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==KILL DAT FUKKEN BLOB==
{{JobPageHeader
The [[Emergency Shuttle]] will not depart during blob mode. Nor will the blob spare you or your precious station from a horrible death. Destroy it before it destroys you.
|headerbgcolor = black
===Tools of the Trade===
|headerfontcolor = purple
Most of your weapons are useless against blobs. The blob doesn't give a fuck about brute damage, nor is it able to be stunned. Generally speaking, what you will want is to do burn damage. ('''NOTE:''' This does NOT mean setting fire to everything!) Here are some tools at your disposal:
|stafftype = EXTRATERRESTRIAL
* '''[[Body Armor]]''': The blob, in addition to expanding, can attack. Blobs do a variety of damage but are blocked by armor and bio protection, so [[riot armor]] or [[bio-suit]]s, are helpful. Don't let yourself get surrounded!
|imagebgcolor = grey
|img_generic = darkspawn.png
|img =  
|jobtitle = Darkspawn
|access = Whatever your mortal disguise had
|additional = Anywhere without light
|difficulty = High
|superior = None
|duties = Consume people's will and turn into a screamy-monster-thing
|guides = This is the guide
|quote =
}}
'''Gamemode in rotation'''


* '''[[Welding tool]]s:''' Cheap, readily available from [[Vending machines#YouTool|YouTool machines]] (hack them for two more Upgraded Welding Tools) or the [[autolathe]]. Grab one and start burning away. Make a path towards a resource node and take it out. One guy with a welder isn't going to be able to breach the core, so don't try. It's a good idea to grab some [[General items#Fuel Tank|Fuel Tank]]s to keep nearby so you can refuel quickly, but make sure your welder is OFF before refueling, and be sure the blob doesn't get close enough to absorb them. If science division is any good, they'll be passing out plasma cutters before long. They do the same damage as lit welders without any need to refuel and have the added bonus of not setting plasma on fire in the case that the blob or some chucklefuck pops open a plasma canister. Replace your welder with a cutter ASAP if science starts making them.
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.


* '''Laser weaponry:''' HOLD UP THERE HOT SHOT THESE ARE IN LIMITED SUPPLY. Don't take more then three and don't take them if you don't have good armor or a space suit. Carrying the whole armory into maint just lets the blob kill you and bury them. Available in the [[Armory]], in [[Head of Personnel|certain]] [[Head of Security|heads]] [[Captain|of staff]]'s quarters and through R&D or Cargo. For the love of god consolidate gear.
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.


* '''[[Emitter]]s:''' Set them up as far away from the blob as you can while still striking the core. If the blob reaches them, they're gone. Three emitters side by side matched against the core is a one-sided match.
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.


* '''[[IED]]s:''' The modest explosion is enough to rip a bit of the blob apart without destroying the floor and ruining atmos for people. Throw them in when you see weakness in the blob's defenses to tear open an attack point.
Use .w to communicate with other Darkspawn.
Once again: '''DO NOT USE [[Flamethrower|FLAMETHROWERS]] OR [[Plasma|PLASMA]] FIRES''' (see below). They are useless and will only make the rest of the crew die and hate you.
===Abilities===
===Risky Measures===
{|class="wikitable sortable"
('''Do not use these unless shit has really hit the fan, or else you might be banned.''' When in doubt, adminhelp to see whether the Cuban Pete inferno you are about to unleash is kosher.)
!Icon!!Name!!class="unsortable" | Description!!Psi Cost!!Lucidity Cost
*'''Large Plasma Fires:''' Large fires will eat away at a blob but will also make the area uninhabitable for people without fire suits. It will also not destroy blobs protected by unweakened shield blobs, so you'll need men with fire suits and laser guns to finish the job. If atmos aren't ruined yet this will make the crew hate you.
|-
|[[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
|-
|[[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.
*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
|-
|[[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
|-
|[[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
|-
|[[Image:silver_tongue.png|64px]]||Silver Tongue||Recalls the emergency shuttle if the Darkspawn has access to a comms console.||60 psi||1
|-
|[[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
|-
|[[Image:time_dialation.png|64px]]||Time Dilation||Makes you immune to slow down and do actions faster for a minute||75 psi||3
|-
|[[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
|-
|[[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
|-
|}
====Passive Abilities====
{|class="wikitable sortable"
!Name!!class="unsortable" | Effect!!Lucidity Cost
|-
|Mending Sigil||25% Faster Healing in Darkness||1
|-
|Lightward Sigil||Halved burn damage from light and resistance from dimmer lights.||2
|-
|Psi Sigils||25 extra maximum psi.||2
|-
|Recovery Sigil||Psi regeneration activates faster and regenerates up to 5 more psi.||1
|-
|Starlight Sigils||Allows the Darkspawn to move safely in space, giving immunity from starlight.||3
|-
|Duality Sigils||Upgraded pass tendrils, allowing them to drag people to you and stunning them twice as long on harm intent.||1
|-
|}
==The Sacrament==
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.
==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. 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.
*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!
*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.
*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.
*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.
*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.
*Veils have no tells. The only way to know one for sure is to try to mindshield them, which deconverts them.
*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.
*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.
*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.


*'''Bombs:''' Bombs can destroy any piece of the blob except for the core proper, if the round's been dragging on and atmos are ruined, it's not a terrible idea provided you have something to hit the blob with AFTER there's a gaping bomb hole in the ground.
===Defcon 1===
You've failed to contain the outbreak within the allotted timespan. Quarantine procedure <s>5-12</s> 7-12 should be initiated immediately. The nuclear bomb code has been transmitted. Secure the disk and detonate the nuke in the [[Vault]]. The blob cannot be allowed to escape containment!
=== A Quick Note On Intent ===
As you know, your [[intent]] affects what you do when you run into people while moving. If you are on help intent, you walk through that person, and if you're on disarm intent, you'll push them out of the way or into the nearest object, like a wall, or a blob.


In other words: '''If you are fighting the blob, use help intent or else everybody will hate you.''' <s>Unless you have the obtrusive quirk. Then they will hate you regardless.</s> Obtrusive quirk got canned, thank you coderbus.
=== Oh Shit, Zombies! ===
Zombies are hardy bastards that will take people down faster than a school of space carp. Prevention is the best measure, if anyone goes down, pull him out and away from the blob before he either dies or the blob blocks him off. If a zombie's smacking at you, the natural reaction might be to try running away '''but don't do that, running around in a panic is the last thing you should do.''' Zombies, like many NPC mobs, have laser-guided auto-attacks and will relentlessly pursue and hit you until you're down, plus anyone trying to help you won't be able to get a single hit off the zombie if it's running around chasing you.


If you've got a welder in hand (Which you should if there's a blob.) and the zombie isn't armored, simply stand your ground and attack like mad with your lit welder. Even if you're unarmored, it will go down first unless you let it get a few free hits off before fighting back. If it's armored, though, you're fucked unless you have armor, a fire axe, or a buddy or two fighting alongside you.
===Non-Action Crewmates===
If you do not have access to the above weaponry, you should stay off the front lines unless you want to get killed and get in everyone's way. However! There are still things you can (and should) do!
====Medbay====
Blob mode is one of the few modes where Medbay is actually worth a damn. Here is what to do:


'''[[Medical Doctor]]:''' You are field medics. Put your HUD glasses on, grab a first-aid kit and heal people so they don't die. The worst thing in blob mode is someone with half the armory in their backpack dying and getting engulfed and/or zombified by the blob. Don't let this happen. You will want to bring brute patches/sutures and probably burn patches/mesh if people are inevitably getting caught in lasers or getting hurt by inevitable plasma fire. Don't waste them on someone with 10 damage to one limb; use triage like a real doctor, you drunken ERPing fuck. You can also drag people to cryo and dead people to cloning, but generally, you'll be more useful on the field. If you do because no one else is, loot their bag so you don't end up removing half the guns and space suits from the field like so much kebab.
'''[[Chemist]]''': Mass produce medicine. During Blob, if the crew is competent, you will run out of medikits very quickly, and Cargo is better off ordering other things. What you'll need depends largely on what kind of blob you're dealing with (brute damage? tox?) and how competent the crew is (FRIENDLY FIRE OH GOD). You can either leave your pills/patches on the counter for people to grab or take them to the battlezone yourself depending on what people are doing.
'''[[Geneticist]]''': Clone the people who inevitably die. Always have someone cloning. LOOT THEIR FUCKING BAGS FOR WELDERS AND GUNS if no one else did, to give back out to people who need them; if anyone whines about GENETICS TAKING MAH GUNS they don't deserve to be in the fight. Most of your powers are of limited utility -- Hulk is only good if the blob is in a hard-to-reach place, X-ray is useless (if you haven't found the blob by the time you get it, it's already ogre), cold resistance can be useful if some chucklefuck has exposed the blob area to space but otherwise useless, and TK is fun but impractical.
'''[[CMO]]''': You are NOT a field medic, let your slaves do that. Basically, your job is what the CMO's job should be but never is: coordinate doctors, be a head of staff, make sure Medbay proper is doing its job, and for God's sake keep your cat away from the blob. Contribute your first-aid kit to the cause, and consider contributing your hypospray to someone you trust who can actually use it.
'''[[Virologist]]''': Make healing viruses.
====Cargo====
'''Order emitters.''' Order fucking emitters. Don't assume the ones in [[Engineering Secure Storage]] will last, or even that anyone will remember to use them at all. Point seven emitters at a blob and it'll regret everything.
'''Order guns.''' Energy guns have their place and are nice, but the station already has plenty. Combat shotguns may be better if people are good with them and print as many shells as you can in advance. Why? If you print lethal shells between Industrial Welders, combat shotguns don't have the downtime of energy guns. A constant feed of lethal shells makes for the ability to print, shoot while printing, clear shell, take new shell, feed old shell in, repeat. It makes the metal cost pretty much fuckall and does big damage. Besides that, you should already have enough laser guns on the station that unless some dipfuck loses them to the blob, you have barely enough chargers to charge them all at once. '''Make sure R&D gets a shotgun crate, see Science for details.'''
'''Order some goddamn metal and glass.''' Don't rely on mining to get back at all or on time. However...
'''Get those miners a hand teleporter and EVA suits. Calibrate the teleporter to a beacon in R&D.''' You're going to mass-drive the miners to the asteroid because fuck the quarantine. Laser cannons don't grow on trees. They can give a heads-up when they're sending a crate for the RD to re-test-fire, so you don't lose mineral shipments. The primary importance is getting uranium and silver back, in which case if research and cargo is any good the round will end shortly. See Science for details.
'''SHIT TYRONE HACK THE FUCKING AUTOLATHES.''' You can make dozens of INDUSTRIAL WELDERS from a single sheet each of metal and glass. They're 70 metal, 60 glass, or something like that, with a single sheet of material providing 3750 of each. An Industrial Welder is the exact same size as a normal welder but holds 40 fuel and comes pre-fueled. They're so cheap to make that they're virtually disposable. In fact, R&D should bump up their materials research with the gold from the vault to make super matter bins, pico-manipulators, etc., so that you can lathe thing stupidly fast at the forward autolathe you fuckers better have made.
'''No seriously make a fucking extra autolathe''' near, but not up in the face of, the blob. It's easier to have an assistant constantly print new Industrial Welders than to refuel them and risk the blob popping a fuel tank.
====Science====
'''[[Guide to Research and Development|RnD]]''': Trying to "BoH-bomb" the blob by putting a bag of holding into another bag of holding near it is usually not recommended. Instead of falling into the tear of reality, the blob core will teleport to a random location on the station, which might be useful if you can find the blob quickly, as it will have to remake its defenses. Blob will also drop an anomaly core on death.
'''[[Guide to toxins|Toxins]]''': Don't make bombs, because the blob is highly resistant to bombs, being rather solid, and the crew is very much not resistant to bombs.
'''[[Roboticist]]''': Once the medics empty their medkits onto belts, you can make at least 6 medibots. Cargo can order emergency crates with floorbots and 2 medibots which will be useful to heal injured crew. Cleanbots are useless here, don't waste the metal on that. Mechs aren't worth making. But if miners brought silver and the blob ate research, but not robotics? Make a durand, load it with a solaris and an energy relay and set it loose.
'''[[Guide to xenobiology|Xenobiologist]]''': Slimes take way too long and are way too random to be useful in time, although if you get some metal slimes early it could be mildly helpful, it's better to just give your plasma to research.
[[Category:Game Modes]]
====Engineering====
'''[[Engineer]]''': Drag some emitters out of Engineering Secure Storage (if there aren't any, you can afford to take some from the SM Chamber) and set them out pointing towards the blob. They can do some serious damage to the blob in the long run. If the blob is exposed to space, you can work on the blob from the outside and pose as a real annoyance.
'''[[Atmospheric Technician]]''': Grab a welder and fight the blob. Don't you fucking dare try to plasma flood that blob.
====Security====
Grab lasers from the armory, unwrench some rechargers, set them out near the blob, pew pew pew pew. Pretty damn self-explanatory what you should be doing.
{{Antagonists}}
{{Game modes}}
===HypoMed===
Wall-mounted Hypospray Equipment dispenser.<br>
'''Refill canister: '''[[File:Refill_medical.png]]
{{anchor|HypoMed}}
{{vendingmachine
| name = HypoMed
| icon =wallhypo.png
| area = [[Medbay]]
|sellscost=($25)
| items =
|hackedcost=($25)
| hackeditems =
|premiumcost=(Varies)
| premiumitems =
5x [[File:Hypospray.png]] Hypospray ($50)<br>
10x Vial (Libital) ($25)<br>
10x Vial (Aiuri) ($25)<br>
10x Vial (Styptic Powder) ($30)<br>
10x Vial (Silver Sulfudiazine) ($30)<br>
10x Vial (Charcoal) ($25)<br>
10x Vial (Perfluorodecalin) ($25)<br>
10x Vial (Epinephrine) ($25)<br>
10x Vial (Sanguirite) ($50)<br>
5x [[File:Hypo_basic.png]] Basic hypospray vial kit ($100)<br>
5x [[File:Hypo_advanced.png]] Advanced hypospray vial kits ($200)<br>
3x [[File:Hypo_brute.png]] Brute hypospray vial kits ($100)<br>
3x [[File:Hypo_burn.png]] Burn hypospray vial kits ($100)<br>
3x [[File:Hypo_toxin.png]] Toxin hypospray vial kits ($100)<br>
3x [[File:Hypo_oxygen.png]] Oxygen hypospray vial kits ($100)
}}


---------------------


===Null Rod===
===Null Rod===

Revision as of 08:20, 9 April 2024

EXTRATERRESTRIAL STAFF
Darkspawn.png
Darkspawn
Access: Whatever your mortal disguise had
Additional Access: Anywhere without light
Difficulty: High
Supervisors: None
Duties: Consume people's will and turn into a screamy-monster-thing
Guides: This is the guide

Gamemode in rotation

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.

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.

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.

Use .w to communicate with other Darkspawn.

Abilities

Icon Name Description Psi Cost Lucidity Cost
Devour will.png 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
Pass.png 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.
  • 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.
Demented outburst.png 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
Simulacrum.png Simulacrum Creates an illusion that mimics you and runs forward for ten seconds. The illusion is revealed when examined. 20 psi 1
Tagalong.png 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
Silver tongue.png Silver Tongue Recalls the emergency shuttle if the Darkspawn has access to a comms console. 60 psi 1
Creep.png 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
Time dialation.png Time Dilation Makes you immune to slow down and do actions faster for a minute 75 psi 3
File:Veil mind.png 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
Crawling shadows.png 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

Passive Abilities

Name Effect Lucidity Cost
Mending Sigil 25% Faster Healing in Darkness 1
Lightward Sigil Halved burn damage from light and resistance from dimmer lights. 2
Psi Sigils 25 extra maximum psi. 2
Recovery Sigil Psi regeneration activates faster and regenerates up to 5 more psi. 1
Starlight Sigils Allows the Darkspawn to move safely in space, giving immunity from starlight. 3
Duality Sigils Upgraded pass tendrils, allowing them to drag people to you and stunning them twice as long on harm intent. 1

The Sacrament

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.

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. 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.
  • 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!
  • 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.
  • 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.
  • 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.
  • 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.
  • Veils have no tells. The only way to know one for sure is to try to mindshield them, which deconverts them.
  • 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.
  • 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.
  • 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.




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 It cannot be put down.
Tentacle.png
Unholy Blessing
18 brute
Can't be thrown
None Sharp It cannot be put down.
Arm blade.png
Dark Blessing
18 brute
Can't be thrown
None Sharp
-20 wound bonus
25 unprotected wound bonus
It is sharp. It cannot be put down.
Claymore.pngCultblade.gifChainsawsword.pngKatana.gif
Holy Claymore
Dark Blade
Sacred Chainsaw Sword
Hanzo Steel
18 brute
10 brute (thrown)
30% (but 0% against projectiles) Sharp They can only be worn on the back or on the belt.
Forceweapon.png
Force Weapon
18 brute
10 brute (thrown)
It is sharp and can be worn on the back or the belt. Acts as a strong light source.
Darkenergy.pngLightenergy.png
Dark Energy Sword
Light Energy Sword
18 brute
10 brute (thrown)
Unlike normal energy swords, these cannot be retracted. They inherit the stats of the holy claymore (sharpness, only back/belt storage, and 30 block chance except against projectiles).
Corvo 1.png
Folding Sword
18 brute (unfolded)
10 brute (thrown)
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)
Grants the user a shield that blocks 2 shots every 20 seconds.
Vibroblade.gifSpellblade.png
High-Frequency Blade
Dormant Spellblade
18 brute
10 brute (thrown)
They only fit on the back. They have 35 armor penetration. They are sharp.
Possessedsword.png
Possessed Blade
18 brute
10 brute (thrown)
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)
It has 35 armor penetration.
Warhammer.png
Relic War Hammer
18 brute
10 brute (thrown)
It can only fit on the belt 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)
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.
ApostateBlades.png
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.