There are a total of 42 character skills and they are all explained in here. While some skills can be learnt and used by all the ofences, other skills are exclusive for just a few offences, or even a single one.
If a skill requires a minimun LEVEL (in the stats/skills screen) it means that the skill can be trained with the right trainer (a NPC) as soon as that level is reached.
The more points are put on a skill the better it will work. Having the skill capped (that means, with points used up to the maximun of the skill at the current level) will make the skill work at its maximum efficiency. Otherwise, when a skill has much less points that the current level cap, the skill will barely work.
Classes of skills:
Weapon handling skills
Special attack skills
Other fighting skills
Other character skills
Cooking, sewing, mechanics, chemistry and jewelry
The next four skills cannot be leveled up by putting points on them, as they are automatic. That means every one of these skills will level up over time if used: the more the better.
Those skill levels are the base used (along with dexterity or strength) to calculate the hit / miss rate of a kind of weapon for your character, and also applies an important injury bonus when you hit.
BLADED WEAPONS
This is how good is the character in using bladed and piercing weapons, like knives, axes, icepicks, etc. DEXTERITY is the stat that must be raised as much as possible so the attacks are powerful enough.
DISTANCE WEAPONS
If your main weapon type is distance weapons, this is the skill that will set the efficiency of your character when attacking with guns, pistols, rifles, slingshots, etc. DEXTERITY is the stat that must be raised as much as possible so the attacks are powerful enough.
BLUNT WEAPONS
If your choice of weapons is about sticks, ladles, hammers, maces, etc this is the skill that will make you better at banging you enemy with such gear.
STRENGTH is the stat that will make your blunt weapons attacks much stronger and devastating.
MARTIAL ARTS
With this skill no weapons are needed at all, just your bare fists to punch your enemies to the ground. This skill modifies the base damage made by the fists, just like the stats of any weapon, but changing with levels. The base damage of the fists at level 1 is 3 points, and 1 additional damage point will be added to this with every 9 points in the martial arts skill.
STRENGTH is the stat that will make your fists as powerful as sledgehammers, making your martial arts attacks, and your counterattacks, much more bone-crushing.
As a special case, if an item has a bonus to martial arts, this bonus is not added to the skill level but directly to the actual base damage of the fists. That means, if the base damage of your fists at your level is 6, a pair of gloves with a +4 bonus to martial arts will result in having in your fists a total of 10 damage points. If the item has a bonus to any of the other combat skills, the bonus is added to the current level of the skill, as supposed.
Classes of skills:
Weapon handling skills
Special attack skills
Other fighting skills
Other character skills
Cooking, sewing, mechanics, chemistry and jewelry
These skills are triggered automatically by using a specific kind of weapon or under some special circumstances. The player cannot control when or how one of these special attacks will work. Anyway the more points spent in the skill the more successful attacks with that skill will result during combat.
STUN
Only for blunt weapons. Whenever a character is stunned it will lose all the attacks and actions points during its turn, losing so the complete turn in fight.
BLEEDING WOUND
Only for distance weapons. If the shot is precise enough the wound opened will bleed during 3 more turns, dealing additional damage to the enemy.
DEEP WOUND
Only for bladed weapons. A deeper and more damaging wound will deal a lot more damage whenever this skill is successful.
MORTAL FIST
Only for martial arts. The punch dealt with the fists with this skill will make the enemy think a truck just rolled over him.
DOUBLE ATTACK
Sometimes the character will be able to attack twice when attacking. A double attack can't blunder, as it is a master attack. If the double attack is made by a distance weapon, de additional attack uses no ammunition at all.
COUNTERATTACK
If the skill is in good shape, whenever you are hit by an enemy you have a chance to counterattack with martial arts. A counterattack can't blunder nor be dodged. A stunned character can't counterattack.
TRICK
Only politicians and swindlers have such a skill. When a politician or a swindler is attacked there is a chance to make a special tricking key dodging the attack and bouncing it to anyone in the attacker's side.
If the enemy is much higher in level the attacks can't be tricked at all.
TOXIC WOUND
Only drug dealers have this skill. A toxic wound will deal a good blow to the enemy as well as intoxicating him. Drug dealers always keep their weapons and ammunitions poisoned all the time so there is always a chance of intoxicationg the enemy with every attack.
BERSERK
Mercenaries go Berserk when they are low on health, having then 3 attacks every turn instead of 2, being so until their health is restored. Whenever the health is more than half the total hitpoints the mercenary will not be berserk.
FRENZY ATTACK
Caused by a huge rise of adrenalin in your body, this skill sends a fast series of special counterattacks when the Hacker is attacked while being low on health. This skill replies to the attack with several martial arts blows.
SNIPER SHOT
Only for hitmans when using distance weapons, a hitman will be really deadly with distance weapons whenever it finds the opportunity to aim like a sniper to hit a vital organ and cause an awful wound to the enemy.
BLOODY RAGE
Only for serial killers with bladed weapons, this skill gives the fighter an overwhelming thirst of the enemy's blood with the sight of its wounds, causing a brutal reaction when attacking with bladed weapons. The damage inflicted is considerable.
VAMPIRE HIT
This is an special skill available only to a few offences. When one of your attacks is exciting enough for your disturbed mind, the adrenalin released recovers your body with the pleasure you feel, so the more damage you inflict to your enemy the much better you will feel. Only standard hits and critical hits can become vampire hits.
WHILRWIND
This is an special skill available only to a few offences. Taking advantage of your superior dexterity, and if your health is more than half your total hitpoints, it is possible that you turn into a killer whirlwind by getting six (6) attacks instead of 2, with the same AP.
BURST
This is an special skill available only to a few offences. When using distance weapons, sometimes it will be possible to aim several targets in a row and fire a burst of shoots to the enemy side. This will cause a bleeding wound in every enemy succesfully hit. There will be bursts only when there are at least 2 enemies, and up to a maximum of 5 enemies can be hit.
SWEEP
This is an special skill available only to a few offences. The fighter has a chance to wield its blunt or bladed weapon beforehand enough to sweep several enemies with it. When attacking, and if the sweep is possible and successful, the main target will be hit and, at least, one more enemy in the target's side, albeit the secondary targets won't get as much damage as de main target. A perfect sweep will hit the main target and up to 5 enemies, but the sweep can be successful only with standard hits.
EXPLOSIVES
Gangsters and muggers can use explosives. A bomb type item is launched against a primary target, always explodes and never blunders, and all the target's side will be damaged, al beit not as much as the primary target. Bombs make NPCs really mad, so care must be taken when using them against several NPCs. Several enemies can die at once, and the experience sharing and all calculations are done as if they died one by one. When enemies are much higher in level the bomb will have little or no effect at all against them.
HEALING EXPLOSIVES
A few offences have mastered their First Aid skill and can use healing explosives. A healing explosive is a special kind of bomb that is dropped on top of someone in our own side, so all the fighters in our side will receive a healing effect due to the explosion.
UCHIMATA
Mercenaries only. This powerful Judo key will knock down the enemy to the ground. This key requires the enemy to be under 1/3rd of its health, and so when the key is successful it will land a Critical Hit onto the enemy due to the terrible impact. The more skill points you use in this skill the higher can be the minimum health of the enemy for this skill to be used. This is an automatic skill and no specific action is required to be used.
REGENERATION
A few offences can master their First Aid skill and use the Regeneration skill. Thanks to a better knowledge on healing, the character with this skill can apply healings with sprays that produce regeneration. This is, the initial healing will be greatly improved, and in the next 2 turns there will be an additional automatic healing, losing power with every turn.
Classes of skills:
Weapon handling skills
Special attack skills
Other fighting skills
Other character skills
Cooking, sewing, mechanics, chemistry and jewelry
FIRST AID
A person with first aid skill may heal others during a combat, depending on their expertise in this ability.
DODGE
Determines our character's additional ability to dodge attacks from the enemy during combat.
EVADE FIGHT
The action of escaping the combat, available to all offences, is interrupted when being hit by an enemy during the escaping round. With this skill, it is possible to escape from the fight even after being hit. The higher the evade fight skill the more chances to avoid the interruption of the escaping round.
DISARM
When a disarm attempt is successful the disarmed enemy will only have available the fists for attacking in the next round, and medicines/sparys if he has such ability. If the enemy is much higher in level it will never be disarmed. Characters with the disarm skill and mercenaries can't be disarmed. A disarm attempt in combat spends 1 Action Point (AP).
TAUNT
With this skill you can provoke NPCs to stop hitting the player they are actually attacking, so it will start hitting you. This way you can defent weaker characters in your side. If the enemy is much higher in level the taunting will fail always. Trying to taunt in combat spends 1 Action Point (AP).
SUDDEN HIT
With this skill all Action Points in your turn will be used in a single attack. By using so many APs in a single hit the damage will be greatly multiplied.
To be able to select the sudden hit option in combat you will have to:
1) Pass turn. No other action must be done in this turn, just giving up the turn to be able to use this skill.
2) Wait for the turn again. If during the round nobody managed to hit you the new turn the sudden hit option will be enabled.
It is importante to use the proper weapons for sudden hitting. The damage multiplier is the total Action Points used for the attack divided by the action points required by the weapon used. The less APs required by the weapon, the higher will be the final multiplier.
The multiplier is capped to 40x. No higher multiplier will be possible.
Classes of skills:
Weapon handling skills
Special attack skills
Other fighting skills
Other character skills
Cooking, sewing, mechanics, chemistry and jewelry
CHEMICAL TOLERANCE
This is what fixes the amount of chemicals you can get in your blood before being saturated. Every time we eat food, take medicines o receive healing during combat, the intoxication bar will grow. Whenever the bar is at its top, the body can't cope with more chemicals, so the character can't receive any healing at all.
The intoxicacion level will diminish slowly when resting outside combat, as health will grow up slowly when resting.
STEALTH
This skill will hide us from other players once we manage to use this skill, but you shouldn't move at all or you will be visible again. This skill also avoids to be in sight of any aggressive NPC.
To use the skill, just type the /hide command. Whenever the command succeeds the character will fade to become completely invisible. Once you move into the room everybody will see you again, and will receive a message in the console about this. If the command is not succesful you won't be able to try again until at least 10 seconds later.
LOCKPICKING
Some doors in game are locked, so you will need a picklock or the proper key to pass such doors. To use the picklock the character must have the lockpicking skill.
Not all the lockpickings are successful. When it fails, and if the player is not a thief, the picklock used will break.
Once a door has been lockpicked it will remain open for anybody for 5 minutes, until the door is repaired again.
If the picklock item used is higher in level than the character the lockpicking will always fail, breaking the picklock.
STEAL
Characters with this skill will be able to try to steal to NPCs. If the NPC is much higher in level than the player, the stealing will always fail. The stealing can be cancelled by pressing ESC during the stealing process.
Thieves have special bonuses for this skill.
SAFE-CONDUCT
Only corrupted politicians and gangsters have this skill. With it you can transport other players to the zone where the character is in. To use it in game just use the console command /transport nick, so a transport petition will be sent to the player to be transported.
The transport requires the target player to have in the inventory the "Special safe-conduct" item and to accept the transport petition with the console command /transportyes, or to refuse it with the command /transportno.
SNOOP
Only thieves have this skill. To use this skill you must EXAMINE a NPC being close to it. It's an art which allows a secret search over Non Player Characters to find out what kind of loot they carry on, which can be obtained after defeating them in a combat.
Classes of skills:
Weapon handling skills
Special attack skills
Other fighting skills
Other character skills
Cooking, sewing, mechanics, chemistry and jewelry
COOKING, SEWING, MECHANICS, CHEMISTRY and JEWELRY
These five trade skills are automatic, and available from level 1. They must be leveled up by practice, by actually making items with them.
First you must know what trade skills are available for your offence (go to the STATS/SKILLS screen to find out) and learn how to use them.
Every "recipe" in cooking, for example, has a difficulty level. The books that can be obtained in the libraries' shelves and other places will teach you about all this.
The higher is the difficulty level of the recibe and lower is our skill, the less possibilities will have to create the item successfully. It is not impossible to create an item much higher in level than your skill, but it will be very very difficult.
Only by creating items sligthly higher in difficulty than our skill level there is a chance of earning experience in the skill. By repeating the "recipe" and creating items successfully the skill will gain 1 point now and then, to show that the character is "learning" to be better with that crafting.
When the "recipe" is not difficult for you anymore, so its difficulty level is much lower than your skill level, almost every time you try that recipe the item will be created successfully. Anyway, there is always a slight change for the skill to fail.
When a recipe is too easy, you must try a new recipe with a difficulty level higher than your skill if you want to keep gaining skill points and getting better in the crafting.
Classes of skills:
Weapon handling skills
Special attack skills
Other fighting skills
Other character skills
Cooking, sewing, mechanics, chemistry and jewelry
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