You start with 1500 IP to distribute on your character. When you reach a new level, you will get new IPs to distribute. It is no problem to store IP if you don't want to distribute all points after you reach a new level. They will still be there ready to be used later on.
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Abilities |
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Strength |
Strength is the main attribute in determining how much you can carry, how hard you hit in melee and martial art. Many skills depend on this ability. |
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Agility |
Agility is the main attribute to determine how much you can increase your ranged weapon combat skill, and how quick you are. |
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Stamina |
Stamina determines how far you can go in many skills, as in body development. It also determines your humanity factor, in a sense, as all implants reduce your stamina some... |
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Intelligence |
Intelligence is the main attribute for enabling advances in the Nano Program Controlling. |
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Sense |
Sense defines the closeness of the character to the environment. Many Nano Programming skills depend on it, as well as several spying skills. |
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Psychic |
Psychic is your non-physical strength. Many skills that require control benefit from a higher Psychic. |
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Body development |
Body development defines your health, or hit points. It is exclusively dependant on Stamina. Your character level, your profession, and your breed also influences your health. |
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Nano Pool |
This skill defines, along with profession, character level and breed how much Nano Energy you have, or how many Nano Programs you can run before you have to rest. It's dependent 70% on Psychic, 20% on Sense, 10% on Intelligence, and 10% on Stamina. |
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Body |
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Martial Arts |
Martial Arts is the main unarmed combat skill. Increasing this allows you to not only hit more often, but to do extra damage per hit. It's 50% dependent on Agility, 20% on Strength and 30% on Psychic. |
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Brawling |
Brawling is an extra special attack you can use in melee and martial arts combat. It can do a nice chunk of damage on higher levels. Many non-specialists train this, as it is cheap. It is not as effective as Martial Arts, though. Dependencies: 60% Strength and 40% on Stamina |
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Dimach |
Dimach is a characters soul attack. It becomes effective only at high levels, and is extremely expensive to train. It uses all your Nano Points, and channels them in an 'all-or-nothing' blow to the opponent. It's dependent 80% on Sense and 20% on Psychic |
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Riposte |
Riposte is the skilled martial arts' ability to turn damage back on the attacker. It works on both melee and martial arts attacks. It's dependent 50/50 on Agility and Sense. |
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Climb |
Climb defines the angle of slopes you may ascend and the speed in which you ascend them. On later levels you may also use this skill to climb some vertical surfaces. It's dependent 50% on Agility, 30% on Stamina, and 20% on Strength. |
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Swim |
Swim defines how long you may hold your breath and how fast you can swim. It's dependent 20% on Agility, 60% on Stamina and 20% on Strength. |
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Melee |
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1H Blunt weapon |
Your One Handed (1h) Blunt Weapon Skill defines how well you attack with blunt objects, clubs, blackjacks etc. It's dependent 50% on Strength, 40% on Stamina and 10% on Agility. |
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1H Edged Weapon |
Your One Handed Edged Weapon skill defines how well you attack with edged weapons, like a small sword. It's dependent 30% on Strength, 30% on Stamina and 40% on Agility. |
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Piercing Weapon |
Piercing Weapons skill, defines how well you attack with a piercing weapon, like rapier or knife. It's 50% dependent on Agility, 30% on Stamina and 20% on Strength. |
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2H Blunt weapon |
Two handed Blunt weapon skill determines your ability to attack with big 2 handed blunt weapons, like staffs, two handed clubs etc. It's defined 50% by Strength and 50% by Stamina. |
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2H Edged weapon |
Two handed Edged weapon skill determines your ability to attack with big 2 handed slashing weapons, like scythes, two handed swords etc. It's defined 60% by Strength and 40% by Stamina. |
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Energy melee |
The Energy Melee Weapon skill is often used in addition to other skills, like 1h edged skills, to determine your ability to master weapons that have an additional energy component. Dependencies for this skill are quite a few: 30% Stamina, 30% Intelligence, 30% on Sense and 10% on Psychic |
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Parry |
Parry enables the melee weapon specialist to stop incoming attacks from melee and martial art attacks. The higher the skill, the higher the chance. It's defined 50% by your Strength, 20% by your Agility and 30% by your Sense Abilities. |
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Sneak Attack |
Sneak attack defines your characters ability to successfully attack while you are hidden (Sneaking or invisible, for instance). A successful sneak attack might greatly increase damage. It is dependent 60% on Agility, 30% on Intelligence and 20% on Sense. |
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Multiple melee |
The skill multiple melee weapons define how well you wield more than one weapon at a time. Normally, you would get a penalty to your skill by using two weapons at the same time. This penalty is reduced as your multiple melee weapons skill increases. Different weapons have different criteria on this skill for them to be wielded with another weapon. It is defined by Agility 60%, Strength 30% and Stamina 10% |
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Fast Attack |
Fast attack is an additional melee special attack. It lets you add a quick extra attack to your range of attacks. This skill does not do as much damage as the normal melee attack, but it is so quick it won't really hinder your normal attacks, and thus could be used both when melee attacking and when having someone close up with while wielding a distance weapon. Dependencies are: 60% on Agility and 40% on Sense. |
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Trown |
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Thrown Object |
The skill of throwing knives and other sharp objects obviously define how well you attack. It is defined 60% by Agility, 20% by strength and 20% by sense. |
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Grenade |
The grenade skill defines how well you hit with lumped objects that explode. This is a very popular skill, as grenades are an effective way of doing damage. It is dependent 40% on agility, 40% on sense and 20% on intelligence. |
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Entangle |
The art of throwing a weapon that entangles your opponent or any sort of grappling device is defined by this skill. It is dependent 60% on agility and 40% on strength. |
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Ranged weapon |
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Bow |
Bow skill tells you how well you attack with bows, cross bows etc. It is defined 40% by agility, 40% by sense and 20% by strength. |
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Pistol |
The pistol is the most popular attack skill of them all. Everyone should know how to wield a pistol to some degree. It is defined 60% by agility and 40% by sense. |
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Assault rifle |
The assault rifle is the skill associated with the highest damage, non-energy weapons. An assault rifle is an professional weapon, not to be tried trained by meddlers in the art of war. It is dependent 40% on stamina, 30% on agility, 20% on sense and 10% |
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MG / SMG |
The machine gun and sub machine gun skill defines how well you attack with any weapon quickly pumping out bullets. This skill leans 30% on strength, 30% on agility, 30% on stamina and 10% on sense. |
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Shotgun |
The shotgun is a lethal weapon, quite popular for its ability to hit more than one target at the same time. It depends 60% on agility and 40% on strength. |
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Rifle |
The rifle skill is for the connoisseurs of distance weapons. Typically this skill defines how well you hit with the single shot, high velocity rifles used by snipers and their like. It is defined 60% by agility and 40% by sense. |
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Ranged Energy weapon |
The ranged energy weapon skill is an add-on skill used by people operating weapons that have an energy component. This skill normally will not be the only one required to operate a weapon. It is dependent 40% on psychic, 40% on sense and 20% on intelligence. |
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Fling shot |
The fling shot is an additional special attack you can fire off rapidly. It does not promise a high damage potential, but as with fast attack for melee, it is so fast it almost counts as a free attack. It is 100% dependent on agility. |
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Aimed Shot |
The aimed shot is the snipers favourite skill. Using this, he or she may attack from a hidden position, doing an extra amount of damage to his opponent. It is vital that you are not detected when executing this attack, as then it will count as a normal attack. Dependencies are: Sense, 100% |
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Burst |
The burst is a special attack that defines how well you fire off a 3 round burst on your SMG, MG or assault rifle. (Or any other weapon capable of firing a burst. Check your weapon.) Notice, a successful burst manoeuvre is difficult to perform. A high skill in BOTH the normal attack skill and burst is required to hit with your Burst Attack. Burst also carries a time penalty on the first attack after burst is carried out. Defined by: Agility 50%, Strength 30%, Stamina 20% |
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Full Auto |
The full auto skill is used to empty the clip on your weapon. No matter how many rounds you have left in your clip, executing this special attack will fire them all at your target. This is not something done lightly, not only will you have to reload after the rounds have been fired off. This is a difficult manoeuvre, and a very high skill is required in both Full Auto and the normal attack skill. The skill is defined 60% by pure strength and the rest on stamina. |
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Bow Special Attack |
The bow special attack skill defines how well you attack with special arrows, or with the bow from a hidden position. With extra high skill, this attack can be very deadly and silent. 50% Agility, 40% Sense and 10% Strength. |
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Multi-ranged |
The ranged multiple weapons skill define how well you attack using more than one weapon (as in one in each hand). Using more than one weapon reduces the attack skill on each attack. This skill attempts to even that out. It is defined 60% by agility and 40% on Intelligence. |
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Speed |
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Melee Ini |
The melee initiative skill is used to attack quicker with melee weapons. It is defined 60% by sense, 20% by psychic, 10% by intelligence and 10% by agility. |
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Ranged Ini. |
The ranged weapon initiative skill is used to attack quicker with any ranged weapon. It is defined 60% by sense, 20% by psychic, 10% by intelligence and 10% by agility. |
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Physical prowess Ini. |
The physical prowess initiative skill is used to attack quicker with thrown weapons and martial arts. It is defined 60% by sense, 20% by psychic, 10% by intelligence and 10% by agility. |
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Nano Ini. |
The nano program initiative skill is used to more quickly execute nano programs. It is defined 60% by sense and 40% by agility. |
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Dodge |
The Dodge ranged attack skill is used to avoid getting hit by bullets or any other ranged weapon attack. It is an extremely important skill to be proficient in. Notice, it does not reduce the amount of damage done if the attack hits you. It is dependent 50% on Agility, 30% on Sense and 20% on Intelligence. |
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Evade |
The evade close combat attack skill improves your chances of not getting hit when attacked by melee or martial arts. It is dependent 50% on agility, 30% on sense and 20% on intelligence. |
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Duck |
The duck skill is the one used to determine if you are hit by thrown weapons. But also your chance to avoid high explosives. It is dependent 50% on agility, 30% on sense and 20% on intelligence. |
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Run Speed |
The run speed is another essential skill in everyday life. It defines how fast you run. (Your walking, crawling speed is constant.) It is moulded 40% on agility, 40% on stamina and 20% on strength. |
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Armour Class |
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All Armour Class skills are not true skills in any sense of the word. You can't normally increase them by any other means than wearing armor, their listings here are only for information purposes. |
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Impact AC |
The impact and projectile armor class defines how much damage is reduced from the physical impact of projectile weapons or any other object with sufficient velocity. |
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Energy AC |
The energy armor class defines how much damage from energy weapons you are protected against. |
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Melee & MA AC |
The Melee and martial arts AC defines how much damage you can avoid from those types of attacks. |
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The rest of the protection skills are true skills. Increasing these will lower your damage from the designated areas. |
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Cold AC |
The cold damage armor class increases the amount of cold-based damage you can take. It also increases chances of resisting nano based co |
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Fire AC |
The fire damage armor class sets the range for how much fire based damage is done to you. It is dependent 40% on psychic, 30% on stamina and 30% on agility. |
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Chemical AC |
Chemical damage armor class implies how much chemicals you can be subjected to without dying. Poison is found within this category. |
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Radiation AC |
Radiation damage armor class tells you how much radiation you can resist. |
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Disease AC |
Disease Armor Class defines how much contamination you can be subjected to without getting sick. |
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Nano AC |
Your Nano Formula Resist skill decides how well you and your Nano Controlling Unit resist and totally avoid hostile Nano Programs running on your system. This is a very important skill for most professions. Intelligence 20% and Psychic 80% |
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Trade |
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Mechanical Engineering |
Mechanical engineering is the trade and repair (T&R) skill focusing on motors and other mechanical objects. Dependencies: int 50, agility 50. |
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Electrical Engineering |
Electrical engineering is the T&R skill with focus on electrical appliances. Dependencies: Intelligence 50, agility 30 and stamina 20. |
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Quantum Technology |
Quantum forcefield technics is the T&R skill used to make forcefields, antigrav units etc. Dependencies: intelligence 50, psychic 50. |
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Weapon Smithing |
Weapon smithing is the T&R skill used to make mechanical weapons, be it melee weapons or explosive ones. Dependencies: int 50, str 50. |
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Pharmaceutical Technology |
Pharmaceutical tech is used to make medicines and stims. Dependencies: 80% int, 20% agility. |
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Nano Programming |
Nano programming is the trade and repair skill used to make new nano programs, and apply those programs to physical objects. Dependencies: 100% intelligence. |
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Computer Literacy |
Computer literacy is your character's ability to communicate easily with programs, computers and AI's. 100% int dependent. |
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Psychology |
Psychology defines your ability to communicate and persuade people you meet (Not other players). It's used first and foremost in barter. Dependencies: 50% int, 50% sense. |
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Chemistry |
Chemistry is used to make poisons and other chemical concoctions. Dependencies: stamina 50%, intelligence 50% |
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Tutoring |
Tutoring is a very useful skill for other people, as it enables you to teach them what you know, or rather for them to increase their skill when you agree to tutor them. It is 70% dependent on intelligence, 20% on sense and 10% on psychic. |
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Nano formulas |
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Matter Metamorphosis |
Matter Metamorphosis is a nano programming skill used to execute nano programs focusing on changing matter. Dependencies: Intelligence 80% psychic 20% |
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Biological metamorphosis |
Biological metamorphosis is the nano programming skill used to make nano programs for changing biological processes and structures. Used for healing among other things. Dependencies Int 80%, psychic 20% |
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Psychological Modifications |
The nano skill psychological modifications is used to run programs changing thoughts, feelings, memory, perceptions, behaviour etc of people. Some of these programs are limited in player vs. player interaction, for game balancing purposes. Dependencies: Intelligence 80% and Sense 20% |
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Matter creation |
Used to make matter appear from energy. The basic functioning of the nano bots. Dependencies intelligence 80%, stamina 20% |
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Time and Space |
Time and space is the nano skill used to run nano programs affecting time and space. Dependencies: Intelligence 80%, agility 20% |
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Healing skills |
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Sensory improvement |
Sensory improvement is the rather specialized field of improving the senses of the people affected, also often used for improving elusive skills. Dependencies intelligence 80%, strength 20% |
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First Aid |
First aid is a very important skill for all people damaged through battle or accidents. By using a first aid kit you can restore a significant amount of health to the target. Notice, a quite big amount of time must pass before the target can again benefit from First Aid. Dependencies: 40% on Sense, 30% on Intelligence and 30% Agility. |
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Treatment |
Treatment is a very effective way of regaining health and nano points in between battles. Using portable/field hospitals, the skilled doctor (or any other versed in treatment techniques) can recharge a patient to full health in a short amount of time. NB Your patient must sit down during the whole period of treatment. Dependencies 50% on intelligence, 30% on agility and 20% on sense |
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Spy skills |
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Concealment |
Concealment is a skill used to hide from observation. Dependencies: Sense 70% and agility 30% |
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Breaking and Entry |
Breaking and entry is a skill used to open locked doors and other locked devices. Dependencies: Agility 40%, sense 30% and psychic 30%. |
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Trap Disarmament |
Trap disarmament is of course used to disarm traps. It is also used in in conjunction with perception to detect traps. Dependencies: Sense 60, intelligence 20% and agility 30%. |
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Perception |
Perception is the core skill used in detecting things, be it concealed people, hidden objects or traps. Dependent on sense 70% and intelligence 30% |
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Navigation |
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Vehicle Ground |
A skill that defines what type of ground Vehicle you can use. Defined by: Sense 60%, 20% Intelligence and 20% Agility. |
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Map Navigation |
This skill is used to determine what type of map implants you can run, and how much information you get from them. Dependencies here are sense 50%, intelligence 40% and psychic 10%. |
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