Adventurer:Breed and Skills

Skills[edit]

Your skills define what you can do, and how good you are at it.
Items have skill requirements for using &/or equipping them.
Nano programs have skill requirements for uploading & executing them.

Skills to focus on for an Adventurer.
The example is set up for people who like ranged fighting.
Keep in mind that you can change any of the stats to your liking.
Adventurers are also great at 1hand melee fighting as well.

Skill namemod amountSkill namemod amount
StrengthMax every levelAgilityMax every level
StaminaMax every levelIntelligenceMax every level
SenseMax every levelPsychicMax every level
Body Dev.Max when possibleNano PoolMax when possible
PistolMax when possibleFling ShotMax when possible
BurstMax when possibleMulti RangedUp to weapon requirments
Ranged. Init.Max when possibleNanoC. Init.Optional-cast spells faster
Dodge-RngMax or no less then 3/4Evade-ClsCMax or no less then 3/4
Duck-ExpMax or no less then 3/4Run SpeedRaise to at least 100
Comp. LiterMax or no less then 3/4Matt.MetamMax when possible
Bio MetamorMax when possiblePsycho ModiMax as needed
Time&SpaceMax as neededSensory ImprMax as needed
First AidMax as neededTreatmentMax when possible

Abilities[edit]

Mod= cost added to previous Improvement Points(IP) for that skill to increase.
Example: Strength current cost =20, clicking once on the + for this skill will cost you (current cost)20 +(mod)2, the next click will cost 22+2, next = 24+2.
Skill name= Name of Stat you are looking at.
Comments= Information people have gathered to better help you understand how the Skill works.

ModSkill nameComments
2.0StrengthThis is a Primary Attribute. The higher your primary attribute, the more benefit you will get in skills that use Strength as a dependency.
2.0AgilityThis is a Primary Attribute. The higher your primary attribute, the more benefit you will get in skills that use Agility as a dependency.
2.0StaminaThis is a Primary Attribute. The higher your primary attribute, the more benefit you will get in skills that use Stamina as a dependency.
2.0IntelligenceThis is a Primary Attribute. The higher your primary attribute, the more benefit you will get in skills that use Intelligence as a dependency.
2.0SenseThis is a Primary Attribute. The higher your primary attribute, the more benefit you will get in skills that use Sense as a dependency.
2.0PsychicThis is a Primary Attribute. The higher your primary attribute, the more benefit you will get in skills that use Psychic as a dependency.

Body[edit]

ModSkill nameComments
2.8Martial ArtsThis is the main unarmed combat skill. Increasing this allows you to not only hit more often, but to do extra damage per hit.
  • Dependencies: 50% Agility, 20% Strength, 30% Psychic
2.4BrawlingThis is a special attack & is also enabled inherently when using no weapons(hand to hand combat). The higher your skill in Brawl the more effective this special attack will be.
  • Dependencies: 60% Strength, 40% Stamina
4.0DimachThis is a special attack & is also enabled inherently when using no weapons(hand to hand combat). The higher your skill in Dimach the more effective this special attack will be.
  • Dependencies: 80% Sense, 20% Psychic
3.2RiposteThis is used to equip some Martial Art special attacks & some special devices.
  • Dependencies: 50% Agility, 50% Sense
1.0AdventuringThis enables the character to access different backpacks & some special items.

Please note:
1) Skill in this is only required if you plan on equipping backpacks or using special items.
2)It is NOT required to have this skill raised in order to purchase or use backpacks in your inventory.

  • Dependencies: 20% Strength, 50% Agility, 30% Stamina
1.0SwimmingThis increases how fast you can swim. Generally this skill is not used.
  • Dependencies: 20% Agility, 60% Stamina, 20% Strength.
1.2Body DevelopmentThis defines your health, or hit points. Your character's level, profession, & breed also influence your health. Generally this should be kept maxed.
  • Dependencies: 100% Stamina
1.6Nano PoolThis defines your Nano Energy. Your character's level, profession, & breed also influence your Nano Energy. Generally this should be kept maxed.
  • Dependencies: 70% Psychic, 10% Sense, 10% Intelligence, 10% Stamina

Melee[edit]

ModSkill nameComments
1.51h Blunt A skill that allows you to use 1h B weapons & increases your attack rating(chance to hit) when wielding 1h B weapons.

Note: This type of weapon often uses, but not always, the special Sneak Atck so it's good to pair these two skills, along with Concealment to use Sneak Atck.

  • Dependencies: 50% Strength, 40% Stamina, 10% Agility
1.01h Edged A skill that allows you to use 1h E weapons & increases your attack rating(chance to hit) when wielding 1h E weapons.

Note: This type of weapon often uses, but not always, the special Fast Attack so it's good to pair these two skills.

  • Dependencies: 30% Strength, 30% Stamina, 40% Agility
1.5PiercingA skill that allows you to use Piercing weapons & increases your attack rating(chance to hit) when wielding Piercing weapons.

Note: This type of weapon often uses, but not always, the specials Fast Attack or Sneak Atck so it's good to pair these skills, along with Concealment to use Sneak Atck.

  • Dependencies: 20% Strength, 30% Stamina, 50% Agility
1.52h Blunt A skill that allows you to use 2h B weapons & increases your attack rating(chance to hit) when wielding 2h B weapons.

Note: This type of weapon often uses, but not always, the specials Sneak Atck, Brawl, or Dimach so it's good to pair these skills, along with Concealment to use Sneak Atck.

  • Dependencies: 50% Strength, 50% Stamina
1.52h EdgedA skill that allows you to use 2h E weapons & increases your attack rating(chance to hit) when wielding 2h E weapons.

Note: This type of weapon often uses, but not always, the specials Fast Attack or Sneak Atck so it's good to pair these skills, along with Concealment to use Sneak Atck.

  • Dependencies: 60% Strength, 40% Stamina
1.5 Melee Energy A skill that allows you to use Melee Ener. weapons & increases your attack rating(chance to hit) when wielding Melee Ener. weapons.

Note: This type of weapon often is paired with one of the previous weapon types & can have a wide range of special attacks.

  • Dependencies: 50% Strength, 50% Intelligence
1.5 Parry A skill requirement for equipping certain weapons & combat based items.

Only raise this skill as needed.

  • Dependencies: 50% Strength, 20% Agility, 30% Sense
1.5 Sneak Attack A skill used to equip weapons that have it as a special attack ability. The higher your skill in Sneak Attack the more effective this special attack will be.
  • Dependencies: 80% Sense, 20% Psychic
1.4 Multiple Melee A skill that allows you to equip a weapon with this requirement in your off hand.

Only raise this skill as needed.

  • Dependencies: 60% Agility, 30% Strength, 10% Stamina
2.0 Fast Attack A skill used to equip weapons that have it as a special attack ability. The higher your skill in Fast Attack the more effective this special attack will be.
  • Dependencies: 60% Agility, 40% Sense

Misc. Weapons[edit]

ModSkill nameComments
1.6Sharp ObjThis skill allows you to use thrown weapons & increases your attack rating(chance to hit) when wielding thrown weapons.
  • Dependencies: 60% Agility, 20% Strength, 20% Sense
1.6GrenadeThis skill allows you to use grenade based weapons & increases your attack rating(chance to hit) when wielding grenade based weapons.
  • Dependencies: 40% Agility, 40% Sense, 20% Intelligence
3Heavy WeaponsThis skill allows you to use Heavy Weapons & increases your attack rating(chance to hit) when wielding Heavy Weapons.
  • Dependencies: 60% Agility, 40% Strength

Ranged[edit]

ModSkill nameComments
1.8 Bow A skill that allows you to use Bow weapons & increases your attack rating(chance to hit) when wielding Bow weapons.

Note: This type of weapon often uses, but not always, the special Aimed Shot or Bow Spc Att so it's good to pair these skills.

  • Dependencies: 40% Agility, 40% Sense, 20% Strength
1.0 Pistol A skill that allows you to use Pistol weapons & increases your attack rating(chance to hit) when wielding Pistol weapons.

Note: This type of weapon often uses, but not always, the special Fling Shot or Burst so it's good to pair these skills.

  • Dependencies: 60% Agility, 40% Sense
1.6 Assault Rifle A skill that allows you to use Assault Rifle weapons & increases your attack rating(chance to hit) when wielding Assault Rifle weapons.

Note: This type of weapon often uses, but not always, the special Burst or Full Auto so it's good to pair these skills.

  • Dependencies: 40% Stamina, 30% Agility, 20% Sense, 10% Strength
2.5 Machine Gun / Submachine Gun A skill that allows you to use MG/SMG weapons & increases your attack rating(chance to hit) when wielding MG/SMG weapons.

Note: This type of weapon often uses, but not always, the special Burst or Full Auto so it's good to pair these skills.

  • Dependencies: 30% Strength, 30% Agility, 30% Stamina, 10% Sense
2.4 Shotgun A skill that allows you to use Shotgun weapons & increases your attack rating(chance to hit) when wielding Shotgun weapons.

Note: This type of weapon often uses, but not always, the special Aimed Shot or Fling Shot so it's good to pair these skills.

  • Dependencies: 60% Agility, 40% Strength
1.7 Rifle A skill that allows you to use Sniper-/Rifle weapons & increases your attack rating(chance to hit) when wielding Sniper-/Rifle weapons.

Note: This type of weapon often uses, but not always, the special Aimed Shot or Fling Shot so it's good to pair these skills.

  • Dependencies: 60% Agility, 40% Sense
2.4 Ranged Energy A skill that allows you to use Ranged Ener. weapons & increases your attack rating(chance to hit) when wielding Ranged Ener. weapons.

Note: This type of weapon often is paired with one of the previous weapon types & can have a wide range of special attacks.

  • Dependencies: 40% Psychic, 40% Sense, 20% Intelligence
1.0 Flingshot A skill used to equip weapons that have it as a special attack ability. The higher your skill in Flingshot the more effective this special attack will be.
  • Dependencies: 100% Agility
2.2 Aimed Shot A skill used to equip weapons that have it as a special attack ability. The higher your skill in Aimed Shot the more effective this special attack will be.
  • Dependencies: 100% Sence
1.8 Burst A skill used to equip weapons that have it as a special attack ability. The higher your skill in Burst the more effective this special attack will be.
  • Dependencies: 50% Agility, 30% Strength, 20% Stamina
2.4 Full Auto A skill used to equip weapons that have it as a special attack ability. The higher your skill in Full Auto the more effective this special attack will be.
  • Dependencies: 60% Strength, 40% Stamina
1.6 Bow Special Attack A skill used to equip weapons that have it as a special attack ability. The higher your skill in Bow Special Attack the more effective this special attack will be.
  • Dependencies: 50% Agility, 40% Sense, 10% Strength
1.5 Multiple Ranged A skill that allows you to equip a weapon with this requirement in your off hand.

Only raise this skill as needed.

  • Dependencies: 60% Agility, 40% Intelligence

Speed[edit]

ModSkill nameComments
1.8 Melee Initiative This skill is used to attack quicker with melee weapons.

Max this whenever possible for more melee dmg!

  • Dependencies: 60% Sense, 20% Psychic, 10% Intelligence, 10% Agility
2.0 Ranged Initiative This skill is used to attack quicker with ranged weapons.

Max this whenever possible for more ranged dmg!

  • Dependencies: 60% Sense, 20% Psychic, 10% Intelligence, 10% Agility
1.6 Physical Initiative This skill is used to increase the speed of your martial arts attacks.

Max this whenever possible for more martial arts dmg!

  • Dependencies: 60% Sense, 20% Psychic, 10% Intelligence, 10% Agility
2.0 Nano Initiative This skill is used to more quickly execute nano programs.

Max this whenever possible to shorten cast time on nano programs! This does not effect the recharge time of any nano program.

  • Dependencies: 60% Sense, 40% Agility
1.6 Dodge Ranged This skill is used to determine if you are hit by certain types of weapons or attacks, in this case most common ranged weapons.
  • Dependencies: 50% Agility, 30% Sense, 20% Intelligence
1.8 Evade Close Combat This skill is used to determine if you are hit by certain types of weapons or attacks, in this case Melee & Martial Arts attacks.
  • Dependencies: 50% Agility, 30% Sense, 20% Intelligence
1.6 Duck Explosions This skill is used to determine if you are hit by certain types of weapons or attacks, in this case most commonly Shotguns. I've been told that traps are NOT evaded from this skill.
  • Dependencies: 50% Agility, 30% Sense, 20% Intelligence
2.4 Nano Resist This skill decides how well you resist hostile Nano Programs. Raising this skill will help you occasionally resist nano based attacks.
  • Dependencies: 20% Intelligence, 80% Psychic
1.0 Run Speed This skill defines how fast your character can move. For players that kite, this should be kept nearly full. Generally though 100 is a ok benchmark to stop adding to it for other players.
  • Dependencies: 40% Agility, 40% Stamina, 20% Strength

Trade and Repair[edit]

ModSkill nameComments
1.2 Mechanical Engineering This is a trade skill focusing on motors & other mechanical objects.
  • Dependencies: 50% Intelligence, 50% Agility
1.6 Electrical Engineering This is a trade skill mainly used in the production of electrical appliances & components.
  • Dependencies: 50% Intelligence, 30% Agility, 20% Stamina
1.6 Quantum Force Field Technology This is a trade skill used to make quantum based components.
  • Dependencies: 50% Intelligence, 50% Psychic
1.6 Weapon Smithing This is a trade skill used primarily in the production of weapons & weapon upgrades.
  • Dependencies: 50% Intelligence, 50% Strength
2.4 Pharmacological Technology This is a trade skill used primarily to make medicines & stims.
  • Dependencies: 80% Intelligence, 20% Agility
4.0 Nano Programming This is a trade skill used primarily in the production of Implants & Nano Programs.
  • Dependencies: 100% Intelligence
1.6 Computer Literacy This is the skill that allows you to use better computer equipment like belts NCU units. It also determines which entrances, exits, & floors you can use in the grid.
  • Dependencies: 100% Intelligence
1.6 Psychology This is used as a skill check in the charm line of nano formulas. It's also used in some tradeskill processes.
  • Dependencies: 50% Intelligence, 50% Sense
1.6 Chemistry This is a trade skill used primarily in the production of chemicals & other components.
  • Dependencies: 50% Stamina, 50% Intelligence
1.0 Tutoring Raise this to 1000 if you are a tradeskiller, basically this skill is solely for the use of Tutoring Devices. 1000 skill allows you the use of QL 200 Tutoring Devices. There is no bonus for having more than the required skill.
  • Dependencies: 70% Intelligence, 20% Sense, 10% Psychic

Nano and Aiding[edit]

ModSkill nameComments
1.8 Matter Metamorphosis This skill is used for learning & casting Nano formulas that use Matt. Metam. as a requirement. If a nano formula is offensive & carries a skill check that is based off Matt.Metam then the higher this skill, the higher the chance will be of the attack landing on your target.
  • Dependencies: 80% Intelligence, 20% Psychic
1.5 Biological Metamorphosis This skill is used for learning & casting Nano formulas that use Bio. Metamor. as a requirement. If a nano formula is offensive & carries a skill check that is based off Bio. Metamor. then the higer this skill, the higher the chance will be of the attack landing on your target.
  • Dependencies: 80% Intelligence, 20% Psychic
1.8 Psychological Modification This skill is used for learning & casting Nano formulas that use Psycho Modi. as a requirement. If a nano formula is offensive & carries a skill check that is based off Psycho Modi. then the higer this skill, the higher the chance will be of the attack landing on your target.
  • Dependencies: 80% Intelligence, 20% Sense
1.8 Matter Creation This skill is used to make matter appear from energy, the basic functioning of the nano bots.
  • Dependencies: 80% Intelligence, 20% Stamina
1.8 Time and Space This skill is used to run nano programs affecting Time & Space. Raise this as needed to use the best Quality Level(QL) sit down Nano Rechargers!
1.6 Sensory Improvement This skill is used for learning & casting Nano formulas that use Sensory Impr. as a requirement. If a nano formula is offensive & carries a skill check that is based off Sensory Impr. then the higer this skill, the higher the chance will be of the attack landing on your target.
  • Dependencies: 80% Intelligence, 20% Strength
1.2 First Aid This skill allows you to use health & nano point stim injectors that can be bought from medical vendors. Raise this as needed to use the best QL stim injectors.
  • Dependencies: 40% Sense, 30% Intelligence, 30% Agility
1.0 Treatment This skill allows you to use health & nano point treatment kits that can be bought from medical vendors. It is also used to determine what level of implants you can equip. Raise this as needed to use the best QL treatment kits & higher QL implants.
  • Dependencies: 50% Intelligence, 30% Agility, 20% Sense

Spying[edit]

ModSkill nameComments
1.7 Concealment This skill is used to hide from observation. It can only be activated while NOT in combat.

This skill is heavily used for Agents (and others) & the special move Sneak Attack.
Your Concealment skill is checked against your targets Perception skill. If your target does not see you, then you can use sneak attack.

  • Dependencies: 70% Sense, 30% Agility
2.0 Breaking and Entering This skill is used to aid in open locked objects like doors, containers, or devices. A "lock pick" is required to open objects.
  • Dependencies: 40% Agility, 30% Sense, 30% Psychic
1.6 Trap Disarmament This skill is used to aid in disarming traps. A "Bomb Disarmament Tool" is required to disarm a trap.

This skill is also used in conjunction with perception to detect traps.

  • Dependencies: 60% Sense, 20% Intelligence, 30% Agility
1.6 Perception This skill is KEY for detecting concealed people, hidden objects, or hidden traps. Use "Search" to detect in a small area around you.

Hit Ctrl & 2 to bring up Controls window & select "Search". (Or drag "search" to your shortcut bar)

  • Dependencies: 70% Sense, 30% Intelligence

Navigation[edit]

ModSkill nameComments
1.0 Vehicle Air This skill enables the driver to access airborne vehicles.
  • Dependencies: 60% Sense, 20% Intelligence, 20% Agility
1.0 Vehicle Ground A skill which defines what type of ground vehicle you can use.
  • Dependencies: 60% Sense, 20% Intelligence, 20% Agility
1.0 Vehicle Water This skill enables the driver to access water based vehicles.
  • Dependencies: 60% Sense, 20% Intelligence, 20% Agility
1.0 Map Navigation This skill is used to determine what type of map implants you can use, & how much information you get from them.

Map implants can be bought from map vendor terminals & offer upgrades like: Machines, Monsters, People, Side, & Arrow. Getting this skill to about 80-100 is the benchmark for most people as it provides access to 3 of the 5 map upgrades & allows you to learn a large amount of maps.
Please Note: As of patch 18.1 this skill can now be reset. ***Be aware that resetting this skill REMOVES ALL maps & upgrades you've learned.

  • Dependencies: 50% Sense, 40% Intelligence, 10% Psychic

Credit[edit]


#Credit to:Information
1) Unknown author Set up the Framework, Colors, Mod amounts, most skill names, & Tutoring section.
2) Anarchy Online In-game Skills menu information
3) Mattw818 1)Re-did the Skills section.

2)Re-did the Abilities section.
3)Gave the examples.

4)Put in the comment info on the all the other sections of this page(excluding Tutoring section).
4) Unused N/A
5) Unused N/A
Breed and Skills: AdventurerAgentBureaucratDoctorEnforcerEngineerFixerKeeperMartial ArtistMeta-PhysicistNano-TechnicianShadeSoldierTrader