During a Mush journey, the players have several personal resources at their disposal. Managing them properly is a key factor in victory.
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. Action points are capped at 12 . This can be further increased by Lethargy or the Noise Reducer.
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 .
Spending or free points such as will increase the overall difficulty of the ship by increasing the likelihood of negative events like fires, room shakes, etc. Therefore actions like using the MAD Kube are unadvisable. Sometimes it can be better to let or free points such as overflow and save them for when they are needed instead of using them on an action with little to no gain.
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.
|Appliance|| Gain per day|
|Tech Points||Technician||Can be spent on repairing and dismantling||+1|
|Gardening Points||Botanist||Can be spent on plants related jobs: hybridizing, treating, watering||+2|
|Designer||Can be spent on NERON projects||+2|
|IT action points||IT Expert/Polymath||Can be spent on accessible terminals||+2/+1|
|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 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. As with , movement points are capped at 12 .
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, Illnesses, items and Ship Equipment. Certain medicines and consumables like Dose of Anabolics, Motivator and the Thalasso are other ways to obtain .
Main article: Glory.
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 18 human characters or invest them into new Mush skills.
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 .
The SNC Kitchen also gives you a 6% chance to get +1 at the start of cycle 6 and +2 at the start of cycle 7.
Note that gaining a level makes new skills available to choose from. However, since in most cases human skills are selected at the very beginning, and cannot be changed, it is generally not useful to level up the current character while in game. Two exceptions are The Mush (whose skills are often selected only when needed), and the guard action which requires to be of level at least 3.
|Total: 1005||Total: 3104|