Darkspawn: Difference between revisions

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This wiki page is in the process of a rewrite after a sizeable rework to the game mode, not all information will be accurate
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'''Gamemode in rotation'''
'''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.
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.


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.
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.
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.
===Innate 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!!Classes!!Psi Cost!! class="unsortable" | Description
==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
|-
|-
|
|
|Sacrament
|Sacrament
|All
|0
|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.
|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:devour_will.png|64px]]||Devour Will||All||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.  
|[[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.  
|-
|-
| ||Restrain Body||All
| ||Restrain Body
||5||A touch attack spell that applies handcuffs to the target after a short cast time.
||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 healingInnate Abilities:
{| class="wikitable sortable"
!Icon!!Name!!Psi Cost!! class="unsortable" | Description
|-
|-
| ||Shadow Tendril||Fighter||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.
| ||Shadow 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:
 
* NoneInnate Abilities:
{| class="wikitable sortable"
!Icon!!Name!!Psi Cost!! class="unsortable" | Description
|-
|-
|
| ||Light Eater||0||Summons a blade that is capable of permanently disabling the lights of anything struck by it.
|Fighter Passives
|Fighter
|N/A
|The fighter innately takes reduced physical damage, as well as heals faster in the dark.
|-
|-
| ||Light Eater||Scout||0||Summons a blade that is capable of permanently disabling the lights of anything struck by it.
| ||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
|}
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 regenerationInnate Abilities:
{| class="wikitable sortable"
!Icon!!Name!!Psi Cost!! class="unsortable" | Description
|-
|-
| ||Shadow Step||Scout||N/A||The scout is able to walk through solid objects and walls so long as the location is completely dark on all sides
|
|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:veil_mind.png|64px]]||Thrall Mind||Warlock||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]]||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||Warlock||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.
| ||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
|Panopticon
|Warlock
|35
|35
|Places a reskinned camera console that shows all darkspawn and thralls as well as any eyes placed by a warlock or thralls.
|Places a reskinned camera console that shows all darkspawn and thralls as well as any eyes placed by a warlock or thralls.
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|
|
|Opticial
|Opticial
|Warlock
|20
|20
|Places a reskinned camera that is used by the camera console. Also given to thralls.
|Places a reskinned camera that is used by the camera console. Also given to thralls.
|-
|
|Channeling Staff
|Warlock
|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.
|-
|}
|}
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===
===Offensive Abilities===
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
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|2
|2
|35
|35
|Restrain a target's mental faculties, preventing speech and actions of any kind for a moderate duration.  
|Restrain a target's mental faculties, preventing speech and actions of any kind for a moderate duration.
Has reduced effect at range.
Has reduced effect at range.
|-
|-
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|Allows your veil buffing spells to affect allied darkspawns too. Does not allow for self buffs.
|Allows your veil buffing spells to affect allied darkspawns too. Does not allow for self buffs.
|}
|}
==The Sacrament==
==General Tips==
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.
*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 turn combat mode off 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 with combat mode on, 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 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.
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