# Values explanation

## Players stats

HP = Hit points = health

* increasing with the level

level = progress of the player

EXP = experience points - a unit of the level

defense = is the percentual reduction of the damage

* done by wearing items

Credits = in-game currency = obtain from converting, tasks, supertasks

* useable in the shop

## $CATCH = token - currency

Calories = currency (collected in the [i](http://in.game/)n-game wallet) for buying things in the Ingredient shop for potionary crafting

Research points

* from the investigator, after he investigates alien - the research is also displayed in the alien species and planets&#x20;
* from the training mode
* used for buying security clearance

Supply points

* from the worker when is it assigned to the shelter
* from converting
* used for buying security clearance

## Aliens

number = number in the sequence

tier = difficulty

Light/Dark = main type - each alien will have one

Type = subtype (7 total) - each alien will have at least one, max two

defense = percent of reducing the damage delivered to them

min HP = Hp on level 1

Diet = What type of food are players able to give to the alien (based on the [Food items](https://www.notion.so/Food-items-05eb1930136343dab483dc0d61a11d7b?pvs=21))

Energy point = number of the fullness of the alien, if the amount is run out the alien is spent itself and disappears (based on the value of each [Food items](https://www.notion.so/Food-items-05eb1930136343dab483dc0d61a11d7b?pvs=21))

Scaling = scaling group TBA

## Weapons

* Damage = energetical or physical - each weapon has only one
* type = at least one max two (10 total)
* DpS = damage per second
* DpH = damage per hit
* Active time = how long weapon is delivering damage
* recharge/reload = how long it takes till the weapon can be active
* amortization = durability - max number of the used charged point or bulets
* effect = punishment [Types](https://www.notion.so/Types-88af5b509b0f4ce8bb7f5d52ee60c3f7?pvs=21)

## Wearable items

defense = is the percentual reduction of the damage

amortization = durability = how many times the item was in combat
