Shadowling: Difference between revisions

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482 bytes added ,  17:52, 10 December 2016
Updates the shadowling page with information
imported>Atlanta-Ned
(Shadowling is dead)
(Updates the shadowling page with information)
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! style='background-color:#DDAADD;' width='150px'|Cooldown
! style='background-color:#DDAADD;' width='150px'|Cooldown
! style='background-color:#DDAADD;' width='450px'|Description
! style='background-color:#DDAADD;' width='450px'|Description
|-
!Passive Shadow Walk
|Hatch required
|None
|Shadowlings are able to walk through any structure, wall or door, as long as it's been engulfed in shadows. At the same time they can move at insanely fast speeds from one location to another while phasing within the darkness. They are able to do this at any time which makes them very formidable foes. However as a drawback, they will move VERY slowly while crossing tiles with light.
|-
|-
!Enthrall
!Enthrall
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|25 seconds
|25 seconds
|The shadowling's basic defensive ability, Veil instantly puts out nearly all light sources, mobile or otherwise, near the shadowling. Electronic lights such as flashlights, PDA's, gunlights, and light fixtures can be repaired simply by reactivating them, where consoles can be repaired by disconnecting and reconnecting the screen.  Glowshrooms resist this extinguishing effect, but will be killed in a short radius around the shadowling.  Lights based in fire or bioluminescence are often resilient enough to be unaffected.
|The shadowling's basic defensive ability, Veil instantly puts out nearly all light sources, mobile or otherwise, near the shadowling. Electronic lights such as flashlights, PDA's, gunlights, and light fixtures can be repaired simply by reactivating them, where consoles can be repaired by disconnecting and reconnecting the screen.  Glowshrooms resist this extinguishing effect, but will be killed in a short radius around the shadowling.  Lights based in fire or bioluminescence are often resilient enough to be unaffected.
|-
!Shadow Walk
|Hatch required
|1 minute
|Shadow Walk lets the shadowling briefly enter the space between worlds to escape attackers. For four seconds, the shadowling will be invisible, move quickly, and be able to phase through all obstacles. Unlike the wizard's jaunting, holy water does not have an effect on this.
|-
|-
!Icy Veins
!Icy Veins
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|30 seconds
|30 seconds
|To access some abilities, a shadowling must draw on its thralls for power.  Using this ability, shadowlings can send out mental "hooks" that latch onto the minds of their thralls, granting the shadowling a count of his thralls, and unlocking any abilities which the number of thralls now allows.
|To access some abilities, a shadowling must draw on its thralls for power.  Using this ability, shadowlings can send out mental "hooks" that latch onto the minds of their thralls, granting the shadowling a count of his thralls, and unlocking any abilities which the number of thralls now allows.
|-
!Destroy Engines
|Hatch required
|1 minute
|Destroy Engines is the way shadowlings bypass the shuttle. They are able to sacrifice a single thrall completely, which will kill them but extend the shuttle's timer by 15 minutes. This does not stack and can only be used if the shuttle is ''on the way to the station'' - it will not work if the shuttle is docked or has left.
|-
|-
!Blindness Smoke
!Blindness Smoke
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There are multiple things to do from the start. If you're confident you can avoid detection, hatching immediately can work since you can easily enthrall people who rush into maintenance early with Glare.  Or, you can play it differently and try to covertly sabotage the station first. It's up to you - you're the alien monster, after all.
There are multiple things to do from the start. If you're confident you can avoid detection, hatching immediately can work since you can easily enthrall people who rush into maintenance early with Glare.  Or, you can play it differently and try to covertly sabotage the station first. It's up to you - you're the alien monster, after all.
It should be noted that sabotaging the station to the point of which many crewmembers will attempt to call the shuttle will ultimately backfire against you. Before you hatch you should take this time to prepare for your next amble attack, collecting tools, cuffs, and other accessories that might help you deal with threats that come your way as a hatched shadowling.
===Post-Hatch===
===Post-Hatch===
So you've hatched. You have the rest of your abilities now - use them! Alert your fellow shadowlings (and thralls) that you're hatched over the hivemind, and make more thralls your first priority. You can't wear normal clothes, but you can still put on backpacks and headsets, which is an extremely good idea. If you're discovered by a group of people, use your defensive abilities to escape in addition to your thralls. If a single guy sees you, just glare at him, slap some cablecuffs on if you have them, take away his headset, and enthrall him. People whom you enthrall '''cannot easily be turned back to normal, although surgery is capable of doing so''' and their new loyalty to you overrides all else. If you enthrall a nuclear operative somehow, they will serve you over their Syndicate friends. If you enthrall the captain, he will do much the same.
So you've hatched. You have the rest of your abilities now - use them! Alert your fellow shadowlings (and thralls) that you're hatched over the hivemind, and make more thralls your first priority. You can't wear normal clothes, but you can still put on backpacks and headsets, which is an extremely good idea. If you're discovered by a group of people, use your defensive abilities to escape in addition to your thralls. If a single guy sees you, just glare at him, slap some cablecuffs on if you have them, take away his headset, and enthrall him. People whom you enthrall '''cannot easily be turned back to normal, although surgery is capable of doing so''' and their new loyalty to you overrides all else. If you enthrall a nuclear operative somehow, they will serve you over their Syndicate friends. If you enthrall the captain, he will do much the same.
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===Things you SHOULD do===
===Things you SHOULD do===
* Travel in groups
* Travel in groups
* Bolt down floodlights in different maintenance areas where shadowlings are most active.
* Try implanting people that you suspect of being a thrall. Unhatched shadowlings and thralls alike will resist the implant.
* Get burn-based weapons and lots of light sources (flares are good, so are slime extracts if xenobio is doing their job, and if all else fails botany can make torches)
* Get burn-based weapons and lots of light sources (flares are good, so are slime extracts if xenobio is doing their job, and if all else fails botany can make torches)
* Carry flashbangs or flash powder grenades from security or the medbay
* Carry flashbangs or flash powder grenades from security or the medbay
* Be extremely wary
* Be extremely wary
* Be on the lookout for suspicious characters, and be sure to examine them. Thralls have tight drawn in faces
* Avoid areas that seem unnaturally dark
* Avoid areas that seem unnaturally dark
* Don't fight anything alone
* Don't fight anything alone
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===Things you SHOULDN'T do===
===Things you SHOULDN'T do===
* Hoard the entire armory and secede from the station as your own force
* Hoard the entire armory and secede from the station as your own force
* Place a bunch of floodlights in the same spot.
* Run up to the shadowling and ask to be enthralled. Seriously, it's a dick move to everyone and the admins will ban your ass for it.
* Run up to the shadowling and ask to be enthralled. Seriously, it's a dick move to everyone and the admins will ban your ass for it.
* Prowl the maintenance tunnels alone armed with your trusty screwdriver and PDA flashlight
* Prowl the maintenance tunnels alone armed with your trusty screwdriver and PDA flashlight
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