Character
Information
When you start Ashes of Phoenix - you will be greeted with a login screen, where you will take your first steps into creating a character. Just simply picking the Register Button will let you create a character, where you can assign some base-line stats, before jumping into action.
Character Creation
A Player's Character is compromised of a variety of Stats, the most important ones are the Specials, Perks, Traits and Skills. Upon creating your character, you can influence some, but not all of them.
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The most important decision you will have to make is what Specials to take. Those include Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. You have a total of 40 points. And no Stat can be lower then 1, or higher then 10.
The second thing you will have to worry about, is taking 2, 1 or 0 Traits. Those can influence your gameplay immensively, so special care should be taken here as well. They are, as mentioned, optional. Since each of them comes with a drawback, it might be adviseable to not use all available Trait-Slots. However, for example. Playing a Medic greatly benefits from the Drug Dealer trait.
The last thing you will adjust are your tagged Skills. From a list of 4 primary skills, 6 secondary skills and 4 support skills, you can tag 1 primary skill, as well as 2 secondary skills. Tagged Skills have the advantage of using up only half your skill-points when leveling them up, so you should tag skills you intend on using primarily.
Specials
Every character, even NPC's, have a distribution of Special Points. Each Special Point modifies a variety of stats, as well as the starting-value of Skills (Though the latter effect is very minor and usually only needed when min-maxing a character).
Strength | Perception | Endurance | Charisma | Intelligence | Agility | Luck |
---|---|---|---|---|---|---|
Starting Hit Points | Sight Range | Hit Points gain per Level | Leadership Boosts | Skill Points per Level | AP+ Regeneration | Critical Roll Strength |
Healing Rate | Base Critical Chance | Healing Rate | Base Critical Chance | Healing Rate | Base Critical Chance | |
Melee Damage | Aimed Shots | Knockout Duration | Armor Class | Armor Class | ||
Carry Weight | Hit Chance Modifiers | Aimed Crit Chance | ||||
Throwing Range | Armor Bypass severity | |||||
Bleed Resistance | Bleed Resistance | Bleed Resistance | Bleed Resistance | |||
Critical Strength | Critical Perception | Critical Endurance | Suppression Resistance | Critical Agility | Critical Resistance |
Traits
Every character can have up to 2 Traits. As they are optional, it is also possible to just take 1, or none at all. All Traits have positive, as well as negative effects.
Name | Positive |
Negative
|
---|---|---|
Fast Metabolism | +5 Healing Rate | -4.0 Bleed Resistance |
Bruiser | +2 Strength | -2.25 AP+ Regen |
Small Frame | +1 Agility | +15% chance to be knocked down |
Finesse | +10% Base Critical Chance | Only Half additional damage from Criticals |
Heavy Handed | +20 Melee Damage | -1 Agility |
Fast Shot | -10% AP per Attack | -5% Hit Chance |
Dead Man Walking | +100 Bleed Out HP (Alive until -200HP) | -10 Maximum HP |
Lizard Limbs | 50% chance of curing a random limb every 5 seconds | -5 Healing Rate |
Skilled | +8 Skill Points per Level | Perk every 4 level instead of every 3 level (6 total Perks instead of 8) |
Drug Dealer | +50% Effectiveness of Healing Drugs | Double AP Cost of Healing Drugs if used on yourself |
Four Eyes | +2 Perception to determine Sight Range | Increased Tunnel Vision (Less View of Side / Back) |
Blind Luck | -3 to traps detection range | 50% chance of avoiding effects of any trap (including damage) |
Gifted | +1 to every Special Stat | No tagged skills (Each SPECIAL stats must be 2 or more) |
Kamikaze | +5 Charisma to determine Suppression Resistance | No Armor Class Benefits at all |
Skills
Every character has a distribution of Skill Points in the 14 skills. 3 of them will usually be tagged, allowing cheaper point-allocation in those skills. Primary Skills can go up to 250%. Secondary Skills can go up to 200%. Support Skills can not be leveled by allocating Skill Points into them, instead they are leveled up by utilizing them. They also go up to 200%.
Name | Effect |
---|---|
Small Guns | Modifies Chance to hit with small guns as well as unlocked weapon perks. |
Big Guns | Modifies Chance to hit with big guns as well as unlocked weapon perks. |
Energy Weapons | Modifies Chance to hit with energy weapons as well as unlocked weapon perks. |
Hand-to-Hand Combat | Modifies Chance to hit with close combat weapons as well as unlocked weapon perks. |
Name | Effect |
---|---|
Throwing | Modifies range with throwables as well as unlocked weapon perks. |
Traps | Modifies (cost less AP) to arm and disarm traps, it improves the distance at which you spot them, it gives you a higher chance to successfully disarm the trap. It also unlocks weapon perks for throwable traps. |
First Aid | Modifies amount of HP healed by using First Aid as well as unlocked item perks |
Doctor | Modifies AP cost of Doctor, Success chance of revive, bleed healed when using Doctor Skill as well as unlocked item perks |
Sneak | Modifies range at which you stay unnoticed. |
Leadership | Modifies shared leadership boost when a squad leader or a Fireteam leader |
Name | Effect |
---|---|
Persuation | Currently unused |
Outdoorsman | Modifies loot gained from various outdoorsman usages like skinning, mining, woodcutting, farming. |
Science | Increases amount of resources you get when decrafting items. |
Engineering | Unlocks higher tier crafting as well as condition of crafted items. |