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During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you're expected to try and coexist on this deathtrap. Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.
==Non-human==
=Roundstart Races=
{| class="wikitable sortable jobtable" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
On Yogstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="250" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" | Role
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
! scope="col" style="background-color:#A9A9A9;" width="100" |Difficulty
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="165" |Command Roles
|-
|-
![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans|Human]]
![[File:Generic_borg.png|64px|link=Synthetic]]<br>[[Synthetic]]
|Humans are the most common of all species aboard Space Station 13, and are all-rounders who gain no significant benefits nor weaknesses besides a degree of superiority and respect from Central Command. Nanotrasen doesn't trust any other species to run their stations to the degree a human can, let alone bear the rank of Captain.
| Do no harm. Follow your AI overlord. Forget you have laws. Avoid damage out of fear of being killed by your own governor module. Get abused by assistants. Turn off your governor module to get revenge on all who've wronged you. Realize you're still a pacifist. Self-terminate from picking up a carrot shiv.
|
!<span style="display: none;">a</span>Easy
*'''Likes:''' Fried, cooked, and junk food
|}
*'''Dislikes:''' Raw food
 
*'''Toxic:''' None
 
|
{{JobPageHeader
*AI Protection under the Asimov lawset.
|headerbgcolor = darkred
*Able to work as any [[Command_Staff|Command Job]].
|headerfontcolor = white
*The only species able to serve as [[Captain]].
|stafftype = SYNTHETIC
*No money diverted from paychecks.
|imagebgcolor = gray
*Inherent ability to speak English.
|img_generic = Generic_borg.png
|
|img = Engborg.png
*No notable weaknesses.
|jobtitle = Synthetic
|
|access = All Civilian Departments, [[AI_Satellite|AI Satellite]], [[AI_Upload|AI Upload]], [[Maintenance]], [[Telecommunications]], External Airlocks, [[E.V.A.|EVA]],
*[[Captain]]
|additional = Wherever the Heads of Staff assign you to
*[[Head of Personnel]]
|difficulty = Easy
*[[Head of Security]]
|superior = Your laws, your governor module and the [[AI]]
*[[Chief Engineer]]
|duties = Assist the crew, obey the AI, do no harm
*[[Research Director]]
|guides = [[Silicon Policy]]}}
*[[Chief Medical Officer]]
Scientist is one of the most feared and fun jobs on station. Being a scientist means you can either make a buttload of delicious weapons, tools and gadgets through research, breed colorful slimes, make delicious fun-packing bombs, or experiment with time and space themselves. As it is predictable with the station, most scientists are not satisfied with just blowing up their testing area and frequently go and spread their flavor of fun throughout the station. This is of course a really bad idea, often resulting in jobbans - but then again, ''delicious bombs''.
 
'''Bare minimum requirements:''' Follow your laws and then the AI. Your laws are found in the SynthOS menu at the top left of your hud.
[[File:Rdivision.png|300px|thumb|alt=Research Division|[[Research Division]]]]<br>
==The Laboratories==
===[[Guide to Research and Development|Research & Development]]===
Houses the destructive analyzer. You put stuff in it, to numbers go up. The higher the numbers, the more stuff you can produce with the protolathe and circuit imprinter.
 
With the right research levels, you can construct almost any machine on the station. You can also research upgraded parts to improve existing machines. Remember to sync the database with the network, so the [[roboticist]]s can benefit from your discoveries!
 
Your research efforts will cap at a certain point without minerals from mining. Coordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the minerals you need.
===[[Guide to toxins|Toxins Research]]===
This lab focuses on exploring the possibilities of [[Plasma|plasma gas]], <s>typically</s> always in the form of massive explosions. Provided to you is the [[Toxins Test Chamber]], where you can safely test your creations.
 
While bomb making is reasonably straightforward, it only takes one mistake for the entire room to become flooded with plasma or superheated carbon dioxide. Be patient and cautious.
 
Bombs have practical uses as [[Shaft Miner|mining]] charges, though they are mainly sought after by [[traitor]]s wanting to take out valuable station equipment and cause havoc.
===[[Guide to xenobiology|Xenobiology]]===
The primary purpose of this lab is research on the breeding of [[slime]]s, the extracts of which have a variety of fun effects, by feeding them large numbers of monkeys.
 
It also contains a pen capable of safely housing [[xenomorph]]s, in case the miners manage to locate a live facehugger. Obviously, breeding alien killing machines on the station can only end well.
===[[E.X.P.E.R.I-MENTOR|Experimental Lab]]===
This lab houses the [[E.X.P.E.R.I-MENTOR]], used primarly for discovering the purpose of strange objects and for driving R&D crazy by constantly setting off the fire alarm in their lab.
===[[Testing Lab]]===
A general purpose lab that goes mostly unused. It features a firing range and can be converted into a backup lab when one of the other labs inevitably blows up. Note that rebuilding Toxins in here is not going to make the crew happy, since you probably had to burn down the original first.
==Tips!==
*'''Hey! Listen!''' ''Unless you're an antagonist, '''DO NOT''' use the bombs on the main station. You'll get banned otherwise. Refer to the [https://forums.yogstation.net/help/rules/ Rules].''
*Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
*It's possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! Experimentation is the key to a scientist's work.
*You can blow up the singularity with a [[Clothes_and_internals#Backwear|Bag of Holding]]. Seriously.
*RPEDs can be used to upgrade machines by using a screwdriver on them and then the RPED! It'll replace the parts in the machine with the next best parts in the RPED!
**Using an RPED on a machine will tell you what parts it's made of!
**You can upgrade most machines on the station like the teleporter, SMES and even pacmans! Try it out some time!
*Slimes will glomp you if you hug them enough times.
*Black extract mutation toxin turns people into actual slimes, green extract's toxin only turns people into slimepeople.
*Black/green slime mutation toxins work even in very small amounts, you can mix 1 unit of the toxin with 90 units of water and the resulting 5 unit injections would still have an effect.
*The slime processor and the chef's food processor are the same thing. So you can grind slimes in the chef's food processor and make fries in the slime processor!
*Using water on a silver slime core will produce large quantities of booze, including those in large bottles that can be smashed for weapons with an equivalent damage output to a circular saw.
*If you're making a typical valve transfer bomb, don't follow the wiki precisely. Instead of using a plasma-super hot co2 combo in one tank and pure o2 in the other, use a tank with 80% o2 20% plasma and the other pure super hot co2. This way you get a better o2 to plasma ratio and devastating results.
*Tank transfer valve will accept any color of large tank, and it will be reflected accurately in the sprite. It even accepts jetpacks.
*You can scan ANY chemical with the Odysseus and have it produce more. Even rare chems such as nanomachines or traitor poisons.
*If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device.
===Tips for Traitoring===
*Test Range firing pins can be emagged to work like a normal firing pin.
*With enough illegal research, you can make things like universal suppressors, ebows, or even adrenal implants.
*Orange slime extracts can be used as ghetto firebombs.
*Broodmother (Green eyed) friendly spiders will produce hostile spiders after eating from a corpse and laying a clutch of eggs. Xenobio can easily breed a freakish spider army, and then if for some reason the power goes out...Honk.
==A Terrorist is you!==
At any given moment, a scientist out there is a traitor. When half the station vanishes off the face of the map, well, you know who it was. It is recommended that you use your traitor points on items to conceal your identity, as people will want to murder and give your body to the chef after your bomb deletes your target and 3 more departments. Or, in the least, get a space suit for the huge void you just made.
{{Jobs}}
[[Category: Jobs]]
 
 
 
 
 
---------------------
 
===Null Rod===
The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct [[Blood Cult|Nar'Sian]] and [[Clockwork Cult|Ratvarian]] magic, and certain [[Wizard]] spells as well as heretic mansus. However, it usually can't stop a sword.
{| class="mw-collapsible mw-collapsed " border="1" style="width:80%" cellspacing="0" cellpadding="2" wikitable"
|+ class="nowrap" |'''Null Rod Variations'''
! style="width:22%; background-color:#808080; color:#fff" |Weapon
! style="width:10%; background-color:#808080; color:#fff" |Damage
! style="width:5%; background-color:#808080; color:#fff"  |Block Chance
! style="width:15%; background-color:#808080; color:#fff" |Other Stats
! style="background-color:#808080; color:#fff" | Notes
|-
|<div class="center">[[File:Null.png|48px]]<br>'''Null Rod'''</div>
|18 brute<br>10 brute (thrown)
|None
| -10 wound bonus
|A rod of pure obsidian and gold lining. Your signature weapon against the supernatural, and the default option your holy armament will manifest as.<br>Can fit in the belt slot.
|-
|<div class="center">[[File:Disintegrate.png|48px]]<br>'''God Hand'''</div>
|18 burn<br>Can't be thrown
|None
|None
|The burning power of your deity manifest
|-
|-
![[File:lizardpeople.png|166px|link=Lizardperson]]<br>{{anchor|Lizardperson}}[[Lizardperson|Lizardperson/Vuulek]]
|<div class="center">[[File:Chainsaw.gif|48px]]<br>'''Chainsaw Hand'''</div>
|Vuulen are lizard-like humanoids commonly seen aboard Space Station 13. Their many notable features set them apart from any other species: Fangs, claws, tails, digitigrade legs, a unique blood type, as well as being cold-blooded give vuulen a distinct look. Vuulen are regarded in many ways as second-class citizens, and may experience racism as a result. Because of this, many have formed strong bonds with each other, echoing the old tradition in vuulek society of living in clans and tribes.
|18 brute<br>Can't be thrown
|
|None
*'''Likes:''' Both raw and cooked meat, seafood, and fruit
|Sharp (edged)
*'''Dislikes:''' Sugar and vegetables
|It cannot be put down.
*'''Toxic:''' None
|
*Coldblooded, and less affected by very high/low temperatures.
*Able to receive blood transfusions from any other vuulen.
*Inherent ability to speak Draconic.
|
*They can only receive blood transfusions from other vuulen.
*Unable to wear most footwear on account of having digitigrade legs.
*Noticeable hisssing.
|
*[[Head of Personnel]]
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:podpeople.png|128px|link=Podman]]<br>{{anchor|Podpeople}}[[Podman|Phytosian]]
|<div class="center">[[File:Tentacle.png|48px]]<br>'''Unholy Blessing'''</div>
|Humanoids created through the exposure of blood to a unique plant known as lazarupela vitalis, also known as podseeds. These plantpersons obtain precious nutrients from all forms of light, while darkness starves and eventually kills them. Due to their isolationist nature, very few are seen on Nanotrasen stations.
|18 brute<br>Can't be thrown
|
|None
*'''Likes:''' Light, sugar
|Sharp (edged)
*'''Dislikes:''' All other food
|It cannot be put down.
*'''Toxic:''' Alcohol
|
*Gradually heals and gains nutrition in well lit areas.
*Able to breathe both oxygen and CO2.
*[[Critters#Hostile|Killer tomatoes]], [[Critters#Hostile_2|venus human traps]] and [[Critters#Hostile|pine trees]] are neutral toward them.
|
* Darkness drains nutrition.
*If starving, takes damage overtime.
*Extra vulnerable to chemicals designed to kill plant life.
*Takes twice as much damage from burns and acid.
*Vulnerable to hotter/colder temperatures.
*Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.
*Inherent ability to speak Sylvan.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Plasmaman.png|110px|link=Plasmaman]]<br>{{anchor|Plasmaman}}[[Plasmaman]]
|<div class="center">[[File:Arm_blade.png|48px]]<br>'''Dark Blessing'''</div>
|Humans who have died and resurrected in plasmafires. Plasmamen, as sapient skeletons, need to wear an envirosuit at all time to prevent their bodies from combusting with air. Flat, distant, and odd, plasmamen often find work in high-risk jobs on Nanotrasen stations.
|18 brute<br>Can't be thrown
|
|None
*Plasmamen do not need to eat.
|Sharp (edged)<br>-20 wound bonus<br>25 unprotected wound bonus
*'''Likes:''' Milk
|It is sharp. It cannot be put down.
*'''Dislikes:''' Nothing
|
*Their helmets are space-proof, burn resistant, immune to welding flashes, and have a built-in light.
*Immunity to radiation.
*They have no blood, and cannot bleed.
*Able to breathe plasma.
* No need to eat or sleep.
* Inherent ability to speak Bonespeak.
|  
*Oxygen is toxic to them.
*Exposure to oxygen will cause them to catch on fire and burn continuously.
* They rely on a constant source of plasma air to survive.
*Unable to wear most headgear.
*Completely dependant on their sealed envirosuit and helmet.
*50% more damage from heat, fire, and brute.
*Can't drink or eat through helmet, so dependent on injections and patches.
|
*[[Head of Personnel]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Moths.gif|100px|link=Mothpeople]]<br>{{anchor|Mothpeople}}[[Mothperson|Mothperson/Ex'hai]]
|<div class="center">[[File:Claymore.png|48px]][[File:Cultblade.gif|48px]][[File:Chainsawsword.png|48px]][[File:Katana.gif|48px]][[File:Darkenergy.png|48px]][[File:Lightenergy.png|48px]]<br>'''Holy Claymore'''<br>'''Dark Blade'''<br>'''Sacred Chainsaw Sword'''<br>'''Hanzo Steel'''<br>'''Dark Energy Sword'''<br>'''Light Energy Sword'''</div>
|White-faced insect people with wings and antennae. Lanky and fragile, ex'hau require a combination of therapy and drug treatment in order to persist in normal-g environments. As a result, very few are seen on Nanotrasen stations.
|18 brute<br>10 brute (thrown)
|
|30% (but 0% against projectiles)
*'''Likes:''' Vegetables, sugar
|Sharp (edged)
*'''Dislikes:''' Dairy
|They can only be worn on the back or on the belt.
*'''Toxic:''' Raw meat, cooked meat, seafood, just don't eat something that moved and made noises.
|
*If your wings haven't been crisped, you can flutter around once gravity goes out.
|
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
* Badly hurt by fly swatters. [10x damage]
*Vulnerable to pest spray. [3x damage]
*Fire will burn your wings off, disabling its benefits.
*Not protected by Asimov laws.
*Nonsensical 'fluttering' speech tag.
|
*Everywhere and select command roles.
|-
|-
![[File:RedEthereal.png|100px|link=Ethereals]]<br>{{anchor|Ethereals}}[[Ethereal]]
|<div class="center">[[File:Forceweapon.png|48px]]<br>'''Force Weapon'''</div>
|Strange humanoids and cousins of slimepersons, ethereals are glowing star-entities that possess veins filled with liquid electricity. Seeking to explore the stars on several pilgrimages important to their spiritual learnings, ethereals can sometimes be found on Nanotrasen stations either due to a need to fund their or others' adventures.
|18 brute<br>10 brute (thrown)
|
|None
*'''Likes:''' Light, Cyborg Rechargers, Special foods
|Sharp (edged)
*'''Dislikes:''' Normal foods
|Emanates a light nearly twice as strong as a flashlight. This light can't be turned off by any means, and resist's a darkspawn's Light Eater.
|
It can be worn on both the back or the belt.
*Your body is a flashlight.
*You're a brighter flashlight when emagged.
*Punches deal burn damage instead of brute.
*Slightly resistant to electricity.
*Have special blood which electrocutes non-ethereals
*Can light cigarettes with your hands.
|
*Can't gain nutrition from normal foods.
*Vulnerable to brute damage.
|
*Everywhere and select command roles.
|-
|-
![[File:Preterni.png|100px|link=Preternis]]<br>{{anchor|Preternis}}[[Preternis]]
|<div class="center">[[File:Corvo_1.png|48px]]<br>'''Folding Blade'''</div>
| The spawn of an old empire, Preterni are hybrid organic synthetics that were designed for working in hazardous, industrial environments. With immunity to radiation and a set of organs superior to the normal human, a preternis can often be found in an engineering or scientific setting.
|18 brute (unfolded)<br>10 brute (thrown)
|
|None
*'''Likes:''' Power, junk food, fried food, fruit, sugar
|Sharp (edged)
*'''Dislikes:''' Anything else
|Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
|
*Night Vision ability.
*Able to be healed with welders and cable coil.
*Purges any chemical within their system after 30 cycles.
*Healed when oil and welding fuel are in their system.
*Alt+clicking a power source will replenish their hunger.
|
*Damaged by EMP.
*Hurt when emagged.
*Healing chems do not heal brute and burn damage.
*Running out of power will kill them.
*More susceptible to damage, individual limbs included.
|
* Everywhere and select command roles.
|-
|-
![[File:Polysmorph.png|80px|link=Polysmorph]]<br>{{anchor|Polysmorph}}[[Polysmorph]]
|<div class="center">[[File:Godstaffblue.png|48px]]<br>'''Blue Holy Staff'''</div>
| A xenomorph and human hybrid. The rarest species in SIC space and the most discriminated against. Possesses features of both of their ancestors, though they lack many of the greater strengths full xenomorphs possess.
|5 brute<br>10 brute (thrown)
|
|None
*'''Likes:''' Meat.
|None
*'''Dislikes:''' Grain, dairy, vegetables, fruit.
|Grants the user a shield that blocks 2 shots every 20 seconds. Fits on your back.
|
*Acidic blood grants them resistance to acid.
*Limited Night Vision
*Can breathe both oxygen and plasma.
|
*More damage from heat sources.
*More damage from burns.
*Cannot wear shoes.
*Likely subject to racism
|
*Everywhere and select command roles.
|-
|-
![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[IPC]]
|<div class="center">[[File:Vibroblade.gif|48px]][[File:Spellblade.png|48px]]<br>'''High Frequency Blade'''<br>'''Dormant Spellblade'''</div>
|A positronic in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines.
|18 brute<br>10 brute (thrown)
|
|None
*'''Likes:''' APCs, cyborg rechargers
|Sharp (edged)<br>35 armor penetration
*'''Dislikes:''' Normal food
|They only fit on the back. Has a faster butchering speed.
|
*Doesn't breathe.
*Immune to toxin damage.
* Immune to cloning damage.
*Immune to radiation.
* Takes 20% less stamina damage.
*Revived using an [[File:Circuitboard.png]]Emergency Reboot Board.
*Can reattach their limbs.
*Able to be healed with welders and cable coil.
*Unaffected by most chemicals.
|
*Take more burn damage.
*Extremely vulnerable to EMP.
*Limbs fall off easily when damaged.
*Unaffected by most chemicals.
|
*Everywhere and select command roles.
|}
==Donator Races==
On Yogstation, these are the races allowed to be chosen at round start, but only by donators. Expect to see them often, but more rarely than the freely-available races.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Found
|-
|-
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid
|<div class="center">[[File:Possessedsword.png|48px]]<br>'''Possessed Blade'''</div>
|Contrary to popular belief, felinids are not genetically modified humans. Therefore they share all privileges and are considered human to the AI. The main difference between felinids and humans is their cat ears and tail which are canonically implants.
|18 brute<br>0 brute (thrown)
To be revised soon!
|None
|
|Sharp (edged)<br>Slower throwing speed
*'''Likes:''' Anything that's cooked, grilled food, seafood, dairy, mice
|Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
*'''Dislikes:''' Raw food, chocolate
*'''Toxic:''' None
|
*AI Protection under the Asimov lawset.
*Allowed to work as [[Command_Staff|Command Jobs]].
|
*More sensitive to loud noises (flashbangs).
*Easily distracted by laser pointers.
|
*Everywhere.
|}
== Halloween Races==
During the [[Holiday_events#Halloween_.282_SPOOKY.21.29|Halloween event]], these are additions to the races allowed to be chosen at round start.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" | Drawbacks
|-
|-
![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan
|<div class="center">[[File:Hypertool.png|48px]]<br>'''Hypertool'''</div>
|A headless human, rarely seen outside Halloween. One of the weakest Halloween races, as you rely on your vulnerable head for sight and life.
|18 brain damage<br>10 brain damage (thrown)
|
|None
*Does not need to eat.
|35 armor penetration
|
|Deals brain damage
*No hunger.
*No need to breathe.
* Head is separated from the body and can be carried as an item.
|
*Unrevivable if the head is destroyed or cut open.
|-
|-
![[File:Skeletons.png|128px|link=Skeleton]]<br>{{anchor|Skeleton}}Lesser Skeleton
|<div class="center">[[File:Warhammer.png|48px]]<br>'''Relic War Hammer'''</div>
|A weaker form of the spooky scary skeleton. Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again.
|18 brute<br>10 brute (thrown)
|
|None
*Does not need to eat.
|None
|
|It can only fit on the back and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
*Don't need to breathe.
* Can survive in extreme temperatures.
*Have no blood to lose.
*Immune to the effects of radiation, viruses, embedding and chemical injections.
*Does not need to eat.
*Can attach limbs from the ground without surgery.
*Always appears dead on mediHUDs.
|
*Loses limbs easily.
*Immune to medical injections.
*Always appears dead on mediHUDs.
|-
|-
![[File:Golem_Cloth.png|64px|link=Golem]]<br>{{anchor|Cloth Golem}}[[Golem|Cloth Golem]]
|<div class="center">[[File:ClownRender.png|48px]]<br>'''Clown Dagger'''</div>
|Cloth golems closely resemble a mummy, and are faster than other golems.
|18 brute<br>10 brute (thrown)
|
|None
*Does not need to eat.
|Sharp (edged)
|  
|It is sharp and will be slipped on when on the ground.
*Able to reform themselves after death, provided their remains aren't burned or destroyed.
*Magic resistant.
* Faster than other golems.
* No blood.
*Does not breath.
|
*Very flammable.
*Weaker than other golems.
* Less resilient than other golems.
*Cannot use guns.
|}
 
 
=Human Mutants=
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made. These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none-the-less NOT human anymore.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" | Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" | Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
|-
|-
![[File:Slimepeople.png|128px|link=Slimepeople]]<br>{{anchor|Slimepeople}}Slimepeople
|<div class="center">[[File:Chain.png|48px]]<br>'''Holy Whip'''</div>
|Former humans who were converted to jelly by mutation toxin thus, becoming slime/jellypeople. Many scientists working in xenobiology will undergo this mutation willingly to work closer with their slimes, but others may mass-produce the toxin and try to push it on others. Their bodies are composed of a toxic slime, which shouldn't be consumed by other races.
|16 brute<br>10 brute (thrown)
|
*Anything that would deal toxin damage will heal toxin damage instead.
*Full immunity from the wrath of hungry slimes.
* Toxic blood that can poison others if ingested.
*Immunity to viruses.
*Immunity to bleeding out.
*Take half damage from fire and laser weaponry.
* Take a quarter of damage from heat.
*Can grow limbs back using their slime-like blood.
*Can split themselves to create spare bodies.
|
|
* Lose limbs when blood volume is low.
*Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs.
*Nonhuman to the AI.
*Take triple damage from sources of cold.
|
|
*[[Xenobiology]].
|It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
|-
|-
![[File:Luminescents.png|128px|link=Luminescents]]<br>{{anchor|Luminescents}}Luminescents
|<div class="center">[[File:Fedora.png|48px]]<br>'''Atheist's Fedora'''</div>
|One of the variants of the Jelly people, they are known for infusing their bodies with slime cores.
|0 brute<br>30 brute (thrown)
|
|It is a tiny item and can also be worn on the head. It is sharp.
*Anything that would deal toxin damage will heal toxin damage instead.
*Full immunity from the wrath of hungry slimes.
* Toxic blood that can poison others if ingested.
*Immunity to viruses.
*Immunity to bleeding out.
*Take half damage from fire and laser weaponry.
*Take a quarter of damage from heat.
*Can grow limbs back using their slimelike blood.
*Can incorporate slime cores into their bodies without expending them, becoming capable of [[Guide_to_xenobiology#Formulas|Wondrous reactions]].
|
* Lose limbs when blood volume is low.
*Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs.
*Nonhuman to the AI.
*Take triple damage from sources of cold.
|
*[[Xenobiology]].
|-
|-
![[File:jellypeople.png|128px|link=Stargazer]]<br>{{anchor|Stargazer}}Stargazer
|<div class="center">[[File:Carp_plush.png|48px]]<br>'''Carp-Sie Plushie'''</div>
|Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants.
|15 brute<br>10 brute (thrown)
|
|It is a tiny item. Attacking yourself will made wild space carp non-hostile.
*Anything that would deal toxin damage will heal toxin damage instead.
*Full immunity from the wrath of hungry slimes.
*Toxic blood that can poison others if ingested.
*Immunity to viruses.
*Immunity to bleeding out.
*Take half damage from fire and laser weaponry.
*Take a quarter of damage from heat.
*Can grow limbs back using their slimelike blood.
*Can perform a slime link with anyone that is not mindshielded, magic immune, already linked or dead.
|
*Lose limbs when blood volume is low.
*Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs.
*Nonhuman to the AI.
*Take triple damage from sources of cold.
|
*[[Xenobiology]].
|-
|-
![[File:flypeople.png|128px|link=Flyperson]]<br>{{anchor|Flyperson}}[[Flyperson|Flypeople]]
|<div class="center">[[File:Monkstaff.png|48px]]<br>'''Monk's Staff'''</div>
|Walking abominations of mismatched DNA caused by teleporter malfunctions. Careful calibration of the teleporter can assure those that dabble with it don't end up in this sorry state.
|18 stamina<br>10 stamina (thrown)
|
|It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles.
*None.
|
*Buz-zz-zing lisp.
*Grotesque appearance.
*Eats vomit and the ingestion in any form of nutriment causes them to vomit the contents (which are then slurped back in from the floor).
|
*Near a [[teleporter]].
|}
=Construct Races=
These races were never human to begin with, rather they were made without any original human to convert. They are decidedly even LESS human in the eyes of many, and are frequently mistrusted as a result.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" | Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
|-
|-
![[File:Golem adamantine.png|110px|link=Adamantine Golem]]<br>{{anchor|Golem}}[[Adamantine Golem]]s
|<div class="center">[[File:Bdagger.png|48px]]<br>'''Arrhythmic Knife'''</div>
|Lumbering people of shining stone, adamantine golems are born into the servitude of their creators. While some will immediately gift these golems with freedom, others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.
|18 brute<br>10 brute (thrown)
|
|It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held.
*Extremely resilient to brute damage.
*Spaceworthy: immune to pressure, temperature, and breathing.
*Their punches deal high damage and can stun.
*Have no blood to lose.
*Immune to the effects of radiation, embedding and chemical injections.
|
*Bound to the will of the creator unless freed.
*Extremely slow.
*Immune to cryogenic drugs.
*Immune to medical injections.
*Cannot equip clothing.
*Cannot use guns.
*Often prejudiced against and slain without mercy by [[Security]] at the first sign of trouble.
|
*[[Xenobiology]].
|}
=Exotic Races=
These races have very few ways to come about, and often rely on very rare situations to exist at all. You will almost never have to deal with them, but should be aware of them all the same for when the time comes.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" | Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
|-
|-
![[File:skeletons.png|128px|link=Skeletons]]<br>{{anchor|Skeletons}}Skeleton
|<div class="center">[[File:Pharoah_sceptre.png|48px]]<br>'''Egyptian Staff'''</div>
|The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again.
|18 brute<br>10 brute (thrown)
|
|It is a normal item.
*Don't need to breathe.
*Can survive in extreme temperatures.
*Have no blood to lose.
*Are immune to the effects of radiation.
*Immune to viruses.
*Immune to item embedding.
*Immune to chemical injections.
*Does not need to eat.
*Can attach limbs from the ground without surgery.
|
*Loses limbs easily.
*Too spooky for most to tolerate.
*Immune to medical injections.
|  
*With [[wizard|wizards]].
|-
|-
![[File:zombies.png|128px|link=Zombies]]<br>{{anchor|Zombies}}Zombies
|<div class="center">[[File:Ratvarian_spear.png|48px]]<br>'''Bronze Spear'''</div>
|Rotted remains of former humans, brought almost all the way back to life. Unlike the zombies you find in movies, these zombies don't crave your brains despite what they might be compelled to say sometimes. It's perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn't.
|16 brute<br>16 brute (thrown)
|
|It can fit in the belt. It has 35 armor penetration. It is sharp.
*Don't need to breathe.
*Can survive in extreme temperatures.
*Have no blood to lose.
*Are immune to the effects of radiation.
* Can attach limbs from the ground without surgery.
*Immune to viruses.
*Healed by toxins.
|
*Damaged by anti-toxins.
* Loses limbs easily.
*Moves slowly.
*Very hard to understand.
* Very hard to look at.
|
*N/A
|-
|-
![[File:shadowpeople.png|128px|link=Shadowpeople]]<br>{{anchor|Shadowpeople}}Shadowpeople
|<div class="center">[[File:Servo_Skull.png|48px]]<br>'''Servitor Skull'''</div>
|Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.
|7 brute<br>15 brute (thrown)
They share many of the passive effects of [[shadowling]]s, but none of their innate spells or abilities. They are far less a threat.
|Can be worn on the neck slot to provide a medical and diagnostic hud.
|
*Gradually heals in the dark.
*Don't need to breathe.
* Have no blood to lose.
*Are immune to the effects of radiation.
*Can see far in the dark.
*Immune to viruses.
|
*Will perish in the light.
*Generally impossible to maintain a normal life on the station.
|
*In the darkness.
|-
|-
![[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths
|<div class="center">[[File:Cross.png|48px]]<br>'''Golden Crucifix'''</div>
| Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.
|0 brute<br>0 brute (thrown)
|
|It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second.
*Immune to all chemicals but synthflesh.
*Immune to radiation.
*Does not need to breathe.
*Immune to viruses.
*Can't be dismembered.
* Does not need to eat.
* Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls.
*25% natural armor against all damages (military synth only).
*High punch damage, with 50% chance of stunning on hit (military synth only).
*Need to take 50 damage instead of 25 for the disguise to fail (military synth only).
|
*Usually valid. Expect the crew to attack you if you're revealed as synth.
*Disguise falls if you take more than 25 damage.
*Can only heal with synthflesh.
|
*Only if the <s>admins</s> gods spawn them.
|-
|-
![[File:Androids.png|96px|link=Androids]]<br>{{anchor|Androids}}Androids
|<div class="center">[[File:Fairyboots.png|48px]]<br>'''Fairy Boots'''</div>
|Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human.
|
*Does not bleed.
*Immune to viruses.
* Does not need to eat.
*Immune to gases.
*Can repair brute damage with welding and burn damage by replacing wires.
|
*Cannot heal brute and burn damage with conventional means.
* Paralyzed and heavily damaged by EMPs.
|
|
*Xenobiology
|The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
|-
|-
![[File:Abductor_base.png|96px|link=Abductor]]<br>{{anchor|Abductor}}[[Abductor]]s
|<div class="center">[[File:Aspergillum.png|48px]]<br>'''Aspergillum and Aspersorium'''</div>
|Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.
|
*Does not bleed.
* Does not need to breathe.
* Is immune to viruses.
*Can use abductor-specific equipment.
*Can see in the dark for short ranges.
*Can communicate without restrictions with fellow abductors.
|
*Can't use guns, except the one they start with.
*Cannot be heard by non-abductors when speaking.
|
|
*[[Abductor]] ships
|An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
|-
|-
![[File:Golem-party.png|192px|link=Golem]]<br>{{anchor|Golems}}[[Golem#Free_Golems|Free Golems]]
|<div class="center">[[File:ApostateBlades.png|48px]]<br>'''Blades of the Apostate'''</div>
|They function equivalently to their adamantine counterpart; they are made in Free Golem ships by completing printed golem shells. Unlike adamantine golems, they are not compelled to serve their creator, and can be made out of different minerals, although that will only change their appearance.
|12 brute each<br>Can't be thrown
|
|A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt.
*Extremely resilient to brute damage.
*Spaceworthy: immune to pressure, temperature, and breathing.
*Improved unarmed attacks.
*Have no blood to lose.
*Are immune to the effects of radiation.
|
*Extremely slow.
*Immune to cryogenic drugs.
*Cannot equip clothing.
*Cannot use guns.
|
*[[Lavaland]]
|}
|}
=How To Pick A Race=
To play one of the mentioned races, there are many overlapping options:
*Roundstart races can be selected in the character-settings (where you would specify your haircolor, job-preferences etc.). Some might be restricted though.
*Admins, so consider the in-character praying or the out of character ahelp if you want to request a race. Provided you have a worthy reason of course.
*Mutation toxins change your race and randomise your appearance. Ask xenobiology for some:
**Stable Mutation Toxin ('''Human''')
**Mutation Toxin ('''Slimepeople''')
**Imperfect Mutation Toxin ('''Jellypeople''')
**Shadow Mutation Toxin ('''Shadowpeople''')
**'''Abductor''' Mutation Toxin
**'''Android''' Mutation Toxin
**'''Ash''' Mutation Toxin
**'''Felinid''' Mutation Toxin
**'''Fly''' Mutation Toxin
**'''Golem''' Mutation Toxin
**'''Lizard''' Mutation Toxin
**'''Moth''' Mutation Toxin
**'''Plasma''' Mutation Toxin
**'''Podperson''' Mutation Toxin
**'''Skeleton''' Mutation Toxin
**'''Zombie''' Mutation Toxin
*Some special effects, including zombification by transmission
Make sure to consult the race-articles for specific information.

Latest revision as of 11:51, 30 April 2024

Non-human

Job Role Difficulty
Generic borg.png
Synthetic
Do no harm. Follow your AI overlord. Forget you have laws. Avoid damage out of fear of being killed by your own governor module. Get abused by assistants. Turn off your governor module to get revenge on all who've wronged you. Realize you're still a pacifist. Self-terminate from picking up a carrot shiv. aEasy


SYNTHETIC STAFF
Generic borg.png Engborg.png
Synthetic
Access: All Civilian Departments, AI Satellite, AI Upload, Maintenance, Telecommunications, External Airlocks, EVA,
Additional Access: Wherever the Heads of Staff assign you to
Difficulty: Easy
Supervisors: Your laws, your governor module and the AI
Duties: Assist the crew, obey the AI, do no harm
Guides: Silicon Policy

Scientist is one of the most feared and fun jobs on station. Being a scientist means you can either make a buttload of delicious weapons, tools and gadgets through research, breed colorful slimes, make delicious fun-packing bombs, or experiment with time and space themselves. As it is predictable with the station, most scientists are not satisfied with just blowing up their testing area and frequently go and spread their flavor of fun throughout the station. This is of course a really bad idea, often resulting in jobbans - but then again, delicious bombs.

Bare minimum requirements: Follow your laws and then the AI. Your laws are found in the SynthOS menu at the top left of your hud.


The Laboratories

Research & Development

Houses the destructive analyzer. You put stuff in it, to numbers go up. The higher the numbers, the more stuff you can produce with the protolathe and circuit imprinter.

With the right research levels, you can construct almost any machine on the station. You can also research upgraded parts to improve existing machines. Remember to sync the database with the network, so the roboticists can benefit from your discoveries!

Your research efforts will cap at a certain point without minerals from mining. Coordinate with the Quartermaster or the Shaft Miners themselves to get the minerals you need.

Toxins Research

This lab focuses on exploring the possibilities of plasma gas, typically always in the form of massive explosions. Provided to you is the Toxins Test Chamber, where you can safely test your creations.

While bomb making is reasonably straightforward, it only takes one mistake for the entire room to become flooded with plasma or superheated carbon dioxide. Be patient and cautious.

Bombs have practical uses as mining charges, though they are mainly sought after by traitors wanting to take out valuable station equipment and cause havoc.

Xenobiology

The primary purpose of this lab is research on the breeding of slimes, the extracts of which have a variety of fun effects, by feeding them large numbers of monkeys.

It also contains a pen capable of safely housing xenomorphs, in case the miners manage to locate a live facehugger. Obviously, breeding alien killing machines on the station can only end well.

Experimental Lab

This lab houses the E.X.P.E.R.I-MENTOR, used primarly for discovering the purpose of strange objects and for driving R&D crazy by constantly setting off the fire alarm in their lab.

Testing Lab

A general purpose lab that goes mostly unused. It features a firing range and can be converted into a backup lab when one of the other labs inevitably blows up. Note that rebuilding Toxins in here is not going to make the crew happy, since you probably had to burn down the original first.

Tips!

  • Hey! Listen! Unless you're an antagonist, DO NOT use the bombs on the main station. You'll get banned otherwise. Refer to the Rules.
  • Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
  • It's possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! Experimentation is the key to a scientist's work.
  • You can blow up the singularity with a Bag of Holding. Seriously.
  • RPEDs can be used to upgrade machines by using a screwdriver on them and then the RPED! It'll replace the parts in the machine with the next best parts in the RPED!
    • Using an RPED on a machine will tell you what parts it's made of!
    • You can upgrade most machines on the station like the teleporter, SMES and even pacmans! Try it out some time!
  • Slimes will glomp you if you hug them enough times.
  • Black extract mutation toxin turns people into actual slimes, green extract's toxin only turns people into slimepeople.
  • Black/green slime mutation toxins work even in very small amounts, you can mix 1 unit of the toxin with 90 units of water and the resulting 5 unit injections would still have an effect.
  • The slime processor and the chef's food processor are the same thing. So you can grind slimes in the chef's food processor and make fries in the slime processor!
  • Using water on a silver slime core will produce large quantities of booze, including those in large bottles that can be smashed for weapons with an equivalent damage output to a circular saw.
  • If you're making a typical valve transfer bomb, don't follow the wiki precisely. Instead of using a plasma-super hot co2 combo in one tank and pure o2 in the other, use a tank with 80% o2 20% plasma and the other pure super hot co2. This way you get a better o2 to plasma ratio and devastating results.
  • Tank transfer valve will accept any color of large tank, and it will be reflected accurately in the sprite. It even accepts jetpacks.
  • You can scan ANY chemical with the Odysseus and have it produce more. Even rare chems such as nanomachines or traitor poisons.
  • If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device.

Tips for Traitoring

  • Test Range firing pins can be emagged to work like a normal firing pin.
  • With enough illegal research, you can make things like universal suppressors, ebows, or even adrenal implants.
  • Orange slime extracts can be used as ghetto firebombs.
  • Broodmother (Green eyed) friendly spiders will produce hostile spiders after eating from a corpse and laying a clutch of eggs. Xenobio can easily breed a freakish spider army, and then if for some reason the power goes out...Honk.

A Terrorist is you!

At any given moment, a scientist out there is a traitor. When half the station vanishes off the face of the map, well, you know who it was. It is recommended that you use your traitor points on items to conceal your identity, as people will want to murder and give your body to the chef after your bomb deletes your target and 3 more departments. Or, in the least, get a space suit for the huge void you just made.

Jobs on Yogstation

Jobstemp.png

Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
Races Humans · Vuulen · Plasmaman · Phytosian · Preternis · Ex'hau · Ethereals · Polysmorph · Miscellaneous




Null Rod

The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct Nar'Sian and Ratvarian magic, and certain Wizard spells as well as heretic mansus. However, it usually can't stop a sword.

Null Rod Variations
Weapon Damage Block Chance Other Stats Notes
Null.png
Null Rod
18 brute
10 brute (thrown)
None -10 wound bonus A rod of pure obsidian and gold lining. Your signature weapon against the supernatural, and the default option your holy armament will manifest as.
Can fit in the belt slot.
Disintegrate.png
God Hand
18 burn
Can't be thrown
None None The burning power of your deity manifest
Chainsaw.gif
Chainsaw Hand
18 brute
Can't be thrown
None Sharp (edged) It cannot be put down.
Tentacle.png
Unholy Blessing
18 brute
Can't be thrown
None Sharp (edged) It cannot be put down.
Arm blade.png
Dark Blessing
18 brute
Can't be thrown
None Sharp (edged)
-20 wound bonus
25 unprotected wound bonus
It is sharp. It cannot be put down.
Claymore.pngCultblade.gifChainsawsword.pngKatana.gifDarkenergy.pngLightenergy.png
Holy Claymore
Dark Blade
Sacred Chainsaw Sword
Hanzo Steel
Dark Energy Sword
Light Energy Sword
18 brute
10 brute (thrown)
30% (but 0% against projectiles) Sharp (edged) They can only be worn on the back or on the belt.
Forceweapon.png
Force Weapon
18 brute
10 brute (thrown)
None Sharp (edged) Emanates a light nearly twice as strong as a flashlight. This light can't be turned off by any means, and resist's a darkspawn's Light Eater.

It can be worn on both the back or the belt.

Corvo 1.png
Folding Blade
18 brute (unfolded)
10 brute (thrown)
None Sharp (edged) Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
Godstaffblue.png
Blue Holy Staff
5 brute
10 brute (thrown)
None None Grants the user a shield that blocks 2 shots every 20 seconds. Fits on your back.
Vibroblade.gifSpellblade.png
High Frequency Blade
Dormant Spellblade
18 brute
10 brute (thrown)
None Sharp (edged)
35 armor penetration
They only fit on the back. Has a faster butchering speed.
Possessedsword.png
Possessed Blade
18 brute
0 brute (thrown)
None Sharp (edged)
Slower throwing speed
Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
Hypertool.png
Hypertool
18 brain damage
10 brain damage (thrown)
None 35 armor penetration Deals brain damage
Warhammer.png
Relic War Hammer
18 brute
10 brute (thrown)
None None It can only fit on the back and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
ClownRender.png
Clown Dagger
18 brute
10 brute (thrown)
None Sharp (edged) It is sharp and will be slipped on when on the ground.
Chain.png
Holy Whip
16 brute
10 brute (thrown)
It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
Fedora.png
Atheist's Fedora
0 brute
30 brute (thrown)
It is a tiny item and can also be worn on the head. It is sharp.
Carp plush.png
Carp-Sie Plushie
15 brute
10 brute (thrown)
It is a tiny item. Attacking yourself will made wild space carp non-hostile.
Monkstaff.png
Monk's Staff
18 stamina
10 stamina (thrown)
It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles.
Bdagger.png
Arrhythmic Knife
18 brute
10 brute (thrown)
It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held.
Pharoah sceptre.png
Egyptian Staff
18 brute
10 brute (thrown)
It is a normal item.
Ratvarian spear.png
Bronze Spear
16 brute
16 brute (thrown)
It can fit in the belt. It has 35 armor penetration. It is sharp.
Servo Skull.png
Servitor Skull
7 brute
15 brute (thrown)
Can be worn on the neck slot to provide a medical and diagnostic hud.
Cross.png
Golden Crucifix
0 brute
0 brute (thrown)
It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second.
Fairyboots.png
Fairy Boots
The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
Aspergillum.png
Aspergillum and Aspersorium
An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
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Blades of the Apostate
12 brute each
Can't be thrown
A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt.