Enemies:
Skaarj Hunters: Some of the first Skaarj to ever step foot on Na Pali, the Skaarj hunters are one of the few clans to be completely cut off from the rest of Skaarj society. Without a queen, they have resorted to cloning technology and a heavy reliance on other species in order to survive.
Kraal: Renamed by the Skaarj Hunters as a symbol of their close working relationship, the Kraal are devilishly intelligent and hold positions of power that their lesser relatives can only dream of. The Kraal are a diverse bunch, so don't expect to fight them like ordinary Krall and come out unscathed.
Bigmen: These brutes make up for their lack of armor with equally tough skin. They are stronger and more accurate than other brutes, but they're just as stupid.
Slithling: Unlike Skaarj pupae, young Slith such as these are deadly predators from the moment they spawn. They are just as fast in the water as fully grown Slith, and their powerful spines allow them to throw enemies across great distances (an ability Slith lose once their arms are completely developed).
Lesser Dragons: One of several distinct dragon breeds taken from the Skaarj homeworld, lesser dragons are named for their size (but not their bite). Bred as flying watchdogs, they obey the Skaarj Hunters and Kraal without hesitation.
Nali Hawk: These raptors are native to some of the high-elevation regions of Na Pali. Many have been domesticated and were once used by the Nali as messengers. When they aren't hoarding items in their nests, they can be found in mines and outposts as sentries. Due to their tarydium-weakened digestive systems, it is not uncommon to see a small group of them passing around flesh from a recent kill to ease the process.
Devil ray: These swimming creatures bear a striking resemblance to the stingrays of earth. They are normally docile, but are easily threatened. Their stingers are deadly, so it's best if you keep your distance.
Izarians: One of many races to be subjugated by the Skaarj, these cackling savages are well suited to chasing the Skaarj Hunters' enemies or the occasional Nali slave. They are equipped with specially-made impalers (among other weapons) and generally work in groups. The Izarians were originally sent to Na Pali as part of the task force to reclaim the planet, but they quickly aligned with the superior Skaarj Hunters.
Flayer: These arachnid-like creatures are highly territorial, mobile, and work in groups. They may or may not be distant relatives of the Spinners, and serve as evidence against the existence of the kind and loving gods that the Nali worship so dearly.
Inventory:
Tarydium Amplifier: The Skaarj Empire once discovered a form of Tarydium that is quite rare on Na Pali. They have been tampering with it for years and have finally unlocked its unique properties. Like the regular amplifier, it charges energy weapons, but it has the added benefit of charging Tarydium-based guns like the Stinger and the Stunner.
Skaarj Flare: Despite their keen vision, the Skaarj cannot see in dark environments much more than humans. These flares do the obvious, but they can distract creatures who live in dark environments, and they deal more damage upon exploding as well.
Razik Powerup: You'll be more than able to hold your own against tougher enemies if you find one of these powerups. They give benefits such as extra melee damage and projectile speed, and they incur no negative effects.
Oxygen Mask: Although it doesn't hold as much oxygen as the human SCUBA gear, the Skaarj oxygen mask absorbs breathable air from its surroundings when not in use.
Combat Shield: Commonly used by Skaarj infantry, this device provides protection against incoming projectiles. It is less effective in protecting against explosions, and cannot be used to guard against melee attacks. It is best used sparingly, as it drains power quickly.
Skaarj Translator: The Skaarj have their own translators for reading that which they cannot understand. An optional version with a larger font is included for people who play on high resolutions.
Weapons:
Raziks (slot 1): The infamous raziks are the first weapons you'll have. Primary fire shoots two Skaarj energy projectiles. As a skilled combatant, there are a variety of melee attacks that you can perform. Secondary fire swipes the blades. The third firing mode performs a lunging swipe of the blades. The fourth firing mode performs a spin attack. The raziks' ammo recharges over time, so you'll never be defenseless. Like the dispersion pistol, the raziks can be upgraded with powerups.
Stunner (slot 2): This energy-based gun is employed in high-priority mines where slave escapes and riots have become problematic. Primary fire charges up a weak beam that pushes enemies backwards; secondary fire does the same, but the beam pulls enemies towards the user. It does low damage, requires accuracy, and isn't suitable for heavier foes, but the stunner is good for pushing enemies into hazards or getting them within reach of your razik.
Impaler (slot 4): An old Skaarj weapon whose origins have long since been forgotten, the impaler is almost exclusively used by the Izarians. To the uneducated, this seemingly basic weapon blurs the line between magic and technology. It uses an unstable violet crystal as ammunition; primary fire continuously shoots a beam of energy from the crystal, and secondary fire launches the crystal to create a large explosion. Shooting the secondary fire's crystal with the primary fire's beam will overload the crystal, causing it to explode and deal extra damage.
Hunting Razorjack (slot 7): Skaarj often enjoy setting traps for unwary creatures like the Nali. To accomplish this with ease, they gave the regular Razorjack a third firing mode that shoots blades which stick to surfaces and act as caltrops, injuring anything foolish enough to step on them. The blades from the weapon's primary and secondary firing modes will also stick to surfaces after bouncing a few times.
Sunspire Missile Launcher (slot 8): The weapon of choice for discerning Warlords, the latest iteration of the Swarmer launcher has been improved to be lighter, stronger, and more versatile. Primary fire shoots a high speed rocket that deals heavy damage. Secondary fire shoots a much slower rocket that can be guided and then detonated at the user's discretion. The weapon's third firing mode is similar to the second, but it allows the user to take direct control of the rocket via camera.
Skaarj Rifle (slot 9): During the Human-Skaarj War, the rifle was commonly modified by the more clever Skaarj snipers as a way to pick off as many hostiles as possible. Primary fire is a set of three shots in quick succession. Secondary fire is the standard rifle zoom. It's best to use this weapon either against stronger individual foes or groups of weaker enemies - once you shoot, the gun will not stop until it has fired three shots or has run out of ammo.
Minicannon (slot 0): This recent miracle of Skaarj ingenuity was born out of the need to combat the interstellar mercenaries and the occasional space marine. The minicannon's primary fire, like the minigun's, shoots a steady stream of bullets. Secondary fire is different, shooting a single bullet from each of the minicannon's four barrels for a powerful close-range attack.
FeaturesHUD: Resurgence comes with a custom HUD. There are three versions: One with normal 32x32 icons, a larger one with 64x64 icons, and an HD one with 128x128 icons.
Small/Normal: (800x600)
Large: (800x600)
HD: (1600x1200)