Darkspawn: Difference between revisions

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m (https://github.com/yogstation13/Yogstation/pull/18148 Veils now have sigils on their body they must conceal)
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|imagebgcolor = gray
|imagebgcolor = gray
|img_generic = darkspawn.png
|img_generic = darkspawn.png
|img =  
|img =
|jobtitle = Darkspawn
|jobtitle = Darkspawn
|access = Wherever your job has access to
|access = Wherever your job has access to
|additional = Anywhere you can break or sneak into
|additional = Anywhere you can break or sneak into
|difficulty = High
|difficulty = Medium - High
|superior = None
|superior = None
|duties = Consume people's will and turn into a screamy-monster-thing
|duties = Consume people's will and turn into a screamy-monster-thing
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|quote =
|quote =
}}
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Darkspawn begin in a similar fashion to the [[shadowling]] gamemode, disguised as a normal crewmember with the ability to reveal their true form. If they refuse to do so within 30 minutes, the Darkspawn will be forced to reveal themselves.
'''Gamemode in rotation'''


After '''divulging''', the Darkspawn get access to the abilities: Pass, Devour Will, and the Psi network. Starting with 3 lucidities, the currency of the Psi network, the Darkspawn can purchase additional abilities from the Psi network. To gain more lucidity, using the Devour Will ability on a humanoid will grant 1 point.
Darkspawn begins disguised as a normal crewmember with the ability to reveal their true form. If they refuse to do so within 25 minutes, the Darkspawn will be forced to reveal themselves.


The win-goal of the Darkspawn is to use the Devour Will ability on 15-30 unique individuals (scaling with population), unlock all passive abilities, and use the Sacrament ability.
Before '''divulging''', the Darkspawn will need to select one of three classes, Warlock, Fighter, or Scout. Selecting a class will grant access to the basic abilities of the class. If a class is not selected before 25 minute passes, one is selected at random before the forced reveal happens.
 
After '''divulging''', the Darkspawn get access to the Psi web tab of the antag menu, as well as 6 starting willpower that can be used to purchase upgrades and abilities from the Psi web. To gain more willpower, using the Devour Will ability on a humanoid will grants 2 points the first time and 1 point for every following time.
 
The win-goal of the Darkspawn is to use the Devour Will ability on 5-25 unique individuals (scaling with population), and use the Sacrament ability.
 
If the darkspawns have neither died nor won by the 75 minute mark, an announcement will sound and it will trigger Gamma alert, this allows all players to freely join the fight to oppose the darkspawn.


Use .w to communicate with other Darkspawn.
Use .w to communicate with other Darkspawn.
===Abilities===
==The Sacrament==
{|class="wikitable sortable"
After devouring enough individuals, the Sacrament ability will be enabled. Upon using the sacrament ability, the Darkspawn is trapped in a 5x5 square and a global sound starts to alert the crew. After approximately 30 seconds the Darkspawn will turn into a progenitor and the emergency shuttle will be called with a 1 minute timer that cannot be recalled.
!Icon!!Name!!class="unsortable" | Description!!Psi Cost!!Lucidity Cost
==Progression abilities==
A darkspawn that has selected a class will receive these abilities regardless of which class they have selected.
{| class="wikitable sortable"
!Icon!!Name!!Psi Cost!! class="unsortable" | Description
|-
|-
|[[Image:devour_will.png|64px]]||Devour Will||'''Baseline.''' Puts a dark bead in the user's hand that they can use on a conscious human to drain psi and lucidity. The dark bead lasts 3 seconds after being prepared, you have to hit someone before then. Successfully devouring a human's will completely refills your psi and grant an additional lucidity, as well as knocking them out for 30 seconds. You can only gain one lucidity per unique individual, but devouring one again will still refill your psi. '''Careful! every point of damage they take means one (1) second of sleep taken away. Attempting to cuff them will instantly wake them up.'''||5||Baseline ability
|[[File:Sacrament.png|64px]]
|Sacrament
|0
|After absorbing enough lucidity, form a psionic barrier and perform a lengthy ritual. Once complete, the caster will ascend and the Darkspawn will win the game. Once completed once, other Darkspawns can use this ability to ascend without needing to perform the ritual.
|-
|-
|[[Image:pass.png|64px]]||Pass||'''Baseline.''' Morphs a free hand into a ''mass of tendrils that have many uses''. Examining the tendrils will detail their effects on different intents.
|[[Image:devour_will.png|64px]]||Devour Will||5||Puts a dark bead in the user's hand that they can use on a living human to drain willpower and lucidity after a brief cast time. Having the cast time interrupted will briefly disable the caster. Successfully devouring a human's will grants 2 willpower and 1 lucidity, as well as putting them to sleep for 30 seconds. '''Careful! taking damage will instantly wake them up.''' You can devour a target additional times after a lengthy wait, but will receive half as much willpower and no additional lucidity.
*On help intent, clicking a tile will throw you to it for 10 psi.
*On disarm intent, clicking an airlock will force it open for 15 psi.
*On disarm intent, clicking a bolted airlock will destroy it for 30 psi, with the time it takes being reduced if you have the passive pass upgrade.
*On harm intent, will throw the tendrils, knocking over whoever it hits for 4 seconds.
*Hitting a [[Cyborg]] with the projectile will deal 10 damage, cut their headlamp, and stun them for 2 seconds.
*The tendrils themselves deal 15 damage and break lights instantly in melee.
||0||Baseline ability.
|-
|-
|[[Image:demented_outburst.png|64px]]||Demented Outburst||After five seconds, unleashes a shockwave that blows over everyone nearby and sends objects flying. Not interrupted by movement and can only be cancelled by going unconscious.||50 psi||2
| [[File:Restrain body.png|64px]]||Restrain Body
||5||A touch attack spell that applies handcuffs to the target after a short cast time.
|}
==Fighter==
Stat Differences:
* 30% reduced brute damage
* 25% increased base darkness healing
Innate Abilities:
{| class="wikitable sortable"
!Icon!!Name!!Psi Cost!! class="unsortable" | Description
|-
|-
|[[Image:simulacrum.png|64px]]||Simulacrum||Creates an illusion that mimics you and runs forward for ten seconds. The illusion is revealed when examined.||20 psi||1
| [[File:Umbral tendrils.png|64px]]||Umbral Tendril||0||Summons a sizeable mass of tendrils that are capable of permanently disabling the lights of anything struck by it. These tendrils can be improved by purchasing certain upgrades.
|}
Pros:
* Easy to learn
* High durability
* High kill potential
Cons:
* Low skill ceiling
* Can struggle to restrain crewmembers for devouring will
* Can struggle to escape encounters
Tips:
* Shadow crash can provide much needed mobility for closing on targets, and at only 1 willpower to unlock, it's always a decent first purchase.
* Lightblind sigils provide immunity to flashes and flashbangs, depending on how coordinated the security team is, this can prove to be a vital upgrade.
* Duality sigils are strong. Not only does you tendril's projectile attack now knock down, but it also pulls them closer, within attacking range. It also greatly increases your melee damage output.
* Cleaving sigils provide considerable power if you're outnumbered, being able to attack several security members at once can be the difference between winning, and being overwhelmed.
* Undying sigil grants the ability to revive if your corpse is left in the dark for long enough, this can make all the difference sometimes. Though it isn't uncommon to be immediately cremated if you don't have an ally to extract your corpse.
==Scout==
Stat Differences:
* None
Innate Abilities:
{| class="wikitable sortable"
!Icon!!Name!!Psi Cost!! class="unsortable" | Description
|-
|-
|[[Image:tagalong.png|64px]]||Tagalong||Melds with a nearby target's shadow, allowing you to "ride" them into lit areas. Use this in any way you can think of; spying, stealth. This ability is cancelled if the target enters a dark area, as they won't have a shadow anymore.||30 psi||2
| ||Shadow Step||N/A||The scout is able to walk through solid objects and walls so long as the location is completely dark on all sides
|-
|-
|[[Image:silver_tongue.png|64px]]||Silver Tongue||Recalls the emergency shuttle if the Darkspawn has access to a comms console.||60 psi||1
| [[File:Light eater.png|64px]]||Light Eater||0||Summons a blade that is capable of permanently disabling the lights of anything struck by it.
|}
Pros:
* Easy to learn
* Very high mobility
* High synergy with other clases
Cons:
* Low kill potential
* Vulnerable
Tips:
* Shadowwalk sigils provide unmatched mobility while in the dark, though at 3 willpower to unlock it might be worth leaving until you've drained a bit of extra willpower.
* Traps have a fairly short cooldown and are permanent until they are triggered, so make sure to regularly place them in key choke points like maintenance airlocks.
* Traps can't be stacked, but they're hard to see, and even harder while hidden in the dark. Allies don't trigger them, and can identify what a trap does by examining it.
* The shadow caster can be used to shoot out lights from a distance, this also includes lights held by players.
==Warlock==
Stat differences:
* Doubled Psi cap
* Doubled Psi regeneration
Innate Abilities:
{| class="wikitable sortable"
!Icon!!Name!!Psi Cost!! class="unsortable" | Description
|-
|-
|[[Image:creep.png|64px]]||Creep||Prevents you from dying in the light as long as the ability is active. Once cast costs 5 psi per second.||5 psi||2
|[[File:Channeling staff.png|64px]]
|Channeling Staff
|0
|Summons a staff that consumes psi to shoot projectiles. Starts out being roughly equivalent to a disabler. Can be improved with additional effects by purchasing certain upgrades.
|-
|-
|[[Image:time_dialation.png|64px]]||Time Dilation||Makes you immune to slow down and do actions faster for a minute||75 psi||3
|[[File:Thrall mind.png|64px]]||Thrall Mind||100||A touch attack spell. Consume 1 willpower to thrall the mind of someone that recently had their will devoured. Can only thrall people up to the cap determined by the darkspawn team. Can also be used to revive dead thralls.
|-
|-
|[[Image:veil_mind.png|64px]]||Veil Mind||Converts nearby non-implanted people who have recently had their will devoured into veils, which are loyal to the Darkspawn but can be deconverted with mindshield implants, their body and face will be covered in sigils that will need to be hidden underneath clothings and masks. Veils have 60 maximum health, but this is reverted upon deconversion.||60 psi||2
| [[File:Release thrall.png|64px]]||Release Thrall||0||Using this brings up a menu of all your thralls. Selecting one will release them from your control, allowing you to thrall additional people.
|-
|-
|[[Image:crawling_shadows.png|64px]]||Crawling Shadows||Turns you into a near invisible form that can ventcrawl and has a melee stun attack for 1 minute, can be ended early. Dying in this state will cause you to actually die.||60 psi||2
|[[File:Panopticon.png|64px]]
|Panopticon
|35
|Places a reskinned camera console that shows all darkspawn and thralls as well as any eyes placed by a warlock or thralls.
|-
|-
|[[File:Optical.png|64px]]
|Opticial
|20
|Places a reskinned camera that is used by the camera console. Also given to thralls.
|}
|}
====Passive Abilities====
Pros:
{|class="wikitable sortable"
* High skill ceiling
!Name!!class="unsortable" | Effect!!Lucidity Cost
* Global abilities
* Ability to buff allies
Cons:
* Difficult to learn
* Can struggle to escape encounters
* Can be caught unaware while using panopticon
* Weak without allies to rely on
Tips:
* Despite having lots of thrall based upgrades, warlock still has plenty of abilities to do damage directly like abyssal call, extract, or mind blast. Upgrading their staff can also make it apply debilitating effects to enemies hit by a projectile.
* If you get thralls, give them any weapons you pick up. You don't need a stunbaton or cuffs to keep anyone down (Restrain Body), you can't shoot guns, and you probably don't have room to carry a spear. They can use all of these to bring you more prey.
* Because the only tell that thralls have requires them to strip, plasmamen thralls effectively have no tells as no reasonable person should expect them to strip.
*Thralls can be decoverted by removing the tumor in their head, however this will only work if the thrall is unconscious, as otherwise they will knockback anyone nearby when the removal is attempted.
*Thralls are granted a version of Opticial that doesn't cost psi to use, this can allow them to spread your vision network while you sit safely in maints.
*Stealing a handheld crew monitor can be valuable as if your thralls set their sensors to exact vitals (not tracking beacon), it can allow you to more accurately gauge who is in need of support at any given time.
==Psi web Upgrades==
Once divulged, the Psi web will become available through the antag menu. Spend willpower gained through devour will to purchase upgrades via the Psi web.
===Offensive Abilities===
{| class="wikitable sortable mw-collapsible mw-collapsed"
!Icon!!Name
!Classes!!Willpower Cost!!Psi Cost!! class="unsortable" | Description
|-
| [[File:Shadow crash.png|64px]]||Shadow Crash
| Fighter|| 1|| 20||Charge in a direction, knock back and briefly paralyze anyone you collide with.
|-
|[[File:Demented outburst.png|64px]]
|Demented Outburst
|Fighter
|2
|50
|Deafens and confuses listeners after a five-second charge period, knocking away everyone nearby.
|-
|[[File:Incite.png|64px]]
|Incite
|Fighter
|2
|15
|Force everyone nearby to walk towards you, but disables your ability to attack for a time.
|-
|[[File:Duality.png|64px]]
|Duality Sigils
|Fighter
|4
|N/A
|Causes umbral tendrils ability to spawn tendrils in both hands if possible, empowering both.
|-
|[[File:Cleave sigil.png|64px]]
|Cleaving Sigils
|Fighter
|2
|N/A
|Causes umbral tendrils to cleave
|-
|[[File:Permafrost.png|64px]]
|Permafrost
|Scout
|3
|65
|Freezes the ground is a 7x7 area and extinguishes the user if they are on fire.
|-
|[[File:Shadow caster.png|64px]]
|Shadow Caster
|Scout
|4
|N/A
|Twists an active arm into a bow that shoots arrows made of solid darkness.
|-
|[[File:Psi trap damage.png|64px]]
|Psi Trap (Damage)
|Scout
|2
|35
|Place a trap that deals damage to non-ally that crosses it.
|-
|[[File:Psi trap bear.png|64px]]
|Psi Trap (Restrain)
|Scout
|2
|35
|Place a trap that restrains the legs of any non-ally that crosses it.
|-
|[[File:Psi trap nausea.png|64px]]
|Psi Trap (Nausea)
|Scout
|2
|35
|Place a trap that makes any non-ally that crosses it sick to their stomach.
|-
|[[File:Psi trap teleport.png|64px]]
|Psi Trap (Teleport)
|Scout
|2
|35
|Place a trap that teleports any non-ally to a random location on the station.
|-
|[[File:Seize.png|64px]]
|Seize
|Warlock
|2
|35
|Restrain a target's mental faculties, preventing speech and actions of any kind for a moderate duration.
Has reduced effect at range.
|-
|[[File:Confusion sign.png|64px]]
|Confusion Sign
|Warlock
|1
|N/A
|Empower your staff with the ability to confuse any enemy shot.
|-
|[[File:Light eater sign.png|64px]]
|Light Eater Sign
|Warlock
|2
|N/A
|Empower your staff with the ability to consume the light of anything shot.
|-
|-
|Mending Sigil||25% Faster Healing in Darkness||1
|[[File:Mass hallucination.png|64px]]
|Mass Hallucination
|Warlock
|2
|30
|Forces nearby enemies to experience hallucinations.
|-
|-
|Lightward Sigil||Halved burn damage from light and resistance from dimmer lights.||2
|[[File:Mind blast.png|64px]]
|Mind Blast
|Warlock
|2
|40
|Focus your psionic energy into a blast that deals physical damage. Can also be projected from the minds of allies.
|-
|-
|Psi Sigils||25 extra maximum psi.||2
|[[File:Extract.png|64px]]
|Extract
|Warlock
|2
|10/s
|Channel to drain a target's life force or bestow it to an ally.
|-
|-
|Recovery Sigil||Psi regeneration activates faster and regenerates up to 5 more psi.||1
|[[File:Abyssal call.png|64px]]
|Abyssal Call
|Warlock
|2
|35
|Call a tendril at a targeted location to grasp an enemy.
|-
|-
|Starlight Sigils||Allows the Darkspawn to move safely in space, giving immunity from starlight.||3
|[[File:Void beam.png|64px]]
|Void Beam
|Warlock
|3
|100
|After a short delay, fire a huge beam of void terrain across the entire station.
|-
|-
|Duality Sigils||Upgraded pass tendrils, allowing them to drag people to you and stunning them twice as long on harm intent.||1
|[[File:Null burst.png|64px]]
|Null Burst
|Warlock
|3
|100
|After a short delay, create an explosion of void terrain at the targeted location.
|-
|-
|[[File:Icy veins.png|64px]]
|Icy Veins
|Warlock
Scout
|2
|30
|Instantly freezes the blood of nearby people, slowing them and rapidly chilling their body.
|}
|}
==The Sacrament==
===Utility Abilities===
After devouring enough individuals, the Sacrament ability will be unlocked. Upon using the sacrament ability, the Darkspawn is trapped in a 5x5 square and a global sound starts to alert the crew. After approximately 30 seconds the Darkspawn will turn into a progenitor and the emergency shuttle will be called with a 1 minute timer that cannot be recalled.
{| class="wikitable sortable mw-collapsible mw-collapsed"
==Tips==
!Icon!!Name
!Classes!!Willpower Cost!!Psi Cost!! class="unsortable" | Description
|-
| [[File:Deluge.png|64px]]||Deluge
| Fighter|| 2|| 25||Douses all nearby creatures with water, extinguishing them and protecting from fire.
|-
|[[File:Encroach.png|64px]]
|Encroach
|Fighter
|2
|5/s
|Grants immunity to lightburn while active. Can be toggled on and off.
|-
|[[File:Time dilation.png|64px]]
|Time Dilation
|Fighter
|4
|75
|Greatly increases reaction times and action speed, and provides immunity to slowdown.
|-
|[[File:Indomitable.png|64px]]
|Indomitable
|Fighter
|2
|5/s
|Grants immunity to all CC effects, but locks the user into walking.
|-
|[[File:Void jump.png|64px]]
|Void Jump
|Scout
|2
|20
|A short range targeted teleport.
|-
|[[File:Void jaunt.png|64px]]
|Void Jaunt
|Scout
|3
|70
|Move through the veil for a time, avoiding mortal eyes and lights.
|-
|[[File:Blinding miasma.png|64px]]
|Blinding Miasma
|Scout
|3
|35
|Spews a cloud of smoke which will blind enemies and provide cover from light.
|-
|[[File:Efficiency sign.png|64px]]
|Efficiency Sign
|Warlock
|2
|N/A
|Optimize your staff to reduce the Psi cost to shoot.
|-
|[[File:Recovery sign.png|64px]]
|Recovery Sign
|Warlock
|2
|N/A
|Empower your staff with the ability to heal allies shot.
|-
|[[File:Stifle sign.png|64px]]
|Stifle Sign
|Warlock
|1
|N/A
|Empower your staff with the ability to extinguish the fire on allies shot.
|-
|[[File:Extinguish sign.png|64px]]
|Extinguish
|Warlock
|3
|60
|Extinguish all light around you.
|-
|[[File:Thrall recovery.png|64px]]
|Thrall Recovery
|Warlock
|1
|50
|Heals all thralls for an amount of brute and burn.
|-
|[[File:Thrall envigorate.png|64px]]
|Thrall Envigorate
|Warlock
|1
|50
|Give all thralls a temporary movespeed bonus.
|-
|[[File:Elucidate.png|64px]]
|Elucidate
|Warlock
|2
|100
|Channel significant power through an ally, greatly healing them, cleansing all CC and providing a speed boost.
|-
|[[File:Null charge.png|64px]]
|Null Charge
|Warlock
|3
|200
|Meddle with the powergrid via a functioning APC, causing a temporary stationwide power outage. Breaks the APC in the process.
|-
|[[File:Quantum disruption.png|64px]]
|Quantum Disruption
|Warlock
|3
|80
|Bend the laws of reality to allow free passage all through-out spacetime for a short duration.
|-
|[[File:Fray self.png|64px]]
|Fray Self
|Warlock
|3
|100
|Attemps to split a piece of your psyche into a sentient copy of yourself that lasts until destroyed.
|-
|[[File:Umbral trespass.png|64px]]
|Umbral Trespass
|All
|2
|30
|Melds with a target's shadow, causing you to invisibly follow them.
|-
|[[File:Simulacrum.png|64px]]
|Simulacrum
|All
|2
|40
|Creates an illusion that closely resembles you. The illusion will fight nearby enemies in your stead for 10 seconds.
|-
|[[File:Crawling shadows.png|64px]]
|Crawling Shadows
|All
|3
|55
|Assumes a shadowy form that can crawl through vents and squeeze through the cracks in doors.
|-
|[[File:Silver tongue.png|64px]]
|Silver Tongue
|All
|2
|60
|When used near a communications console, allows you to forcefully transmit a message to Central Command, initiating a shuttle recall.
|}
=== Passive Abilities ===
{| class="wikitable sortable mw-collapsible mw-collapsed"
!Icon
!Name
!Classes!!Willpower Cost!! class="unsortable" | Effect
|-
|[[File:Medical sigil.png|64px]]
|Medical Sigil
|All
|1
|Provides you with a medhud
|-
|[[File:Xray sigil.png|64px]]
|X-Ray Sigil
|All||3||Grants X-Ray vision
|-
|[[File:Psi reserve sigil.png|64px]]
|Psionic Reserve Sigils
|All||2||Increases the psi cap by 100. Can be purchased an infinite number of times.
|-
|[[File:Vigor sigil.png|64px]]
|Vigor Sigils
|Scout
Fighter
|2||Cuts stamina damage in half.
|-
|[[File:Mending sigil.png|64px]]
|Mending Sigil
|Scout
Fighter
|2||Increases darkness healing by 25%. Can be purchased an infinite number of times.
|-
|[[File:Light ward.png|64px]]
|Lightward Sigil
|Scout
Fighter
|2||Prevents taking damage in low light.
|-
|[[File:Stability sigil.png|64px]]
|Stability Sigil
|Scout
Fighter
|1||Prevents slipping.
|-
|[[File:Storm sigil.png|64px]]
|Storm Sigil
|Warlock
Scout
|2
|Reduces ability cooldowns by 25%.
|-
|[[File:Light blind.png|64px]]
|Lightblind Sigil
|Fighter
|1
|Grants immunity to flashes.
|-
|[[File:Shadow skin sigil.png|64px]]
|Shadowskin Sigil
|Fighter
|2
|Reduces light damage taken by 20%. Can be purchased an infinite number of times. Stacks Multiplicatively.
|-
|[[File:Callous sigil.png|64px]]
|Callous Sigil
|Fighter
|2
|Reduces brute damage taken by 20%. Can be purchased an infinite number of times. Stacks Multiplicatively.
|-
|[[File:Stifle.png|64px]]
|Stifle Sigil
|Fighter
|2
|Reduces burn damage taken by 15%. Can be purchased an infinite number of times. Stacks Multiplicatively.
|-
|[[File:Undying sigil.png|64px]]
|Undying Sigil
|Fighter
|2
|Grants the ability to revive if your corpse is left in the dark for some time.
|-
|[[File:Shadow walk.png|64px]]
|Shadowwalk Sigils
|Scout
|3
|Grants incredible speed while in the dark.
|-
|[[File:Psionic relief sigil.png|64px]]
|Psionic Relief Sigil
|Warlock
|2
|Reduces the delay to regenerate psi by 5 seconds.
|-
|[[File:Psionic recovery sigil.png|64px]]
|Psionic Recovery Sigil
|Warlock
|1
|Doubles the speed at which psi regenerates. Can be Purchased an infinite number of times.
|-
|[[File:Control sigil.png|64px]]
|Control Sigil
|Warlock
|3
|Allows for the control of two additional thralls.
|-
|[[File:Unity sigil.png|64px]]
|Unity Sigil
|Warlock
|1
|Allows your veil buffing spells to affect allied darkspawns too. Does not allow for self buffs.
|}
==General Tips==
*Get together, stay together! People will arm up and travel in groups to fight darkspawn, and one darkspawn is never strong enough to fight a coordinated security force with armory gear.
*Get together, stay together! People will arm up and travel in groups to fight darkspawn, and one darkspawn is never strong enough to fight a coordinated security force with armory gear.
*If you can wipe out security, you're in the clear for the rest of the round. All the more reason to be ready and in force when they come hunting. Of course, picking them off one by one would be ideal, but you can't always rely on them splitting up.
*If you can wipe out security, you're in the clear for the rest of the round. All the more reason to be ready and in force when they come hunting. Of course, picking them off one by one would be ideal, but you can't always rely on them splitting up.
*Incendiary weapons are your bane. You recover slower from burns than from brute. You don't take damage from heat, but you do from light, and fires glow. This is especially bad if you're grouped up with friends, as the fire will spread among you: so, get a fire extinguisher before you divulge.
*Incendiary weapons are your bane. Not only do you take additional damage from heat and burn, but fire glows dealing additional damage because of the light. This is especially bad if you're grouped up with friends, as the fire will spread among you: so, get a fire extinguisher before you divulge or purchase fire mitigation abilities afterwards.
*Also get maintenance access before you divulge. Hacking and Pass-Disarm are good and all, but maintenance means you can move through and between hideouts stealthily and under time pressure. If security is searching your maint, just run across the hall into the next one over!
*Try to get maintenance access before you divulge. Hacking and class specific tools are good and all, but maintenance access means you can move through and between hideouts stealthily and under time pressure. If security is searching your maint, just run across the hall into the next one over!
*Use Devour Will in combat. It's very quick to cast, and can easily be pulled off while Pass-Harm has them on the floor. Anyone you devour not only counts to your Psi and Sacrament, but is out of the fight for 30 seconds if left undisturbed. You can also crit them before they wake up if you hit fast enough.
*Darkspawn don't have hearts and don't passively revive in the dark light Nightmares do. If they die, the only ways to revive them are cloning or revival surgery, both of which require a fairly heavy hold on medbay. Thrall Mind is helpful for this, too.
*Unlike shadowling thralls, Lucidities are not shared between darkspawn. Try to make sure everyone gets a taste of whoever you're able to subdue. Devour Will can't be cast on someone who's still asleep from being devoured, but other darkspawn can hop onto the same victim ''while'' Devour Will is being cast.
*Knocking out lights all throughout the station can provide more space for a warlock to hide, and more space to roam for the scout.
*The Duality sigil is strong. Not only can you now knock people down with Pass-Harm, but in the same move, you get them into Devour Will range. It also doubles your melee damage output.
*Crawling shadows can be used to get around the station smoothly as it provides both vent crawling and the ability to pass through doors.
*Lightward and Mending sigils are also strong, just for keeping you on your feet. You'll need every sigil eventually for Sacrament anyway, but Duality, Lightward and Mending are the best.
*Encroach is good for safely passing through lit areas, making it far safer to enter a room and break the lights without taking damage. Can also be used to mitigate the light damage from fire if you're rushing to get a fire extinguisher.
*Veils have no tells. The only way to know one for sure is to try to mindshield them, which deconverts them.
*Umbral trespass can be quite versatile. Can be used on thralls to get around the station quietly and "safely". Can be used on security to briefly escape a fight. Forces you out of the target if they enter the dark, good for espionage.
*If you get veils, give them any weapons you pick up. You don't need a stunbaton or cuffs to keep anyone down (Devour Will), you can't shoot guns, and you probably don't have room to carry a spear. They can use all of these to bring you more prey.
*Silver tongue allows the darkspawn to recall the shuttle no matter what time it is at making this a very powerful ability especially if you start overwhelming the station.
*Darkspawn don't have hearts and don't passively revive in the dark light Nightmares do. If they die, the only ways to revive them are cloning or revival surgery, both of which require a fairly heavy hold on medbay. Veil Mind is helpful for this, too.
*Purchasing the medical sigil early can ensure that you don't accidentally kill people you're trying to capture.
*Plasmaman helmet lights can be extinguished by Pass tendrils, but this leaves them without a helmet - which means they catch fire - which means you have limited time to devour them before they go into crit, they're still glowing, and they can set you on fire. Don't.
*Darkspawn have no particular mobility powers except Crawling Shadows' Vent crawling, which is useless in maintenance where you will be spending most of your time, and Pass-Help, which is just a lunge. Don't get pincered. Be wary of your surroundings, including and especially what's offscreen.
*Knocking out lights all throughout the station is more of a shadowling thing. You can break any light that bothers you, are considerably more durable against light than shadowlings are, and don't rely on the dark to fly through walls, because you can't fly through walls. Don't fret too much about power, although a blackout sure doesn't hurt.
*Darkspawn's greatest strength is their mobility, tentacles and lowered damage from light with sigils. Go for maint access or try and bolt open maint doors everywhere. Hopping from one maint to another is your friend, even though light-filled corridors. Darkspawn don't have good choices against multiple targets that don't require bought abilities, so your best option is to throw tentacles or help intent and fly away.
*Duality sigil is the most important upgrade. Allowing you to throw your tentacle and have them be dragged to you. While also being dragged to the tile Infront of you, increases the paralyze from 2 seconds to 3, meaning they can't do anything, and the knockdown from 6 to 8. This gives you enough time to sleep them or reform tentacles and disarm strike to turn off their lights. Perfect for throwing at someone and running away. Also increases action speed when opening/destroying airlocks.
*Veil mind is useful if you rush after putting a point in duality. Allows thralls to play sneaky as they have no visual tell outside of their actions, and forces security to focus on mindshielding all of crew instead of hunting you down. Focus on it, or don't go it at all. With 15 being the most likely number of people you'll need to devour will, most of your 18 lucidity will be spent towards the 10 required for all of the sigils required to ascend, leaving little room for defensive abilities.
*Demented outburst. Big cost, long cast time and noise that gives you away, but perfect as a defensive move. At 100 psi, up to 125 with the sigil, using it twice is about all you have in you.
*Creep is good for switching between areas, to jump out from maints to devour someone.  
*Silver tongue allows the darkspawn to call the shuttle no matter what time it is at making this a very powerful ability especially if you are doing the veil mind rush.  
*Tagalong. Useful if you jump on someone, jump on sec as they're hunting you, or jump on a thrall. Stops working while you're in darkness, good for espionage.
**Always Acquire maint access. Always make sure you have a way out of, and into, maintenance. Pick a quiet spot to divulge, you'll have a 3x3 area around you of purple sparkles. Careful of capes, some emit light. Pick up duality and lightward sigil. Now you have a longer stun and less burning from light. Your go-to combo is to have your tentacles ready on harm intent, throw them, wait for the person to fly TO you (if you walk forward, you can be hit and stunned by them as if they were thrown AT you) and hit devour will to create an orb in your hand to click on them with. They're slept. Take their ID if they're sec/high ranking, and bolt. Sleeping people wake up in 30 seconds, each second reduced by each point of damage they take while sleeping. Disarm intent to hit lights so you don't throw yourself or the tentacle. Switch maints often. As you gain more lucidity, either pick up faster healing, faster psi regens or a defensive ability such as demented outburst. Your ascension requires UNIQUE sleeps, so don't be afraid to poke out of maints for a thrown tentacle. You WILL be found out, but darkspawn thrive on being mobile in light and their stuns. Throwing tentacles at Borgs WILL stun them and turn off their light, but you can't fight them consistently without a flash. While in maints, always have a second escape route and avoid fights where you're outnumbered. If in doubt, throw tentacles and disarm-attack people if they're hit and down, which will force them to retreat without a light. You are fast but are weak in light, meaning you need to be smart about picking your fights. Thermal vision is your best friend, and helps you poke out from maints for people staring gawk-eyed at the door.

Latest revision as of 19:46, 7 August 2024

EXTRATERRESTRIAL STAFF
Darkspawn.png
Darkspawn
Access: Wherever your job has access to
Additional Access: Anywhere you can break or sneak into
Difficulty: Medium - High
Supervisors: None
Duties: Consume people's will and turn into a screamy-monster-thing
Guides: This is the guide

Gamemode in rotation

Darkspawn begins disguised as a normal crewmember with the ability to reveal their true form. If they refuse to do so within 25 minutes, the Darkspawn will be forced to reveal themselves.

Before divulging, the Darkspawn will need to select one of three classes, Warlock, Fighter, or Scout. Selecting a class will grant access to the basic abilities of the class. If a class is not selected before 25 minute passes, one is selected at random before the forced reveal happens.

After divulging, the Darkspawn get access to the Psi web tab of the antag menu, as well as 6 starting willpower that can be used to purchase upgrades and abilities from the Psi web. To gain more willpower, using the Devour Will ability on a humanoid will grants 2 points the first time and 1 point for every following time.

The win-goal of the Darkspawn is to use the Devour Will ability on 5-25 unique individuals (scaling with population), and use the Sacrament ability.

If the darkspawns have neither died nor won by the 75 minute mark, an announcement will sound and it will trigger Gamma alert, this allows all players to freely join the fight to oppose the darkspawn.

Use .w to communicate with other Darkspawn.

The Sacrament

After devouring enough individuals, the Sacrament ability will be enabled. Upon using the sacrament ability, the Darkspawn is trapped in a 5x5 square and a global sound starts to alert the crew. After approximately 30 seconds the Darkspawn will turn into a progenitor and the emergency shuttle will be called with a 1 minute timer that cannot be recalled.

Progression abilities

A darkspawn that has selected a class will receive these abilities regardless of which class they have selected.

Icon Name Psi Cost Description
Sacrament.png Sacrament 0 After absorbing enough lucidity, form a psionic barrier and perform a lengthy ritual. Once complete, the caster will ascend and the Darkspawn will win the game. Once completed once, other Darkspawns can use this ability to ascend without needing to perform the ritual.
Devour will.png Devour Will 5 Puts a dark bead in the user's hand that they can use on a living human to drain willpower and lucidity after a brief cast time. Having the cast time interrupted will briefly disable the caster. Successfully devouring a human's will grants 2 willpower and 1 lucidity, as well as putting them to sleep for 30 seconds. Careful! taking damage will instantly wake them up. You can devour a target additional times after a lengthy wait, but will receive half as much willpower and no additional lucidity.
Restrain body.png Restrain Body 5 A touch attack spell that applies handcuffs to the target after a short cast time.

Fighter

Stat Differences:

  • 30% reduced brute damage
  • 25% increased base darkness healing

Innate Abilities:

Icon Name Psi Cost Description
Umbral tendrils.png Umbral Tendril 0 Summons a sizeable mass of tendrils that are capable of permanently disabling the lights of anything struck by it. These tendrils can be improved by purchasing certain upgrades.

Pros:

  • Easy to learn
  • High durability
  • High kill potential

Cons:

  • Low skill ceiling
  • Can struggle to restrain crewmembers for devouring will
  • Can struggle to escape encounters

Tips:

  • Shadow crash can provide much needed mobility for closing on targets, and at only 1 willpower to unlock, it's always a decent first purchase.
  • Lightblind sigils provide immunity to flashes and flashbangs, depending on how coordinated the security team is, this can prove to be a vital upgrade.
  • Duality sigils are strong. Not only does you tendril's projectile attack now knock down, but it also pulls them closer, within attacking range. It also greatly increases your melee damage output.
  • Cleaving sigils provide considerable power if you're outnumbered, being able to attack several security members at once can be the difference between winning, and being overwhelmed.
  • Undying sigil grants the ability to revive if your corpse is left in the dark for long enough, this can make all the difference sometimes. Though it isn't uncommon to be immediately cremated if you don't have an ally to extract your corpse.

Scout

Stat Differences:

  • None

Innate Abilities:

Icon Name Psi Cost Description
Shadow Step N/A The scout is able to walk through solid objects and walls so long as the location is completely dark on all sides
Light eater.png Light Eater 0 Summons a blade that is capable of permanently disabling the lights of anything struck by it.

Pros:

  • Easy to learn
  • Very high mobility
  • High synergy with other clases

Cons:

  • Low kill potential
  • Vulnerable

Tips:

  • Shadowwalk sigils provide unmatched mobility while in the dark, though at 3 willpower to unlock it might be worth leaving until you've drained a bit of extra willpower.
  • Traps have a fairly short cooldown and are permanent until they are triggered, so make sure to regularly place them in key choke points like maintenance airlocks.
  • Traps can't be stacked, but they're hard to see, and even harder while hidden in the dark. Allies don't trigger them, and can identify what a trap does by examining it.
  • The shadow caster can be used to shoot out lights from a distance, this also includes lights held by players.

Warlock

Stat differences:

  • Doubled Psi cap
  • Doubled Psi regeneration

Innate Abilities:

Icon Name Psi Cost Description
Channeling staff.png Channeling Staff 0 Summons a staff that consumes psi to shoot projectiles. Starts out being roughly equivalent to a disabler. Can be improved with additional effects by purchasing certain upgrades.
Thrall mind.png Thrall Mind 100 A touch attack spell. Consume 1 willpower to thrall the mind of someone that recently had their will devoured. Can only thrall people up to the cap determined by the darkspawn team. Can also be used to revive dead thralls.
Release thrall.png Release Thrall 0 Using this brings up a menu of all your thralls. Selecting one will release them from your control, allowing you to thrall additional people.
Panopticon.png Panopticon 35 Places a reskinned camera console that shows all darkspawn and thralls as well as any eyes placed by a warlock or thralls.
Optical.png Opticial 20 Places a reskinned camera that is used by the camera console. Also given to thralls.

Pros:

  • High skill ceiling
  • Global abilities
  • Ability to buff allies

Cons:

  • Difficult to learn
  • Can struggle to escape encounters
  • Can be caught unaware while using panopticon
  • Weak without allies to rely on

Tips:

  • Despite having lots of thrall based upgrades, warlock still has plenty of abilities to do damage directly like abyssal call, extract, or mind blast. Upgrading their staff can also make it apply debilitating effects to enemies hit by a projectile.
  • If you get thralls, give them any weapons you pick up. You don't need a stunbaton or cuffs to keep anyone down (Restrain Body), you can't shoot guns, and you probably don't have room to carry a spear. They can use all of these to bring you more prey.
  • Because the only tell that thralls have requires them to strip, plasmamen thralls effectively have no tells as no reasonable person should expect them to strip.
  • Thralls can be decoverted by removing the tumor in their head, however this will only work if the thrall is unconscious, as otherwise they will knockback anyone nearby when the removal is attempted.
  • Thralls are granted a version of Opticial that doesn't cost psi to use, this can allow them to spread your vision network while you sit safely in maints.
  • Stealing a handheld crew monitor can be valuable as if your thralls set their sensors to exact vitals (not tracking beacon), it can allow you to more accurately gauge who is in need of support at any given time.

Psi web Upgrades

Once divulged, the Psi web will become available through the antag menu. Spend willpower gained through devour will to purchase upgrades via the Psi web.

Offensive Abilities

Icon Name Classes Willpower Cost Psi Cost Description
Shadow crash.png Shadow Crash Fighter 1 20 Charge in a direction, knock back and briefly paralyze anyone you collide with.
Demented outburst.png Demented Outburst Fighter 2 50 Deafens and confuses listeners after a five-second charge period, knocking away everyone nearby.
Incite.png Incite Fighter 2 15 Force everyone nearby to walk towards you, but disables your ability to attack for a time.
Duality.png Duality Sigils Fighter 4 N/A Causes umbral tendrils ability to spawn tendrils in both hands if possible, empowering both.
Cleave sigil.png Cleaving Sigils Fighter 2 N/A Causes umbral tendrils to cleave
Permafrost.png Permafrost Scout 3 65 Freezes the ground is a 7x7 area and extinguishes the user if they are on fire.
Shadow caster.png Shadow Caster Scout 4 N/A Twists an active arm into a bow that shoots arrows made of solid darkness.
Psi trap damage.png Psi Trap (Damage) Scout 2 35 Place a trap that deals damage to non-ally that crosses it.
Psi trap bear.png Psi Trap (Restrain) Scout 2 35 Place a trap that restrains the legs of any non-ally that crosses it.
Psi trap nausea.png Psi Trap (Nausea) Scout 2 35 Place a trap that makes any non-ally that crosses it sick to their stomach.
Psi trap teleport.png Psi Trap (Teleport) Scout 2 35 Place a trap that teleports any non-ally to a random location on the station.
Seize.png Seize Warlock 2 35 Restrain a target's mental faculties, preventing speech and actions of any kind for a moderate duration.

Has reduced effect at range.

Confusion sign.png Confusion Sign Warlock 1 N/A Empower your staff with the ability to confuse any enemy shot.
Light eater sign.png Light Eater Sign Warlock 2 N/A Empower your staff with the ability to consume the light of anything shot.
Mass hallucination.png Mass Hallucination Warlock 2 30 Forces nearby enemies to experience hallucinations.
Mind blast.png Mind Blast Warlock 2 40 Focus your psionic energy into a blast that deals physical damage. Can also be projected from the minds of allies.
Extract.png Extract Warlock 2 10/s Channel to drain a target's life force or bestow it to an ally.
Abyssal call.png Abyssal Call Warlock 2 35 Call a tendril at a targeted location to grasp an enemy.
Void beam.png Void Beam Warlock 3 100 After a short delay, fire a huge beam of void terrain across the entire station.
Null burst.png Null Burst Warlock 3 100 After a short delay, create an explosion of void terrain at the targeted location.
Icy veins.png Icy Veins Warlock

Scout

2 30 Instantly freezes the blood of nearby people, slowing them and rapidly chilling their body.

Utility Abilities

Icon Name Classes Willpower Cost Psi Cost Description
Deluge.png Deluge Fighter 2 25 Douses all nearby creatures with water, extinguishing them and protecting from fire.
Encroach.png Encroach Fighter 2 5/s Grants immunity to lightburn while active. Can be toggled on and off.
Time dilation.png Time Dilation Fighter 4 75 Greatly increases reaction times and action speed, and provides immunity to slowdown.
Indomitable.png Indomitable Fighter 2 5/s Grants immunity to all CC effects, but locks the user into walking.
Void jump.png Void Jump Scout 2 20 A short range targeted teleport.
Void jaunt.png Void Jaunt Scout 3 70 Move through the veil for a time, avoiding mortal eyes and lights.
Blinding miasma.png Blinding Miasma Scout 3 35 Spews a cloud of smoke which will blind enemies and provide cover from light.
Efficiency sign.png Efficiency Sign Warlock 2 N/A Optimize your staff to reduce the Psi cost to shoot.
Recovery sign.png Recovery Sign Warlock 2 N/A Empower your staff with the ability to heal allies shot.
Stifle sign.png Stifle Sign Warlock 1 N/A Empower your staff with the ability to extinguish the fire on allies shot.
Extinguish sign.png Extinguish Warlock 3 60 Extinguish all light around you.
Thrall recovery.png Thrall Recovery Warlock 1 50 Heals all thralls for an amount of brute and burn.
Thrall envigorate.png Thrall Envigorate Warlock 1 50 Give all thralls a temporary movespeed bonus.
Elucidate.png Elucidate Warlock 2 100 Channel significant power through an ally, greatly healing them, cleansing all CC and providing a speed boost.
Null charge.png Null Charge Warlock 3 200 Meddle with the powergrid via a functioning APC, causing a temporary stationwide power outage. Breaks the APC in the process.
Quantum disruption.png Quantum Disruption Warlock 3 80 Bend the laws of reality to allow free passage all through-out spacetime for a short duration.
Fray self.png Fray Self Warlock 3 100 Attemps to split a piece of your psyche into a sentient copy of yourself that lasts until destroyed.
Umbral trespass.png Umbral Trespass All 2 30 Melds with a target's shadow, causing you to invisibly follow them.
Simulacrum.png Simulacrum All 2 40 Creates an illusion that closely resembles you. The illusion will fight nearby enemies in your stead for 10 seconds.
Crawling shadows.png Crawling Shadows All 3 55 Assumes a shadowy form that can crawl through vents and squeeze through the cracks in doors.
Silver tongue.png Silver Tongue All 2 60 When used near a communications console, allows you to forcefully transmit a message to Central Command, initiating a shuttle recall.

Passive Abilities

Icon Name Classes Willpower Cost Effect
Medical sigil.png Medical Sigil All 1 Provides you with a medhud
Xray sigil.png X-Ray Sigil All 3 Grants X-Ray vision
Psi reserve sigil.png Psionic Reserve Sigils All 2 Increases the psi cap by 100. Can be purchased an infinite number of times.
Vigor sigil.png Vigor Sigils Scout

Fighter

2 Cuts stamina damage in half.
Mending sigil.png Mending Sigil Scout

Fighter

2 Increases darkness healing by 25%. Can be purchased an infinite number of times.
Light ward.png Lightward Sigil Scout

Fighter

2 Prevents taking damage in low light.
Stability sigil.png Stability Sigil Scout

Fighter

1 Prevents slipping.
Storm sigil.png Storm Sigil Warlock

Scout

2 Reduces ability cooldowns by 25%.
Light blind.png Lightblind Sigil Fighter 1 Grants immunity to flashes.
Shadow skin sigil.png Shadowskin Sigil Fighter 2 Reduces light damage taken by 20%. Can be purchased an infinite number of times. Stacks Multiplicatively.
Callous sigil.png Callous Sigil Fighter 2 Reduces brute damage taken by 20%. Can be purchased an infinite number of times. Stacks Multiplicatively.
Stifle.png Stifle Sigil Fighter 2 Reduces burn damage taken by 15%. Can be purchased an infinite number of times. Stacks Multiplicatively.
Undying sigil.png Undying Sigil Fighter 2 Grants the ability to revive if your corpse is left in the dark for some time.
Shadow walk.png Shadowwalk Sigils Scout 3 Grants incredible speed while in the dark.
Psionic relief sigil.png Psionic Relief Sigil Warlock 2 Reduces the delay to regenerate psi by 5 seconds.
Psionic recovery sigil.png Psionic Recovery Sigil Warlock 1 Doubles the speed at which psi regenerates. Can be Purchased an infinite number of times.
Control sigil.png Control Sigil Warlock 3 Allows for the control of two additional thralls.
Unity sigil.png Unity Sigil Warlock 1 Allows your veil buffing spells to affect allied darkspawns too. Does not allow for self buffs.

General Tips

  • Get together, stay together! People will arm up and travel in groups to fight darkspawn, and one darkspawn is never strong enough to fight a coordinated security force with armory gear.
  • If you can wipe out security, you're in the clear for the rest of the round. All the more reason to be ready and in force when they come hunting. Of course, picking them off one by one would be ideal, but you can't always rely on them splitting up.
  • Incendiary weapons are your bane. Not only do you take additional damage from heat and burn, but fire glows dealing additional damage because of the light. This is especially bad if you're grouped up with friends, as the fire will spread among you: so, get a fire extinguisher before you divulge or purchase fire mitigation abilities afterwards.
  • Try to get maintenance access before you divulge. Hacking and class specific tools are good and all, but maintenance access means you can move through and between hideouts stealthily and under time pressure. If security is searching your maint, just run across the hall into the next one over!
  • Darkspawn don't have hearts and don't passively revive in the dark light Nightmares do. If they die, the only ways to revive them are cloning or revival surgery, both of which require a fairly heavy hold on medbay. Thrall Mind is helpful for this, too.
  • Knocking out lights all throughout the station can provide more space for a warlock to hide, and more space to roam for the scout.
  • Crawling shadows can be used to get around the station smoothly as it provides both vent crawling and the ability to pass through doors.
  • Encroach is good for safely passing through lit areas, making it far safer to enter a room and break the lights without taking damage. Can also be used to mitigate the light damage from fire if you're rushing to get a fire extinguisher.
  • Umbral trespass can be quite versatile. Can be used on thralls to get around the station quietly and "safely". Can be used on security to briefly escape a fight. Forces you out of the target if they enter the dark, good for espionage.
  • Silver tongue allows the darkspawn to recall the shuttle no matter what time it is at making this a very powerful ability especially if you start overwhelming the station.
  • Purchasing the medical sigil early can ensure that you don't accidentally kill people you're trying to capture.