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Tier: 1
Alignment: Neutral
Wiki Information
Exits:
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All characters in the Nexus begin as Mortals. Mortals are just that: mortal beings with no extraordinary powers. Mortals begin their existence unaligned and with the precious gift of free will: they are able to choose their own destinies.
When a mortal reaches level 10, he or she may choose a new character class. There are a total of six exits for this character class, but an individual character will only ever be allowed to choose between a maximum of four.
Four of the exit classes are aligned to either Good or Evil, which means that they will only be available as choices if the character has a sufficiently high (or low) morality score. Choosing one of these classes will initiate the long process of transformation into an Angel or a Demon, depending on the path chosen. The character is then forever locked into that alignment.
The classes of Myrmidon and Sorcerer will always be available to the character, regardless of his or her morality score. Choosing one of these two classes means that the character is unaligned and retains free will.
In addition to choosing an alignment path, the character must also choose an aptitude path: is the character going to be a warrior or a spellcaster? Defilers, Sorcerers, and Shepherds are spellcasting classes while Pariahs, Paladins, and Myrmidons are combat (warrior) classes. The class exits available to the character from these classes depend on the choice made here.
| | | Dodge (10 CP)  You are better able to avoid damage in hand-to-hand and melee combat. This skill increases the character's defensive bonus versus melee and hand-to-hand attacks by 5%. |
| | | Engineering (10 CP)  You are good with tools. This skill allows the character to build and repair various items of note, such as doors. The character is able to restore power to locations (if they accept it), though the neighborhood power plant must be online for there to be any real benefit. Further, the character is capable of crafting ammunition under the right conditions. |
| | | Structural Engineering (20 CP)  You are capable of building barricades. This skill allows the character to build and repair barricade walls. Further, the character is able to take barricades down easier than other characters. |
| | | First Aid (10 CP)  You are able to better recognize the wounded and are more adept at treating wounds. This skill allows a character to see the Hit Point values of nearby characters. Further, an additional 5 Hit Points are healed when the character uses a first aid kit. |
| | | Medicine (20 CP)  You are better at healing wounds and are able to cure poisons and disease. This skill allows the character to cure disease and poison. Further, an additional 10 Hit Points (above the normal 5 for a first aid kit) are healed when the character uses a first aid kit. |
| | | Surgery (30 CP)  You are able to perform surgeries to heal a great amount of damage. You can heal extra damage without a first aid kit. This skill allows the character to heal 15 Hit Points without consuming a first aid kit if they have a surgeon's kit. When using a first aid kit, an additional 15 points of damage are healed, and an additional 20 points of damage if the first aid kit is used in a hospital. The character may craft Surgeon's Kits when in a hospital. |
| | | Hand to Hand Combat (10 CP)  Increases your hand-to-hand combat ability. This increases your hand-to-hand attack skill by 20%. |
| | | Boxing (20 CP)  You know better how to land punches so that they do more damage. This skill increases a character's punching attack by 2 points. Further, the character is granted a new attack, Heavy Strike, which does additional damage at the cost of some accuracy. |
| | | Martial Arts (20 CP)  You have become a better at hand-to-hand combat. This skill provides a small amount of defense. This skill increases hand-to-hand combat by a further 15%. Additionally, the character's defense increase by 2% versus all hand-to-hand and melee attacks. |
| | | Advanced Martial Arts (30 CP)  You have become a master of hand-to-hand combat. This skill provides a small amount of defense. This skill increases hand-to-hand combat by a further 15%. Additionally, the character's defense increase by a further 5% versus all hand-to-hand and melee attacks. |
| | | Hide (10 CP)  You are more adept at hiding. This skill increases the character's ability to hide by 20%. |
| | | Advanced Hide (20 CP)  Your skills at hiding have improved and you are better at doing so. This skill improves a character's chance to hide by an additional 10%. Further, the character's penalty when attacking from a hidden position is reduced by 10% and the bonus damage done is increased to +8 points. |
| | | Lockpicking (10 CP)  You are good at picking locked doors. This skill allows the character to attempt to pick locked doors and padlocks. The character may do so even if he does not possess a set of lockpicks, though his chances are much better with picks than without. Success is not guaranteed. |
| | | Melee Combat (10 CP)  Increases your combat ability with hand-held weapons. This skill increases melee attacks by 20%. This applies to all hand-held weapons. |
| | | Advanced Melee Combat (20 CP)  Your skill with melee weapons has improved. This skill increases the attack chance with melee weapons by an additional 15%. |
| | | Expert Blade Combat (30 CP)  Your skills with bladed weapons are such that you are able to make attacks in such a way as to not cause damage to your own weapons. When attacking with melee weapons and swords, the character no longer has a chance to damage the weapon during an attack. Weapons may still be damaged if the character dies, however. |
| | | Fencing (30 CP)  You are a master of combat with the sword. This skill increases melee attacks with sword weapons by a further 10%. |
| | | Planar Protection (10 CP)  You suffer no ill effects when moving within other planes. Certain planes of existence will inflict continual damage on a character simply for being there. This ability negates that damage. This is not perfect protection; some areas will still cause damage to non-natives (though this damage will be reduced). |
| | | Ranged Combat (10 CP)  You know how to use most ranged weaponry, such as firearms, better than the average person. This skill increases attacks made with all ranged weapons by 25%. This skill also affects ranged spell attacks. |
| | | Archery (20 CP)  You are adept with bows and arrows. This skill increases the attack chance with bows by an additional 20%. |
| | | Advanced Archery (30 CP)  You are an expert with bows and arrows. This skill increases the attack chance with bows by an additional 10%. |
| | | Long Arms (20 CP)  You are adept with rifles and shotguns. This skill increases the attack chance with rifles and shotguns by an additional 20%. |
| | | Advanced Long Arms (30 CP)  You are an expert with rifles and shotguns. This skill increases the attack chance with rifles and shotguns by an additional 10%. |
| | | Small Arms (20 CP)  You are adept with pistols and sub-machine guns. This skill increases the attack chance with pistols and sub-machine guns by an additional 20%. |
| | | Advanced Small Arms (30 CP)  You are an expert with pistols and sub-machine guns. This skill increases the attack chance with pistols and sub-machine guns by an additional 10%. |
| | | Thrown Weapons (20 CP)  You are better able to hit targets with thrown weapons. This skill increases the attack chance with thrown weapons by an additional 20%. |
| | | Advanced Thrown Weapons (30 CP)  You are an expert with thrown weapons. This skill increases the attack chance with thrown weapons by an additional 10%. |
| | | Repair Item (10 CP)  You are capable of repairing many items that have been damaged. This skill allows the character to repair any non-magical item or weapon. The character is not able to bring the item's quality above "average" with this skill.The character may require access to special facilities (such as a factory forge) to repair some items. This skill also grants the character the ability to craft arrows. |
| | | Armorsmithing (20 CP)  You are able to create various forms of armors from scratch. The character may craft from scratch various types of armor. The quality of the armor created cannot rise above "average," however, as the character's skills are not sufficient to create items of higher quality. The character must have access to a to the proper facilities to craft differing types of armor and must have the proper components. |
| | | Advanced Armorsmithing (30 CP)  Your skills at creating armor have increased. The character's ability to craft armor has increased, and he or she may now repair or craft items of greater quality. The Action Point costs of repairing items of this type has decreased even further, as has the Action Point cost of crafting items of "average" quality. The character may repair some damaged magical items as well; however, this function requires an incredible amount of Action Points and Magic Points. |
| | | Bowyer (20 CP)  You are able to create bows. The character may craft from scratch various types of bows. The quality of the weapons made cannot rise above "average," however, as the character's skills are not sufficient to create items of higher quality. The Action Point cost associated with repairing normal items has decreased. The character must have the proper components. |
| | | Advanced Bowyer (30 CP)  Your skills at crafting bows have increased. The character's ability to craft bows has increased, and he or she may now repair or craft items of greater quality. The Action Point costs of repairing items of this type has decreased even further, as has the Action Point cost of crafting items of "average" quality. The character may repair some damaged magical items as well; however, this function requires an incredible amount of Action Points and Magic Points. |
| | | Gunsmithing (20 CP)  You are able to create various ballistic weapons from scratch. The character may craft from scratch various types of guns. The quality of the weapons created cannot rise above "average," however, as the character's skills are not sufficient to create items of higher quality. The character must have access to a workbench to craft guns and must have the proper components. |
| | | Advanced Gunsmithing (30 CP)  Your skills at using the gunsmith's worktable have increased. The character's ability to craft guns has increased, and he or she may now repair or craft items of greater quality. The Action Point costs of repairing items of this type has decreased even further, as has the Action Point cost of crafting items of "average" quality. The character may repair some damaged magical items as well; however, this function requires an incredible amount of Action Points and Magic Points. |
| | | Smithing (20 CP)  You are able to create some weapons and items that require the use of a forge. The character may craft from scratch various types of swords and knives. The quality of the weapons forged cannot rise above "average," however, as the character's skills are not sufficient to create items of higher quality. The Action Point cost associated with repairing normal items has decreased. The character must have access to a forge to craft swords and must have the proper components. |
| | | Advanced Smithing (30 CP)  Your skills at using the forge have increased. The character's ability to craft weapons has increased, and he or she may now repair or craft items of greater quality. The Action Point costs of repairing items of this type has decreased even further, as has the Action Point cost of crafting items of "average" quality. The character may repair some damaged magical items as well; however, this function requires an incredible amount of Action Points and Magic Points. |
| | | Search (10 CP)  You are better at searching areas than most. This skill increases the character's chance to discover anything of value or interest by 10%. |
| | | Research (20 CP)  Your ability to remember things that you have read has improved. This ability improves your chances for gaining Experience Points through reading books. |
| | | Sense Magic (10 CP)  You are able to sense magic in items and places. This skill enables you to determine whether or not items you find are magical and if certain locations contain magical elements of note. Without this skill, magical items and locations will often appear as normal. Additionally, you will be able to see how many Magic Points are available to other characters. |
| | | Sense Morality (10 CP)  You are capable of detecting the basic moral leanings of individuals. This skill will allow you to determine whether or not an individual's morality leans towards good, evil, or neither. It will provide you with an exact number. When a character's morality is towards the middle (on either side) they will appear as neutral. |
| | | Psychometry (20 CP)  You can determine which faction is in possession of a particular location. This ability allows you to detect the factional leanings of locations that have been infused. |
| | | Strength (10 CP)  You are stronger than most people. This skill confers a permanent increase in the character's maximum carrying capacity. It increases the damage dealt by the character when using bows and thrown weapons. Further, it decreases the AP cost when swimming and increases a character's effectiveness with Structural Engineering. |
| | | Stamina (20 CP)  You are healthier than most people. This skill confers a permanent increase in the character's maximum Hit Points. |
| | | Swim (10 CP)  You are capable of moving through water areas. This skill allows the character to move through water areas. Swimming is slow, however, so the cost of movement is increased. |
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