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RPG Player Character Skills

Player Characters have 4 primary skills.  The player manages these skills and improves them based on play style and predicted need.  Each of the 4 primary skill controls many sub-factors.  The sub-factor ranges and improvement rates vary by the race/clone type.

Skill Points are assigned by completing levels and occasional and can be assigned for scanning special objects.  Your character levels up in the Skill Training Station.

The four primary skills each have subcomponents.  Some subcomponents are the same for the player regardless of clone type / species; others, identified by the red asterisk, are specific to the species / clone type...i.e. they will change as you change clones.  Further, all skill values except those that govern inventory slots, are randomly generated for each character within its species perimeters.

 

* = Affected by the Player Character's race / clone type.  Shield Skill variables are the same for those species that are compatible with its technology.

 

Vitality *:

Increasing this skill improves your physical attributes, including health, healing rate, aiming accuracy, and resistance to damage knockback.

Health Points (d) *

Represents the damage your character can sustain before dying.

Damage sources include falling large distances, traps, drowning, lava, etc.

Health Regeneration Rate (DPS) *

How many Health Points (fraction) per second your character heals.

Water Affinity (DPS) *

How many Health Points (fraction) per second your character heals while touching water.

Walking Speed (m/s) *

The speed the character walks in meters / second.

Running Speed (m/s) *

The speed the character runs in meters / second.

Aiming Rate (sec) *

The seconds it takes to return back to 100% of your accuracy. Moving, taking damage, and discharging your weapons increases jitter, reducing your accuracy.

Movement Penalty % *

The reduction to your accuracy while you are moving.

Fear Factor Penalty Threshold (% health) *

The percent of Health Points remaining when your character begins losing accuracy due to the fear physical trauma causes.

Fear Factor Penalty (% accuracy) *

Maximum possible reduction to your accuracy when health has fallen below the Fear Factor Penalty Threshold.

Fear is a bright yellow bar that grows as your health lowers appearing in opposition to your gold colored accuracy bar.

The lower your health falls below the Fear Factor Penalty Threshold, the greater this penalty.

Poise Health Threshold (% health) *

The percent of Health Points remaining when your character begins getting knocked back and arrested when taking damage.

Poise Recovery Rate (sec) *

Maximum possible seconds it takes to recover from incoming weapons knockback arrest damage, when your health falls below Poise Health Threshold.

The lower your heath from the Poise Health Threshold, the slower this rate.

Hit Recovery (s) *

Seconds you're arrested when your shield is down and you are struck by weapons fire.

Aim Speed (s) *

Seconds for your maximum accuracy to return after moving, switching weapons, or being struck when your shield is down.

 

Shield Tuning *:

Tuning your shield to be more efficient allows it to absorb more damage, recharge faster, and begin recharging quicker once hit.

Shield Health Points (d)

Maximum number of Health Points your shield can absorb before temporarily going down.

Shield Recharge Delay (s)

Seconds between your shield being struck and when it begins recharging.

Shield Recharge Rate (DPS)

Amount of points per second your shield gains while recharging.

 

Weapons Skill:

Greater Weapon Skill allows you to manufacture and use higher DPS weapons with lower reload time penalty.  Higher Weapon Skill allows also you to carry more weapons with you.  Once Weapon Skill reaches 5, you can wield a gun in each hand rather than always having the PDA in your right hand.

Weapons Handling (DPS)

The damage per second weapon rating your character effectively uses.

If Weapon Handling DPS is lower than a weapon's DPS, then your reload / recharge penalty increases reducing the weapon's effective DPS for you.

Weapons Manufacture (DPS)

The maximum DPS weapon rating that can be created.

Weapons Capacity

Slots available on your character for weapon and tool inventory.

Reload Penalty (sec)

When your Weapon Handling DPS rating is lower than a weapon's DPS, this is the second penalty added to your weapon's reload or recharge time for each level your Weapon Handling skill is below that weapon's DPS, effectively reducing the weapon's DPS for you.

This penalty is applied for each DPS level beyond your skill.

Accuracy Left Hand % *

Your character's ability to keep the gun in his left hand pointed steadily at your target.

Accuracy is reduced while moving, taking damage, and discharging your weapons.

Accuracy Right Hand % *

Your character's ability to keep the gun in his right hand pointed steadily at your target.

Accuracy is reduced while moving, taking damage, and discharging your weapons.

The ability to wield a weapon in your right hand starts at skill level 5.

 

PDA Skill:

The higher the PDA Skill, the better the strength of the Clones, Stones and Crystals you can create.  Higher Skill also increases your PDA's capacity to carry DNA, Crystals (slots), and Atomized Elements (hg).  DNA is extracted from corpses but degrades quickly after death.

Stem Cell Capacity

How many units of scanned Stem Cells you can carry in your PDA at once.  These Stem Cells can be used to upgrade clones to more advanced units.

Composite Metals Capacity (hg)

The maximum hectograms of Composite Metal your character can carry.  Composite Metals are used to increase the DPS of weapons you manufacture.

Composite Metals can be extracted from the mineral deposits you scan and are released when you scrap weapons.

Crystal Capacity

Slots available on your character for weapon and tool inventory.  Crystals with an effect duration remain in inventory spinning and shrinking until gone.

Primary Element Capacity (hg)

Maximum hectograms of the Primary Elements of Red/Heal, Blue/Amplify, and Green/Power your character can carry.

Secondary Element Capacity (hg)

Maximum hectograms of the Secondary Elements of Cyan/Stealth, Magenta/Drain, and Yellow/Shield your character can carry.

Tertiary Element Capacity (hg)

Maximum hectograms of the Tertiary Elements of Orange/Slow, Purple/Time, Sky/Beckon, Teal/Reveal, Lime/Fury, and Fuchsia/Absorb your character can carry.

 

* = Affected by the Player Character's race / clone type.  Shield Skill variables are the same for those species that are compatible with its technology.