Skills

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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.
  • Psychic: Typically minor involvement in multiple skill lines.

Breed Characteristics

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. 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
Solitus 2 2 2 2 2 2 50% 3 3
Opifex 2 1 3 2 1 2 50% 3 3
Nanomage 3 3 2 1 2 1 55% 2 4
Atrox 1 2 1 3 3 3 45% 4 2

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 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, 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.

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.

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

Body & Defense Str Agi Sta Int Sen Psy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Body Dev. 100% 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% 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% 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% 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% 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% 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% 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
1h Blunt 50% 10% 40% 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% 1 2 4 2.4 1 3.2 2 3.2 2 4 4 4 2 3.2
Piercing 20% 50% 30% 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% 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% 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% 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% 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% 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% 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% 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Sneak Atck 80% 20% 1.5 1 2.4 3.2 2 4 3.9 4 3 4 3.2 1 3 4
Brawling 60% 40% 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% 2 2.5 4 2.4 1.5 4 2.5 1 2 4 3.2 1.4 2.4 3
Dimach 80% 20% 4 1.6 3 4 4 4 4 1.3 1.2 2.5 2.5 1 4 4
Riposte 50% 50% 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Pistol 60% 40% 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% 1.8 2 4 4 4 4 2.4 4 1 2.5 4 4 2.4 4
MG / SMG 30% 30% 30% 10% 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% 1.6 3 4 4 3.5 3 2.8 4 4 4 4.5 4 1 4
Shotgun 40% 60% 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% 1.7 1.3 4 4 4 4 2 4 4 4 4 4 2 2.8
Ranged Ener 20% 40% 40% 2.4 2.5 4 4 4 3 2.5 4 4 4 4 4 1 3
Grenade 40% 20% 40% 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% 3 3 4 4 2.5 2 2.5 4 4 4 4 4 1 4
Multi Ranged 60% 40% 1.5 1.8 4 4 4 4 2 4 4 2.5 4 4 2 2.5
Ranged. Init. 10% 10% 60% 20% 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Fling Shot 100% 1 3.2 4 2.4 3.5 3.2 1.6 4 3.2 4 4 4 1 2.5
Aimed Shot 100% 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% 1.8 3.2 4 3 3 3 1.5 4 4 4 4 4 1.5 3.5
Full Auto 60% 40% 2.4 4 4 4 3 3 2.2 4 4 4 5 4 1.5 3.5
Bow Spc Att 10% 50% 40% 1.6 2 4 4 2 3.5 2 4 1 2.5 4 4 2 4
Sharp Obj 20% 60% 20% 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Matt. Metam 80% 20% 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% 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% 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% 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% 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% 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% 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Vehicle Air 20% 20% 60% 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% 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% 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% 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% 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Perception 30% 70% 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% 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% 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% 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% 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% 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Mech. Engi 50% 50% 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% 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% 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% 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% 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% 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% 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Break&Entry 40% 30% 30% 2 1.5 2 2 2 1.6 1 2.4 2 2.4 2.5 1.6 2 1.8
Comp. Liter 100% 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% 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Swimming 20% 20% 60% 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% 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.

See Also