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Skills determine a character's ability to use items and nanos, and a character's effectiveness with actions.

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 many melee weapon skills, deflect, brawling, full auto, and other physically demanding skills.
  • Agility: Eye-hand and body coordination; improves evade, dodge, and duck defenses, piercing weapons, martial arts, and sneak attack, many ranged weapon skills, and some other skills.
  • Stamina: Toughness, hardiness, endurance; improves skills with a physical component, especially body development, and skills involving larger weapons. Directly affects healing delta.
  • Intelligence: Improves several of the nano & casting and trade & repair categories of skills, as well as treatment, with smaller improvements to some other skills.
  • Sense: Perception, alertness, a keen eye; improves initiative skills and aimed shot, and also slightly improves many ranged weapon skills, all combat & healing skills, and some others.
  • Psychic: Improves nano energy pool and nano resistance, with minor involvement in multiple skill lines. Directly affects nano delta.

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 / 4404
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 2872 / 4672

[1]

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.

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. (Note: there is an error in Trap Disarmament, the values shown add to 110% but these are the actual in-game values.)

Ability-Skill Synergy Percentages[]

Body & defense Str % Agi % Sta % Int % Sen % Psy %
Body development 100
Nano pool 10 10 10 70
Evade close combat 50 20 30
Dodge ranged 50 20 30
Duck explosions 50 20 30
Nano resistance 20 80
Deflect 50 20 30

Melee weapons Str % Agi % Sta % Int % Sen % Psy %
1 hand blunt 50 10 40
1 hand edged 30 40 30
Piercing 20 50 30
2 handed blunt 50 50
2 handed edged 60 40
Melee energy 30 30 30 10
Martial arts 20 50 30
Multiple melee 30 60 10
Melee initiative 10 10 60 20
Physical initiative 10 10 60 20

Melee specials Str % Agi % Sta % Int % Sen % Psy %
Sneak attack 60 30 20
Brawling 60 40
Fast attack 60 40
Dimach 80 20
Riposte 50 50

Ranged weapons Str % Agi % Sta % Int % Sen % Psy %
Pistol 60 40
Bow 20 40 40
SMG 30 30 30 10
Assault rifle 10 30 40 20
Shotgun 40 60
Rifle 60 40
Ranged energy 20 40 40
Grenade 40 20 40
Heavy weapons 40 60
Multiple ranged 60 40
Ranged initiative 10 10 60 20

Ranged specials Str % Agi % Sta % Int % Sen % Psy %
Fling shot 30 30 40
Aimed shot 100
Burst 30 50 20
Full auto 60 40
Bow special attack 10 50 40
Sharp object 20 60 20

Nanos & casting Str % Agi % Sta % Int % Sen % Psy %
Matter metamorphosis 80 20
Biological metamorphosis 80 20
Psychological modifications 80 20
Sensory improvement 20 80
Time and space 20 80
Matter creations 20 80
Nano initiative 40 60

Exploring Str % Agi % Sta % Int % Sen % Psy %
Vehicle, airborne 20 20 60
Vehicle, ground 20 20 60
Vehicle, water 20 20 60
Run speed 20 40 40
Adventuring 20 50 30

Combat & healing Str % Agi % Sta % Int % Sen % Psy %
Perception 30 70
Concealment 30 70
Psychology 50 50
Trap disarmament 30 20 60
First aid 30 30 40
Treatment 30 50 20

Trade & repair Str % Agi % Sta % Int % Sen % Psy %
Mechanical engineering 50 50
Electrical engineering 30 20 50
Quantum force field technology 50 50
Chemistry 50 50
Weapon smithing 20 80
Nano programming 100
Tutoring 70 20 10
Breaking and entering 40 30 30
Computer literacy 100
Pharmacological technology 100

Disabled / legacy Str % Agi % Sta % Int % Sen % Psy %
Swimming 20 60 20
Map navigation 40 50 10

[2]

Skill costs[]

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 = Metaphysicist, NT = Nano-Technician, Sha = Shade, Sol = Soldier, Tra = Trader.

Abilities Solitus Opifex Nanomage Atrox
Strength 2.0 2.0 3.0 1.0
Agility 2.0 1.0 3.0 2.0
Stamina 2.0 3.0 2.0 1.0
Intelligence 2.0 2.0 1.0 3.0
Sense 2.0 1.0 2.0 3.0
Psychic 2.0 2.0 1.0 3.0

Body & defense Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
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
Evade close combat 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
Dodge ranged 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
Duck explosions 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 resistance 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 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT 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 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 handed 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 handed 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
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
Multiple melee 1.4 2.5 4 3.2 1 4 2.5 3.2 2.5 4 4 1 2.0 3.2
Melee initiative 1.8 1.6 4 3.2 1 3.2 2.5 1 2.0 3.0 3.5 1 2.4 3.2
Physical initiative 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

Melee specials Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Sneak attack 1.5 1 2.4 3.2 2.0 4 3.9 4 3.0 4 3.2 1 3.0 4
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
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
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

Ranged weapons Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
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
Bow 1.8 2.0 4 4 4 4 2.4 4 1 2.5 4 4 2.4 4
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
Assault rifle 1.6 3.0 4 4 3.5 3.0 2.8 4 4 4 4.5 4 1 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
Grenade 1.6 1.6 4 3.2 2.5 2.0 2.2 4 2.4 4 2.4 4 1.6 2.4
Heavy weapons 3.0 3.0 4 4 2.5 2.0 2.5 4 4 4 4 4 1 4
Multiple ranged 1.5 1.8 4 4 4 4 2.0 4 4 2.5 4 4 2.0 2.5
Ranged initiative 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

Ranged specials Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
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
Sharp object 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 Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Matter metamorphosis 1.8 1.2 1.6 1 2.5 1 2.4 3.2 2.0 1 1 3.2 2.0 1.6
Biological metamorphosis 1.6 1.5 1 1 2.5 2.4 3.2 1.8 1.6 1 1 1.9 2.4 1.8
Psychological modifications 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
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
Time and 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
Matter creations 1.8 1.4 1.6 1.6 2.5 1 2.5 1 2.4 1 1 3.2 2.5 1.5
Nano initiative 2.0 1.6 1 1 2.4 1.6 2.4 3.2 2.5 1 1 2.8 4 1.5

Exploring Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Vehicle, airborne 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
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
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

Combat & healing Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
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
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
Psychology 1.6 1 1 2.3 1 2.4 1.5 1 1.6 1.6 2.4 2.4 1.5 1
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
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

Trade & repair Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
Mechanical engineering 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 engineering 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 force field technology 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
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
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
Nano programming 4 2.4 1.6 1.6 2.4 1.2 2.0 3.2 2.4 1 1 4 2.0 1.4
Tutoring 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Breaking and entering 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
Computer literacy 1.6 1.6 1 1 1.6 1.3 1 2.4 2.0 1 1 2.4 2.0 1.5
Pharmacological technology 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

Disabled / legacy Adv Age Bur Doc Enf Eng Fix Kee MA MP NT Sha Sol Tra
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
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

[3]

References[]

See also[]

Skills
Abilities
Strength
Agility
Stamina
Intelligence
Sense
Psychic
Body & defense
Body development
Nano pool
Evade close combat
Dodge ranged
Duck explosions
Nano resistance
Deflect
Melee weapons
1 hand blunt
1 hand edged
Piercing
2 handed blunt
2 handed edged
Melee energy
Martial arts
Multiple melee
Melee initiative
Physical initiative
Melee specials
Sneak attack
Brawling
Fast attack
Dimach
Riposte
Ranged weapons
Pistol
Bow
SMG
Assault rifle
Shotgun
Rifle
Ranged energy
Grenade
Heavy weapons
Multiple ranged
Ranged initiative
Ranged specials
Fling shot
Aimed shot
Burst
Full suto
Bow special attack
Sharp object
Nanos & casting
Matter metamorphosis
Biological metamorphosis
Psychological modifications
Sensory improvement
Time and space
Matter creations
Nano initiative
Exploring
Vehicle, airborne
Vehicle, ground
Vehicle, water
Run speed
Adventuring
Combat & healing
Perception
Concealment
Psychology
Trap disarmament
First aid
Treatment
Trade & repair
Mechanical engineering
Electrical engineering
Quantum force field technology
Chemistry
Weapon smithing
Nano programming
Tutoring
Breaking and entering
Computer literacy
Pharmacological technology
Disabled / legacy
Swimming
Map navigation
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