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Skills
MAJOR WORK IN PROGRESS - This page is going to require a lot of work so expect it to be rather incomplete and messy for a while.
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.
Skill Levels
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.
List of Skill Trees
The following is a list of all 47 skill trees currently available in-game.
Weapon Skill Trees
These skill trees are concerned with specific weapon types and require the character to have the appropriate weapon equipped to use the skills they offer.
| Skill Tree | Weapon | SP Cost to Master |
|---|---|---|
| Art of the Spellweaver | Wand | 98 |
| Disciple of Cadence | Quarterstaff | 110 |
| Gaze of the Marksman | Bow | 106 |
| Ghost Protocol | Sniper Rifle | 86 |
| Gunslinger | Handgun & Handcannon | 105 |
| Might of the Champion | Claymore | 105 |
| Path of the Deathbringer | Scythe | 105 |
| Path of the Vanguard | Spear | 104 |
| Rage of the Berserker | Axe | 103 |
| The Breaker's Creed | Hammer | 107 |
| Twelve-Guage Gospel | Shotgun | 105 |
| Warfighter | Assault Rifle | 102 |
| Way of the Archmage | Staff | 106 |
| Way of the Blade | Sword | 105 |
| Way of the Crescent Moon | Naginata | 104 |
| Way of the Dragon | Unarmed, Spell Gauntlet, and Knuckles | 125 |
| Way of the Iron Mage | Spell Gauntlet | 103 |
| Way of the Phantom Blade | Dagger | 108 |
| Way of the Predator | Claws | 97 |
Magic Skill Trees
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 |
Limited Skill Trees
These skill trees can only be accessed via being a particular species, 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 |
Other Skill Trees
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. | 154 |
| 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 |