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Skills

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Skill is a term which largely refers to the various unlockable skills usable by characters which help define how they engage with combat as well as other sub-systems of the game at large. Skills are chiefly acquired via spending Skill Points to progress through Skill Trees which are often themed around a weapon, arcane discipline, or particular skill set a character may possess. While the majority of skill trees are accessible by default, some require ownership of a particular trait, membership of a certain faction, or being a particular species. Characters may also gain access to new skills whenever they have equipped a particular weapon or have had cyberware installed. Due to technical limitations, these skills will be unassigned from the action bar every time the player logs out and will have to be reassigned once again on login.

By default, all characters start with the Move, Attack, Meditate, and Sidestep skills. These are universal skills which do not belong to any particular tree. The move and basic attack skills can be casted mid-combat by left and right clicking your character respectively, even if the skill is not slotted in the skillbar.

Certain skills can be purchased multiple times, denoted by an indicator just below their node on the skill tree (e.g: 0/3). The cost to level a skill is half of the cost needed to initially purchase it, rounded down. Increasing the level of the skill will upgrade the skill in some manner such as increasing an attack's damage or range. Certain skills will also change their names upon reaching their maximum level, such as Frost Lance becoming Icy Javelin upon reaching level 3. In combat, the level a skill is being casted at can be adjusted by scrolling up or down.

The following is a list of all 47 skill trees currently available in-game.

These skill trees are concerned with magical disciplines and can generally be used so long as the character has enough TRACE to meet their cost requirements. Characters may only buy into a single affinity tree if they do not possess the Duality or Elemental Nexus traits.

Skill Tree Affinity? Notes SP Cost to Master
TRACE Magick No First node is required as a pre-requisite for all other magic skill trees. 134
Standard Magic Trees
Aeromancy Yes 154
Conjuration Yes 148
Electromancy Yes 150
Hydromancy Yes 151
Phantasmancy Yes 135
Pyromancy Yes 149
Terramancy Yes 132
The Light of Penumbra Yes 151
Umbramancy Yes 153
Special Magical Trees
Maestromancy No Requires completed Musical Knowledge skill tree to unlock. 96
Venomancy Yes Requires Venomancy background trait to unlock. 169

These skill trees can only be accessed via being a particular , membership of a certain faction, or possession of a certain background trait.

Skill Tree Limitation SP Cost to Master
ALTER Species: ALTER 150
Caretaker Directives Species: Replicant 385
Children of the Brass Garden Background: Brass Calling 167
Kandara Background: The Sight 45
Nameless Arts Faction: Nameless 147
The Dark Passenger Species: ALTERED 299
The Enlightened Background: One of the Enlightened 100
The Jun Bloodline Background: One of the Jun 60
The Keepers Background: One of the Keepers 55
Tracer Arts Faction: Tracer Order 124
Valyris Background: Phase Disruption 45
Venomancy Background: Venomancy (Trait) 169

These skill trees largely do not fall into the previous categories and concern areas such as professional knowledge or interact largely with game systems outside of combat.

Skill Tree Description SP cost to master
Artisan Grants access to the various crafting systems available in-game. 162
Crime Analysis Grants greater ability to investigate crime scenes and manage sanity. 77
Musical Knowledge Grants the ability to play instruments and access to the Maestromancy tree when completed. 78
Neuromancy Grants the ability to install cyberware into other players and increases the user's cyberware capacity when completed. 85
The Practitioner's Path Grants the ability to perform medical procedures from basic to complex. 90
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  • Last modified: 2026/06/22 21:38
  • by arcathiadev