Player Resources

During a Mush: Respored journey, the players have several personal resources at their disposal. Managing them properly is a key factor in victory.

General
Action Points is one of the main resource of a character. They correspond to time / energy that are used to perform actions (or even attempt to). Most actions cost 1-2, but there are also more complex actions that require more. can be converted to, but not vice versa. In some cases usage can be reduced or increased by specific items, skills or character traits. Action points are capped at 12. This can be further increased by or the.

Obtaining
Each character regenerates 1 at the beginning of each cycle. If a non- character sleeps when a cycle changes, that character regenerates 1 additional.

There are skills (e.g., ) and character traits that can affect points regeneration both negatively and positively. Another way to regain some is to eat, drink or take  (pills have randomly assigned properties at the beginning of a game &mdash; it's not advised to take any without knowledge their effects). Accepting a mission from the commander grants 3 (5 if you have ).

Skill-specific Action Points
Some of the actions can be performed by spending special skill-specific APs, instead of general. These special points are given to characters with specific skills at a daily basis. They can be spend only on skill related jobs in 1 to 1 ratio - one action (attempt) per point. Special APs are consumed prior to normal. Characters can have a maximum of 2 days of skill APs. Their use can be toggled with skillap (on by default).

may grant any of those, daily.

General
Movement points are used to move between rooms of the ship (moving within rooms is free). Passing a door costs 1. The exceptions are 's trait, who moves for free if there is a person in a room he leaves,  or wounded characters, who uses more  ( takes precedence). As with, movement points are capped at 12 (doubled with.

Obtaining
At the beginning of each cycle one is recovered. Movement Points can also be obtained through conversion of Action Points. The conversion takes place automatically when a character moves to another room while not having any but having at least 1. 1 is converted to 3. The regeneration and conversion rates can be affected by: character traits, Illnesses, items and Ship Equipment: notably,  reduces the gain by 2,  increases it by 2 (compensating each other). Certain medicines and consumables like, and the  are other ways to obtain.

Experience
Experience Points are used on ships where the EXP setting is enabled. It requires characters to gain a certain amount of to learn a skill. By default, this setting is disabled and will not be relevant on most ships.

Gaining
Most actions that earn you Glory will also earn you.