Tradeskills

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Advancement points (AP) are used to advance character skills, mutation skills, and attributes. Characters earn 2 AP for every 1/10th of a level they achieve (as well as through other means) and these AP may be spent in any manner the player wishes. Each skill and mutation skill has two attributes that limit how high that particular skill can be raised and the attributes must be raised for the skill to reach the maximum available at that level. One AP will raise a skill by 1 point, 5 AP will raise an attribute by 1 point. Most characters can have 3-5 attributes and 3-5 skills at the maximum level for most of the game if they so choose.

All characters begin with basic levels in all tradeskills. There are ten core tradeskills and characters can learn as many as they want - but due to the time factor involved in improving tradeskills, it will be difficult to master more than a few of them.

Tradeskills are improved by use but only if the item a character is crafting is near their level and still a challenge to them, and can be raised up to double the base value of the skill. The more complex of an item a crafter makes, the faster that crafter’s Tradeskills improve.

Perception (25%) and Intelligence (75%) are the main attributes that govern tradeskills, so if a character wishes to become a master crafter they should max those two attributes. Mastering a tradeskill can take months.

 

Armorcraft Making clothes and armor
Ballistics Covers the creation of rifles and pistols, from zip guns and crossbows to submachine guns and assault rifles.
Cooking Covers the preparation of food, which can provide a number of recovery-oriented buffs.
Geology Allows the player to harvest minerals from mining nodes and to refine metals into higher-grade components.
Medicine Covers the creation of all manner of medical equipment.
Mutagenics (formerly Genetics) Covers the creation of mutation injectors and other devices that support the use of mutations, such as Bioenergy restorers.
Nature Allows the character to harvest components from animals and plants in addition to producing some items and refine some components.
Scavenging Allows the character to harvest scavenging nodes, which can yield a wide variety of items.
Science Covers the creation of chemical boosters, special optics, and similarly advanced items.  Also allows the refinement of some components.
Weaponry Covers the creation of melee weapons.

The Teaching tradeskill has been removed from the above list.  The ability to teach (by creating books) has now been incorporated into each of the skills above.





Resources: 26, 36, 46, 49, 81, 89, 94, 95, 97, 125, 129, 135



 

 

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