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Mutation Skills are divided into
eleven paths. The paths are specific
types of mutations a player can develop over time, with each path
having multiple special abilities to learn. Mutation skills and non-mutation skills are comparably scaled to maintain game balance.
Advancing mutation abilities can be achieved in two ways. The
first, and most common way, requires the investment of APs in both
the two attributes governing that mutation path and the mutation
path itself. All mutation skills are 25% Willpower and 75% of an
additional attribute. Mutation paths are raised with APs, with
each AP raising the mutation path 1 point, up to double the base
value of the skill.
Mutation ability activation uses bio-energy. Intelligence and
Willpower combined determines the amount of bio-energy a character
has available. Mutations that have a duration drain bio-energy over
time instead of a one time cost. Resting or using certain items
produced by the Biogenics tradeskill restores
bio-energy.
The current list of Mutation Paths is below:
|
Path Name |
Favored By: |
Description |
Primary
Attribute (75%) |
Secondary
Attribute (25%) |
|
Alpha Mutation |
All |
Fairly
low-power mutations possessed by all characters as part
of the cloning process. They provide some basic
buffs, recovery abilities, and speed modifiers. |
Endurance |
Willpower |
|
Empathic |
Enforcers, CHOTA,
Lightbearers |
The character
can alter the bodies of others, allowing a limited
ability to heal or harm others. Empathic is
primarily a healing and buffing mutation. |
Intelligence |
Willpower |
|
Enhancement |
Tech, Traveler |
The character
can nudge the molecular structure and properties of some
common items, exaggerating the already-present chemical
properties of an item. Enhancement is primarily a
crowd-control and damage mutation path. |
Intelligence |
Willpower |
| Nano-manipulation |
Enforcer, Tech,
Traveler |
The character
can control some of the nanites left on their bodies
from the regeneration process, allowing them to increase
their own abilities. Nano-Manipulation is
primarily a self-buff mutation path with a few attack
abilities. |
Intelligence |
Willpower |
| Patho-Transmission |
CHOTA |
The character
is a walking plague carrier, and can use these
infections to attack others. PAtho-Transmission is
primarily a debuff and Damage over Time (DoT) mutation
path. |
Endurance |
Willpower |
|
Primal |
CHOTA, Vista,
Lightbearers |
The character
has developed genetic traits that can be used to
increase strength, speed, etc... Primal is primarily a
self-buff mutation path. |
Strength |
Willpower |
|
Sonic Manipulation |
Techs, Travelers,
Vista, Lightbearers |
The character
can control sound waves, reducing or increasing sound.
Sonic Manipulation has many facets including buffs,
crowd control, and damage abilities, but it is not as
focused as other mutation paths. |
Perception |
Willpower |
| Suppression |
Enforcers, Techs,
CHOTA, Lightbearers |
Suppression
allows a character to drain bio-energy from other
mutations, remove mutation buffs, and increase his/her
own resistance to mutations. |
Perception |
Willpower |
|
Telekinesis |
Techs,
Lightbearers |
The character
can move objects with his mind. Telekinesis is
primarily a damage and crowd-control mutation path. |
Intelligence |
Willpower |
| Telepathy |
Techs, Travelers,
Lightbearers |
The character
can affect the minds of others, such as distracting
opponents or making himself seem more likable.
Telepathy is primarily a crowd-control and self-buffing
mutation path. |
Charisma |
Willpower |
|
Thermal Manipulation |
Techs, CHOTA,
Lightbearers |
The player
can control the movement of molecules, increasing or
decreasing heat in an area. Thermal Manipulation
is primarily a damage, Damage over Time (DoT), and
self-buff mutation path. |
Perception |
Willpower |
Most mutations operate
under the same mechanics as combat. This means the target of
the ability must be under your reticle to use. Most mutations
are single-target effects, but there are a few radius-effect
mutations (AoEs) where the radius effect spreads out from the
target. Mutations have the same hit resolution system as all
other game weapons, so they are as player-skill dependant as other
weapons. Buffs, debuffs, and Damage over Time (DoT) effects
have some manner of visual effect (i.e. a brief glow or symbol over
the character's head) so players can tell whether or not these
abilities have 'hit' successfully.
Mutation animations have three parts: charge, hold, and cast.
The charge animation is a brief hand gesture and requires the
character's left hand to be empty. The hold animation, usually
looking like an upraised fist, represents the selected mutation as
being "ready to fire" - this also requires the hand to be empty.
The casting, or firing, animation requires the use of the targeting
reticle and mouse click. Missing a target with a mutation
ability expends the same amount of gamma as if the ability hit.
The largest number of mutation abilities are self-affecting and do
not have the casting animation.
Mutations are designed
to be mostly support abilities, rather than primary combat
abilities.
Resources:
12, 14, 16, 20, 36, 44, 45, 46, 57, 104, 107, 110, 115, 121, 125
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