Character: Difference between revisions

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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 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 [[Traits:Drug Dealer | Drug Dealer]] trait.
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.
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.

Revision as of 19:52, 9 October 2023

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.

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).

List of Specials
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 Example
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.

List of Traits
Name Positive Negative
Fast Metabolism +5 Healing Rate -4.0 Bleed Resistance
Bruiser +2 Strength -2.25 AP+ Regen
Small Frame +1 Agility +10% chance to be knocked down
Finesse +10% Base Critical Chance Only Half additional damage from Crits
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 40% chance of curing a random limb every 10 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% Effectivity 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 Skillpoints 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%.

Primary Skills (Can tag 1 of those)
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.


Secondary Skills (Can tag 2 of those)
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.
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


Support Skills (Leveled up by using the respective skill)
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.