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数据、技能和技术指南
Chronoromancer V0. 9.6.1_FUTURE 的完整玩家构建参考:每个STAT做什么,如何有效值和资源软盖,每个起始熟练度实际给予什么,技能来自何处,以及三个专业战斗路径的大小.
社区信贷: 专家战斗路径部分从玩家创建的[特殊类维基指南](英语:https://chronoromancer.miraheze.org/wiki/Game_Systems:Specialist_Class),可在[CC BY-SA 4.0 (中文(简体) ).https://creativecommons.org/licenses/by-sa/4.0/)),其排名研究被用作基础,然后根据当前游戏源重新检查,纠正,并扩展.
这是一个力学指南,因此它命名了游戏后期角色、地点、关系要求和故事门。 上半部分对新玩家来说是安全的; 专门和专属技能部分包含进化破坏器。
简本
- 你的熟练选择你 起始数两种免费技能,起步设备,私人卧室动作,以及获得熟练职业的机会。
- 页:1 基础统计 是字符上的存储编号。 有效统计 增加临时消耗品和现场关键物品奖金。
- 大多数动作能见度和工作报酬公式使用有效的统计数据,但正式的技能要求和许多解锁检查都使用基数统计数据。如果一个被增强的统计数据显示一些东西,但不能满足最终要求,则提高基数统计数据。
- 普通数据 没有 50.许多活动不再允许在自己的极限范围内实现轻松增长,但长期报酬可以提高。
- 健康、能量和平静使用渐进式减量和迟到的软帽。 显示的软帽目标不是绝对的上限;此后增加了平和百分比奖金。
- 学习技能是永久的。 其效果可能仍然是有条件的: 技能可以解锁一个动作, 只能触发一个攻击, 改善一个工作,或者具有特定性格的双重关系收益 。
- 刀锋大师,刺客,和索瑟尔是独立的后场格斗路径,它们不能取代开始的熟练程度,所有三个都可以在一个字符上共存.
玩家数据
十个基本数据
| 状态 | 主要用途 |
|---|---|
| 强度 | 身体力量 基本攻击 力量打击 力量检查 最大健康 |
| 情报 | 研究、分析、许多技术/经济技能、工作、最大程度的平静和开始的财富。 |
| 魅力 | 劝导 社交和亲密选择 关系检查 工作 以及最大程度的平静 |
| 斯塔米纳 | 耐力 身体恢复力 最大健康 最大能量 最大满足度 |
| 能力 | 敏捷,协调,快速攻击,暴风雨,面向逃逸的技能,以及节制检查. |
| 创意 | 表演,音乐,艺术作品,发明,以及烹饪相关选择. |
| 感觉 | 认识、评估、观察、主题和遇到检查。 |
| 神秘 | 魔法损伤和愈合 咒语和仪式技巧还有超自然检查 |
| 技术 | 黑客,工程,未来时代的行动,技术工作,以及开始的财富. |
| 运气 | 随机的结果,游戏, 以掠夺为目的的检查, 和开始财富。 |
职业统计数据
| 状态 | 主要用途 |
|---|---|
| 烹饪 | 食品准备,烹饪产量,厨师工作,烹饪技能门,以及一些关系检查. |
| 商业 | 商业、投资、经纪人工作、经济技能和商业检查。 |
| 通讯 | 介绍客户的工作,社会检查, 关系内容,和Tamer的要求。 |
| 流氓 | 盗窃 渗透 抢劫 犯罪行动 和盗贼协会的检查 |
这四个是真正的玩家统计器,而不是子技能。它们开始比初级统计器要低得多,往往需要经过深思熟虑的训练。
技能解锁数据
| 状态 | 怎么会这样 | 主要用途 |
|---|---|---|
| 调制 | 学习 土默尔 以 1 创建stat 。 | 怪物捕捉和驯服会话性能;驯服内容可以提升. |
| 组长 | 学习 领导 以 1 创建stat 。 | 一个履带式的领导才能专攻 由内容使用 要求领导STAT。 |
这些数据不存在在新字符上。这就是为什么它们没有出现在起始数据表中 。
单独的资源和进度跟踪器
以下显示在 STAT 旁,但不是普通的核心 STAT :
- 健康、能源、平静、满足、财富和吸引力 是直接玩家值。
- 野兽 和 吸血鬼们 是超自然的进步价值 与他们自己的检查。
- 战斗、情感和工作经验 是永久进程跟踪器。
- 好,邪恶,中立的对齐 是不同的道德轴心。
- 巫师、刺客和刀锋师 只有在获得各自的路径后才存在。
基准数据、有效数据、封顶
有效的统计公式
对于普通统计:
有效STAT = 基数STAT
+ 永久平面修饰器
+ 活性消耗性修饰器
+ 实时密钥项目奖金
吸引力具有相同的结构,但存储在普通的STAT字典之外。Beast接受它的活性可消耗性修饰器。吸血鬼目前返回其基础值时没有单独的修饰层。
字符表分别显示修饰总数,因此30(+6)等值表示基数30和有效36.
有效的价值观有什么用?
有效的价值观通过动作能见度、熟练职业能见度、职业薪酬、大多数普通收入公式和许多战斗计算来使用。因此,临时布法对赚取更多钱和披露有效的固定行动是有用的。
什么是仍然使用基础值?
正式的技能对象检查存储的基数stat. 标准 unlocked_by_stats 动作门也检查基数stat. 衍生出的健康,能量,平静,和饱和公式读作基数stat,而不是暂时或键项激发的有效值.
实用规则: 使用buffs来提高性能,但为可靠的解锁和技能学习训练基号.
五十块是安全帽吗?
不,核心统计调整方法没有普遍硬上限,个别活动有自己的限度、能见度条件、成功上限或可用性下降,但永久性奖励可以将统计标准推到50岁以上,延迟内容明确检查数值,如60、75、85和100。
现场百分比关键项目奖金
这些奖金根据未修改的基准值计算,每个个人奖金最低为+1,来自不同项目的奖金会增加而不是相互复合.
| 关键项目 | 有效的固定奖金 |
|---|---|
| 魔法光谱 | +10% 智能和+10% 吸引力。 |
| 欧纳特锁盒 | +10%的魅力和+10%的吸引力. |
| 伟大的皇冠 | +2% 强力,智能,魅力,斯塔米纳,能力,创意,感知,神秘,技术,幸运,烹饪,和商业. |
通讯和Rogue并没有被强大的王冠所推动.
24小时的消费布法
| 消费 | 临时效果 |
|---|---|
| 焦点 | +25 智能,神秘,技术,和感知. |
| 科隆岛 | +10魅力和+10吸引力. |
| 运气 | +50 运气。 |
| 愿望 | +200 Erotic Experience 即刻;在实验模式中,以buff 持续时间为+50野兽. |
Time, Antidote, Power, 和 Shield 消耗品也保持定时的 buff 状态, 但其效果由它们的相关系统处理,而不是普通的stat- 修饰表. a buff 将在游戏中24小时后过期,在活动时不会与其它副本堆叠.
健康、能源、平静、满足和开始富裕
共享原始数据总数
若干资源公式使用此和数:
所有数据总数=力量+情报+魅力+斯塔米纳+能力
+ 创意 + 认知 + 神秘 + 技术 + 烹饪
幸运,商业,通讯,Rogue,Taming,和领袖不包括在内.
原始资源公式
健康总数=(Strength + Stamina) × 3 + 楼层(所有数据合计 + 2)
能量总量= Stamina × 8 + 底数(全部数据合计 × + 2)
平稳总量=(Charm + Intelligence) × 3 + 楼层(全部数据共计 + 2)
原始营养=Stamina×4+楼层(全部数据总数)
起始财富=(情报+运气)×2+技术
满足度为线性到100,超过100,仅保留过量的一半:
最大饱和度=100+楼层((raw - 100)÷2),生于> 100时
逐步减少和软帽
健康、能源和平静首先通过逐步减少:
减少百分比=0.10+共计7500+共计2/7 500 000
基准结果=总计-下限(总计-减少百分比)
较晚的总数然后以不对称方式接近软盖目标:
| 资源 | 原始总门槛值 | 软盖目标 | 曲线常数 |
|---|---|---|---|
| 卫生 | 1,100 | 750 | 0.0025 |
| 能源 | 1,300 | 775 | 0.0020 |
| 冷静点 | 1,100 | 750 | 0.0025 |
这些是 最后奖金之前的软盖目标,而不是绝对的限制。
曲线后应用的奖金
| 资源 | 曲线后奖金 |
|---|---|
| 卫生 | 持久 health_max 奖励; Queenstone +每关1; 海洋之心 +50; 蝙蝠侠之眼 +50; 生命之心盖 +50; 平分奖金后的第二脉冲 × 1.10; 之前的一切之后每个关卡的生物-机长核心+1%. |
| 能源 | 持久 energy_max 奖励; 以太石+每关1; 海洋之心+50; 蝙蝠侠之眼+50; Mnemonic电池+每关1%. |
| 冷静点 | 持久calm_max奖励;以太石+每关1;海洋之心+50;蝙蝠侠之眼+50. |
Void 和晶体含量可以给予额外的持久最大资源修饰剂,因为这些是软盖曲线后添加的,最终显示的最大可超过750或775.
减少损失的技能
- 铁制宪法 将普通健康处罚减少10%。
- 持久性培训 将普通能源处罚减少10%。
- 内部和平 普通的平静处罚减少10%。
当使用共享的变量-数据调整路径时,这些参数适用。一个直接进行扣减的系统可以有自己的规则。
开始能力
Chronoromancer 具有11种可选的起步能力。配置标签(主要、次要和弱点)描述了开始的专业化。它们不会产生永久性的经验乘数,也不会防止另一个数据库在以后接受培训。
开始初级统计
| 熟练程度 | 字符串 | 输入 | 车 | 斯达 | 阿毕 | 克里语 | 人数 | 密码 | 泰克语Name | 运气 | 算术 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 图像构建器 | 29 | 8 | 9 | 21 | 11 | 12 | 10 | 1 | 8 | 6 | 9 |
| 学者 | 7 | 30 | 8 | 10 | 6 | 18 | 20 | 12 | 9 | 13 | 5 |
| 推销员 | 8 | 11 | 28 | 10 | 1 | 9 | 13 | 6 | 7 | 20 | 17 |
| 计算机专家 | 6 | 17 | 8 | 1 | 15 | 12 | 9 | 10 | 27 | 11 | 7 |
| 音乐家 | 9 | 10 | 18 | 8 | 13 | 27 | 1 | 11 | 6 | 12 | 18 |
| 武术家 | 15 | 8 | 6 | 15 | 29 | 2 | 15 | 13 | 10 | 9 | 8 |
| 玩家 | 11 | 13 | 30 | 10 | 12 | 8 | 16 | 1 | 6 | 18 | 20 |
| 游戏大师 | 8 | 18 | 1 | 12 | 10 | 15 | 26 | 9 | 13 | 29 | 9 |
| 运动员 | 24 | 9 | 11 | 28 | 15 | 6 | 8 | 10 | 1 | 12 | 12 |
| 魔术师 | 7 | 15 | 13 | 9 | 11 | 22 | 20 | 28 | 12 | 8 | 8 |
| 所有行业的杰克 | 12 | 16 | 17 | 13 | 10 | 18 | 11 | 14 | 12 | 18 | 14 |
开始职业统计
| 熟练程度 | 烹饪 | 商业 | 通讯 | 流氓 |
|---|---|---|---|---|
| 图像构建器 | 1 | 3 | 2 | 2 |
| 学者 | 1 | 6 | 4 | 2 |
| 推销员 | 1 | 15 | 10 | 3 |
| 计算机专家 | 1 | 8 | 3 | 5 |
| 音乐家 | 1 | 4 | 7 | 3 |
| 武术家 | 1 | 3 | 2 | 2 |
| 玩家 | 1 | 10 | 9 | 7 |
| 游戏大师 | 1 | 8 | 4 | 4 |
| 运动员 | 1 | 5 | 3 | 2 |
| 魔术师 | 1 | 2 | 3 | 3 |
| 所有行业的杰克 | 1 | 12 | 5 | 3 |
开始软件包和私人行动
| 熟练程度 | 主要/二级/弱点 | 实际免费技能 | 额外启动设备 | 私人卧室行动 |
|---|---|---|---|---|
| 图像构建器 | 力量 / Stamina, 创意 / 神秘 | 电击;耐力训练 | 装甲 | 提升重量:+1 强度,45分钟, -30 能量 |
| 学者 | 智力/创造性、观念/力量 | Arcane知识;研究 | 正式外调 | 研究论文:+1 情报,45分钟, -15 能源, -15 冷静 |
| 推销员 | 魅力/运气,情报/能力 | 银舌; 联网 | 正式外调 | 实务 销售 皮奇:+1 商业,45分钟, -15 能源, -15 冷静 |
| 计算机专家 | 技术/情报、能力/研究所 | - 工程天才; 系统锁定 | 范围武器 | 代码项目工作:赚取情报×2,45分钟,-15能源,-15冷静 |
| 音乐家 | 创意/魅力、情报/观念 | 音乐 Virtuosity;主表演者 | 约会外形 | 练习吉他:+1 创意,45分钟, -15 能量, -15 冷静 |
| 武术家 | 能力/结构、观念/创造性 | 武术;战斗反射 | 梅丽武器 | 练习武术:+1 能力,45分钟, -20 能量, -10 冷静 |
| 玩家 | 魅力/ 运气、 感觉/ 神秘 | 引诱;阅读者 | 约会外形 | 实践社会技能:+1 吸引力,45分钟, -10 能量, -20 冷静 |
| 游戏大师 | 运气/情报、感知/魅力 | 战术意识; 骗人 | — | 计划游戏策略:+1 运气,45分钟, -15 能量, -15 冷静 |
| 运动员 | 结构/力量、能力/技术 | 耐力培训;肾上腺素狂欢 | 装甲 | 气功修炼:+1 Stamina, 45分钟, -30 能量 |
| 魔术师 | 神秘性/创造性、认知性/强性 | 元素爆炸; 幻影编织 | — | 水晶冥想:+1 神秘,45分钟, -15 能量, -15 冷静 |
| 所有行业的杰克 | 无 / 情报、 魅力、 创意、 运气 /无 | 即兴;文化适应 | — | 练习各种技能:+1 感知,45分钟, -15 能量, -15 冷静 |
每个熟练程度也从自己的可升级的熟练程度项目开始,一个Casual Outfit。 “外部启动设备”只列出额外的普通插槽。
所有行业的杰克
所有行业的杰克都能看到所有十种熟练职业。除非经过核实的支持者不受到惩罚,否则这些职业可以获得70%的普通职业成果。 惩罚不适用于厨师或经纪人等普遍职业。它的优势在于机会和灵活性,而不是最高薪酬。
Patreon 大师
Patreon Master是后来的支持者升级而不是角色创造选项,它通过晶报路线提供的支持者升级花费了10个晶报,取代了目前的熟练度,升级了卧室,重新命名了熟练度项目,并开启了支持者培训/工作准入.其他系统也给予它特定的奖金,包括+5%的妓院收入和声誉,+5%的投资收益,以及x2时间Kupie的亲情.
它不会以新的起始数组覆盖字符的现有基数块 。
熟练职业
每个熟练职业持续60分钟,花费30美元 能量,需要有效的STAT 30的可见度,并有8%的机会将其工作STAT提高1.
10个普通熟练职业:
基薪=随机(有效工作STAT,有效工作STX2)+15
上面列出的技能是职业生涯基本工资的两倍,工作经验奖金是之后加的.
| 熟练程度 | 履历 | 地点 | 小时 | 工作统计 | x2 薪酬技能 |
|---|---|---|---|---|---|
| 图像构建器 | 个人教练员 | 运动 | 06:00–21:00 | 强度 | 贝塞尔克Rage |
| 学者 | 老师 | 大学教室 | 09:00–17:00 | 情报 | 材料科学 |
| 推销员 | 汽车推销员 | 汽车交易商 | 09:00–18:00 | 通讯 | 谈判 |
| 计算机专家 | 信息技术专家 | 大学计算机实验室 | 09:00–17:00 | 技术 | 量子计算 |
| 音乐家 | 制作人 | 音乐工作室 | 12:00–23:00 | 创意 | 歌曲写作 |
| 武术家 | 老师 | 道场 | 10:00–19:00 | 斯塔米纳 | 武器掌握 |
| 玩家 | 推动者 | 夜总会 | 21:00–03:00 | 魅力 | 名誉管理 |
| 游戏大师 | 游戏机 | 拱门 | 12:00–22:00 | 运气 | 骗人 |
| 运动员 | 教练 | 篮球场 | 09:00–17:00 | 斯塔米纳 | 领导 |
| 魔术师 | 幻想主义者 | 魔术店 | 09:00–18:00 | 神秘 | 幻想织造 |
老师也有15%的机会给予+1中立对齐.
通用STAT-30职业
| 履历 | 地点/小时 | 要求和付款 | x2 薪酬技能 | 额外 |
|---|---|---|---|---|
| 主厨 | 市中心餐厅,上午10:00-22:00 | 烹饪30;随机(烹饪,烹饪×2)+15 | 创意烹饪 | 复灌顶供养至极. |
| 经纪人 | 投资规划,上午9:00-17:00 | 商业30;随机(Charm+Communication,Commerce+Intelligence)+运气 | 市场分析 | 提高商业在8%的增长。 |
所有公式统计数据都是有效的值.
工作经验奖金
每一份完成的工作都会通过当前的工作经验从0中增加随机工资奖金,然后推进跟踪者.
- 商业智慧: 工资上限变为工作经验×2.
- 勤奋工作者: 基础工作经验收益为2而不是1。
- 责任: +1额外工作经验的概率为25%.
- 偏差级别 : " 临时 " 、 " 约会 " 和 " 正式外衣 " 等级别相结合,为16人创造了一个机会,即+1额外经验,上限为16/16。
技能和类别
当前的技能登记册载有 131个技能 分类如下:
| 类别 | 计数 | 它通常包含的内容 |
|---|---|---|
| 战斗 | 29 | 攻击、防御、躲避、武器和打击被动分子。 |
| 魔术 | 27 | 拼写,魔法被动,仪式,和超自然能力. |
| 社会 | 17 | 劝导,关系,欺骗,领导,和生物关怀。 |
| 技术 | 22 | 黑客,研究,工程,锁选,采矿,以及技术知识. |
| 经济 | 9 | 市场,工作增长,会计,考核,经营. |
| 业绩 | 11 | 音乐、舞蹈、表演、游戏和观众技巧。 |
| 亲密 | 9 | 诱惑,结交,信任,快乐, 和浪漫的互动。 |
| 烹饪 | 4 | 烹调动作和掌握. |
| 物质 | 3 | 代谢、游泳和钓鱼 |
| 特别 | 目前为0 | 保留显示组的技能,但不包括其他公认的类别。 |
源类别 学术 和 技术 显示在技术下。
如何学习技能
技能来自六个主要路线:
- 两个免费技能从开始的熟练。
- 在世界地点采取固定培训行动。
- 命名为NPC教师,常以关系为主.
- 剧本和故事完成奖励.
- 派别选择,地牢情景 和搜索遭遇。
- 随机购买或遭遇,不包括独家技能。
在技能上显示的数据是其通用学习要求,而不是技能水平。 混凝土教练可以强加不同的门或故意绕过通用要求,启动/绘图奖励可以直接授予技能。 技能本身是拥有的,而不是拥有的,它们不会升级。
技能描述不是普遍的被动
学习技能可以产生几种不同的效果:
- 打开战斗按钮或世界行动;
- 修改一个命名的攻击;
- 增加随机触发机会;
- 双份工作工资;
- 解锁对话框或情景选择;
- 充当角色最喜欢的技巧和双重关系点;
- 满足密谋要求而不添加一般数字被动。
使用游戏中的技能词汇表来完整列出每个技能的应用。不要假设“理解魔法理论”等广义描述会给每个魔法公式增加隐藏的奖金 。
固定地点技能培训
这些是可重复的世界定位训练员,具有非专属技能。
| 地点 | 技能 |
|---|---|
| 机器人训练厅 | 杂技(能力18)、200美元、180分钟 |
| 酒吧协会 | 银舌(Charm 20),600美元,360分钟;歌曲写作(创作25),300美元,220分钟 |
| 生物增生医疗中心 | 耐痛(Stamina 18),250美元,180分钟 |
| 认知优化学院 | 网络电脑(技术26),信息中介(情报18),信誉管理(Charm 16):250美元,每架150分钟 |
| 舞蹈与瑜伽工作室 | 舞蹈大师(能力20),500美元,180分钟 |
| 市中心酒吧 | 酒精耐受性(Stamina 15)、200美元、120分钟、夜间 |
| 下城饭店 | 烹饪食品(情报18),250美元,200分钟 |
| 战士协会 | 强击(Strength 15),200美元,180分钟;战斗领导(Charm 15),300美元,220分钟;武器掌握(能力18),400美元,250分钟 |
| 渔村海岸 | 鱼(能力15)、200美元、180分钟 |
| 人类性能优化实验室 | 钢铁宪法(Strength 30),350美元,250分钟;完美代谢(Strength 35),800美元,500分钟 |
| 骑士训练场 | 持久性培训(斯塔米纳30),350美元,250分钟 |
| Monk的寺庙训练厅 | Battle Meditiation (Mystic 10)和Healing Touch (Mystic 15),每人100美元和200分钟; Inner Peace (Mystic 30),350美元,250分钟 |
| 音乐工作室 | 音乐制作(技术25),500美元,180分钟 |
| 神秘好奇心商店 | 手滑(能力16),250美元,180分钟 |
| 办公室 | 创业(商业20)、600美元、360分钟 |
| 裁缝店 | 时尚,300美元,180分钟;动作显示吸引力18的要求,但见当前建设的例外. |
| 小偷协会 | 锁定(能力16),200美元,180分钟 |
| 地下改造诊所 | 铁意志(Stamina 16),200美元加10个史诗材料,150分钟 |
| 世界知识综合研究所 | 文化适应(情报14),数据挖掘(技术20),数字法证(技术18),材料科学(情报19):200美元,每件180分钟 |
| 大学教室 | 会计与人类学(情报学15),资源优化(情报学16):200美元,每集180分钟 |
| 大学计算机实验室 | 网络安全(技术20),200美元,180分钟;系统锁定(技术30),350美元,220分钟 |
| 大学研究实验室 | 研究(情报15),200美元,180分钟 |
| 未注册的住房综合体 | 创造性烹饪(创造力25),300美元,220分钟 |
| 虚拟娱乐优化中心 | 快速绘图(能力20)、250、150分钟 |
能源、平静、健康、资源、关系和开放时间成本依然适用。 动作工具提示给出了确认前的准确的当前总数。
命名为技能教师
本表是一条路线图,而不是每个NPC走过的替代。 关系阶段、故事访问、时间、金钱、晶体和资源成本都可能适用。
| 教师/信息来源 | 教授或授予的技能 |
|---|---|
| Valkyra | 强击、防守、武器掌握、击剑、副步 |
| Yrsa | Berserker Rage, 恐吓存在, 骷髅粉碎器 |
| Lilu | 反击 解除技术 舰队脚步 剥削 弱点 台池 |
| Robin | 重点射箭、动物护理 |
| Sashina | 元素爆破 治愈触觉 Telekinesis 幻影编织 神秘诱惑 Arcane Suge Sashina的礼物;她的青蛙救援情节奖 |
| Aziza | Mana Channaling, 魅力; 后解锁巫师路径 |
| Blinky | 占卜,保护性病房;她的训练情节奖 |
| Gandon | 向导,向导 |
| Carmilla | 吸血鬼主义 |
| Azariel | 慈悲,灵魂的视觉 |
| Amelia | 神圣的决断 |
| Audrey | 自然的拥抱 |
| Sylwithe | 暴风雨 |
| Coradio | 主权边缘 |
| Saber | 相关故事访问后的暴风雨(目前无法进行游戏) |
| EPOM | 战斗扫描仪,总工程师 |
| AIMy | 纳米工程 |
| Tinker | 计算机 |
| Glitch | 联网、AI编程、自动系统、量子计算 |
| Ghost | 领导 |
| Vixen | 阅读人物、欺骗、名誉管理、电子邮件、信息中介、诱骗 |
| Jinx | 谈判 |
| Esperanza | 文化适应 |
| Sabbath | 炼金术 |
| Jade | 市场分析 |
| Arestes | 投资 Savvy; 后解锁刺客和暗算器 |
| Silas | 评估 |
| Diane | 通过 Katie 的教程负责 |
| Maggie | 勤奋的工人和商人 通过其工作经验系列 |
| Cotton | 阶段存在 |
| Kent | 讲故事 |
| Sandra | 戏剧艺术、艺术观 |
| Vera | 欺骗,诱骗 |
| Kurenai | 情感结合、快乐艺术 |
| Raven | 土默尔 |
| Poppy/Chef Martha | 主厨通过其他路径 |
| Summer/Kristen | 游过其他路线 |
| Gem | 采矿 |
| 老渔夫地牢遭遇 | 拜特大师五龙币 |
Wizard Fact可以提供许多作为影响力选择的魔法技能,包括一些也命名了教师的魔法技能. Random crystal training, Gonzo 商店, Wiseman 碰面,以及一些地牢情景可以教授合格的非专属技能.
专门技能
“排斥”是指被排除在普通的随机技能库之外。它并不总是意味着只有一条历史路线;阴谋或派别路线有时可以故意提供同样的技能。
| 技能 | 当前路线 | 主要机械效应 |
|---|---|---|
| 闪烁 | 完成Blinky的闪烁训练情节. | 设置并使用不花费时间的曲速锚. |
| 灵魂的视觉 | Azariel,近友+,1晶体. | 启示录NPC对齐. |
| 吸血鬼主义 | Carmilla,已知+,吸血鬼25,30血兽. | 改进吸血鬼方块/备忘录战斗程序。 |
| 战斗扫描仪 | EPOM,Acquaintance+,500美元. | 显示敌人HP,功率,元素强项和弱点. |
| 神秘诱导 | Sashina H2H,神秘65+,300关系点,诱导. | 解锁神秘诱惑关系动作和主题选择. |
| 翻译 | Sashina的青蛙救援情节;巫师派系也提供. | 解锁特殊的炼化和地牢分辨率. |
| 贝特大师 | 老渔人水鼓相遇,五龙币. | 改善稀有捕捞结果和环钓时间. |
| 土默尔 | Raven,Crush+,通讯20,7000美元. | 启用怪物捕捉并创建 Taming at 1. |
| 承认 | Story第39次完成. | 10%的平面攻击 |
| 阿尔卡内激流 | Sashina,浪漫主义+,神秘主义60. | 18%的机率 元素攻击魔法成为 防御突破×3 激增 成本和破坏。 |
| Sashina的礼物 | Sashina,在爱情中,Story 击败55,神秘60. | 15%的火/冰Proc用于×2损伤,吸收绕道,以及部分防御穿孔. |
| 神圣的决断 | Amelia,浪漫主义+,神秘主义60. | 30%的机会加倍治疗魔法。 |
| 自然的拥抱 | Audrey,浪漫主义+,神秘主义60. | 防御还原4-10%的最大能量。 |
| 暴风雨 | Sylwithe,神秘60,1000万和5个晶体. | 添加闪电,+5%碱性损伤,以及一个衰变的多重链条到暴风雪中. |
| 骷髅粉碎器 | Yrsa,浪漫主义+,力量60. | 电击获得+10%的基部损伤,并有30%的机率造成x4损伤. |
| 侧步 | Valkyra,浪漫主义+,能力60. | 快攻有20%的机会给予躲避和奖金快攻. |
| Shadow 步骤 | Shadow,浪漫+,能力60,Shadow 活跃于妓院工人8号. | 保证逃离非老板的战斗. |
| 主厨 | Poppy在朋友+和烹饪50, 或Chef Martha在浪漫+和烹饪60。 | 解锁主厨烹饪. |
| 总工程师 | EPOM,朋友+,技术 60. | 主工程专业和人物特异性应用. |
| 太阴 | Lilu,浪漫主义+,能力60. | 反映5%/5%的机率和金额,比例为38%/38%。 |
| 主权边缘 | Coradio,能力60,5个晶体,支持者守门. | 以升级的无能剑学科和稀有完成者取代基本攻击. |
| 责任 | Diane通过Katie的教程. | 25%的每个工作+1额外工作经验的机会. |
| 勤奋工作者 | Maggie 剧情,工作经验 15,正式外服二级. | 基础工作经验收益变为2。 |
| 商业 | Maggie 情节,工作经验80,正式外服三级. | 将最大随机体验工资奖金增加一倍. |
| 采矿 | Gem,"朋友+","力量25","600",付费建设入门. | 允许在地牢里进行采摘 |
专家作战路线
三种专家路径是游戏后期的叠加。获得一种路径会将其点值从 - 1 (没有获得) 改为 0 , 并立即授予第 1 级。它们不会取代开始的熟练程度、消耗技能档位或锁定其他路径。
解锁要求
| 路径 | 老师 | 目前所需经费 | 行动得到改善 |
|---|---|---|---|
| 刀锋师 | Muramasa | 贴近朋友+,战斗机协会200块;300分钟, -150能源, -100 冷静 | 基本攻击和强力打击 |
| 暗杀者 | Arestes | 盗贼协会350块,进入Arestes的隐藏室;300分钟, -150能源, -150 冷静 | 快速攻击和风暴 |
| 巫师 | Aziza | 在爱中;40楼小老板被打败;女佣#4 Lime 获取; Sashina 的礼品学习; 支持者/付费访问; 300分钟, -150 能量, -150 冷静 | 火 冰 光明 黑暗 睡眠 和治愈魔法 |
支持门和Lime拼写是当前源代码对社区页面的更正.
损害和愈合乘数
路径乘数=1+(排名×0.15)
1级为×1.15,10级为×2.50,20级为×4.00. 20后每级再增加一个×0.15,乘数适用于合格动作的最终结果;对于Sorcerer,这包括治疗魔法。
积分
- 刀锋大师通过使用基础攻击或强力打击获得积分.
- 刺客通过使用快速攻击或暴风雨获得积分.
- 巫师通过使用火,冰,光,暗,睡眠,或治疗魔法获得积分.
- 在无穷敦煌之外,符合条件的行动通常会给予1分.
- 在"无穷敦煌"中,动作从1到目前的楼层会增加随机的奖金,然后应用楼层的特长经验乘数和敌人的特点乘数.一些无穷敌人使用×2敌人乘数.
- 积分增益至少是四舍五入后的1分.
这使得"深无穷"的运行速度大大快于重复的普通遭遇.
等级门槛和头衔
| 军衔 | 总点数 | 乘数 | 巫师 | 暗杀者 | 刀锋师 |
|---|---|---|---|---|---|
| 1 | 0 | ×1.15 | 诺维西 | 启动 | 新刀锋 |
| 2 | 100 | ×1.30 | 学徒 | 刀手 | 学徒资格 |
| 3 | 300 | ×1.45 | 启动 | 跟踪者 | 剑启动 |
| 4 | 700 | ×1.60 | 阿德普特语Name | 消声器 | 刀锋阿德普特 |
| 5 | 1,500 | ×1.75 | 频道 | 夜总会 | 钢铁舞者 |
| 6 | 3,100 | ×1.90 | 爱沃克 | 切喉 | 剪切风 |
| 7 | 6,300 | ×2.05 | 召集人 | 流浪汉 | 定 义 |
| 8 | 12,700 | ×2.20 | 拼写器 | 死亡标记 | 圣剑 |
| 9 | 25,500 | ×2.35 | 华洛克 | 阴影 | 暴风雨 |
| 10 | 44,700 | ×2.50 | 杜马特吉 | Ghost 刀 | 铁后卫 |
| 11 | 73,500 | ×2.65 | 马古斯 | 节点 | 红宝石边缘 |
| 12 | 116,700 | ×2.80 | 高马古斯 | 黑莲花 | 剑锋 |
| 13 | 181,500 | ×2.95 | 阿奇马古斯 | 寂静的死神 | 刀锋圣贤 |
| 14 | 278,700 | ×3.10 | 大巫师 | 刺客大师 | 真剑大师 |
| 15 | 424,500 | ×3.25 | 埃尔德里奇·塞奇 | 幽灵边缘 | 无对等剑 |
| 16 | 643,200 | ×3.40 | 神秘大师 | 虚拟跟踪器 | 千刀大师 |
| 17 | 971,250 | ×3.55 | 阿尔卡内君主 | 杀害国王者 | 活在卡塔纳 |
| 18 | 1,463,325 | ×3.70 | 现实维弗 | 无死亡阴影 | 天际散射器 |
| 19 | 2,201,438 | ×3.85 | 横切 | 神话杀手 | 神秘刀锋大师 |
| 20 | 3,308,607 | ×4.00 | 魔术神通 | 影之灵 | 钢铁神通 |
排名持续无限,扩展种子为1,660,753,代码乘以1.5,然后加上第一个排名后20的跨度。 总点数5 799 736; 以后的每个间距为上一个间距的1.5倍。所显示的头衔仍然是20级头衔,并附有更高的军衔编号。
刺客链力学
一旦刺客被收购,快速攻击成为路径的连锁攻击:
启动后续机会=50% + 刺客级别
正常机会损失=每次连锁打击后10个百分点
每一次成功的后续都是新计算的"快速攻击"(Quick Sattack),并且可以继续连锁. 黑暗协调者 将起始机会提高15个百分点,并将损失降至每连锁打击5个百分点。 幽灵石 增加了其水平,作为每条链式后续的平面损坏.
因此,刺客排名既改善了快速攻击破坏,也改善了其链条开始的可能性.
道路如何与独家技能相结合
- 刀锋师乘以已经升级的结果 主权边缘 或 骷髅粉碎器 当使用相关基准动作时。
- 刺客乘以快速攻击/斜拉 侧步, 暴风雨黑暗的康索拉多 幽灵石保持自己的触发规则
- 在正常的魔法管道之后,施咒者乘以咒术结果; 阿尔卡内激流, Sashina的礼物, 神圣的决断,而其他魔法修饰者仍然有自己的机会.
关于作战计算的确切顺序,见: 战斗系统指南.
永久性修改与有条件修改
永久进展
- 从培训、工作、对话、阴谋和地牢奖励中获得基础收益。
- 学习技能。
- 战斗、情感和工作经验。
- 对齐 派别影响力 关系进展 专家路径点
- health_max、energy_max和calm_max奖励。
- 购置和升级的设备、关键物品和石头,尽管它们仍然拥有。
永久所有权,有条件效果
- 技能仍然有知识,但其奖金可能要求一次攻击,工作,NPC,状态,健康范围,对齐级别,或随机proc.
- 关键物品仍然拥有,但其作用可能只适用于战斗,迷你游戏,无穷敦革,或特定公式.
- 设备升级仍然存在,但只有相关设备槽或系统使用该级别.
- 专家级别仍然存在,但只有列出的行动才能获得倍数。
临时或依赖国家
- 24小时的消费布夫。
- 战斗状态,防御状态,QTE结果,敌人弱点/抵抗,以及低健康触发.
- 时间,日,地点, 关系舞台,服装, 积极工作的任务, 派系影响力,和故事旗帜。
- 支助/付费访问检查。
“永久修改者”不是指“基准Stat”
字符模型中有一个永久的平面修改器层与存储的基数STAT分开。大多数正常的永久增长直接提升基数ST,而活项奖金则单独计算。这很重要,因为基数解锁可能忽略一个修改器,即使有效的基数公式使用它。
构建规划
物理路线
将力量, Stamina 和 能力 列为优先事项. 健力士立即达到强力打击和耐力训练; 武术家从最强的能力和战斗被动开始; 运动员拥有最强的早期综合物理资源. Blademaster奖励攻击/强力打击,而刺客则奖励快速攻击/冲锋.
魔法路线
Magician有最强的开始"神秘"(Mystic),从元素爆破和幻影编织开始. Intelligence and Charm 也是重要的,因为他们支持冷静,而Stamina则支持能量池. Sorceer的最终解锁故意迟到: Sashina's Gift, Aziza In Love, Lime, 地板-40minibos都是需要的.
经济路线
销售商最接近于商业和通信职业。 学者和计算机专家拥有强大的高薪统计路线。 音乐家通过大师表演者(Master Pactor)有着非凡的早期协调。无论熟练程度、解锁责任、勤奋工人(D勤奋工人)和Business Acumen(Business Acumen ) , 时间足够早,后期工作会更快。
灵活完成路线
所有行业的杰克提供最广泛的就业机会,平衡的起始数据,除了低水平的烹饪之外没有极端的漏洞。 其70%的熟练工作报酬是取舍。由于专业的战斗路径独立于开始的熟练程度,杰克仍然可以获得全部三个。
可靠的一般咨询意见
- 即使是在非物理建筑上提高Stamina;它支配着能源,并为每次长会作出贡献。
- 列车基础数据到学习阈值,而不是只依赖焦点,科隆,勒克或关键项目.
- 将交流、商业、烹饪和Rogue视为进步统计,而不是口味数字。
- 在购买随机培训前,请检查“ 技能词汇表 ” ; 固定的老师可能更便宜或与您想要看到的内容挂钩 。
- 选择您已经使用的专家动作。 高阶对路径以外的攻击没有任何作用 。
当前建设源审计说明
这些是V0.的源审计结论。
- 计算机专家的角色创造显示在目前的代码中固定. 现列出实际获得的技能: 工程天才 和 系统锁定.
- Games Master的人物创作显示固定在目前的代码中. 现列出实际获得的技能: 战术意识 和 骗人.
- 时尚的"吸引力18门"并非由标准基点-stat的解锁检查器执行. 吸引力被存储在普通的STAT词典之外,因此目前的"裁缝店"动作可以通过该检查,而不管显示的号码如何.
- 主/副/弱标签目前不改变动作增长。 有意义的起始差异已经烤入开始的STAT阵列和私人动作中.
- 社区专家类页面省略了索瑟的支持者/付费访问要求,将第4号“Lyme”改为“Lyme” Lime,不包括目前的Infinity Dungeon专家点缩放或幽灵石的刺客链奖金.
每当角色创建、动作定位或战斗路径系统改变时,应重新审查这些说明。
相关页面
Stats, Skills & Proficiencies Guide
A complete player-build reference for Chronoromancer V0.9.6.1_FUTURE: what every stat does, how effective values and resource soft caps work, what each starting proficiency actually grants, where skills come from, and how the three specialist combat paths scale.
Community credit: The Specialist Combat Paths section was informed by the player-created [Specialist Class wiki guide](https://chronoromancer.miraheze.org/wiki/Game_Systems:Specialist_Class), available under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/). Its rank research was used as a foundation, then rechecked, corrected, and expanded against the current game source.
This is a mechanics guide, so it names late-game characters, locations, relationship requirements, and story gates. The first half is safe for a new player; the specialist and exclusive-skill sections contain progression spoilers.
The short version
- Your proficiency chooses your starting numbers, two free skills, starting equipment, a private bedroom action, and access to a proficiency career. It is not a conventional level-locked class.
- A base stat is the stored number on the character. An effective stat adds temporary consumables and live key-item bonuses.
- Most action visibility and job-pay formulas use effective stats, but formal skill requirements and many unlock checks use the base stat. If a boosted stat reveals something but does not satisfy the final requirement, raise the base stat.
- Ordinary stats do not have a universal hard cap of 50. Many activities stop granting easy growth around their own thresholds, but permanent rewards can take stats higher.
- Health, energy, and calm use progressive reduction and late soft caps. The displayed soft-cap targets are not absolute maximums; flat and percentage bonuses are added afterward.
- Learned skills are permanent. Their effects may still be conditional: a skill can unlock one action, trigger only on one attack, improve one job, or double relationship gains with a particular character.
- Blademaster, Assassin, and Sorcerer are separate late-game combat paths. They do not replace the starting proficiency and all three can coexist on one character.
Player stats
The ten primary stats
| Stat | Main uses |
|---|---|
| Strength | Physical power, basic attacks, Power Strike, strength checks, and max health. |
| Intelligence | Research, analysis, many technology/economic skills, jobs, max calm, and starting wealth. |
| Charm | Persuasion, social and intimate options, relationship checks, jobs, and max calm. |
| Stamina | Endurance, physical resilience, max health, max energy, and max satiation. |
| Ability | Agility, coordination, Quick Attack, Stormslash, evasion-oriented skills, and dexterity checks. |
| Creativity | Performance, music, artistic work, invention, and cooking-related options. |
| Perception | Awareness, appraisal, observation, ranged themes, and encounter checks. |
| Mystic | Magic damage and healing, spell and ritual skills, and supernatural checks. |
| Technology | Hacking, engineering, future-era actions, technical jobs, and starting wealth. |
| Luck | Random outcomes, games, loot-oriented checks, and starting wealth. |
Vocational stats
| Stat | Main uses |
|---|---|
| Cooking | Food preparation, cooking yield, Chef work, culinary skill gates, and some relationship checks. |
| Commerce | Business, investments, Broker work, economic skills, and commercial checks. |
| Communication | Customer-facing work, social checks, relationship content, and the Tamer requirement. |
| Rogue | Theft, infiltration, heists, criminal actions, and Thieves Guild-oriented checks. |
These four are genuine player stats, not subskills. They begin much lower than the primary stats and often need deliberate training.
Skill-unlocked stats
| Stat | How it appears | Main use |
|---|---|---|
| Taming | Learning Tamer creates the stat at 1. | Monster capture and taming-session performance; taming content can raise it. |
| Leader | Learning Leadership creates the stat at 1. | A tracked leadership specialty used by content that requests the Leader stat. |
These stats do not exist on a fresh character. This is why they are absent from starting-stat tables.
Separate resources and progress trackers
The following are displayed beside stats but are not ordinary core stats:
- Health, Energy, Calm, Satiation, Wealth, and Attractiveness are direct player values.
- Beast and Vampire are supernatural progress values with their own checks.
- Fighting, Erotic, and Working Experience are permanent progression trackers.
- Good, Evil, and Neutral alignment are separate moral axes.
- Sorcerer, Assassin, and Blademaster points exist only after their respective paths are acquired.
Base stats, effective stats, and caps
Effective-stat formula
For an ordinary stat:
effective stat = base stat
+ permanent flat modifier
+ active consumable modifier
+ live key-item bonus
Attractiveness has the same structure but is stored outside the ordinary stat dictionary. Beast accepts its active consumable modifier. Vampire currently returns its base value without a separate modifier layer.
The character sheet shows modifier totals separately, so a value such as 30 (+6) means base 30 and effective 36.
What uses effective values?
Effective values are used by action visibility, proficiency-career visibility, career pay, most ordinary income formulas, and many combat calculations. Temporary buffs are therefore useful for earning more money and revealing effective-stat-gated actions.
What still uses base values?
Formal skill objects check the stored base stat. The standard unlocked_by_stats action gate also checks the base stat. Derived health, energy, calm, and satiation formulas read base stats rather than temporary or key-item-boosted effective values.
Practical rule: use buffs to improve performance, but train the base number for reliable unlocks and skill learning.
Is 50 the stat cap?
No. There is no universal hard cap in the core stat-adjustment method. Individual activities have their own limits, visibility conditions, success caps, or diminishing availability, but permanent rewards can push a stat beyond 50 and late content explicitly checks values such as 60, 75, 85, and 100.
Live percentage key-item bonuses
These are calculated from the unmodified base value. Each individual bonus has a minimum of +1, and bonuses from different items add rather than compounding with each other.
| Key item | Effective-stat bonus |
|---|---|
| Magic Spectacles | +10% Intelligence and +10% Attractiveness. |
| Ornate Locket | +10% Charm and +10% Attractiveness. |
| Awesome Crown | +2% Strength, Intelligence, Charm, Stamina, Ability, Creativity, Perception, Mystic, Technology, Luck, Cooking, and Commerce. |
Communication and Rogue are not boosted by the Awesome Crown.
Twenty-four-hour consumable buffs
| Consumable | Temporary effect |
|---|---|
| Focus | +25 Intelligence, Mystic, Technology, and Perception. |
| Cologne | +10 Charm and +10 Attractiveness. |
| Luck | +50 Luck. |
| Desire | +200 Erotic Experience immediately; in Experimental Mode, +50 Beast for the buff duration. |
The Time, Antidote, Power, and Shield consumables also maintain timed buff states, but their effects are handled by their relevant systems rather than the ordinary stat-modifier table. A buff expires after 24 in-game hours and does not stack with another copy of itself while active.
Health, energy, calm, satiation, and starting wealth
The shared raw-stat total
Several resource formulas use this sum:
all-stats total = Strength + Intelligence + Charm + Stamina + Ability
+ Creativity + Perception + Mystic + Technology + Cooking
Luck, Commerce, Communication, Rogue, Taming, and Leader are not included.
Raw resource formulas
health total = (Strength + Stamina) × 3 + floor(all-stats total ÷ 2)
energy total = Stamina × 8 + floor(all-stats total ÷ 2)
calm total = (Charm + Intelligence) × 3 + floor(all-stats total ÷ 2)
satiation raw = Stamina × 4 + floor(all-stats total ÷ 4)
starting wealth = (Intelligence + Luck) × 2 + Technology
Satiation is linear through 100. Above 100, only half the excess is retained:
max satiation = 100 + floor((raw - 100) ÷ 2), when raw > 100
Progressive reduction and soft caps
Health, energy, and calm first pass through a progressive reduction:
reduction percentage = 0.10 + total/7500 + total²/7,500,000
base result = total - floor(total × reduction percentage)
Late totals then approach a soft-cap target asymptotically:
| Resource | Raw-total threshold | Soft-cap target | Curve constant |
|---|---|---|---|
| Health | 1,100 | 750 | 0.0025 |
| Energy | 1,300 | 775 | 0.0020 |
| Calm | 1,100 | 750 | 0.0025 |
These are soft-cap targets before final bonuses, not absolute limits.
Bonuses applied after the curve
| Resource | Post-curve bonuses |
|---|---|
| Health | Persistent health_max rewards; Queenstone +1 per level; Heart of the Ocean +50; Eye of Batman +50; Vital Heartcap +50; The Second Pulse ×1.10 after flat bonuses; Bio-Reactor Core +1% per level after everything before it. |
| Energy | Persistent energy_max rewards; Aether Stone +1 per level; Heart of the Ocean +50; Eye of Batman +50; Mnemonic Battery +1% per level. |
| Calm | Persistent calm_max rewards; Aether Stone +1 per level; Heart of the Ocean +50; Eye of Batman +50. |
Void and crystal content can grant additional persistent maximum-resource modifiers. Because these are added after the soft-cap curve, the final displayed maximum can exceed 750 or 775.
Loss-reduction skills
- Iron Constitution reduces ordinary health penalties by 10%.
- Endurance Training reduces ordinary energy penalties by 10%.
- Inner Peace reduces ordinary calm penalties by 10%.
These apply when the shared variable-stat adjustment route is used. A system that performs a direct deduction can have its own rules.
Starting proficiencies
Chronoromancer has eleven selectable starting proficiencies. The profile labels—main, secondary, and weakness—describe the starting specialization. They do not create a permanent experience multiplier or prevent another stat from being trained later.
Starting primary stats
| Proficiency | Str | Int | Cha | Sta | Abi | Cre | Per | Mys | Tec | Luck | Attr |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Body Builder | 29 | 8 | 9 | 21 | 11 | 12 | 10 | 1 | 8 | 6 | 9 |
| Scholar | 7 | 30 | 8 | 10 | 6 | 18 | 20 | 12 | 9 | 13 | 5 |
| Salesman | 8 | 11 | 28 | 10 | 1 | 9 | 13 | 6 | 7 | 20 | 17 |
| Computer Expert | 6 | 17 | 8 | 1 | 15 | 12 | 9 | 10 | 27 | 11 | 7 |
| Musician | 9 | 10 | 18 | 8 | 13 | 27 | 1 | 11 | 6 | 12 | 18 |
| Martial Artist | 15 | 8 | 6 | 15 | 29 | 2 | 15 | 13 | 10 | 9 | 8 |
| Player | 11 | 13 | 30 | 10 | 12 | 8 | 16 | 1 | 6 | 18 | 20 |
| Games Master | 8 | 18 | 1 | 12 | 10 | 15 | 26 | 9 | 13 | 29 | 9 |
| Athlete | 24 | 9 | 11 | 28 | 15 | 6 | 8 | 10 | 1 | 12 | 12 |
| Magician | 7 | 15 | 13 | 9 | 11 | 22 | 20 | 28 | 12 | 8 | 8 |
| Jack of All Trades | 12 | 16 | 17 | 13 | 10 | 18 | 11 | 14 | 12 | 18 | 14 |
Starting vocational stats
| Proficiency | Cooking | Commerce | Communication | Rogue |
|---|---|---|---|---|
| Body Builder | 1 | 3 | 2 | 2 |
| Scholar | 1 | 6 | 4 | 2 |
| Salesman | 1 | 15 | 10 | 3 |
| Computer Expert | 1 | 8 | 3 | 5 |
| Musician | 1 | 4 | 7 | 3 |
| Martial Artist | 1 | 3 | 2 | 2 |
| Player | 1 | 10 | 9 | 7 |
| Games Master | 1 | 8 | 4 | 4 |
| Athlete | 1 | 5 | 3 | 2 |
| Magician | 1 | 2 | 3 | 3 |
| Jack of All Trades | 1 | 12 | 5 | 3 |
Starting package and private action
| Proficiency | Main / secondary / weakness | Actual free skills | Extra starting equipment | Private bedroom action |
|---|---|---|---|---|
| Body Builder | Strength / Stamina, Creativity / Mystic | Power Strike; Endurance Training | Armor | Lift Weights: +1 Strength, 45 min, -30 Energy |
| Scholar | Intelligence / Creativity, Perception / Strength | Arcane Knowledge; Researching | Formal Outfit | Study Research Papers: +1 Intelligence, 45 min, -15 Energy, -15 Calm |
| Salesman | Charm / Luck, Intelligence / Ability | Silver Tongue; Networking | Formal Outfit | Practice Sales Pitch: +1 Commerce, 45 min, -15 Energy, -15 Calm |
| Computer Expert | Technology / Intelligence, Ability / Stamina | Engineering Genius; System Hacking | Ranged Weapon | Work on Code Projects: earn Intelligence ×2, 45 min, -15 Energy, -15 Calm |
| Musician | Creativity / Charm, Intelligence / Perception | Musical Virtuosity; Master Performer | Dating Outfit | Practice Guitar: +1 Creativity, 45 min, -15 Energy, -15 Calm |
| Martial Artist | Ability / Stamina, Perception / Creativity | Martial Arts; Combat Reflexes | Melee Weapon | Practice Martial Forms: +1 Ability, 45 min, -20 Energy, -10 Calm |
| Player | Charm / Luck, Perception / Mystic | Seduction; Reading People | Dating Outfit | Practice Social Skills: +1 Attractiveness, 45 min, -10 Energy, -20 Calm |
| Games Master | Luck / Intelligence, Perception / Charm | Tactical Awareness; Cheating | — | Plan Game Strategies: +1 Luck, 45 min, -15 Energy, -15 Calm |
| Athlete | Stamina / Strength, Ability / Technology | Endurance Training; Adrenaline Rush | Armor | Aerobics Workout: +1 Stamina, 45 min, -30 Energy |
| Magician | Mystic / Creativity, Perception / Strength | Elemental Blast; Illusion Weaving | — | Crystal Meditation: +1 Mystic, 45 min, -15 Energy, -15 Calm |
| Jack of All Trades | None / Intelligence, Charm, Creativity, Luck / None | Improvisation; Cultural Adaptation | — | Practice Various Skills: +1 Perception, 45 min, -15 Energy, -15 Calm |
Every proficiency also starts with its own upgradeable proficiency item and a Casual Outfit. “Extra starting equipment” lists only the additional ordinary slot.
Jack of All Trades
Jack of All Trades can see all ten proficiency-specific careers. It earns 70% of the ordinary career result on those jobs unless verified supporter access bypasses the penalty. The penalty does not apply to universal jobs such as Chef or Broker. Its advantage is access and flexibility, not top pay.
Patreon Master
Patreon Master is a later supporter upgrade rather than a character-creation option. It costs 10 crystals through the supporter upgrade offered by the crystal-vendor route, replaces the current proficiency, upgrades the bedroom, renames the proficiency item, and opens supporter training/work access. Other systems also give it specific bonuses, including +5% brothel income and reputation, +5% investment returns, and ×2 timed Kupie affection.
It does not overwrite the character's existing base-stat block with a new starting array.
Proficiency careers
Each proficiency career lasts 60 minutes, costs 30 Energy, requires effective stat 30 for visibility, and has an 8% chance to raise its work stat by 1.
For the ten ordinary proficiency careers:
base pay = random(effective work stat, effective work stat × 2) + 15
The listed skill doubles that career's base pay. Working-experience bonus money is added afterward.
| Proficiency | Career | Location | Hours | Work stat | ×2 pay skill |
|---|---|---|---|---|---|
| Body Builder | Personal Trainer | Gym | 06:00–21:00 | Strength | Berserker Rage |
| Scholar | Teacher | University Classroom | 09:00–17:00 | Intelligence | Material Science |
| Salesman | Car Salesman | Car Dealer | 09:00–18:00 | Communication | Negotiation |
| Computer Expert | IT Specialist | University Computer Lab | 09:00–17:00 | Technology | Quantum Computing |
| Musician | Producer | Music Studio | 12:00–23:00 | Creativity | Song Writing |
| Martial Artist | Sensei | Dojo | 10:00–19:00 | Stamina | Weapon Mastery |
| Player | Promoter | Night Club | 21:00–03:00 | Charm | Reputation Management |
| Games Master | Gamer | Arcade | 12:00–22:00 | Luck | Cheating |
| Athlete | Coach | Basketball Court | 09:00–17:00 | Stamina | Leadership |
| Magician | Illusionist | Magic Shop | 09:00–18:00 | Mystic | Illusion Weaving |
Sensei also has a 15% chance to grant +1 Neutral alignment.
Universal stat-30 careers
| Career | Location / hours | Requirement and pay | ×2 pay skill | Extra |
|---|---|---|---|---|
| Chef | Downtown Restaurant, 10:00–22:00 | Cooking 30; random(Cooking, Cooking×2) + 15 | Creative Cooking | Refills Satiation to maximum. |
| Broker | Investment Planning, 09:00–17:00 | Commerce 30; random(Charm+Communication, Commerce+Intelligence) + Luck | Market Analysis | Raises Commerce on the 8% growth roll. |
All formula stats are effective values.
Working Experience bonuses
Every completed job adds a random wage bonus from 0 through current Working Experience, then advances the tracker.
- Business Acumen: upper wage-bonus limit becomes Working Experience ×2.
- Diligent Worker: base Working Experience gain becomes 2 instead of 1.
- Responsibility: 25% chance of +1 extra Working Experience.
- Outfit levels: the combined Casual, Dating, and Formal Outfit levels create a chance out of 16 for +1 extra experience, capped at 16/16.
Skills and categories
The current skill registry contains 131 skills grouped for display as follows:
| Category | Count | What it generally contains |
|---|---|---|
| Combat | 29 | Attacks, defense, dodging, weapons, and combat passives. |
| Magic | 27 | Spells, magic passives, rituals, and supernatural abilities. |
| Social | 17 | Persuasion, relationships, deception, leadership, and creature care. |
| Technology | 22 | Hacking, research, engineering, lockpicking, mining, and technical knowledge. |
| Economic | 9 | Markets, work growth, accounting, appraisal, and business. |
| Performance | 11 | Music, dance, acting, games, and audience skills. |
| Intimate | 9 | Seduction, bonding, trust, pleasure, and romantic interaction. |
| Culinary | 4 | Cooking actions and mastery. |
| Physical | 3 | Metabolism, swimming, and fishing mastery. |
| Special | 0 currently | Reserved display group for skills without another recognized category. |
The source categories Academic and Technical are displayed under Technology.
How skills are learned
Skills come from six main routes:
- Two free skills from the starting proficiency.
- Fixed training actions at world locations.
- Named NPC teachers, often relationship-gated.
- Plot and story completion rewards.
- Faction selections, dungeon scenarios, and search encounters.
- Random-skill purchases or encounters, which exclude the exclusive-skill set.
The stat shown on a skill is its generic learning requirement, not a skill level. A concrete trainer can impose a different gate or deliberately bypass the generic requirement, and starting/plot rewards grant their skill directly. Skills themselves are owned/not owned; they do not rank up.
Skill descriptions are not universal passives
A learned skill can have several different kinds of effect:
- unlock a battle button or world action;
- modify one named attack;
- add a random trigger chance;
- double one job's pay;
- unlock dialogue or scenario choices;
- act as a character's favorite skill and double relationship points;
- satisfy a plot requirement without adding a general numeric passive.
Use the in-game Skills Glossary for the complete list of each skill's applications. Do not assume that a broad description such as “understanding magic theory” adds a hidden bonus to every magic formula.
Fixed-location skill training
These are the repeatable world-location trainers for non-exclusive skills. The base-stat gate is listed in parentheses.
| Location | Skills |
|---|---|
| Acrobat Training Hall | Acrobatics (Ability 18), $200, 180 min |
| Bards Guild | Silver Tongue (Charm 20), $600, 360 min; Song Writing (Creativity 25), $300, 220 min |
| Bio-Optimization Medical Center | Pain Tolerance (Stamina 18), $250, 180 min |
| Cognitive Optimization Academy | Cybernetics (Technology 26), Information Brokering (Intelligence 18), Reputation Management (Charm 16): $250, 150 min each |
| Dance & Yoga Studio | Dance Mastery (Ability 20), $500, 180 min |
| Downtown Bar | Alcohol Tolerance (Stamina 15), $200, 120 min, night hours |
| Downtown Restaurant | Cook Food (Intelligence 18), $250, 200 min |
| Fighters Guild | Power Strike (Strength 15), $200, 180 min; Combat Leadership (Charm 15), $300, 220 min; Weapon Mastery (Ability 18), $400, 250 min |
| Fishing Village Coast | Fry Fish (Ability 15), $200, 180 min |
| Human Performance Optimization Lab | Iron Constitution (Strength 30), $350, 250 min; Perfect Metabolism (Strength 35), $800, 500 min |
| Knight's Training Grounds | Endurance Training (Stamina 30), $350, 250 min |
| Monk's Temple Training Hall | Battle Meditation (Mystic 10) and Healing Touch (Mystic 15), $100 and 200 min each; Inner Peace (Mystic 30), $350, 250 min |
| Music Studio | Music Production (Technology 25), $500, 180 min |
| Mystic Curiosities Shop | Sleight of Hand (Ability 16), $250, 180 min |
| Offices | Entrepreneurship (Commerce 20), $600, 360 min |
| Tailor Shop | Fashion, $300, 180 min; the action displays an Attractiveness 18 requirement, but see current-build exceptions. |
| Thieves Guild | Lockpicking (Ability 16), $200, 180 min |
| Underground Modification Clinic | Iron Will (Stamina 16), $200 plus 10 epic materials, 150 min |
| Universal Knowledge Synthesis Institute | Cultural Adaptation (Intelligence 14), Data Mining (Technology 20), Digital Forensics (Technology 18), Material Science (Intelligence 19): $200, 180 min each |
| University Classroom | Accounting and Anthropology (Intelligence 15), Resource Optimization (Intelligence 16): $200, 180 min each |
| University Computer Lab | Network Security (Technology 20), $200, 180 min; System Hacking (Technology 30), $350, 220 min |
| University Research Lab | Researching (Intelligence 15), $200, 180 min |
| Unregistered Housing Complex | Creative Cooking (Creativity 25), $300, 220 min |
| Virtual Recreation Optimization Center | Quick Draw (Ability 20), $250, 150 min |
Energy, calm, health, resource, relationship, and opening-hour costs still apply. The action tooltip gives the exact current total before confirmation.
Named skill teachers
This table is a route map, not a replacement for each NPC's walkthrough. Relationship stages, story access, time, money, crystals, and resource costs may apply.
| Teacher / source | Skills taught or awarded |
|---|---|
| Valkyra | Power Strike, Defensive Stance, Weapon Mastery, Swordplay, Side-Step |
| Yrsa | Berserker Rage, Intimidating Presence, Skull Crusher |
| Lilu | Counterattack, Disarming Technique, Fleet Footed, Exploit Weakness, Tai-Chi |
| Robin | Archery Focus, Animal Care |
| Sashina | Elemental Blast, Healing Touch, Telekinesis, Illusion Weaving, Mystic Seduction, Arcane Surge, Sashina's Gift; her Frog Rescue plot awards Transmutation |
| Aziza | Mana Channeling, Enchantment; later unlocks the Sorcerer path |
| Blinky | Divination, Protective Ward; her training plot awards Blink |
| Gandon | Wizardry, Master Wizard |
| Carmilla | Vampirism |
| Azariel | Empathy, Soul Sight |
| Amelia | Sacred Mending |
| Audrey | Nature's Embrace |
| Sylwithe | Tempest Strike |
| Coradio | Sovereign Edge |
| Saber | Stormslash after the relevant story access (currently unavailable in-game) |
| EPOM | Combat Scanner, Master Engineer |
| AIMy | Nano-Engineering |
| Tinker | Cybernetics |
| Glitch | Networking, AI Programming, Automated Systems, Quantum Computing |
| Ghost | Leadership |
| Vixen | Reading People, Deception, Reputation Management, Blackmail, Information Brokering, Seduction |
| Jinx | Negotiation |
| Esperanza | Cultural Adaptation |
| Sabbath | Alchemy |
| Jade | Market Analysis |
| Arestes | Investment Savvy; later unlocks Assassin and Dark Consolador |
| Silas | Appraisal |
| Diane | Responsibility through Katie's tutorial route |
| Maggie | Diligent Worker and Business Acumen through her work-experience plot chain |
| Cotton | Stage Presence |
| Kent | Storytelling |
| Sandra | Dramatic Arts, Artistic Vision |
| Vera | Cheating, Seduction |
| Kurenai | Emotional Bonding, Pleasure Arts |
| Raven | Tamer |
| Poppy / Chef Martha | Master Chef through alternative routes |
| Summer / Kristen | Swim through alternative routes |
| Gem | Mining |
| Old Fisherman dungeon encounter | Master Baiter for 5 Dragon Coins |
The Wizard Faction can supply many magic skills as clout selections, including some that also have named teachers. Random crystal training, the Gonzo shop, Wiseman encounters, and several dungeon scenarios can teach eligible non-exclusive skills.
Exclusive skills
“Exclusive” means excluded from the ordinary random-skill pool. It does not always mean there is only one historical route; a plot or faction route can sometimes provide the same skill deliberately.
| Skill | Current route | Main mechanical effect |
|---|---|---|
| Blink | Complete Blinky's blink-training plot. | Set and use a no-time-cost warp anchor. |
| Soul Sight | Azariel, Close Friend+, 1 crystal. | Reveals NPC alignment. |
| Vampirism | Carmilla, Known+, Vampire 25, 30 Blood Orbs. | Improves Vampire Fangs/Grimoire combat procs. |
| Combat Scanner | EPOM, Acquaintance+, $500. | Displays enemy HP, power, elemental strengths, and weaknesses. |
| Mystic Seduction | Sashina H2H, Mystic 65+, 300 relationship points, Seduction. | Unlocks the Mystic Seduction relationship action and themed choices. |
| Transmutation | Sashina's Frog Rescue plot; Wizard Faction also offers it. | Unlocks special alchemical and dungeon resolutions. |
| Master Baiter | Old Fisherman water-dungeon encounter, 5 Dragon Coins. | Improves rare fishing results and ring timing. |
| Tamer | Raven, Crush+, Communication 20, $7,000. | Enables monster capture and creates Taming at 1. |
| Precognition | Story Beat 39 completion. | Flat 10% incoming-attack dodge check. |
| Arcane Surge | Sashina, Romantic+, Mystic 60. | 18% chance for elemental attack magic to become a defense-bypassing ×3 surge with extra cost and damage. |
| Sashina's Gift | Sashina, In Love, Story Beat 55, Mystic 60. | 15% fire/ice proc for ×2 damage, absorption bypass, and partial defense pierce. |
| Sacred Mending | Amelia, Romantic+, Mystic 60. | 30% chance to double Heal Magic. |
| Nature's Embrace | Audrey, Romantic+, Mystic 60. | Defending restores 4–10% maximum Energy. |
| Tempest Strike | Sylwithe, Mystic 60, $10,000,000 and 5 crystals. | Adds lightning, +5% base damage, and a decaying multi-hit chain to Stormslash. |
| Skull Crusher | Yrsa, Romantic+, Strength 60. | Power Strike gets +10% base damage and a 30% chance for ×4 damage. |
| Side-Step | Valkyra, Romantic+, Ability 60. | Quick Attack has a 20% chance to grant a dodge and bonus Quick Attack. |
| Shadow Step | Shadow, Romantic+, Ability 60, Shadow active as brothel worker #8. | Guarantees fleeing from non-boss battles. |
| Master Chef | Poppy at Friend+ and Cooking 50, or Chef Martha at Romantic+ and Cooking 60. | Unlocks Master Chef cooking. |
| Master Engineer | EPOM, Friend+, Technology 60. | Master engineering specialty and character-specific applications. |
| Tai-Chi | Lilu, Romantic+, Ability 60. | Reflect chance and amount start at 5% / 5% and scale with True Neutral tier to 38% / 38%. |
| Sovereign Edge | Coradio, Ability 60, 5 crystals, supporter gated. | Replaces basic Attack with an upgraded no-energy sword discipline and rare finishers. |
| Responsibility | Diane through Katie's tutorial route. | 25% chance for +1 extra Working Experience per job. |
| Diligent Worker | Maggie plot, Working Experience 15, Formal Outfit level 2. | Base Working Experience gain becomes 2. |
| Business Acumen | Maggie plot, Working Experience 80, Formal Outfit level 3. | Doubles the maximum random experience-based wage bonus. |
| Mining | Gem, Friend+, Strength 25, $600, paid-build gated. | Enables pickaxe wall-mining in dungeons. |
Specialist combat paths
The three specialist paths are late-game overlays. Acquiring one changes its point value from -1 (“not acquired”) to 0 and immediately grants rank 1. They do not replace the starting proficiency, consume skill slots, or lock out the other paths.
Unlock requirements
| Path | Teacher | Current requirements | Actions improved |
|---|---|---|---|
| Blademaster | Muramasa | Close Friend+, Fighters Guild clout 200; 300 min, -150 Energy, -100 Calm | Basic Attack and Power Strike |
| Assassin | Arestes | Thieves Guild clout 350 and access to Arestes's Hidden Chamber; 300 min, -150 Energy, -150 Calm | Quick Attack and Stormslash |
| Sorcerer | Aziza | In Love; floor-40 miniboss defeated; Maid #4 Lime acquired; Sashina's Gift learned; supporter/paid access; 300 min, -150 Energy, -150 Calm | Fire, Ice, Light, Dark, Sleep, and Heal Magic |
The supporter gate and Lime spelling are current-source corrections to the community page.
Damage and healing multiplier
path multiplier = 1 + (rank × 0.15)
Rank 1 is ×1.15, rank 10 is ×2.50, and rank 20 is ×4.00. Each rank after 20 adds another ×0.15. The multiplier is applied to the eligible action's final result; for Sorcerer this includes Heal Magic.
Earning specialist points
- Blademaster earns points by using Basic Attack or Power Strike.
- Assassin earns points by using Quick Attack or Stormslash.
- Sorcerer earns points by using Fire, Ice, Light, Dark, Sleep, or Heal Magic.
- Outside the Infinity Dungeon, an eligible action normally grants 1 point.
- In the Infinity Dungeon, the action adds a random bonus from 1 through the current floor, then applies the floor affix's specialist-experience multiplier and the enemy's specialist-point multiplier. Some Infinity enemies use a ×2 enemy multiplier.
- Point gain is at least 1 after rounding.
This makes deep Infinity runs dramatically faster than repeating ordinary encounters.
Rank thresholds and titles
| Rank | Total points | Multiplier | Sorcerer | Assassin | Blademaster |
|---|---|---|---|---|---|
| 1 | 0 | ×1.15 | Novice | Initiate | Novice Blade |
| 2 | 100 | ×1.30 | Apprentice | Knifehand | Apprentice Duelist |
| 3 | 300 | ×1.45 | Initiate | Stalker | Sword Initiate |
| 4 | 700 | ×1.60 | Adept | Silencer | Blade Adept |
| 5 | 1,500 | ×1.75 | Channeler | Nightblade | Steel Dancer |
| 6 | 3,100 | ×1.90 | Evoker | Cutthroat | Cutting Wind |
| 7 | 6,300 | ×2.05 | Conjurer | Veilwalker | Duelist |
| 8 | 12,700 | ×2.20 | Spellbinder | Deathmark | Sword Saint |
| 9 | 25,500 | ×2.35 | Warlock | Shadowblade | Stormblade |
| 10 | 44,700 | ×2.50 | Thaumaturge | Ghost Knife | Iron Reaver |
| 11 | 73,500 | ×2.65 | Magus | Nocturne | Crimson Edge |
| 12 | 116,700 | ×2.80 | High Magus | Black Lotus | Kensei |
| 13 | 181,500 | ×2.95 | Archmagus | Silent Reaper | Blade Sage |
| 14 | 278,700 | ×3.10 | Grand Sorcerer | Master Assassin | True Swordmaster |
| 15 | 424,500 | ×3.25 | Eldritch Sage | Phantom Edge | Peerless Sword |
| 16 | 643,200 | ×3.40 | Master of Mysteries | Voidstalker | Thousand-Cut Master |
| 17 | 971,250 | ×3.55 | Arcane Sovereign | Kingslayer | Living Katana |
| 18 | 1,463,325 | ×3.70 | Reality Weaver | Deathless Shade | Heaven-Splitter |
| 19 | 2,201,438 | ×3.85 | Transcendent | Mythic Killer | Mythic Blademaster |
| 20 | 3,308,607 | ×4.00 | Avatar of Magic | Avatar of Shadows | Avatar of Steel |
Ranks continue infinitely. The extension seed is 1,660,753, and the code multiplies it by 1.5 before adding the first post-rank-20 span. Rank 21 therefore begins at 5,799,736 total points; each later span is 1.5 times the previous one. The displayed title remains the rank-20 title with the higher rank number appended.
Assassin chain mechanics
Once Assassin is acquired, Quick Attack becomes the path's chaining attack:
starting follow-up chance = 50% + Assassin rank
normal chance loss = 10 percentage points after each chained hit
Every successful follow-up is a newly calculated Quick Attack and can continue the chain. Dark Consolador raises the starting chance by 15 percentage points and reduces the loss to only 5 points per chained hit. Phantom Stone adds its level as flat damage to each chain follow-up.
Assassin rank therefore improves both Quick Attack damage and the probability that its chain starts.
How the paths combine with exclusive skills
- Blademaster multiplies the already-upgraded result of Sovereign Edge or Skull Crusher when the relevant base action is used.
- Assassin multiplies Quick Attack/Stormslash while Side-Step, Tempest Strike, Dark Consolador, and Phantom Stone keep their own trigger rules.
- Sorcerer multiplies spell results after the normal magic pipeline; Arcane Surge, Sashina's Gift, Sacred Mending, and other magic modifiers still have their own chances.
For the exact order of combat calculations, see Combat System guide.
Permanent versus conditional modifiers
Permanent progression
- Base-stat gains from training, jobs, conversations, plots, and dungeon rewards.
- Learned skills.
- Fighting, Erotic, and Working Experience.
- Alignment, faction clout, relationship progress, and specialist-path points.
- Persistent health_max, energy_max, and calm_max rewards.
- Acquired and upgraded equipment, key items, and stones while they remain owned.
Permanent ownership, conditional effect
- A skill remains learned, but its bonus may require one attack, job, NPC, status, health range, alignment tier, or random proc.
- A key item remains owned, but its effect may apply only in combat, a minigame, the Infinity Dungeon, or a particular formula.
- Equipment upgrades remain, but only the relevant equipped slot or system uses the level.
- Specialist rank remains, but only the actions listed for that path receive its multiplier.
Temporary or state-dependent
- Twenty-four-hour consumable buffs.
- Combat statuses, defend state, QTE results, enemy weaknesses/resistances, and low-health triggers.
- Time, day, location, relationship stage, outfit, active-worker assignment, faction clout, and story flags.
- Supporter/paid access checks.
“Permanent modifier” does not mean “base stat”
The character model has a permanent flat-modifier layer separate from the stored base stat. Most normal permanent growth directly raises the base stat, while live item bonuses are calculated separately. This matters because a base-stat unlock may ignore a modifier even though an effective-stat formula uses it.
Build planning
Physical route
Prioritize Strength, Stamina, and Ability. Body Builder reaches Power Strike and Endurance Training immediately; Martial Artist starts with the best Ability and combat passives; Athlete has the strongest combined early physical resources. Blademaster rewards Attack/Power Strike, while Assassin rewards Quick Attack/Stormslash.
Magic route
Magician has the strongest starting Mystic and begins with Elemental Blast and Illusion Weaving. Intelligence and Charm also matter because they support Calm, while Stamina supports the Energy pool. Sorcerer's final unlock is intentionally late: Sashina's Gift, Aziza In Love, Lime, and the floor-40 miniboss are all required.
Economy route
Salesman begins closest to Commerce and Communication careers. Scholar and Computer Expert have strong high-paying stat routes. Musician has exceptional early busking synergy through Master Performer. Whatever the proficiency, unlock Responsibility, Diligent Worker, and Business Acumen early enough that later work compounds faster.
Flexible completionist route
Jack of All Trades offers the broadest job access, balanced starting stats, and no extreme hole besides low Cooking. Its 70% proficiency-job pay is the tradeoff. Since specialist combat paths are independent of starting proficiency, Jack can still acquire all three.
Reliable general advice
- Raise Stamina even on nonphysical builds; it dominates Energy and contributes to every long session.
- Train base stats to learning thresholds instead of relying only on Focus, Cologne, Luck, or key items.
- Treat Communication, Commerce, Cooking, and Rogue as progression stats, not flavor numbers.
- Check the Skills Glossary before buying random training; a fixed teacher may be cheaper or tied to content you want to see.
- Choose specialist actions you already use. A high rank does nothing for attacks outside that path.
Current-build source-audit notes
These are source-audit findings for V0.9.6.1_FUTURE:
- Computer Expert's character-creation display is fixed in the current code. It now lists the actual granted skills: Engineering Genius and System Hacking.
- Games Master's character-creation display is fixed in the current code. It now lists the actual granted skills: Tactical Awareness and Cheating.
- Fashion's Attractiveness 18 gate is not enforced by the standard base-stat unlock checker. Attractiveness is stored outside the ordinary stat dictionary, so the current Tailor Shop action can pass that check regardless of the displayed number.
- Main/secondary/weakness labels do not currently modify action growth. The meaningful starting difference is already baked into the starting stat arrays and private actions.
- The community Specialist Class page omits Sorcerer's supporter/paid-access requirement, calls Maid #4 “Lyme” instead of Lime, and does not include the current Infinity Dungeon specialist-point scaling or Phantom Stone's Assassin-chain bonus.
These notes should be revisited whenever character creation, action gating, or the combat-path system changes.
Related Pages
Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.
