Education
The Academy: 47 courses in 10 tracks, their hours, costs, prerequisites and permanent perks, plus graduate bonuses.
The Academy on University Row runs courses in 10 tracks. A course costs money and takes real time; you take one at a time. Finishing a course gives its perk for good and some work stats. Finish every course in a track to graduate and get the track's graduate bonus.
Course time is cut by the Quick Study merit, a stock perk and the Founder's Day event, but never below 30% of its length. The Academy will not enroll anyone with 60 or more addiction.
Criminology
How the city really works, and how to work it. Graduate: +5 Nerve, +5% crime XP.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| Street Awareness | 6 | $500 | - | 5 Int | +3% Pick & Lift success |
| Retail Loss Patterns | 12 | $1,500 | Street Awareness | 8 Int | +3% Lift success |
| Urban Exploration | 12 | $1,500 | Street Awareness | 8 End | +3% Scavenge success |
| Visual Vandalism | 24 | $4,000 | Street Awareness | 10 Int | +4% Tagging success |
| Locks and Latches | 24 | $6,000 | Retail Loss Patterns | 10 Lab, 10 Int | +10% bust and break-out success |
| Criminal Psychology | 48 | $15,000 | Locks and Latches, Urban Exploration | 20 Int | +2 Nerve, +5% crime XP |
| Syndicate Theory | 96 | $40,000 | Criminal Psychology, Visual Vandalism | 30 Int | +3 Nerve, +2% all crimes |
Medicine
Patch people up, including yourself. Graduate: +5% max Health, +10 revive skill.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| First Aid | 6 | $500 | - | 5 Int | Medical items 10% stronger |
| Anatomy | 12 | $2,000 | First Aid | 10 Int | +2% critical hit chance |
| Field Medicine | 24 | $5,000 | First Aid | 10 End | Unlocks reviving other players |
| Pharmacology | 24 | $8,000 | Anatomy | 15 Int | -20% medical cooldown |
| Sports Science | 48 | $15,000 | Anatomy | 15 End | +3% gym gains |
| Trauma Surgery | 72 | $30,000 | Field Medicine, Pharmacology | 25 Int | +15 revive skill, -10% hospital time |
| Human Performance | 120 | $60,000 | Sports Science, Trauma Surgery | 30 End | +5% gym gains, +5% max Health |
Business
Money makes money. Learn the rules, then bend them. Graduate: +10% job pay, -0.5% Exchange tax.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| Bookkeeping | 6 | $500 | - | 8 Int | +5% job pay |
| Negotiation | 12 | $2,000 | Bookkeeping | 10 Int | -5% city shop prices |
| Market Microstructure | 24 | $5,000 | Bookkeeping | 12 Int | -1% Exchange seller tax |
| Logistics | 24 | $8,000 | Negotiation | 10 Lab, 10 Int | +1 Job Point per payday |
| Labor Relations | 48 | $15,000 | Logistics | 15 End, 15 Lab | +10% job pay |
| Corporate Finance | 72 | $30,000 | Market Microstructure | 25 Int | -1% Exchange tax, +10% pawn prices |
| Executive Leadership | 120 | $60,000 | Labor Relations, Corporate Finance | 20 Lab, 20 Int, 20 End | +1 Job Point, +5% job pay |
Computer Science
Every lock in Ashport has a keyboard now. Graduate: +5% Phish and Crack, +3% crime XP.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| Programming Basics | 6 | $600 | - | 6 Int | -3% course time |
| Social Engineering | 12 | $2,000 | Programming Basics | 10 Int | Unlocks Phish, +3% Phish success |
| Networks | 24 | $5,000 | Programming Basics | 12 Int | +3% Skim success |
| Cryptography | 48 | $12,000 | Networks | 20 Int | Unlocks Crack (with a rig), +3% Crack |
| Digital Forensics | 72 | $25,000 | Cryptography, Social Engineering | 25 Int | +5% crime XP |
Law
Know the rules so you know which ones nobody enforces. Graduate: -15% jail time, -20% bail.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| Know Your Rights | 6 | $500 | - | 6 Int | -10% bail |
| Criminal Procedure | 24 | $5,000 | Know Your Rights | 12 Int | -10% jail time |
| Contract Law | 24 | $6,000 | Know Your Rights | 12 Int | -0.5% Exchange tax |
| Trial Defense | 72 | $25,000 | Criminal Procedure, Contract Law | 25 Int | +10% bust success, -10% jail time |
Athletics
Train smarter, recover faster. Graduate: +5% gym gains, +3% max Health.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| Conditioning | 6 | $500 | - | 8 End | +1% gym gains |
| Strength Programming | 24 | $5,000 | Conditioning | 12 Lab | +3% Power gains |
| Mobility | 24 | $5,000 | Conditioning | 12 End | +3% Agility gains |
| Recovery Science | 72 | $25,000 | Strength Programming, Mobility | 25 End | -10% hospital time, +2% max Health |
Mechanics
Engines, locks and anything with moving parts. Graduate: +10% racing skill gain, +5% Chop Shop.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| Engine Basics | 6 | $600 | - | 8 Lab | +5% racing skill gain |
| Locksmithing | 24 | $5,000 | Engine Basics | 10 Lab, 6 Int | +3% Break-in success |
| Performance Tuning | 48 | $12,000 | Engine Basics | 14 Lab | +10% racing skill gain |
| Salvage | 72 | $25,000 | Locksmithing, Performance Tuning | 25 Lab | +5% Chop Shop success |
Languages
Talk your way through customs and into back rooms. Graduate: -10% flight time, +2 carry slots.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| Harbor Pidgin | 6 | $500 | - | 6 Int | -5% airfare |
| Trade Tongues | 24 | $5,000 | Harbor Pidgin | 12 Int | +1 carry slot abroad |
| Customs Etiquette | 48 | $12,000 | Trade Tongues | 16 Int | -5% flight time |
Fine Art
Tell a fake from a masterpiece, then make one. Graduate: +10% pawn prices, +5% Fence Run.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| Art History | 12 | $1,500 | - | 8 Int | +5% pawn prices |
| Appraisal | 24 | $6,000 | Art History | 12 Int | +3% Fence Run success |
| Restoration (and Forgery) | 72 | $25,000 | Appraisal | 20 Int, 8 Lab | +5% crime cash |
Self-Defense
Close quarters, open hands. Graduate: +2% critical hits, +10% fight XP.
| Course | Hours | Cost | Needs first | Work stats | Perk |
|---|---|---|---|---|---|
| Street Self-Defense | 6 | $500 | - | 6 End | +2% Guard gains |
| Close Quarters | 24 | $6,000 | Street Self-Defense | 10 End, 6 Lab | +1% critical hits |
| Group Tactics | 48 | $15,000 | Close Quarters | 14 Int | +10% fight XP |