RimWorld

RimWorld

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VPE - Arknights
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Mod, 1.5, 1.6
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46.041 MB
May 18 @ 10:06pm
Jul 3 @ 4:18am
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VPE - Arknights

In 2 collections by Sentinel
Too many VPE Paths.
11 items
My Arknights mods
7 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.
38 Comments
Sentinel  [author] Jul 3 @ 4:19am 
Update: 1.6 port
Sentinel  [author] Jul 2 @ 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] Jul 2 @ 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.
Alpharius Jul 2 @ 11:50pm 
ah it's all good sentinel
thought you had forgotten about us, but I'm glad to know you haven't
as always, cheers!
Sentinel  [author] Jul 2 @ 4:46pm 
@Asher The Ranger Thought I replied to you, depends on his abilities, i'll look around and see what I can add that isn't already in one of the trees
Sentinel  [author] Jul 2 @ 4:44pm 
@Alpharius I didn't forget about this mod hah, i'm just hella busy irl these days
Alpharius Jul 2 @ 1:23pm 
when the world needed him most, he disappeared
OkranGalliard Jun 8 @ 3:46pm 
Alright thanks for considering my idea :steamthumbsup:
Sentinel  [author] Jun 8 @ 5:05am 
@OkranGalliard Good to know, I might make a custom blood code related to turning enemies into Lost (reskinned ghouls for the time being) will make skills to make enemies go frenzy as well, maybe a tree related to making your own army of lost that feed on blood.

Iirc CV and god eater do share the same world as seen from the mido boss fight cutscene where you can see a dyaus pita so it should be fine to take inspiration from it.
OkranGalliard Jun 8 @ 4:50am 
BOR parasites are what makes Humans (alive or dead) into Revenants, Humans found it and mass produced it to create the Revenants we know and love with their whole immortality gimmick unless their heart is destroyed and their ability to grow and acquire new abilities by consuming blood.

the Lost are what happens when the BOR parasite isn't fed blood resulting in it taking over and spreading the BOR parasite cells into the entire body rather than just the heart which is why the lost can never be permanently killed and mutate with every few deaths.

The miasma is naturally released by the Lost which drives Revenants to frenzy and turns them into Lost if they inhale it, pretty sure it also turns other dead organisms into Lost seeing as there's dog looking lost around.

Just a little lore dump on the BOR parasites to help.

I'm pretty sure it was made canon that God Eater and Code Vein don't share a world but honestly yeah could definitely use God Eater for some inspiration if you want.