Difference between revisions of "Player Resources"
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During a ''Mush'' journey, the players have several '''personal resources''' at their disposal. Managing them properly is a key factor in victory. | During a ''Mush'' journey, the players have several '''personal resources''' at their disposal. Managing them properly is a key factor in victory. | ||
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| + | == Glory Points == | ||
| + | {{Main|Glory}} | ||
== Action Points == | == Action Points == | ||
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===General=== | ===General=== | ||
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Action Points {{AP}} is one of the main resource of a character. They correspond to time / energy that are used to perform actions (or even attempt to). Most actions cost 1-2 {{AP}}, but there are also more complex actions that require more. {{AP}} can be converted to {{MP}}, but not vice versa. In some cases {{AP}} usage can be reduced or increased by specific [[Inventory|items]], [[Skills|skills]] or [[Characters|character traits]]. | Action Points {{AP}} is one of the main resource of a character. They correspond to time / energy that are used to perform actions (or even attempt to). Most actions cost 1-2 {{AP}}, but there are also more complex actions that require more. {{AP}} can be converted to {{MP}}, but not vice versa. In some cases {{AP}} usage can be reduced or increased by specific [[Inventory|items]], [[Skills|skills]] or [[Characters|character traits]]. | ||
====Obtaining==== | ====Obtaining==== | ||
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Each character regenerates 1 {{AP}} at the beginning of each cycle. If a character sleeps when a cycle changes that character regenerates 1 additional {{AP}}. There are [[Skills|skills]] and [[Characters|character traits]] that can affect points regeneration both negatively and positively. Another way to regain some {{AP}} is to [[Inventory#Rations|eat, drink]] or take [[Inventory#Rations|pills]] (pills have randomly assigned properties at the beginning of a game — it's not advised to take any without knowledge their effects). Accepting a mission from the [[Titles#Commander|commander]] grants 3 {{AP}}. | Each character regenerates 1 {{AP}} at the beginning of each cycle. If a character sleeps when a cycle changes that character regenerates 1 additional {{AP}}. There are [[Skills|skills]] and [[Characters|character traits]] that can affect points regeneration both negatively and positively. Another way to regain some {{AP}} is to [[Inventory#Rations|eat, drink]] or take [[Inventory#Rations|pills]] (pills have randomly assigned properties at the beginning of a game — it's not advised to take any without knowledge their effects). Accepting a mission from the [[Titles#Commander|commander]] grants 3 {{AP}}. | ||
=== Skill-specific Action Points === | === Skill-specific Action Points === | ||
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Some of the actions can be performed by spending special skill-specific APs, instead of general {{AP}}. These special points are given to characters with specific skills at a daily basis. They can be spend only on skill related jobs in 1 to 1 ratio - one action (attempt) per point. Special APs are consumed prior to normal {{AP}}. Characters can have a maximum of 2 days of skill APs. | Some of the actions can be performed by spending special skill-specific APs, instead of general {{AP}}. These special points are given to characters with specific skills at a daily basis. They can be spend only on skill related jobs in 1 to 1 ratio - one action (attempt) per point. Special APs are consumed prior to normal {{AP}}. Characters can have a maximum of 2 days of skill APs. | ||
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== Movement Points == | == Movement Points == | ||
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===General=== | ===General=== | ||
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Movement points {{MP}} are used to move between rooms of the ship (moving within rooms is free). Passing a door costs 1 {{MP}}. The exception is [[Terrence Archer]], which moves for free if there is a person in a room he leaves. | Movement points {{MP}} are used to move between rooms of the ship (moving within rooms is free). Passing a door costs 1 {{MP}}. The exception is [[Terrence Archer]], which moves for free if there is a person in a room he leaves. | ||
====Obtaining==== | ====Obtaining==== | ||
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At the beginning of each cycle one {{MP}} is recovered. Movement Points can also be obtained through conversion of {{AP}} Action Points. The conversion takes place automatically when a character moves to another room while not having any {{MP}} but having at least 1 {{AP}}. 1 {{AP}} is converted to 3 {{MP}}. The {{MP}} regeneration and conversion rates can be affected by: [[Characters|character traits]], [[Inventory|items]] and [[Ship Equipment]]. | At the beginning of each cycle one {{MP}} is recovered. Movement Points can also be obtained through conversion of {{AP}} Action Points. The conversion takes place automatically when a character moves to another room while not having any {{MP}} but having at least 1 {{AP}}. 1 {{AP}} is converted to 3 {{MP}}. The {{MP}} regeneration and conversion rates can be affected by: [[Characters|character traits]], [[Inventory|items]] and [[Ship Equipment]]. | ||
== Experience == | == Experience == | ||
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{{XP}} Experience Points are account wide points that are earned though playing and used to level up various characters available in ''Mush''. They are not bound to any character until they are used. You can use {{XP}} to level up any of the 16 [[Characters|human characters]] or invest them into new {{Character|Mush}} skills. | {{XP}} Experience Points are account wide points that are earned though playing and used to level up various characters available in ''Mush''. They are not bound to any character until they are used. You can use {{XP}} to level up any of the 16 [[Characters|human characters]] or invest them into new {{Character|Mush}} skills. | ||
=== Gaining {{XP}}=== | === Gaining {{XP}}=== | ||
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On every cycle change you gain 1 {{XP}} (or 2 {{XP}} if you're playing in {{Gold Mode}}). | On every cycle change you gain 1 {{XP}} (or 2 {{XP}} if you're playing in {{Gold Mode}}). | ||
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=== Experience Table === | === Experience Table === | ||
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The following table is an overview showing how much {{XP}} is needed to progress characters to certain levels. | The following table is an overview showing how much {{XP}} is needed to progress characters to certain levels. | ||
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! colspan=6 | Total: 3104 {{XP}} | ! colspan=6 | Total: 3104 {{XP}} | ||
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Revision as of 13:12, 25 April 2014
During a Mush journey, the players have several personal resources at their disposal. Managing them properly is a key factor in victory.
Contents
Glory Points
Main article: Glory.
Action Points
General
Action Points
is one of the main resource of a character. They correspond to time / energy that are used to perform actions (or even attempt to). Most actions cost 1-2
, but there are also more complex actions that require more.
can be converted to
, but not vice versa. In some cases
usage can be reduced or increased by specific items, skills or character traits.
Obtaining
Each character regenerates 1
at the beginning of each cycle. If a character sleeps when a cycle changes that character regenerates 1 additional
. There are skills and character traits that can affect points regeneration both negatively and positively. Another way to regain some
is to eat, drink or take pills (pills have randomly assigned properties at the beginning of a game — it's not advised to take any without knowledge their effects). Accepting a mission from the commander grants 3
.
Skill-specific Action Points
Some of the actions can be performed by spending special skill-specific APs, instead of general
. These special points are given to characters with specific skills at a daily basis. They can be spend only on skill related jobs in 1 to 1 ratio - one action (attempt) per point. Special APs are consumed prior to normal
. Characters can have a maximum of 2 days of skill APs.
| Name | Comes with skill |
Apliance | Gain per day /Image |
|---|---|---|---|
| Tech Points | Technician | Can be spent on repairing and dismantling | +1 |
| Gardening Points | Botanist | Can be spent on plants related jobs: hybridising, treating, watering | +2 |
| NERON project points |
Designer | Can be spent on NERON projects | +2 |
| IT action points | IT Expert | Can be spent on accessible terminals | +2 |
| Heal Points | Nurse | Can be spent to heal crew members | +1 |
| Pilgred Points | Physicist | Can be spent on repairing Pilgred | +1 |
| Shooting Points | Shooter | Can be spent on firing weapons (mounted or manual) | +2 |
| Cooking Points | Chef | Can be spent on cooking food | +4 |
Movement Points
General
Movement points
are used to move between rooms of the ship (moving within rooms is free). Passing a door costs 1
. The exception is Terrence Archer, which moves for free if there is a person in a room he leaves.
Obtaining
At the beginning of each cycle one
is recovered. Movement Points can also be obtained through conversion of
Action Points. The conversion takes place automatically when a character moves to another room while not having any
but having at least 1
. 1
is converted to 3
. The
regeneration and conversion rates can be affected by: character traits, items and Ship Equipment.
Experience
Experience Points are account wide points that are earned though playing and used to level up various characters available in Mush. They are not bound to any character until they are used. You can use
to level up any of the 16 human characters or invest them into new
Mush skills.
Gaining 
On every cycle change you gain 1
(or 2
if you're playing in
Gold Mode).
The Welcome Pack gives you a one-time bonus of 80
.
Experience Table
The following table is an overview showing how much
is needed to progress characters to certain levels.
| |
| ||||||
|---|---|---|---|---|---|---|---|
| 1 | - | 1 | - | 7 | 120 |
13 | 240 |
| 2 | 5 |
2 | 4 |
8 | 140 |
14 | 260 |
| 3 | 50 |
3 | 25 |
9 | 160 |
15 | 280 |
| 4 | 200 |
4 | 50 |
10 | 180 |
16 | 300 |
| 5 | 250 |
5 | 75 |
11 | 200 |
17 | 350 |
| 6 | 500 |
6 | 100 |
12 | 220 |
18 | 400 |
| Total: 1005 |
Total: 3104 | ||||||