Skills Costs and Dependencies Chart

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Skills Costs

Skill costs are defined by profession and vice versa. 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. The restrictions on profession skills are particularly evident in costs for weapon skills and Special Attacks.

Thus, a caveat to players who crave creative character choices and novelty: Funcom made the storytelling/roleplaying choice to maintain realistic profession types at the cost of viable player profession choices, and made restrictions to be sure of it, and you will have to pay a high price in skill points to play, say, an Engineer with Sneak Attack or even a Keeper with 2H Blunt. Ranged Weapon Soldiers and Melee Adventurers are a notable exception, far and away the most flexible at choosing weapons within those ranges.

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. The color code used in game is quite misleading when it comes to non-combat skill 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.

Skills Dependencies

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. The skills are dependent on the abilities maintaining a certain level, and the character cannot add Improvement Points until the abilities are raised to that level.

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.


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 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 only applies to green skills; the others rise too slowly to hit the cap.

See Ability Maximums

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.