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m (Corrected Shadow Tendril -> Umbral Tendril) |
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'''Gamemode in rotation''' | '''Gamemode in rotation''' | ||
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!Icon!!Name!!Psi Cost!! class="unsortable" | Description | !Icon!!Name!!Psi Cost!! class="unsortable" | Description | ||
|- | |- | ||
| | |[[File:Sacrament.png]] | ||
|Sacrament | |Sacrament | ||
|0 | |0 | ||
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|[[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. | |[[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 | | [[File:Restrain body.png]]||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== | ==Fighter== | ||
Stat Differences: | Stat Differences: | ||
* 30% reduced brute damage | * 30% reduced brute damage | ||
* 25% increased base darkness healingInnate Abilities: | * 25% increased base darkness healingInnate Abilities: | ||
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!Icon!!Name!!Psi Cost!! class="unsortable" | Description | !Icon!!Name!!Psi Cost!! class="unsortable" | Description | ||
|- | |- | ||
| ||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. | | [[File: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: | Pros: | ||
* Easy to learn | * Easy to learn | ||
* High durability | * High durability | ||
* High kill potential | * High kill potential | ||
Cons: | Cons: | ||
* Low skill ceiling | * Low skill ceiling | ||
* Can struggle to restrain crewmembers for devouring will | * Can struggle to restrain crewmembers for devouring will | ||
* Can struggle to escape encounters | * Can struggle to escape encounters | ||
Tips: | 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. | * 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. | * Lightblind sigils provide immunity to flashes and flashbangs, depending on how coordinated the security team is, this can prove to be a vital upgrade. | ||
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* 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. | * 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. | * 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== | ==Scout== | ||
Stat Differences: | Stat Differences: | ||
* NoneInnate Abilities: | * NoneInnate Abilities: | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
!Icon!!Name!!Psi Cost!! class="unsortable" | Description | !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. | | [[File:Light eater.png]]||Light Eater||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 | | [[File:Shadow walk.png]]||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: | Pros: | ||
* Easy to learn | * Easy to learn | ||
* Very high mobility | * Very high mobility | ||
* High synergy with other clases | * High synergy with other clases | ||
Cons: | Cons: | ||
* Low kill potential | * Low kill potential | ||
* Vulnerable | * Vulnerable | ||
Tips: | 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. | * 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 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. | * 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. | * The shadow caster can be used to shoot out lights from a distance, this also includes lights held by players. | ||
==Warlock== | ==Warlock== | ||
Stat differences: | Stat differences: | ||
* Doubled Psi cap | * Doubled Psi cap | ||
* Doubled Psi regenerationInnate Abilities: | * Doubled Psi regenerationInnate Abilities: | ||
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|} | |} | ||
Pros: | Pros: | ||
* High skill ceiling | * High skill ceiling | ||
* Global abilities | * Global abilities | ||
* Ability to buff allies | * Ability to buff allies | ||
Cons: | Cons: | ||
* Difficult to learn | * Difficult to learn | ||
* Can struggle to escape encounters | * Can struggle to escape encounters | ||
* Can be caught unaware while using panopticon | * Can be caught unaware while using panopticon | ||
* Weak without allies to rely on | * Weak without allies to rely on | ||
Tips: | 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. | * 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. | * 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. | ||
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* | * | ||
==Psi web Upgrades== | ==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. | 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. |