Skills

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Skills are particular abilities that enable you to do various things: track, hack, craft items, fight, rob, persuade, cast rituals and do business. Attributes play a large part in your ability to do these actions, but leveling the particular skills is necessary. Every character starts with 1 in every skill. Individual skills can only be raised to the maximum of 25.

When your character gains a level, you will get points to distribute to the skill(s) of your choice until you reach the 25 mark. Until level 60, you will receive 2 skill points per level. At level 60, you will only start receiving 1 skill point per level.


Business

This is a basic description of the skill. For more details on using it, see the article on Business.

The Business skill allows characters to earn a profit and experience from an owned business or from being employed. You can access businesses via the Character drop-down menu.

Businesses allow characters to earn a profit and experience from owned business or from employment. Compared to other skills, they can potentially earn you the most profit, and the experience is pretty decent. They are fairly simple to use, but will take a lot of balancing and adjustment in order to make them earn a decent profit each day. The higher the business, the more businesses you can open, to a maximum of four total.

Each day (except day 1) business owners will get one dilemma / opportunity for every business which they own. They can answer these dilemmas on the business management page. Basically, dilemmas work in a similar way to speechcraft events during B&E. The higher your business skill, the more options you will get (between 2 and 5) for each dilemma.

Succeeding in a dilemma will either grant you experience, $500 [no higher, no lower], and/or reputation or popularity points. Generally, you gain experience for each successful dilemma, but the cash and rep stats depend on which dilemma you received.

Failing a dilemma can cost you $500 and reputation/popularity points, depending on which one you failed. You will never lose experience. However, you will still gain 25 exp.

Enchanting

This is a basic description of the skill. For more details on using it, see the article on Enchanting.

The Enchanting skill has not been coded - although it appears on the CS, you cannot currently place points in this skill.

Firearms

This is a basic description of the skill. For more details on fighting, see the article on Fighting.

The firearms skill increases your chances of hitting a target with bullets. Higher levels also enable you to use less ammo with each attack. Firearms is a very important skill for those who prefer ranged combat, which doesn't factor in as many skills and stats as melee combat does, and is subsequently more random at lower firearm skill levels.

The attributes that are important for the support of firearms are: dexterity, intelligence and skill.

Hacking

This is a basic description of the skill. For more details on using it, see the article on Hacking.

Learning the hacking skill will make your character gradually more proficient at entering other people’s systems undetected, writing defense programs, or creating scripts to aid you in hacking. Hacking can be currently used to earn money and experience, but also aid lowering the city alert levels by deleting incriminating files, or raising it, by releasing the evidence. It is also required during Team Raids, as you often need a hacker in order to advance to the next floor. In the future, hacking will be used in missions, as well as hacking through lair security systems to allow entry.

For anyone, hacking is difficult without a skill of at least 5.

This skill depends mostly on the Intelligence attribute; the level of Intelligence will determine how many moves you can spend in the hacking mini game. Willpower is also recommended for scripting.

Martial Arts

This is a basic description of the skill. For more details on fighting, see the article on Fighting.

Martial arts is the skill of melee combat. A skilled martial artist will learn many techniques and combat patterns, both armed and unarmed. It increases your chance to hit while attacking in close quarters combat, and also to avoid being hit. Higher levels of Martial Arts, together with high levels of Strength, also increase the chance that you will deal more significant or critical wounds during combat.

The attributes strength, dexterity, intelligence and skill are benefical to this skill set.

Mechanics

This is a basic description of the skill. For more details on using it, see the article on Crafting.

Mechanics is the skill of repairing, building, or disabling machines. It can be used to disable traps left behind by other players, maintain firearms, or to construct your own gadgets from various parts found around the city. Levels in this skill are very useful for B&E as well. Your skill level in this will determine how easy locks are to pick and what level of lock security you are able to break. Higher levels of Mechanics will allow you access to more crafting recipes for gadgets, guns, traps, etc.

Metalworking

This is a basic description of the skill. For more details on using it, see the article on Forging.

Metalworking is the ability to work with any kind of metal. This ability will help you with forging weapons, now available at any forge. High levels in this skill will allow you to successfully make swords, ammo and other items to be released in the future.

Rituals

This is a basic description of the skill. For more details on using it, see the article on Rituals.

The ritual skill is the art of magic, independent from the path powers. It is the skill and knowledge involved in the complicated process of using talismans, herbs and other artefacts in a ritualistic process to cast a spell. The higher level of this skill you attain, the more rituals you will be able to perform. The attribute that most applies to this skill is Arcane.
Rituals require items, like the Mechanics skill, but they also require the use of the Fae language, which works in partly predictable patterns, and partly as a game of hang-man. Also, while a few low level rituals are general knowledge, higher level rituals require they be learnt from tomes, which you can buy or receive from other vampires. All of this makes Rituals one of the most difficult skills to practice, but also one of the most rewarding given that the effects of most rituals can not be reproduced by any other means.

Speechcraft

Speechcraft is the art of diplomacy and coercion. High levels of this skill make it easier for you to convince NPC characters to do something, and is most often used in missions to avoid fighting (but still gives you experience points). It is aided by the Charisma attribute, but can be used even with a low charisma stat. Intelligence also factors into the success of a speechcraft attempt, as does Strength if you’re trying to intimidate someone. Higher levels of Speechcraft will reveal more speech options.

Stealing

This is a basic description of the skill. For more details on stealing, see the article on Stealing.

Stealing increases your chances of pickpocketing, or breaking into non-residential buildings such as offices and factories. The higher your level of stealing, the higher the level of buildings you can break into – and buildings of higher difficulty yield better loot coupled with more risk. Also, higher Stealing skills will decrease the number of guards on duty. Your chance at successfully picking pockets and at getting more money or better items from your targets also increases.

Tracking

This is a basic description of the skill. For more details on using it, see the article on Tracking.

Tracking is the skill of following trails left behind and hunt down better loot in the surrounding area. For a vampire, it involves following physical, spiritual, and scent trails in order to locate other characters, while humans rely on more mundane means. Higher levels of the Tracking skill will allow you to follow these trails for longer after they have been left behind and may even provide some direction for the tracker. With enough points in Tracking, you will be able to track NPCs, as well as determine faster in which direction a guard is coming during a breaking and entering session. Further, high levels of tracking will decrease the amount of energy required to track a PC or NPC. Keep in mind that tracking only helps trackers with ground loot, this does not aid them in finding better loot off of the NPCs from battle.

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