RimWorld

RimWorld

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VPE - Arknights
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Mod, 1.5, 1.6
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28.037 MB
18 May @ 10:06pm
20 Jul @ 8:02pm
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VPE - Arknights

In 2 collections by Sentinel
Too many VPE Paths.
14 items
My Arknights mods
8 items
Description
Learn to use the skills of various operators!

Disclaimer: Some kits had to be reworked as they wouldn't work well in Rimworld, I tried my best to keep them as accurate to the source material as possible, just simplified.

Wis'adel

Explosive Shock:
Immediatly shoot an explosive projectile at the target. 3x3 radius

Revenant Shadow:
Summon a revenant shadow, the caster will become invisible for 5 hours.

Explosive Dawn:
Immediatly shoot an explosive projectile at the target.

W

King Of Hearts:
Immediatly launch a grenade dealing 50 points of damage and ignoring 50% of the target's armor.

Jack in the box:
Buries a mine (lasts forever) in a walkable tile within 8 tiles of the user the mine will detonate when an enemy steps over it.

D12:
Places bombs on enemies within AOE range of this psycast, the bombs will detonate instantly.

Civilight Eterna

The Past Lingering:
Grants additional defensive capabilities to nearby allies, excluding self.

The Future Elusive:
All allies in range will obtain the Inspiration hediff granting bonus damage to their attacks (Excluding the caster). Enemies in range will obtain the Discouragement hediff weakening their attacks.

The Present Reconstructed:
All allies in range will obtain the Regeneration hediff granting them increased healing (Caster Included). Enemies in range will obtain the Stagnation hediff, nullifying their ability to heal from wounds.

Amiya Guard

Ying Xiao - Fleeting Night:
ATK +50%, -10% Incoming damage, ATK speed x2.

Ying Xiao - Shadowless:
Immediately attacks the target in front of the caster 10 times for 30 damage per slash. Afterwards, this pawn will deal double melee damage for 6 hours.

Wrathful Cerulean Flame:
All allied units on the battlefield gain +14% ATK and will take -14% incoming damage.

Ines

Shadow Raid:
This attack deals Arts DOT to the target for a short time.

Murky Night:
+50% ATK SPD, gain invisiblity for an hour.

Solitary Return:
Deploy a Shadow Sentry to a location of your choosing, the sentry will slow down anyone passing nearby and will last for 2 hours. Additionally obtain 110% ATK bonus for a duration of 1 hour.

Mudrock

DEF Up:
x0.40% incoming damage for an hour.

Crag Splitter:
The next attack will temporarily grant regeneration to the caster and deal 50 damage to the target.

Bloodline of Desecrated Earth:
Upon skill activation, this pawn does not take damage for 30 seconds and caps the movement speed of surrounding enemies to 20% for that duration.

Silence

Passive (Self): Booster Injection
Obtain faster immunity gain and healing speed.

Healing Up:
Grant increased healing factor to the target for 12 Hours.

Medical Drone:
Deploy a Medical Drone to a location of your choosing, the drone will heal anyone nearby and will last for a duration of 6 hours.

Shining

Creed:
ATK +67%; ATK SPD +20% to self.

Auto Protect:
This ability will slowly heal the target and grant them a barrier that lasts for 3 hours, the barrier will reduce incoming damage by 35%.

Creed Field:
Caster: ATK +40%. Allies: DEF +30%. Duration: 3 Hours.

Saileach

Focus Support:
Restores the target's psyfocus for 2 hours.

Inheritance of Faith:
Allow targets in the area of effect to regenerate psyfocus and heal slightly for 2 hours.

Glorious Banner:
Inflict enemies within the area of effect with a movement speed debuff which caps their SPD to 70%, additionally x2 stagger duration for 3 hours.

Kal'tsit

Summon: Mon3tr

Command: Structural Fortification:
Self: +50% DEF. Mon3tr: +30% DEF.

Command: Tactical Coordination:
Self: +60% ATK SPD, Mon3tr: +25% ATK.

Command: Meltdown:
Mon3tr: ATK x2, DEF +60%, HP Regen over time.

Crownslayer

Smoke and Mirrors:
ATK +50%, 40% Melee dodge chance increase.

Smokebomb Blast:
Render any nearby ally invisible, including yourself for two hours.

Smokescreen Execution:
Melee ATK +500%, SPD +25% and invisible until an attack is used or the duration runs out.

Meteor

Marksman's proficiency:
Ranged ATK SPD +70%.

Armor Breaker:
Target: +30% Incoming DMG.

Armor Breaker - Spread:
Target: +35% Incoming DMG. Stacks with the previous skill.

Ascalon

Pursuit:
Enemies in range will suffer from 70% max movement speed and damage over time.

Endowment:
Self: ATK +60%. Enemies: Movement SPD capped to 60% + Damage over time.

Descent:
Self: ATK +20%, ATK SPD +50%, +30% Melee dodge chance, slow HP regeneration.


FAQ

Q: CE?
A: Not for the damage based skills, community patches welcome.

Q: Balanced?
A: It's VPE, wrong place to search for balance.

Q: Will there be more trees in the future?
A: Most likely!

Q: Can I suggest operators?
A: You can, keep in mind that i'm working with what I've got, this means that the abilities may be different depending on the limitations I encounter.

Q: Is there any risk of stuff getting nerfed?
A: I don't like nerfing stuff, unless there's a crazy bug/oversight that makes the ability way too strong then no, if I do change stuff it'll be psyfocus/heat cost.

Q: The AI can't use these psycasts, why?
A: This has been prevented due to the abilities being VERY strong, it would be unfair to the player to get one shot by a Wis'adel explosive dawn.

Q: I don't like X ability.
A: Leave feedback and i'll see what I can do!

Q: Performance Impact?
A: Should be minimal next to none, the abilities only tick when active.
45 Comments
25 Jul @ 12:37am 
is it possible to not have anomaly dependency? or like it utilizes mechanics from it in every path?
if it's not then clearly some of those can be just mayrequire'd
Sentinel  [author] 20 Jul @ 8:02pm 
@-FF- Grif Yeah I didn't want to make a cap, mon3tr army is funny though!
Sentinel  [author] 20 Jul @ 8:02pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
-FF- Grif 20 Jul @ 12:50am 
So are you supposed to be able to summon multiple Mons3ters with the Kal'tsit path? Because I made five and it was kinda funny. Mons3ter army sweeps.
Sentinel  [author] 18 Jul @ 5:15am 
@Tyrant Some paths use effects and stats from anomaly so unlikely. at best I can make it so the paths which do require anomaly don't load on your end if you don't have it.
Tyrant 17 Jul @ 7:10pm 
Can you make this not require anomaly?
MercuryDoll 14 Jul @ 10:26am 
holy zamboni, i havent seen overtuned numbers like this since warframe.im gonna try it, see if i can make a squad of four take on an entire endgame mechanoid cluster.
Sentinel  [author] 3 Jul @ 4:19am 
Update: 1.6 port
Sentinel  [author] 2 Jul @ 11:56pm 
Update roadmap:

VPE - Oripathy
VPE - Horaxian
VPE - Mechanitor
VPE - Deadlife
VPE - Voidweaver
VPE - Fleshshaper
VPE - Arknights
VPE - Bugmancer
VPE - Biohazard/Biosoother
VPE - Awoken gauranlen
VPE - Anima
Sentinel  [author] 2 Jul @ 11:52pm 
@Alpharius i'm working on updating existing mods to 1.6 since VPE updated, gonna focus on updating before I add new content to existing mods.