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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. |
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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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