Ability Mechanics Additions and Changes
- Consumables now use abilities.
- Consumables can now be used on enemies, allies, and areas.
- Consumables can have proficiencies that gain exp when used. Added Food, Battery, and Grenade proficiencies.
- AoE debuff and remove buff abilities are now subject to friendly fire rules.
- Added ability combos, that can do things like damage an enemy while buffing self.
- Added abilities that can apply environments to zones.
- Abilities can now consume stacks to improve power, accuracy, damage, steal, and pierce (both condition effect stacks on both target and source, and from AoE).
- Conditions can now be exclusive (so, for instance, you can only have one food buff at a time from the Cafeteria).
Room Additions and Changes
- The Leatherworks is now the Armorworks. Currently makes all armor other than basic or magic.
- The Kitchens/Galley is now the Cafeteria. Produces advanced field rations and offers in-house meals that restore calories and provide persistent buffs. Has a jukebox that sets a musical environment that also provides a persistent buff.
- Added Growth Processing. Breaks down monstrous growths into useful materials.
- Added Gymnasium. Produces Pugilists, boosts the Pugilist path, and offers physical stat training.
- Added Library. Produces Scholars, boosts the Scholar path, and offers mental stat training.
- Added Heavy Weapons Factory. Produces both tech and magic variants of massive, devastating weapons.
Combat Path Additions
Pugilist
Unarmed fighting. Doesn’t require expensive weapons and ammo. Can use fist weapons, but any other weapon equipped will disable the unarmed abilities. Fist weapons can boost fist attacks, but not kicks. Uses abilities that build and consume stacks.
For instance, the Jab ability attacks an enemy while adding stacks of Precision to self. Focused Jab can then consume Precision stacks on self to launch a powerful piercing attack. Also, most unarmed attacks do blunt damage and trigger Stunned if they land. The Devastating Slam ability consumes Stunned stacks on the target to increase damage.
Depending on the mana invested in the path, you can improve various attributes (Fire -> Strength, Water -> Dexterity, Air -> Agility, Earth -> Constitution, Life -> Vitality, Death -> Endurance).
Scholar
Specializes in studying lore in the world’s dangerous places, and wields both light (radioactive) and dark (shadow) magic. These destructive abilities are currently the basic touch, bolt, wave, and blast variants.
Depending on mana invested, you can push either the light or dark abilities, and magic item or magic staff proficiencies.
Item Additions and Changes
Starter Gear
Researched in Improvisium, crafted in Workshop.
- Basic Injector. Weapon. Includes active ability Toxin Injection (uses toxic syringes as ammo).
- Rings of Magic Resist for all nine magic types.
- Amulets of Attributes for all nine attributes.
- Flashbang. Consumable. AoE debuffs.
Tech Gear
Researched at Tech Lab, produced in advanced crafting rooms, mostly the Tech Factory.
- Power Hammer. Includes active ability Powered Smash and an always-on power toggle that adds a Scavenger Skill boost and reduces the power cost of Powered Smash.
- Detection Goggles. Includes active ability Detection Pulse.
- Heavy Injector. The Medic's preferred weapon. includes active ability Toxin Injection (uses toxic syringes as ammo), Gets more ability levels per item level than the basic (although I may make other changes).
- Medium Batteries. Consumable. Restores power.
- Large Batteries. Consumable. Produced at the Energy Weapons Factory.
- Ring of Force Field is now Amulet of Force Field. Produced at the Accessory Factory.
- Frag Grenade. Consumable. AoE damage.
Magic Gear
Researched in their respective magic lab, and produced in the Thaumaturgium.
- Rings of Power. All nine magic types.
- Amulets of Affinity. All nine magic types.
- Robes of Magic sets (hood, robe, gloves, boots). All nine magic types. Boost magic stats.
Heavy Weapons
Researched in various labs, but produced in the Heavy Weapons Factory.
- Missile Launcher. Ranged-only AoE ability combo: Fire Wave, Shrapnel Wave, and Concussive Wave . Friendly-fire enabled; damages scavengables. Uses missiles as ammo.
- Emberbolt Launcher. Magitech weapon that converts your death and fire mana into a devastating ranged-only AoE ability combo: Fire Strikes, Death Strikes, and Concussive Strikes. Only hits enemies.
Here's the Emberbolt Launcher in action:

Cafeteria
- Ration Cube. Advanced version; starter version produced in the Workshop.
Pharmaturgium
- Health Syringe. Advanced version; starter version produced in Workshop.
- Permanent Potions. Limited supply based on refined monstrous growths. Right now Shadowthorn results in a permanent alchemical exp increase in Dark Resist, and Frostblight results in a permanent alchemical exp increase in Water Resist.
