Skills
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Abilities Melee Misc Weapons Ranged Speed Trade and Repair Nano and Aiding Spying Navigation |
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Skill Dependency Chart
Abilities & Skills
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.
- Intelligence: Primarily involved in Nano & Aiding category of skills, and in all Trade & Repair skills.
- 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
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
- Melee: One Handed Blunt Weapons, One Handed Edged Weapons, Piercing Weapons, Two Handed Blunt Weapons, Two Handed Edged Weapons, Melee Energy Weapons, Parry, Sneak Attack, Multiple Melee Weapons Fast Attack.
- Ranged Weapons: Bow, Pistol, Assault Rifle, Machine Gun / Sub Machine Gun Shotgun, Rifle, Ranged Energy, Fling Shot, Aimed Shot, Burst, Full Auto, Bow Special Attack, Dual Ranged.
- Speed: Melee Inititative Ranged Initiative, Physic. Initiative, Nano Initiative, Dodge-Range, Evade-Close Combat, Duck-Explosion, Nano Resist, Run Speed.
- Trade & Repair: Mechanical Engineering, Electrical Engineer, Quantum Field Technology, Weapon Smithing, Pharmaceutical Technology, Nano Programming, Computer Literacy, Psychology, Chemistry, Tutoring.
- Nano & Aiding: Matter Metamorphosis, Biological Metamorphosis, Psychological Modification, Matter Creation, Time & Space, Sensory Improvement, First Aid, Treatment.
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 % |
Scrollable Chart of Skills Cost Increase Increments by Profession
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 |