โValues 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 in-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
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)
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)
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
Wearable items
defense = is the percentual reduction of the damage
amortization = durability = how many times the item was in combat
Last updated