Mortal Skills 101
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Welcome to Mortal Skills 101 - Introduction to Mortal Skills. This course restates the information that is provided upon character creation and introduces an advanced understanding of which classes or playing styles may benefit from them. If applicable, advice on how to spend your initial days in the Nexus with your first skill is also shared.
Please note that what is listed here are only the initial Mortal skills. Many of these skills have sub-skills or "child" skills. Even some of those "child" skills have "child" skills or "grandchild" skills.
If your first skill is Dodge, Hide, Planar Protection, Sense Magic, Sense Morality, Strength, or Swim your options for leveling your character are limited. Since your accuracy and damage is low, your healing is untrained, and your ability to search is minimal this may prove to make leveling up to be a bit of a challenge. This does not mean that selecting these skills is the wrong choice, but it may not be recommended if this is your first time playing the game.
There are a number of alternative actions to perform if your first skill does not unlock an ability which earns Experience Points. Book reading, target shooting, and combat are available to everyone. Characters with First Aid Kits or Stygian Bone Leeches can still perform heals without First Aid. Characters with Sets of Lockpicks can still attempt to pick locks without Lockpicking. Keep these other options in mind while you play.
[edit] Dodge
- Main article: Dodge
This skill is not recommended for starting characters. While it increases your survivability, at level 1, the cost of respawning is only 1 Action Point.
As suggested, this skill is not advised as first level skill as it does not directly contribute to the process of earning Experience Points. It is better suited as a supplemental skill once you have established a means of leveling up.
This skill generally fits well with any build that contains Martial Arts and Advanced Martial Arts.
[edit] Engineering
- Main article: Engineering
This is an excellent starting skill for new characters. It provides you with several methods of gaining Experience Points: repairing doors, or turning on power are popular. Characters who choose this skill will start the game with a portable toolkit.
There is no build that is heavily dependent on this skill. Those that rely on Long Arms or Small Arms may find the ability to craft ammunition useful.
Engineering serves as a method of maintaining your Morality without attacking anyone.
This skill contributes directly to the Doors Repaired, Power Restored, and Power Removed Badges.
[edit] Advice
With Engineering as your first skill most of your days may be spent traveling from location to location looking for something to repair or destroy. Unlike other skills, you will not have to enter buildings to search for targets or components.
Keep in mind that Removing Power only grants Experience Points if your character is Evil. An Evil Engineer may wish to attack a Good or Neutral character 20 times before attempting to remove power as destroying doors may be a tedious task. Restoring Power grants experience as long as the character is Good or Neutral
You may want to spend most of your time in Valhalla or Purgatorio as these are the only planes which have neighborhoods supported by a power grid. If you are in a location where the building's power is active, but the lights are not on, then the generators for the neighborhood's Power Plant are offline. If you are a Good Engineer you may want to take advantage of this and attempt to repair the generator.
Remember that Portable Toolkits may be destroyed upon dying. You can still repair doors without one, but you will not be able to tinker with electricity. Portable Toolkits can be found or created (for 15AP) in certain buildings.
[edit] First Aid
- Main article: First Aid
This is an excellent choice for a starting skill, especially if the character wishes to become Good aligned or a healer. This skill effectively doubles the number of Experience Points gained from using a First Aid Kit. Characters who choose this skill will spawn with two First Aid Kits.
This skill and its children are recommended for any build that is interested in healing.
Healing serves as a method of raising your Morality without attacking anyone.
This skill is generally not advised for future Demons as performing extensive healing acts will drive their Morality up and cause them to lose their demonic powers.
This skill synergizes with Sense Magic in the Enhanced Interface to reveal any status effects that a character is suffering from.
This skill contributes somewhat to the HP Healed Badges.
[edit] Advice
With First Aid as your first skill it is in your interest to regularly head to the nearest Pharmacy and Hospital to acquire additional First Aid Kits. As Pharmacies and Hospitals are attacked on a regular basis there should be several people to heal.
Other popular locations to check for people to heal include Factories, Police Stations, and Gun Stores.
Healing is guaranteed success provided that the target is wounded. However, you do not earn additional Experience Points for healing a target more than what they require. Attempt to heal characters that are of higher Tier than you to reap the Experience Point bonus. Additionally, perform triage by tending to the near-death characters first as this will guarantee that your First Aid Kit heals for the full amount and not partially.
Wounded characters generally don't last long in the Nexus. They are either killed or healed by someone else. Healers quickly learn to appreciate Sorcerers who rely upon Sorcerer's Might in safe areas. A faction stronghold with a medbay and a roster of Sorcerers is every healer's dream come true.
[edit] Hand to Hand Combat
- Main article: Hand to Hand Combat
This is a useful skill for all characters but is not often an ideal starting skill. It is most valuable to those wishing to become combat-oriented Demons (who have innate hand attacks) and those wishing to become spellcasters (who use touch attacks). An advantage to hand-to-hand combat is it never runs out of ammunition or breaks; a disadvantage is that it generally deals significantly less damage. Characters who choose this skill will start with a set of brass knuckles.
This skill is generally advised for future Demons as it assists with their claws, tails, or curses.
Spellcasters may want this entire skill tree to assist with the accuracy of their Touch spells.
For a complete listing of innate Hand to Hand skills, please see Hand to Hand.
[edit] Advice
With Hand to Hand Combat as your first skill you can begin attacking the nearest suitable target.
A combat-oriented character should primarily pick fights with those that are their own size. Not only do higher Tier characters have innate combat defense, but many have adopted innate Armors and Damage Auras. However, if a high leveled target is severely weakened, you might consider taking advantage of the Experience Point bonus for killing a higher Tier target.
Picking out weakened targets and obtaining the kill bonus means spending less Action Points. Dealing incredible damage with a killing blow, regardless if it overkills the target's remaining Hit Points, also serves as a method of garnering additional Experience Points.
[edit] Hide
- Main article: Hide
Purchasing this skill will increase your survivability. However, it is not a good choice for starting characters as the costs of death and respawning are extremely low. Hide is a solid choice for a third or fourth skill, however.
As suggested, this skill is not advised as first level skill as it does not directly contribute to the process of earning Experience Points. It is better suited as a supplemental skill once you have established a means of leveling up.
It may be helpful for characters without a Faction or who spend a great amount of time outside of their Stronghold - such as infusers, scouts, and scavengers. Enhanced Senses and Reveal limit the effectiveness of this skill.
Contrary to the advice provided on the character creation page, this is not an essential skill as it makes it out to be.
[edit] Lockpicking
- Main article: Lockpicking
This is a decent choice of skill for a starting character, as picking locks (and padlocks) will grant Experience Points. Characters who choose this skill will spawn with a set of lockpicks.
There is no build that is heavily dependent on this skill.
Lockpicking serves as a method of earning Experience Points without attacking anyone.
It is possible to substitute this skill by using Sets of Lockpicks or carrying scrolls of Open Lock or Open Door.
This skill contributes somewhat to the Locks Picked Badges.
[edit] Advice
With Lockpicking as your first skill most of your days may be spent traveling from location to location looking for something to locks to pick. Unlike other skills, you will not have to enter buildings to search for targets or components.
For the most part, doors seem to either exist in a state of being open or destroyed. However, the low Action Point cost of picking locks may balance the availability of locks to pick.
[edit] Melee Combat
- Main article: Melee Combat
This is a solid first skill for characters wishing to focus in combat arts. This skill affects any hand-to-hand weapon (including swords). Most melee weapons will be improvised weapons (such as a tire iron) which deal less damage but will also never break.
This is a combat skill that is common with fighters.
For a complete listing of innate Melee skills, please see Melee.
[edit] Advice
With Melee Combat as your first skill you can begin attacking the nearest suitable target.
You may wish to search for a new blade in one of the Mansions or Museums. Improvised weapons are readily found in nearly every location.
If you are in a Faction, you may be able to request for an enchanted or magical blade which will assist with your leveling.
If you wish to be a self-sufficient sword user, you may wish to pick up the Smithing skill tree.
Same combat advice as Hand to Hand Combat applies.
[edit] Planar Protection
- Main article: Planar Protection
This is an extremely poor choice of starting skill for most characters. Its value is not apparent until later in the game.
Unless you frequently find yourself traveling to Paradise or Stygia, there really isn't any reason to select this skill until later in the game.
Angels only require this skill if they wish to visit Stygia. Demons only require this skill if they wish to visit Paradise. Unaligned classes require this skill for traveling to either plane.
Potions of Planar Protection are a possible substitute for this skill.
[edit] Ranged Combat
- Main article: Ranged Combat
This is a good starting skill for combat-oriented characters who do not have a particular path in mind (such as those wishing to become Myrmidons or Paladins). It is less valuable to those wishing to become Pariahs. However, spellcasters may benefit from it. Characters who choose this skill will spawn with a pistol and an extra clip.
This is a combat skill that is common with fighters.
Spellcasters may want at least Ranged Combat to assist with the accuracy of their Ranged and Area of Effect spells.
For a complete listing of innate Ranged skills, please see Ranged.
This skill contributes somewhat to the Targets Shot Badges.
[edit] Advice
With Ranged Combat as your first skill you can begin attacking the nearest suitable target.
You may wish to to search for a new gun in one of the Gun Stores or Police Stations. Ammunition for a ranged weapon can be found in every location where the weapon can be found.
If you are in a Faction, you may be able to request for an enchanted or magical bow or firearm which will assist with your leveling.
If you wish to be a self-sufficient ranged weapons user, you may wish to pick up the appropriate Crafting skill tree. You may also want Engineering or Repair Item to craft your own ammunition.
Same combat advice as Hand to Hand Combat applies.
[edit] Repair Item
- Main article: Repair Item
This is a good starting skill for many characters as it provides them a way to gain Experience Points: by repairing broken and damaged weapons and armor.
This skill and its children are recommended for any build that is interested in crafting. Those that rely on Archery or Long Arms or Small Arms may find the ability to craft ammunition useful. This skill will allow you to maintain your own equipment.
Repairing serves as a method of earning Experience Points without attacking anyone.
This skill contributes directly to the Items Repaired Badges.
[edit] Advice
With Repair Item as your first skill it is in your interest to regularly head to the nearest Factory or Gun Store to perform repairs.
Your primary source of items to repair will be those that you find by searching a location. If you come across items in average or better condition, you may wish to hold on to them so that upon death there is a chance that they will decay and you will have something to repair.
It is also possible to arrange trades with other players as crafters and alchemists will want components and in exchange may give destroyed or broken items.
Stronghold safes may also serve as a means obtaining items to repair. A faction stronghold with a forge or gunsmithing table is every crafter's dream come true.
[edit] Search
- Main article: Search
This is an excellent choice for a starting skill. Search is extremely beneficial to all characters.
There is no build that is heavily dependent on this skill.
[edit] Advice
With Search as your first skill your combat abilities are somewhat minimal. However, it allows you to perform the role of healer at a Pharmacy or Hospital or book reader at a Library fairly readily.
[edit] Sense Magic
- Main article: Sense Magic
This is a poor choice of starting skill for most characters, as it provides little obvious benefit in the early portion of the game.
As suggested, this skill is not advised as first level skill as it does not directly contribute to the process of earning Experience Points. It is better suited as a supplemental skill once you have established a means of leveling up.
This skill generally fits well with any build that is destined to perform Enchantments. Any Shepherd that wishes to avoid losing Magic Points with Energize will also want this skill. Any Defiler that wishes to avoid attempting to Dark Heart a target without Magic Points will also want this skill.
While it is possible to level a potion-using, portal-traveling character without this skill, life is made much easier with it.
This skill synergizes with First Aid in the Enhanced Interface to reveal any status effects that a character is suffering from.
[edit] Sense Morality
- Main article: Sense Morality
This skill is not recommended as a starting skill for most characters. However, it is a useful skill for aspiring Paladins and Shepherds, perhaps as a third or fourth skill.
As suggested, this skill is not advised as first level skill as it does not directly contribute to the process of earning Experience Points. It is better suited as a supplemental skill once you have established a means of leveling up.
While it is possible to level a combat-oriented Angel without this skill, life is made much easier with it. It allows characters to identify targets which they can attack without shifting their Morality. Nexus Champions who wish to maintain balance or equilibrium may also want this skill.
This skill is generally not advised for future Demons as it doesn't really matter who they attack.
[edit] Strength
- Main article: Strength
This is a poor skill choice for starting characters. It is primarily a supplemental skill for later in a character's career.
As suggested, this skill is not advised as first level skill as it does not directly contribute to the process of earning Experience Points. It is better suited as a supplemental skill once you have established a means of leveling up.
This skill generally fits well with any build that is interested in Archery or Thrown Weapons.
[edit] Swim
- Main article: Swim
This skill is useful if you wish to explore the islands and collect badges. However, it is not good for gaining Experience Points.
Unless you frequently find yourself traveling across bodies of water, there really isn't any reason to purchase this skill.
It is possible to substitute this skill by regularly drinking Potions of Flying or Potions of Water Breathing or carrying scrolls of Way of the Porpoise.
This skill is generally not advised for any future Elementalists that seek Water Breathing. Most Tier 3 classes possess a method of transportation which enables swift movement over land and sea.
