Attack or even a Keeper with 2H Blunt? 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.
Skill Dependency
Every skill is related to one, at 100%, or usually more than one ability, at a total of 100%, synergy. Every four points in the ability or abilities raises the related skill one point. Or to put it another way, each point in an ability raises skills .25 points 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.
They are dependencies because skills require a minimum value in their associated abilities before Improvement Points can be added.
Likewise, adding ability points with equipped items or enhancement Nanos immediately affects skills. For example, casting Composite Attribute Boost, 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.
To the right of the dependencies the value of the skills for all breeds are shown that result from purely investing the breed-specific maximum possible improvement points at level 200 into the dependency abilities alone. For example, at level 200 an Atrox would get 107.8 points of Nano Pool purely from investing Atrox's maximum points into its dependencies of Stamina (512), Intelligence (400), Sense (400) and Psychic (400), while a Nanomage at level 200 would get 130.6 points of Nano Pool by investing Nanomage's maximum points into those abilities (448, 512, 480, 512).
In-game 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 since corrected.
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.
Atr = Atrox, NaM = Nanomage, Opi = Opifex, Soli = Solitus
Adv = Adventurer, Age = Agent, Bur = Bureaucrat, Doc = Doctor, Enf = Enforcer, Eng = Engineer, Fix = Fixer, Kee = Keeper, MA = Martial Artist, MP = Meta-Physicist, NT = Nano Technician, Sha = Shade, Sol = Soldier, Tra = Trader
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Body & Defense | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
Body Dev. | 100% | 133 | 117 | 125 | 125 | 1.2 | 2.4 | 2.4 | 2 | 1 | 2.4 | 1.8 | 1.2 | 1.5 | 2.4 | 2.4 | 2.6 | 1.1 | 2 | |||||||
Nano Pool | 10% | 10% | 10% | 70% | 107.8 | 130.6 | 119.8 | 125 | 1.6 | 1.2 | 1.4 | 1 | 2 | 1.8 | 1.6 | 2.2 | 1.6 | 1 | 1 | 2.5 | 2 | 1.2 | ||||
Evade-ClsC | 50% | 20% | 30% | 115 | 124.6 | 134.6 | 125 | 1.8 | 2.4 | 2.4 | 3.2 | 1.5 | 4 | 1.6 | 1.4 | 1 | 1.6 | 3.2 | 1 | 2 | 1.9 | |||||
Dodge-Rng | 50% | 20% | 30% | 115 | 124.6 | 134.6 | 125 | 1.6 | 2.1 | 2.4 | 2.4 | 2 | 2.5 | 1 | 1.6 | 1 | 1.6 | 2.4 | 2.4 | 1.5 | 1.9 | |||||
Duck-Exp | 50% | 20% | 30% | 115 | 124.6 | 134.6 | 125 | 1.6 | 1.6 | 2.4 | 2.4 | 2 | 2.2 | 1 | 1.6 | 1 | 2.4 | 2.4 | 1.2 | 1.8 | 1.9 | |||||
Nano Resist | 20% | 80% | 105 | 133 | 117.8 | 125 | 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 | ||||||
Deflect (Parry) | 50% | 20% | 30% | 123 | 122.2 | 128.6 | 124 | 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 | |||||
Melee Weapons | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
1h Blunt | 50% | 10% | 40% | 132.2 | 119.4 | 124.6 | 124 | 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 | |||||
1h Edged | 30% | 40% | 30% | 129.8 | 119.8 | 130.2 | 124.4 | 1 | 2 | 4 | 2.4 | 1 | 3.2 | 2 | 3.2 | 2 | 4 | 4 | 4 | 2 | 3.2 | |||||
Piercing | 20% | 50% | 30% | 129 | 119.8 | 132.2 | 124.6 | 1.5 | 2.5 | 4 | 2.4 | 1 | 3.2 | 2.5 | 3.2 | 2 | 3.2 | 4 | 1 | 2.5 | 2.5 | |||||
2h Blunt | 50% | 50% | 133 | 119 | 123 | 124 | 1.5 | 2.5 | 4 | 3.2 | 1.4 | 3.2 | 3.2 | 3.2 | 2 | 4 | 3.2 | 4 | 2.5 | 2.5 | ||||||
2h Edged | 60% | 40% | 133 | 119.4 | 122.6 | 123.8 | 1.5 | 2.5 | 4 | 3.2 | 1 | 3.2 | 2.5 | 1 | 2 | 2.5 | 2.5 | 4 | 2.5 | 2.5 | ||||||
Melee Ener. | 50% | 50% | 119 | 125 | 123 | 125 | 1.5 | 3.2 | 4 | 3.2 | 1.8 | 4 | 3.2 | 3.2 | 3 | 4 | 3.2 | 4 | 2.2 | 2.5 | ||||||
Martial Arts | 20% | 50% | 30% | 120.6 | 124.6 | 129.8 | 124.6 | 2.8 | 1.6 | 2.8 | 2 | 1.6 | 2.8 | 2.8 | 3 | 1 | 2.8 | 2.8 | 1.6 | 2 | 2 | |||||
Mult. Melee | 30% | 60% | 10% | 128.2 | 120.6 | 133.4 | 124.4 | 1.4 | 2.5 | 4 | 3.2 | 1 | 4 | 2.5 | 3.2 | 2.5 | 4 | 4 | 1 | 2 | 3.2 | |||||
Melee. Init. | 10% | 10% | 60% | 20% | 107 | 127 | 129.4 | 125 | 1.8 | 1.6 | 4 | 3.2 | 1 | 3.2 | 2.5 | 1 | 2 | 3 | 3.5 | 1 | 2.4 | 3.2 | ||||
Physic. Init | 10% | 10% | 60% | 20% | 107 | 127 | 129.4 | 125 | 1.6 | 1.6 | 2 | 2 | 1.6 | 3 | 2.4 | 3.8 | 1 | 3.2 | 3.2 | 3.4 | 2.4 | 3.2 | ||||
Melee Specials | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
Sneak Atck | 80% | 20% | 105 | 126.6 | 129.8 | 125 | 1.5 | 1 | 2.4 | 3.2 | 2 | 4 | 3.9 | 4 | 3 | 4 | 3.2 | 1 | 3 | 4 | ||||||
Brawling | 60% | 40% | 133 | 119.4 | 122.6 | 123.8 | 2.4 | 2.8 | 3.2 | 2.8 | 1 | 2.4 | 1.8 | 2 | 1.2 | 2.8 | 2.8 | 4 | 2 | 2 | ||||||
Fast Attack | 60% | 40% | 117 | 122.6 | 137.8 | 125 | 2 | 2.5 | 4 | 2.4 | 1.5 | 4 | 2.5 | 1 | 2 | 4 | 3.2 | 1.4 | 2.4 | 3 | ||||||
Dimach | 80% | 20% | 105 | 126.6 | 129.8 | 125 | 4 | 1.6 | 3 | 4 | 4 | 4 | 4 | 1.3 | 1.2 | 2.5 | 2.5 | 1 | 4 | 4 | ||||||
Riposte | 50% | 50% | 115 | 123 | 137 | 125 | 3.2 | 3 | 3.2 | 3.2 | 1.2 | 3.2 | 2.4 | 1 | 1 | 3.2 | 2.4 | 1.4 | 2.4 | 3.2 | ||||||
Ranged Weapons | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
Pistol | 60% | 40% | 117 | 122.6 | 137.8 | 125 | 1 | 1.8 | 1.6 | 1.6 | 3 | 1.5 | 1.6 | 4 | 3.5 | 2.4 | 1.6 | 4 | 1 | 2 | ||||||
Bow | 20% | 40% | 40% | 118.6 | 122.6 | 133.8 | 124.6 | 1.8 | 2 | 4 | 4 | 4 | 4 | 2.4 | 4 | 1 | 2.5 | 4 | 4 | 2.4 | 4 | |||||
MG / SMG | 30% | 30% | 30% | 10% | 127.8 | 120.2 | 129.4 | 124.4 | 2.5 | 2.5 | 3.2 | 3.2 | 2.5 | 3.2 | 1 | 4 | 3 | 3.2 | 3.2 | 4 | 1.5 | 2.4 | ||||
Assault Rif | 10% | 30% | 40% | 20% | 125 | 120.2 | 131 | 124.8 | 1.6 | 3 | 4 | 4 | 3.5 | 3 | 2.8 | 4 | 4 | 4 | 4.5 | 4 | 1 | 4 | ||||
Shotgun | 40% | 60% | 128.2 | 121 | 133 | 124.2 | 2.4 | 3.2 | 3.2 | 2.4 | 2.5 | 3.2 | 1.8 | 4 | 4 | 4 | 3 | 4 | 1.5 | 1.5 | ||||||
Rifle | 60% | 40% | 117 | 122.6 | 137.8 | 125 | 1.7 | 1.3 | 4 | 4 | 4 | 4 | 2 | 4 | 4 | 4 | 4 | 4 | 2 | 2.8 | ||||||
Ranged Ener | 20% | 40% | 40% | 105 | 129.8 | 124.2 | 125 | 2.4 | 2.5 | 4 | 4 | 4 | 3 | 2.5 | 4 | 4 | 4 | 4 | 4 | 1 | 3 | |||||
Grenade | 40% | 20% | 40% | 113 | 125 | 133.8 | 125 | 1.6 | 1.6 | 4 | 3.2 | 2.5 | 2 | 2.2 | 4 | 2.4 | 4 | 2.4 | 4 | 1.6 | 2.4 | |||||
Heavy Weapons | 40% | 60% | 128.2 | 121 | 133 | 124.2 | 3 | 3 | 4 | 4 | 2.5 | 2 | 2.5 | 4 | 4 | 4 | 4 | 4 | 1 | 4 | ||||||
Multi Ranged | 60% | 40% | 117 | 125.8 | 133 | 125 | 1.5 | 1.8 | 4 | 4 | 4 | 4 | 2 | 4 | 4 | 2.5 | 4 | 4 | 2 | 2.5 | ||||||
Ranged. Init. | 10% | 10% | 60% | 20% | 107 | 127 | 129.4 | 125 | 2 | 1.6 | 3.2 | 3.2 | 3 | 3.2 | 1.6 | 3.8 | 2.4 | 4 | 3 | 4 | 1 | 2.5 | ||||
Ranged Specials | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
Fling Shot | 100% | 125 | 121 | 141 | 125 | 1 | 3.2 | 4 | 2.4 | 3.5 | 3.2 | 1.6 | 4 | 3.2 | 4 | 4 | 4 | 1 | 2.5 | |||||||
Aimed Shot | 100% | 105 | 125 | 133 | 125 | 2.2 | 1.1 | 4 | 3.2 | 3.5 | 4 | 2.5 | 4 | 3 | 4 | 3.2 | 4 | 1.8 | 2.5 | |||||||
Burst | 30% | 50% | 20% | 129 | 120.2 | 131.8 | 124.4 | 1.8 | 3.2 | 4 | 3 | 3 | 3 | 1.5 | 4 | 4 | 4 | 4 | 4 | 1.5 | 3.5 | |||||
Full Auto | 60% | 40% | 133 | 119.4 | 122.6 | 123.8 | 2.4 | 4 | 4 | 4 | 3 | 3 | 2.2 | 4 | 4 | 4 | 5 | 4 | 1.5 | 3.5 | ||||||
Bow Spc Att | 10% | 50% | 40% | 117.8 | 122.6 | 135.8 | 124.8 | 1.6 | 2 | 4 | 4 | 2 | 3.5 | 2 | 4 | 1 | 2.5 | 4 | 4 | 2 | 4 | |||||
Sharp Obj | 20% | 60% | 20% | 122.6 | 121.8 | 135.4 | 124.6 | 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 | |||||
Nanos & Casting | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
Matt. Metam | 80% | 20% | 105 | 133 | 120.2 | 125 | 1.8 | 1.2 | 1.6 | 1 | 2.5 | 1 | 2.4 | 3.2 | 2 | 1 | 1 | 3.2 | 2 | 1.6 | ||||||
Bio Metamor | 80% | 20% | 105 | 133 | 120.2 | 125 | 1.5 | 1.6 | 1 | 1 | 2.5 | 2.4 | 3.2 | 1.8 | 1.6 | 1 | 1 | 1.9 | 2.4 | 1.8 | ||||||
Psycho Modi | 80% | 20% | 105 | 131.4 | 123.4 | 125 | 1.8 | 1.6 | 1 | 1.6 | 2.5 | 2.4 | 2.4 | 1.6 | 2 | 1.6 | 1 | 1.4 | 2 | 1.5 | ||||||
Sensory Impr | 20% | 80% | 110.6 | 130.6 | 121 | 124.6 | 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 | ||||||
Time&Space | 20% | 80% | 109 | 130.6 | 125 | 125 | 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 | ||||||
Matter Crea | 20% | 80% | 110.6 | 129.8 | 121.8 | 125 | 1.8 | 1.4 | 1.6 | 1.6 | 2.5 | 1 | 2.5 | 3.2 | 2.4 | 1 | 1 | 3.2 | 2.5 | 1.5 | ||||||
NanoC. Init. | 40% | 60% | 113 | 123.4 | 136.2 | 125 | 2 | 1.6 | 1 | 1 | 2.4 | 1.6 | 2.4 | 3.2 | 2.5 | 1 | 1 | 2.8 | 4 | 1.5 | ||||||
Exploring | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
Vehicle Air | 20% | 20% | 60% | 109 | 125.8 | 132.2 | 125 | 1 | 2.4 | 2 | 2.4 | 1.6 | 1.6 | 1 | 2.4 | 3 | 2.5 | 2.4 | 3.2 | 1.6 | 1.4 | |||||
Vehicle Ground | 20% | 20% | 60% | 109 | 125.8 | 132.2 | 125 | 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 | 20% | 20% | 60% | 109 | 125.8 | 132.2 | 125 | 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 | |||||
Run Speed | 20% | 40% | 40% | 129.8 | 119.4 | 130.6 | 124.6 | 1 | 1.6 | 2.4 | 2.4 | 2.4 | 2 | 1 | 2 | 1 | 2.4 | 2.4 | 1 | 2 | 1.9 | |||||
Adventuring | 20% | 50% | 30% | 129 | 119.8 | 132.2 | 124.6 | 1 | 3 | 2 | 2 | 1.5 | 2 | 2 | 1.8 | 1.6 | 2 | 2 | 1.6 | 1.5 | 1.4 | |||||
Combat & Healing | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
Perception | 30% | 70% | 105 | 127.4 | 129.4 | 125 | 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 | ||||||
Concealment | 30% | 70% | 111 | 123.8 | 135.4 | 125 | 1.7 | 1 | 2.4 | 2.4 | 2 | 3.2 | 1.5 | 3.2 | 1.5 | 2.5 | 2.5 | 1 | 2 | 1.8 | ||||||
Psychology | 50% | 50% | 105 | 129 | 127 | 125 | 1.6 | 1 | 1 | 2.3 | 1 | 2.4 | 1.5 | 1 | 1.6 | 1.6 | 2.4 | 2.4 | 1.5 | 1 | ||||||
Trap Disarm. | 20% | 20% | 60% | 109 | 125.8 | 132.2 | 125 | 1.6 | 2 | 2.4 | 2.4 | 2.4 | 1.6 | 1 | 2.4 | 2.5 | 2.4 | 2.4 | 1.8 | 2.4 | 2.4 | |||||
First Aid | 30% | 30% | 40% | 111 | 126.2 | 131.8 | 125 | 1.2 | 2 | 2 | 1 | 1.6 | 2 | 1.2 | 1.2 | 1.6 | 2 | 2 | 2.5 | 2 | 1.6 | |||||
Treatment | 30% | 50% | 20% | 111 | 127.8 | 129.4 | 125 | 1 | 2 | 2 | 1 | 2 | 1.6 | 1.2 | 1.8 | 2 | 2 | 2 | 1.5 | 2 | 1.6 | |||||
Trade & Repair | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
Mech. Engi | 50% | 50% | 115 | 127 | 131 | 125 | 1.2 | 1.5 | 1.8 | 2 | 2 | 1 | 1.5 | 3.2 | 2.4 | 2 | 2 | 3.2 | 2 | 1.2 | ||||||
Elec. Engi | 30% | 20% | 50% | 116.6 | 126.2 | 127.8 | 125 | 1.6 | 2 | 2.4 | 1.6 | 1.8 | 1 | 1.5 | 3.2 | 3.2 | 2 | 1.6 | 3.2 | 2.4 | 1 | |||||
Quantum FT | 50% | 50% | 105 | 133 | 119 | 125 | 1.6 | 2 | 2.4 | 1.6 | 3.2 | 1 | 1.5 | 3.2 | 3.2 | 2.4 | 1.6 | 1.4 | 2.4 | 1.2 | ||||||
Chemistry | 50% | 50% | 119 | 125 | 123 | 125 | 1.6 | 1.5 | 2.4 | 2 | 1 | 1.2 | 2 | 3.2 | 2.4 | 2 | 2 | 3.2 | 2.4 | 1.3 | ||||||
Weapon Smt | 50% | 50% | 119 | 127 | 121 | 124 | 1.6 | 4 | 2.5 | 1.5 | 1.5 | 1 | 1.3 | 2 | 2.4 | 2.5 | 3.2 | 3.2 | 1.5 | 1 | ||||||
Nano Progra | 100% | 105 | 133 | 121 | 125 | 4 | 2.4 | 1.6 | 1.6 | 2.4 | 1.2 | 2 | 3.2 | 2.4 | 1 | 1 | 4 | 2 | 1.4 | |||||||
Tutoring | 70% | 20% | 10% | 105 | 131.4 | 123 | 125 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |||||
Break&Entry | 40% | 30% | 30% | 113 | 125.8 | 131.4 | 125 | 2 | 1.5 | 2 | 2 | 2 | 1.6 | 1 | 2.4 | 2 | 2.4 | 2.5 | 1.6 | 2 | 1.8 | |||||
Comp. Liter | 100% | 105 | 133 | 121 | 125 | 1.6 | 1.6 | 1 | 1 | 1.6 | 1.3 | 1 | 2.4 | 2 | 1 | 1 | 2.4 | 2 | 1.5 | |||||||
Pharma Tech | 20% | 80% | 109 | 130.6 | 125 | 125 | 2.4 | 1.6 | 2.4 | 1 | 1.6 | 1.5 | 1.5 | 3.2 | 2.4 | 2 | 2.4 | 1.8 | 2 | 1 | ||||||
Disabled / Legacy | Str | Agi | Sta | Int | Sen | Psy | Atr | NaM | Opi | Soli | Adv | Age | Bur | Doc | Enf | Eng | Fix | Kee | MA | MP | NT | Sha | Sol | Tra | ||
Swimming | 20% | 20% | 60% | 131.4 | 118.6 | 127.4 | 124.6 | 1 | 1.6 | 2 | 2 | 2 | 2 | 2 | 1.8 | 1.4 | 2 | 2 | 1.4 | 1.5 | 1.5 | |||||
Map Navig. | 40% | 50% | 10% | 105 | 129 | 126.6 | 125 | 1 | 1.6 | 2 | 1.6 | 1.6 | 1.6 | 2 | 1.2 | 2 | 2 | 1.6 | 2.4 | 1.6 | 1.3 | |||||
Skill Maximum by Title
Characters' base skills, before being augmented by equipment, implants or nanos, are capped by title level. IP cost for skills determines the cap value. At low levels, this is only evidenced for green skills; the others rise too slowly to hit the cap.
IP Cost | Per Level | Title Level 1 (1-14) | Title Level 2 (15-49) | Title Level 3 (50-99) | Title Level 4 (100-149) | Title Level 5 (150-189) | Title Level 6 (190-204) |
---|---|---|---|---|---|---|---|
1.0 - 1.4 'green' | 5 | 60 | 200 | 360 | 490 | 550 | 600 |
1.5 - 2.4 'aqua' | 4 | 50 | 180 | 330 | 450 | 500 | 540 |
2.5 - 3.2 'teal' -'light blue' | 4 | 40 | 160 | 300 | 410 | 450 | 480 |
3.3 - 4.0 'light blue' - 'dark blue' | 3 | 30 | 140 | 270 | 370 | 400 | 420 |
4.1 - 5.0 'dark blue' | 3 | 20 | 120 | 240 | 330 | 350 | 360 |
Sources
The original chart was derived with numbers available in game, but made use of the following sources. The color coding was 100% by AO Devs Wiki editors, with the numbers coming from and the only conceivable use for them being Anarchy Online, of course.