![]() Playing an Esper with high ego is simple: Just pump your ego as high as it will go and your mental mutations will level up with you. How you build your character is up to you, but consider the following builds: Your mutations/cybernetics are also displayed here along with their level Mutation points: Used to buy new mutations or improve existing ones. Cold/Heat resist also affect how quickly your temperature rises or falls.Īttribute points: Obtained once every few levels, can be spent to increase a stat by 1 permanently. The number beside your hitpoints are your current and maximum carry weight.Īnd, in your status screen (hit 'x' to view):Įlemental resistances: Affect how much damage you take from attacks. If this is more than 300, you are on fire and will take damage every turn unless you dunk yourself in water. If this is below 0, your quickness decreases. If this is less than -100, you are frozen and can only use mental mutations. How much energy moving costs is related to this, but it is unknown by how. Every action you do has an 'energy cost', and when you spend more energy than your quickness, your turn ends. Each time it is your turn to act, you have this many points to spend. Each point is used to resist penetration from enemy weapons.ĭV: Dodge value, given by agility and armor. Used to resist Sunder Mind and Siphon VimĪV: Armor value, given by armor. Each bonus increases the level of your mental mutations by 1, saving you mutation points which you can spend to get even more mutations. ![]() It also increases your HP regeneration, and, most importantly, reduces the cooldown of your mental mutations.Įgo: Mutants with mental mutations will want to put most of their points in this stat. Willpower: Each bonus increases your "mental armor", which is only useful in determining your ability to resist the skills Syphon Vim and Sunder Mind. It also affects your ability to examine artefacts without breaking them. If you get a point of intelligence via levelups, the skill points you would have gotten are received retroactively. Intelligence: Each point gives you 4 skill points per level. It is also used in several skills to determine your ability to shake off negative status effects. Toughness: Each point increases your maximum HP, and your HP regeneration. ![]() It also affects the penetration value of daggers if you have the 'shank' skill. ![]() It also increases the accuracy of your attacks, and is especially important for ranged weaponry. Enemies must make an accuracy check against your DV to get this. Stronger weapons have stronger caps, and some stronger weapons don't confer any benefit over weaker ones until you surpass the weaker weapon's bonus cap.Īgility: Each bonus increases your DV, or dodge value. Strength: Each bonus increases the penetration value of your weapons, until you reach that weapon's "strength bonus cap". Every two points in any stat increases your bonus by 1. The two are related: increasing strength, for instance, increases your strength bonus. There's actually two things to each stat: the number that describes their actual value, and their "bonus", listed beside the number. ![]()
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