Guide

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The UPDATE section of each bio will be regularly updated as story progresses, so avoid for spoilers

Factions:
SR- Sanct Republic//Guardians
IB- Imperial Board
KI- Killer Industries
DM- Dome Mechanisms
EM- Enclave Militia
MUT- Mutants
ANC- Anceysts

Equipment:
Armor- Determines damage deflection
Weapons- Determines attacks and ranges. Unmodified SR Weapons can only be used by Guardians. AOE Weapons and Gear hit multiple times if successive in a large radius. KO attacks instantly kill.
Prosthetics- Determines modified stats
Gear- Determines additional skills

Skills:

GI Melee:
Elite Guardians can channel the GI into offensive and defensive short range options but cant be used more than once a fight

GI Ranged:
Guardians can channel the GI into offensive ranged options. Gun: Mid Ranged KO on lightly armored enemies,  3x a fight. Bow: Long Ranged AOE. 1x a fight.

GI Revive: Guardians can channel the GI into instantly reviving in a AOE explosion once a fight

Intimidate:
Lesser Enemies who fail terribly attacking will turn tail and run for awhile.

Combat Master:
Better at Melee attacks, Greater Fighters are even better

Disable:
Successive Attack disable opponent for awhile

Double Strike:
Can melee attack twice quickly

Flight:
Can fly

Armor Piercing:
Harder for opponents to deflect attacks

A.I:
Can act autonomously

Inspire:
Nearby Allies get more confidence

Infect:
Defeating a enemy in melee can convert them permanently

Revenge:
Can retaliate before dying

Sharpshooter:
Better at ranged attacks, Greater Fighters are even better

Sniper:
More Range

Stealth:
Much Harder to hit

Support:
Nearby Allies are more effective

Tough:
Harder to hit

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