P.A.M.E.L.A.

P.A.M.E.L.A.

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Gameplay Tips
By NotReallyMyName
I started playing fairly recently and had some troubles with what the items do, how to access the menu (that was actually hillarious), how to build, repair items etc. So in case people has the same troubles as me here is what I learned so far.
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What does this button do...
First of all, how to move... yeah, right, like it's your first game. But in case it is you can check the tutorial messages, but if you missed a tutorial due to a bug or a crash, you should press ESC and enable it again in the Options->General->Show Tutorial->Always (initially it shows: ONLY ONCE). You would be surprised how much you can find there, but as you're already here, I will tell what you can do (otherwise it would be a rather small entry).
Let's see, W, A, S, D are used to move around the place.
TAB is used to access arm menu where you can find your PAMELA (P), Inventory (I), Status (U) and database (L), Map (M). Aside from these, your AARM (that's how it's called in game) will show you your thirst, hunger, health and energy levels, as well as time, the location you are in, light condition and power state of the district.
If you hold R you will emit a scanning pulse that will highlight items on the ground and containers, after which the containers will be scanned for any useful stuff. When you first encounter any container it will be emitting a yellow light, indicating that it's unscanned, and you can both search it and scan it. It will emit blue light if it contains something. If it doesn't contain anything, the light will vanish and when looking at it you will be met with a red X symbol indicating that it's empty.
You can press R once to bring up the IVG that is used to pick up items, repair deployables etc. after bringing it up, you can press T to enter building mode, where you can move stuff around, deploy it from the inventory, link stuff etc. BUT you can't repair deployables in this mode so if you want to repair that wall that was banged, you might want to press T once again and hold left mouse button. It consumes YOUR energy reserves, so if you're out of energy you're out of repairs.
If you hold Q you will bring up a menu with soon to be acquired powers. Soon to be because you're a freshly awoken big eyed duck (even if you're a human) and have no access to the powerful AI that woke you up, yet. I'll tell about it later, but know that it exists (took me a while to found how to summon a guiding light.)
If you hold ALT you will bring up your left arm to block incoming attacks (useless), BUT when you get a shield, you will bring up a shield to deflect attacks. Again, more on this stuff later.
You can press RMB to enter aiming mode, but you can't snipe with your fists, duh, so why would you want it? Well, it's simple really, you can find, or craft, a weapon! And when you have a weapon, you must aim with it to use it. Otherwise you just bring up your arms and look a bit more like a fearsome boxer instead of a wimpy and skinny jumpsuit clad hobo.
Now press C and behold! The power of crafting stuff! And repairing items, checking their durability and upgrading the flithy level 0 nothing into a +2 item of choice, after you found it, or sufficient materials to craft it, after you... ahem, again later. But in this menu you can check durability of your items, so it counts as something, right?
CTRL to crouch, you move slower, but harder to notice, and produce less sound. Sneak all the loot away right from under their noses.
Once you get the fore and dorsal weapons, use 1 and 2, or T to switch between them.
Also you can use 3 to activate utility 1, once you acquire it.
Use 4 for quick heal if you have hyppos in inventory.
Use LMB to attack.
Hm, I guess that's basically it for the buttons, but what's next?
I live?
Congrats, you learned what buttons do, *awkward clapping in the distance*. If not, you know what they do and can skip tutorials and go straight on to living the life of a recently woken up person with amnesia, trying to outrun a monster? But first start the game already!
When you press a new game you encounter a tiny, little and neglected menu that asks you if it's ok to go like this?
Well, sure, you can go like it offers you to, but think again, what if your enemies are wimps that can't even hurt you, what if you can kill everyone in one punch, what if you don't need to eat or drink? Then, my good man, or woman, trap, neither, here you can change all the values to make the game easy to the point of being a close relative of Saitama, just not as bald (hopefully), or you can become a gluttonous wimp that dies from one punch. Don't forget about perma death, inability to use ranged weapons and a face of a hardened criminal so everyone will try and kill you.
Now that you fooled around with the settings, how about we go on and wake up from this horrifying dream of buttons, lines and empty background? Well, not so fast, if you woke up before that is, as now you can choose where will you wake up! I recommend to start the game in the ARK district, as it's the only district available in the beginning, and is the easiest place to start, a lot of loot, and decent place to die, as you can get your stuff back fairly easily.
After some awkward loading time, you will notice that some idiot decided to drown you in the cryochamber, but fortunately, with the power of your fragile fists, the pod opened and you are greeted with the AI... wait, where are you going? Don't you dare skip what she says, it's really important... wait, it's not, go ahead, there is some stuff lying around that you can grab, just don't flirt with nurses, they're sleeping. Well, that and they contacted some disease, and now they sleep. They are not sleeping beauties, you wont' wake them up with the power of love, kiss or prince. Better that way, because... ahem, spoilers, you won't like their voice, or face, or attitude. And I think they're dead in the first place, so hands off. You have stuff to do, like grab some loot and GTFO from here before they wake up. Or their distant cousins in a really bad shape.
Just please, don't get killed, it'll be awkward if you do before getting to the first enemy... Robot ladies don't count, they're virtually harmless, unlike their boyfriends.
Punch them, but don't hit on them.
You're out of your cryo chamber, got some sweet, sweet loot, and flirted with a robot, so how about run away from that mostrosity or cave it's skull in?
Basics of combat, HOLD LMB to charge attack, hit often on LMB to do a combo, hold movement key of your choosing and hold space to dodge, and press ALT to block... right, shield, don't block, run away, dodge and press RMB to... look awesome, from time to time.
Now that you tested your skills against a defenceless robot lady, and stole her stuff, how about you try and fight someone that can fight back? How about this ugly guy in the corridor? press CTRL to sneak, come clother and the throw a punch into it's ugly head! Now it saw you, what should you do? Well, it's easy, really, you just hit as long as you have stamina, the circle in the middle of the screen, and when you're out, start moving backwards, before punching it again, retreating, punching, retreating, punching, punching, punching... I think it's dead. Close one, no? Well now look at it, grab it's loot and move on.
Usually you will have quite an easy time with these uglies, they're slow, weak and relatively fragile. Four hits to the head and they're on the verge of dying. These deformed guys are called Degenerated. Now they aren't that dangerous, unless there's two of them, but still you should excercise caution, as, surprise, your health doesn't regenerate! Quick, grab a hypo and get high on meds, while I tell you about other enemies.
You see, Degenerated are... well, call them really weak infected if you like. Some nanite mumbo-jumbo, woodoo and stuff, yada-yada, virus, bad, snore. Got it? Well, me neither.
Now they have cousins, who occasionally pick on them, called Afflicted. Well, they are also not that hard to deal with, pucnh, retreat, just a bit more cycles. Now whom you should be wary of, at least in the beginning, are Reapers and Widows. Oh and if they have ranged weapons you should be wary of afflicted too, but meh, they're weak.
Reapers are tough looking, four armed ex-military infected. They, are tough, strong and can kill you. THEY CAN KILL YOU, so you should stay as far from them as possible. Or better yet, run away on first sight, you're scavenger, not predator.
Widows... well, they're not as strong as Reapers, but they're faster. Also they have issues about their beauty, so I suggest to keep your mouth shut around them, or they'll tear off your face and wear it. Don't fret though, they can occasionally attack other infected, so you might want to sneak away if she's near, maybe you'll be lucky and in a few minutes you'll find her and her friends dead, so you could grab some loot.
Now the guys you will love, unless you fiddled with the settings and now they're after you, welcome the Seekers! *loud clapping*. These guys are your shields. If you see one, and you have some nasty infected on your poor behind, run towards them and they will deal with the infected, unless you somehow managed to get ten or so infected, then he's done, and you should hide, to loot his corpse a bit later of course. If you aggroed a seeker, well... there's two ways, stay in the red spot, if it's possible, or run away. Don't you think of fighting them, they're tougher than reapers, but not as fast as widows, so you can run away, if you're not out of stamina.
Well, there are their lesser cousins called observers, think of R2D2 that flies and snitches on you everytime you do something stupid, like hacking or vaulting over obstacles. Don't hurt them, or robot ladies, as they will snitch on you, and you'll have to deal with Seekers.

Now to the three really annoying guys.
Stalkers. They are invisible, tough as seekers and really, I mean it, really hate you, for whatever reason. But! They only spawn at night and only you used genome points. DO NOT USE GENOME POINTS BEFORE GETTING COMFORTABLE WITH REAPERS. Just don't. Once you can punch reaper to death, sure, go ahead, just remember, these are robots, like Seekers, tougher than reapers, slower than widows but they can also cloak themselves and spawn right behind your back. Brrr...
Wraiths and... well, flying guys called geists, I think. They are rather fragile, about the same hp as afflicted, but they are fast and if they're using mist form, they're invulnerable to attacks, but while in it, they still take damage from poison. They kick stronger than afflicted by the way, and materialize right before attack, so get that shield ready near them.
Geists are just like wraiths in terms of toughness and strength, but they have ranged attack that is really annoying, and they fly, which makes them a tough target for any sniper wannabe in this game. Both Wraiths and Geists are good to get your nanite containers so you could craft hazmat gear, but about that later.
Equipment and Consumables pt1
First of all, there are limited space in your inventory, so carrying spare equipment might not be as good idea as one might think, considering that you can craft repair kits on the go. On the other hand, sometimes it's better to carry more equipment, especially if you're going out to explore new areas and if you're going to be away from base for a while.

Because you lose durability for every item equipped when you are being hit, aside from the times you block with shield, it's best to ignore armor rating and instead focus on more benefitial stats of the armor.
#1 armor for me is Nanoflex armor, as it lowers the sound of your footsteps and makes you harder to spot by enemies.
#2 armor is Hazmat armor as about a fifth of the Eden is covered in nanite clouds, hindering your progress.
#3 is Tricarbyne armor. Note that it's a heavy armor and it limits your movement speed, but because it increases power of your attacks, mostly the knockdown effect, it is more lucrative than the #4 armor. It is the only armor that increases noise generation and decreases movement speed.
#4 is Security armor. Reason is extremely simple, it's good at defending you against seekers and stalkers, but it only gives 10% of reduced damage, and while it might save your life against these two enemies, you don't get any bonuses regarding the infected. It's a medium armor, and it only slightly hinders your mobility, but it lacks any other special features, making it the most useless armor in the game.

Battery Packs:
#1 Cyano Reprocessor. While it doesn't give you much capacity, it allows you to regenerate your energy, allowing you to ignore the scavenging for energy cells.
#2 Massive Reservoir. This one is very close to the impact catalyst, and it could be said that they share the same place, and this one should be on 3rd place if not for the impact catalyst requiring you to take damage. On the upside, you need 15% less energy per shot if you're above 75-50% capacity, and fully upgraded it returns 20% of the last shot over 5 seconds, but that's actually rather useless.
#3 Impact Catalyst. For battle junkies and masochists. Enjoy your pain and convert it to energy. 10-40% of damage is converted, and if fully upgraded, gives you 80% energy per damage sustained if you're below 50% of health. Works with shields.

VISR: VISR-Mitra. It's the only one out there.

Utilities:

U1 is more about what you would like to have, rather than should have, but all three of them seem to have one bug or the other.
#1 Sonar Pulse, would be if not for an infinite sound loop after using it.
#2 Kinetic Amplifier, as while activated you will be able to stagger targets even in melee, occasionally, but sometimes it just uses up energy without any noticeable effects.
#3 Chordial Converter. Exchange some of your health for energy. If you have regeneration, it's by far the best utility 1 item in the game, regardless of the battery you use, as on the max level you have a 25% chance not to consume health, and you only lose 7.5% of it for 40% of energy. Unfortunately for you, you will get full energy, that means you will lose 7.5% of health if you have 60% or more energy, 15% if it's 20% of energy, and 22.5 if you have less than 20% of energy reserves. Also has a bug where you use up 22.5% of health if you're at 100% energy, and the free energy effect activates with about 10% chance instead of 25%.

U2
#1 is Overclocking module as it increases your damage output with any weapon (melee too) by 5-22.5%, but if you have pugilist, it increases damage done by 28%.
#2 is Reuptake Assist, it gives you a free shot with a 5-22.5% chance, and if fully upgraded, 15% chance not to cause a resonance buildup. Using it is a gamble, but it's still better than 3rd one.
#3 is Voltaic Accelerator, it increases your 'firing' speed by 5-25%, and special effect gives 20% increased damage on your first shot... after you used energy cell. But from my perspective using this utility is the same as not using any.

Light:
#1 Light Diffractor. You will see more with your flashlight.
#2 Medial Reflector. Increases both size and range of flashlight, but... sometimes it colors everything in purple.
#3 Focusing Reflector. Increases range of flashlight. Don't get me wrong, IRL I would probably have either this one or medial, but in this game, without zooming capabilities, it's nearly useless comparing to the other two. Also it might be even better not to have a focusing reflector at all, as it even slightly limits the lit area.

Gadgets:
Now this one is... tricky. You see, from the amount of time I played, I found out that having three of them is the most benefitial, but you will have to swap them depending on what you are going to do. Still, here are the rankings.
#1 Agility Amplifier. You will move faster. With just it you will be able to run away from any enemy, as long as you're not wearing tricarbyne armor.
#2 Commercial Module. fully upgraded it gives you extra 25% discount on any item in the shop. By extra I mean you can use it with discount genome and get 50% discount on every item. You will still get around 30-40% of the actual cost on recycling items by the way, so you won't be able to use an exploit to get rich, unless you build 20 large hydroponic farms near the recycler and sell all but 20 tomatoes, which you will use for fertilizer, in order to get more of the seeds and veggies.
#3 Nano-Cipher. This one is really, and I mean, really eases the hacking miningames. But if you're good in them, you can just get only the first two.
#4 Tonal Silencer. It less useless than the other two down the list, which makes it more useful than the other two down the list. It dampens the sound of your footsteps, but it's best to use the nanoflex armor instead, unless if you're going in the hazard zones, then use agility amplifier so you can escape nanite-powered enemies.
#5 Obfuscator. It lowers the chance that the seeker will be dispatched, and if it were to be dispatched, it makes you harder to spot to that seeker. But it only works on Seekers and Observers, any other enemy is unaffected.
#6 Defiant Sigil. It says that it's seen more as a curse in the description, and I agree. It increases the spawn rate of enemies, which in case gives you more experience per minute, but it also draws them to your location, and they won't stop until you're dead. If it induced a fear in enemies it would be useful, but now it's not.

Shields: they have different capacity, actually, and their effects vary. They all use about 10 SP (shield points) per second while active. All shields need 3 seconds cooldown before they start recharging. If shield was broken the cooldown is approximately 10 seconds.
#1 is Repercussive shield as it deals some damage back to attacker, which is not much but it's useful. It also has 120-170 SP depending on the upgrade.
#2 is Vanishing Shield, when it breaks, you will be cloaked for a few seconds, which will allow you to run away, but it won't muffle your steps, so be careful. Unfortunately it's the lowest capacity shield with only 80-110 SP. Fully upgraded shiled will cloak you for approximately 12-15 seconds, just enough time to hack an easy-medium device. You can still attack while cloaked, but it's better to use ranged weaponry than melee/fists. Unupgraded shield cloaks you for 4 seconds, barely enough time to run, so it's advised to upgrade it before using.
#3 is Ceaseless Shield, as it has a rather low chance of being restored on depletion, but it sports an average capacity comparing to other shields, at 100-140 SP.
Equipment and Consumables pt2
Weapons: As stated previously, you need both melee and ranged weapon. But until they are upgraded it's better to use your fists, as they will only use up your energy and do little contribution to the fight.
Fore:
#1 Warden's fist. It's melee weapon. It's melee weapon with short range alternative attack. It's melee weapon with high knockdown power. It's melee weapon that is equipped in fore slot. As a melee weapon it doesn't generate resonance. 5 benefits and only one drawback. It's melee weapon.
#2 Subverser. Fore ranged weapon, but it's only effective on organic targets, so stalkers, seekers, observers and sec-rt are unaffected. On the up side, it can deal damage, knock down targets or make them attack other enemies in vicinity, but it eats quite a lot of energy.

Dorsal:
#1 Javelin. Fully upgraded it will kill most unaware targets in one hit to the head, or two hits to torso. It also confuses targets upon dealing damage to them, if it was fully charged before shooting. Secondary attack shoots 3 low damage projectiles that will temporary stun the target. It is also the most energy efficient weapon.
#2 Arc Welder. Fully upgraded it will stun targets and deal decent damage if it's fully charged. It needs 1-2 headshots to most targets, and 2-5 to torso. Secondary fire releases a ball of lightning that will damage all enemies in the area for a while, and it's good against stalkers and geists/wraiths, but against other targets, it's best to group them up beforehand.
#3 Butcher blade. It's a melee weapon, and yes, it's better than the two that's left, and is arguably better than warden's fist. Arguably is because it deals more damage per hit, but unlike fist, the blade doesn't ignore armor. Fully upgraded it increases the damage per every connected hit, but loses this bonus after a while or when you miss your strike. Secondary attack is a lunge that hits all targets you encounter on your path, but it deals the same damage as normal attack, and is best used to escape, and not to initiate a fight. Also when you're below 25% of health, you deal 50% more damage with it. More enrgy efficient than warder's fist.
#4 Kinetic Mortar. It's a grenade launcher with low damage and high knockback power. Fully upgraded it can charge your projectiles to increase AOE, but not damage. It's loud and will get you more attention than other weapons. Alternative attack is a flamethrower, which... sucks.
#5 Surgical Lazer. It primary attack is a lazer beam that will need some charging before it will deal full damage, but out of all weapons here, it's the only weapon that has the most useless primary attack, as it deals low damage, eats a lot of energy, and overheats by the time you're done with ONE enemy, sometimes two but that is if you were lucky enough to damage both of them with one beam. It also burns targets, but it's the same as with mortar, as it deals low damage and is ineffective. Secondary fire will kill most enemies in 1-2 shots to the head, and it will penetrate all targets in it's pass, but it's not as cost effective as other weapons, and builds up quite a bit of resonance.


Now to consumables, most of them come in three types, normal, + or purple, and ++ or yellow/gold. The normal ones are the cheapest, and ++ ones are quite expensive, but usually it's better to have two normal ones instead of one rare, but in case you're going out for a while, bring one normal and one rare. Don't forget the food and water too. (R) for recycle, (K) for keep in inventory or store on base. (2x2 is the size)

Health Hyppo: Nothing much to say except that it will heal you. 1x3 (K)
Adrenaline Hyppo: Lowers fatique/Increases stamina. Very useful when you're far from base and nearly out of stamina. Use normal one when the circle around your crosshair is half depleted/ half full. 1x3 (K)
Supra Hyppo: Restores both health and stamina. Maybe a bug, but it also restores energy reserves. Always carry one of those, they come in handy more often than you might expect. 1x3 (K)
Energy Cell: Gives about 100 of energy per cell, and is very useful until you found Cyano battery pack. 1x2 (K)
Morphine: When you broke bones, apply it and run to the ARK clinic. 1x3 (R)
Bandage: When you're bleeding, apply it. 1x1 (R)
Bone Refabricator: When you have broken bones, apply it to fix them, or grow new ones. 2x2 (R)
Flux: agility enhancement drug, lasts for a few seconds, but it might be useful sometimes. 1x3 (R).

Food and Drinks:
Large flask: Has 4 charges of water that will quench your thirst for about 30% per use. Even if you don't have the water condenser, it's best to keep it. 2x2 (K)
Small flask: Has 2 charges of water. Until you get the large flask, or if you don't want to carry more than you might want, take this one instead. 1x2 (K)
Neutrino Energy Drink: refills 25% of the water gauge and restores some stamina. 1x2 (K)
Enerbar: Refills 25% of the food gauge and restores some stamina. 1x2 (K)
Nutra Drink: Refills about 30-40% of both food and water gauge. 1x3 (K)
Veggies/fruits: most restore about 20% of your food gauge. 1x1 (K)
Nutra cube: restores 25-30% of your hunger bar. 1x1 (K)
Nutra bar: restores 60-70% of your hunger bar. 1x2 (K)
Other stuff: As it looks like. Recycle or eat/drink everything else. size varies. (R)

Useful items (K):
Cyano Repair Kits: Needed to repair exposed cyano tubes all over Eden.
Maintenance Keys: Needed to activate reserve batteries all over Eden.
IVG storage upgrades: Come in three sizes, 1x1, 1x2, 1x3, all are to use on sight until you unlock everything, then it's best to keep them for recycling.
Augment Permits: are instantly used once you take them.
Augment Removals: Keep only when you have an augmentation you want removed, otherwise sell.
Seeds: The only seeds you should always keep with you are Tomato, Lemon, Bellpepper and Avocado, plant them once and only add fertilizer once in a while.
Color override: It does as it says, it overrides the color, you can change color in inventory. Purely cosmetic, has no effect on gameplay.
And now we craft.
Crafting AND building are the same in this game. You need to gather materials for them, salvage junk for parts and hope to live another day before you get to create your first item. To use crafting menu press C, as I stated before, but in case you skipped I say it again. Press C to craft and repair items, BUT press R to repair Buildings. You'll figure it out, I hope.

So Let's start the crafting, but first it's time to think on where to build your base:
First of all, I would suggest you to find a relatively safe location with some exposure to sun, unfortunately, most of the time the buildings are considered areas devoid of sunlight, even if you can see it hovering over that glass roof. I recommend... well, it's hard to say actually. There are many places that can be considered good for your base, but in reality most of them require a lot of crafting, or they don't have access to sunlight, and sunlight is needed to recharge batteries. Damn, I love the Nirvana location, but for some reason robots don't like me there, maybe because I often use shortcuts (vault over obstacles), or hack containers, and there is no sunlight in there, and I am yet to find a good location for the outpost with just one bed.
My advices on the first base are the cryo chambers in any location. Reson is simple, the ion core will be enough for a while, and you will be able to craft portable bed after crafting and placing fabrication table mk1. Now that you know how to craft a bed, feel free to place it anywhere and drop dead asleep. Remember! It's best to craft a beacon and place it near your bed, or other points of interest. As of now you can't really change it's color or assign a name to it, but it's still good enough item to navigate the place, like place beacon on elevation and underground so you can say Woah, so that's Nirvana/Genesis Entrance, nice job me.

I won't say what resources you need for a specific recipe, nor the buildings that can be crafted, but know that you can build repair kits, repair and enhance equipment at any place. Obviously that you need a mk2 fabricator and equipment bench to make weapons and equipment.

Please note that fully upgraded hydroponic farms and solar chargers CAN work in the bad lightning as of 0.5.1.1. It might be a bug, but if it is, I hope the Cyano recharge rack would be introduced at some point. To those that didn't understand, you can recharge ion batteries underground without the crafting-recrafting them.
Pamela, not the human one
Pamela is an AI (whoops, spoiler of the entire 20 second sequence) who can help you in your journey, or she's the reason you have to go on a journey, damn these AI, at least this one is friendly to humans, hopefully. Well, even if she is a menace, why not use her while she's relatively friendly?

To use her powers you must first spend Compute cells, that can be got from enemies, containers and kiosks. Every power has three levels, besides the zero level where they don't do anything. All of them take energy from the district you're in. Except passives, which must be slotted in the active ability slots to be of any use. WHY? They're passives! Though if you slot only passives, you won't be able to use abilities, so *slow clap*. By the way, these CC are quite rare.

Active:

Guidance: Guide me oh valiant AI! Useless for the following reasons: It takes energy from the current sector to illuminate it. Ain't that lame? At least light is of nice color. Costs 250 energy. Cooldown 45 seconds.
L1: 15 meters for 10 seconds. L2: 20 meters for 12.5 seconds. L3: 25 meters for 15 seconds

Discharge: Welp, that's gonna hurt, not much, but still it's not nice to be thrown into a wall. Useful, sometimes, but it has long cooldown. Costs 400 energy, cooldown 60 seconds
L1: 10 meteres, 50 force. L2: 12.5, 75. L3 15, 100.

Weapon Enhancement: Your next weapon shot will be boosted, making that sweet headshot even more sweet, and more deadly. Costs 250 energy, Cooldown 30 seconds. I like it occasionally, ARC Javeline and Mortar work great with it, or should work great with it. But it's once per 30 seconds, and there might be a lot of enemies.
L1: 50%, L2: 100%, L3: 150% (150, 200, 250 respectfully for the next weapon shot.)

Flash: Blind and stun enemies, meh, meh. Wish there were disposable flashbangs. 400 energy, 60 seconds cooldown.
L1: 5 meters, 3 seconds. L2: 7.5, 4. L3: 10, 5.

Frenzy: Free for all. Simple yet effective, sometimes. Costs 500 energy, 60 seconds cooldown.
L1: 5 meters, 5 seconds. L2: 7.5, 10. L3: 10, 15.

Flurry: Now this is like discharge, but for a while, with lower damage boost. This is good against a few targets, or with fast firing weapon. Costs 500 energy, 60 seconds cooldown.
L1: 110%, 6 seconds. L2: 120%, 8. L3: 130, 10.

Barrier: Invulnerability zone for a short duration. Place it in small tunnel/doorframe and run away from the angry mob. Or attack them with long range weapons. Can also trap them inside it and shoot AOE. Needs planning beforehand to be effective in offense as it blocks all projectiles, both from you and your enemy. Costs 250 energy, 60 seconds cooldown.
L1: 5 seconds. L2: 7.5. L3: 10.

Drain: Free medkit. Can live without it, but better with it. 60 Seconds cooldown. Becomes obsolete when you get regeneration.
L1: 200 energy for 20% of health. L2: 250 for 30%. L3: 300 for 40%.

Disappear: Or cloak. Gives invisibility. Costs 500 energy, 60 seconds cooldown. You will be able to attack enemies while cloaked, but if you attack a seeker, you will be spotted even if you were cloaked. Observers will notice the hit, but it seems like they can't locate you while you're cloaked, but you will become a criminal and seekers will become agressive.
L1: 5 seconds. L2: 7.5. L3: 10.

Conversion: Give AI a body for a while, not yours, any enemy will do. Basically a frenzy on a single target, but converted enemies can just stand around. Costs 400 energy, 45 seconds cooldown.
L1: 10 seconds. L2: 12.5. L3: 15 seconds.

Passives:

Cooldown: Reduces cooldown of abilities. I say useful, as I find only two abilities worthwhile.
L1: 50%. L2: 67%. L3: 75%.

Temacity: Prolong the effects of Flash, Frenzy and Flurry. Meh.
L1: +15%. L2: +30%. L3: +45%.

Exploitation: Full power == More Powah (If district is using 100% of power). If it has all cyano tubes repaired, you can take it, and have fun, just remember, you will have to request energy afterwards.
L1: +25%. L2: +50%. L3: +75%

Conservation: Reduces the amount of energy used for skills. For all skills.
L1: 15%. L2: 30%. L3: 45%

Unyielding: Gives you a bit more time to get away or give more time to date your AI girlfriend.
L1: 15%. L2: 30%. L3: 45%.

Adaptability: Finally, you can get energy from reserves and not from district. But only for some abilities. Unfortunatley, only for those. I wish devs allowed this for every ability on 3rd level though.
L1: Barrier. L2: Disappear. L3: Conversion.

Overall, the drain is great as long as you have access to the power station, but in other cases I would say Disappear and Barrier/Conversion with cooldown and adaptability. Feel free to experiment, but I rarely use any abilities. Fortunately you can swap abilities on the go.
Upgrade your body
Now let's talk about augmentations and genpool. I don't have access to all, as you need to have the permit to install or see description of an augment. Now The gene points can be spent at any cryo station but I would advise against it in the beginning, reason being stalkers. Yes, these cloaked Seekers that hunt for your sorry behind to wear a skin and try to blend with human society. You wanted crazy murderous robots, here they are. On the other hand, wraiths or geists, will spawn after specific amount of time regardless of your actions, but seem to spawn only in areas you visited at least once, they are also the only source of nanite packages, and nanite packages are necessary for crafting hazmat gear, which is necessary to explore nanite infested areas and get expensive loot.

Gene Points are gained for getting kills and hacking, as well as exploration, or to be precise, you get experience for those actions, and when you get enough experience, you gain a new gene level, that gives you gene points that you can spend in cryo chamber.
I shouldn't say much on that, except that you can use up to 5 points in any category, and you retain those points in case you die or start a new game, don't know about permadeath mode. These spent points increase your Genome Point Requisition, which is required to get better genome traits. Of course the best (arguably) trait is the Regenerative Tissues, but it needs 20 points spent in other traits, but it's still great even on level 1. You won't have to worry about medpacks anymore, unless you get into a fight while low on health, then you will need stimpacks, or Hyppos.

Augmentation part is under construction :P
You can have a total of 4 augmentations of any kind, but not the same kind, if it were I would have low health and insane speed, or double melee damage.

Slender Frame: +25% speed, -10% health. I use it with agility gadged for +45% speed, with such bonus you can outrun most enemies even without sprinting.

Grounded: -25% damage casued by resonance. To be more specific, you get less damage for shooting guns at max resonance, which is a HUGE mistake even if you have regeneration.

Hulking: +25% health, -10% speed. CAN be used with slender frame to negate the health loss, or can be used on its own, to get more health, and live for one hit more. Remember, if you are hit, you lose about 2 points of durability in every equipped item.

Pugilistic: +25% melee damage. That saves you a punch or two per enemy in most cases.

Shatterproof: -25% chance on bone break, -50% effect from fractures. I would say useful, but enemies are unlikely to cripple you, and besides them, you get crippled only if you dropped from about 5 meter height with quite low chance, as it took me about 5-6 jumps to break one leg, so I wouldn't do that anymore.

Precise: +50% headshot/backstab damage. This is good for subverser, javelin and arc, but less so for other weapons. I have no idea how backstab works though.

Dampened: -40% fall damage. That is good on paper, but you won't fall if you don't jump over railings, not to mention that dropping for about one floor is free of harm, but any more and you're most likely dead even with this augment.

Brute Strength: -50% armor speed penalty. But it's only useful with tricarbyne armor equipped.

Photosynthetic: 5hp/second regeneration in sunlight. Seems to work at night, but not underground, but maybe that was a bug. If you have regeneration it's not as important anymore, but if you manage to have 3K in cash and permit for this augment while you're low level, you can forego sleeping at day or using hyppos.

Enervate: +5% to health and energy after using P.A.M.E.L.A. ability. It doesn't give much, but it's basically free heal and energy if you have adaptability and Barrier, Disappear or Conversion every 60 seconds, or every 20 if you have brevity as well. Not extremely useful but convenient.

I currently have access to only those 10 augments.
Viable Base locations in every district.
WIP*

As of 0.5.1.1. you can grow produce while in poor lightning condition, allowing you to essentially build bases anywhere, as long as you have fully upgraded hydroponic farms, however the solar chargers are no longer recharging batteries in the darkness, which means no underground bases, as you need at least a small spot with light in order to recharge batteries. Also protect your buildings as enemies attack them, and you will have to repair them when they get damaged. If they got broken, you will have to fully repair them and turn them on again.

Ark medical: the cryo chambers don't have the enemy spawns, but also it has no access to sun. Place a door and a power transmitter nearby, with crafting table mk1, make portable bed, place it nearby and when you've found a suitable base location, take the CTmk1 with you. As this location doesn't have access to sun, it's only good as the spawn base.

Promenade: 4th floor, Ark clinic. Has access to sun, but it is a rather large area. Not to mention you need a large wall.

Arcadia Tower: 3rd floor, exit the elevator and walk straight forward. You'll see a lrage window overseeing the oasis. It has a kiosk with useful but expensive items, near which you might start building base. Quite a lot of sunlight, but again, need large wall, as this place is crawiling with enemies.
Alternative is one of the apartments on 7th or 8th floor, but it's more tricky to make a base there.

Oasis/Origin Station. Foursette, can easily be found after exiting the Ark cryo facility and walking right. Has one entry point for enemies, but one escape point. The only drawback is that it needs UV hydroponics in order to produce food, as it only has space for two solar chargers and one large hydroponic farm. You can forego pylons here and jut build a door. Only drawback is that sometimes enemies will spawn inside your base.

Nirvana: I'd say two locations, one in the oasis right above the Nirvana entrance, and one... basically anywhere in nirvana. Though there is one place where no enemies can spawn, and it's walled, but it's more of an exploit, and without a 'ladder' you won't get back.
Other stuff
1. The following things stay with you on your death/new game: Genome points/experience, color overrides, augmentation permits, database entries, pamela abilities.

2. When you die you will be able to respawn in any 'powered up' cryochamber. However you will lose all items and augmentations you had on you, including upgrades and money, and your inventory space will be reset, but if you find your own body, you will be able to get everything back, aside from the augmentations.

3. When you start a new game, the districts will be reset, batteries and cyano tubes will most likely change their locations (most likely as I found two cyano tubes on the same spots when I restarted the game) and all your items will be lost.

4. Fully upgraded hydroponic farms and solar chargers can work without access to sunlight.

5. Location of the power station can be found on map, and the approximate location is always listed on power breakers at the bottom of it.

6. After some time the world creates new items and refills containers, which means it might be best if you don't store your valuables in any containers but the ones you crafted.

7. Corpses disappear after about 5-10 minutes and so does their items.

8. There is one very valid reason to go into nanite clouds. There is usually located a nanite covered container with lots of goodies in it, ranging from consumables and materials to equipment and augment permits.

9. You can jump over most small obstacles, and even jump on larger ones. If you're stuck, crouch and it will most likely kick you away from that point, at least that's the only way to get out of tight spot so far that isn't always working.

10. If you kill robotic creatures like seekers, observers and Sec-rt (robot ladies) in one hit, you won't be targeted by seekers/observers. If you hit them even under the effect of invisibility, you will be spotted and become a kill on sight target.

11. When you wake up in cryo chamber (intro) you have slender hands and fingers, als naked, but when you out of it, you are already dressed and have more rough fingers. (Basically you start as a woman in cryo chamber and become a man after the wake up procedure, but that can be an effect of a bodysuit.)

12. Did you know that lemon is a lie? It's actually a sour apple in a shape of a lemon. Oranges too.

13. You can't get drunk because there is less alcohol content in alcoholic drinks than in alcohol free beer. Future is convenient.

14. You can't swim, but you can't drown. Ocean is off limits and every pool is only an ankle deep. Also falling in Nirvana will kill you.

15. For some reason robots carry food and drinks, my guess they try to imitate and mock humans saying 'we can drink better than thou', but I am yet to see any of them drink apple juice or any oil.
That's all folks.
I just made the guide to make it easier for new players to start off without reading a wall of text, but I guess it ended with a wall of text, ha, ha.

I'll play and get the augments information and then update the guide.

Till the game gets coop mode, or earlier

NRMN

This guide my McSpazz has more information on enemies gameplay mechanics and basebuilding, check it out if this guide was helpful

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1393935827