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= Типы Мехов =
{{JobPageHeader
Мехи разделены на три основные категории: Инженерный, Медицинский, и Боевой
|headerbgcolor = black
* Инженерные мехи как правило медленны, но могут легче проводить строительные или разрушительные задачи.
|headerfontcolor = white
* Медицинские мехи специализированны на быстром лечении и транспортировки членов экипажа.
|stafftype = EXTRATERRESTRIAL
* Боевые мехи хорошо вооружены, чтобы противостоять угрозам станции и другим игрокам. Из-за их мощи, большая часть не может быть легально собрана.
|imagebgcolor = #DDAADD
|img_generic =
|img = Shadowbeing.png
|jobtitle = Shadowling
|access = Whatever you or your victims had or have
|additional = Anywhere you can phase to
|difficulty = Extremely Hard
|superior = None
|duties = Enslave the filthy humans, ascend and murderbone
|guides = This is the guide
}}
Shadowlings are light-sensitive alien creatures from space. They are mainly defensive, but can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as a normal crewman (they can still enthrall like this!) but they have to take time to 'hatch' to unlock their full potential.  


''Значения "Защита": Brute/Fire/Bullet/Laser/Energy/Bomb''
While hatched, shadowlings will resemble humans with black skin, small horns, red eyes, and claws.
{| class="wikitable sortable" Border="1"; || style="text-align: center;"
 
Until they ascend, of course.
 
==Shadowling Abilities==
Shadowlings have quite a few tricks up their sleeve, from vanishing to freezing the air around them. Below is a list of abilities that shadowlings can use.
 
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
! style='background-color:#DDAADD;' width='150px'|Name
! style='background-color:#DDAADD;' width='150px'|Requirements
! style='background-color:#DDAADD;' width='150px'|Cooldown
! style='background-color:#DDAADD;' width='150px'|Description
|-
|-
! Иконка !! Название !! Класс !! Здоровье !! Шанс отражения !! Защита !! Максимальная температура !! Информация
!Hatch
|N/A
|N/A
|In order to utilize their full potential, shadowlings need to go through a little-understood evolution process coined as "hatching". They will form a chrysalis around themselves, which is impenetrable, and begin the evolution. After a few minutes, they will burst from the chrysalis, evolved and with a plethora of new abilities. The chrysalis will quickly decay before vanishing entirely.
|-
|-
|[[File:Ripley.png|center]]||APLU "Ripley"||Инженерный||200||0||Нет||20,000||Медленно-передвигающийся экзокостюм, обычно используемый для работы в шахте. В крайнем случае может быть использован для сверления дверей и стен.
!Enthrall
|N/A
|45 seconds
|Of course, shadowlings are weak. They can easily be killed by a lightbulb. So, how does it fend off attackers? By enslaving them, like any good alien should! By getting close and rearranging the memories, motives, and physical form of the target, the target will become a "thrall", bound to the shadowling completely and utterly. Thralls can empower the shadowling with their own life force in addition to sharing a telepathic link with them and all other thralls.
 
They have been known to drop dead in unusual circumstances.
|-
|-
|[[File:Deathripley.png|center]]||Death Ripley||Инженерный||200||0||Нет||20,000||Админская версия "Рипли". Движется намного быстрее и экипирован УБИЙСТВЕННОЙ КЛЕШНЁЙ(KILL CLAMP), которая по большей части безвреден.
!Hivemind Commune
|N/A
|2.5 seconds
|Shadowlings and thralls share a telepathic link through which they can communicate silently, undetectably, and at zero cost or cooldown. There may be ways to discern this behavior, but it is unlikely and for now all you can do is simply let their words flow past you.
|-
|-
|[[File:Firefighter.png|center]]||FireFighter Ripley||Инженерный||250||0||1.0/0.5/0.8/1.0/1.0/0.5||65,000||Тяжелобронированный "Рипли", имеющий практически непобедимое сопротивление к температурам и обладающий дополнительной защитой.
!Glare
|Hatch required
|30 seconds
|Glare is a basic single-target stun. By forcing the target's gaze into its own, the shadowling can mesmerize a target for quite some time in addition to muting them.
|-
|-
|[[File:Honk.png|center]]||Honker||HONK HONK!||140||60||1.2/1.5/1.0/1.0/1.0/1.0||25,000||Тяжелый клоунский мех, которому требуется листы Бананиума для завершения. Может быть оснащен некоторым наиболее раздражающим вооружением, что встречается в игре. Если клоун получит один из таких мехов, то это БУДЕТ проблемой.
!Veil
|Hatch required
|25 seconds
|Veil instantly puts out all light sources, mobile or otherwise, near the shadowling. They can easily be repaired, turned back on, or simply replaced. Rumor has it that some slime extracts have shown resistance to this, as well as fire-based light and glowshrooms.
|-
|-
|[[File:Odysseus.png|center]]||Odysseus||Медицинский||120||15||Нет||15,000||Очень быстро передвигающийся медицинский экзокостюм. Он страдает высоким энергопотреблением, когда создает реагенты используя Syringe Gun.
!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.  
|-
|-
|[[File:Gygax.png|center]]||Gygax||Боевой||300||15||0.75/1.0/0.8/0.7/0.85/1.0||25,000||Быстро передвигающийся легкий охранный экзокостюм. Обладает специальной способностью, которая очень сильно ускоряет его передвижения за счет его целостности. Эта способность не может быть использована при целостности менее 66%. Требуется алмаз для завершения бронированных листов.
!Flash Freeze
|Hatch required
|2 minutes
|Flash Freeze is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing in addition to having it continuously lowered, similar to a cryogenic sting. Targets will also be briefly stunned.
|-
|-
|[[File:DarkGygax.png|center]]||Dark Gygax||Боевой||400||25||0.6/0.8/0.6/0.5/0.65/0.8||45,000||Значительно улучшенный Гигакс используемый [[Emergency_Response_Team|ЕРТ]] или [[Syndicate Guide|Ядерными оперативниками Синдиката]]
!Collective Mind
|Hatch required
|30 seconds
|Shadowlings can draw upon the power of their thralls to enter a state of almost unstoppable power. Collective Mind lets them gain that ability - they send out mental "hooks" that latch onto the minds of their thralls, mainly a head-count, if you will. If there's enough (currently it is believed to be 15 thralls) then they will gain various abilities in addition to the ability to ascend with enough.
|-
|-
|[[File:Durand.png|center]]||Durand||Боевой||400||20 (35)||0.5/1.1/0.65/0.85/0.9/0.8||30,000||Этот экзокостюм более защищен, чем Гигакс, но движется медленнее. Может активировать режим защиты, который блокирует возможность передвижения меха, но увеличивает его защиту и шанс отражения. Требуется уран для завершения бронированных листов и серебро для сборки частей.
!Blindness Smoke
|Hatch required + 3 Thralls
|1 minute
|By regurgitating a cloud of black smoke, shadowlings can disorient pursuers. This smoke will induce blindness in non-shadowlings, but heal shadowlings and thralls.
|-
|-
|[[File:Phazon.png|center]]||Phazon||Экспериментально-боевой||200||30||0.7/0.7/0.7/0.7/0.7/0.7||25,000||Экспериментальный мех с хорошими защитными показателями, но малым количеством здоровья. Обладает специальной способностью, которая позволяет проходить через стены, двери, и другие плотные объекты, за счет своей энергии. Фазон так же может менять наносимый им урон рукопашной атакой между физическим, огненным, или токсичным уроном.
!Drain Thralls
|Hatch required + 5 Thralls
|10 seconds
|The shadowling will drain the life of all nearby thralls to heal for 25 brute and 25 burn. Damage dealt to thralls is split between all affected by the ability.
|-
|-
|[[File:Marauder.png|center]]||Marauder||Тяжело-боевой||500||25||0.5/0.7/0.45/0.6/0.7/0.7||60,000||Высоко-бронированный боевой экзокостюм, улучшенная модель Дюранда. При "спавне" вооружен CS-L 'Solaris' Лазерной Пушкой (Laser Cannon), Баллистическими Ракетами (Ballistic Missile Rack), и Энергетическим Реле (Energy Relay). Высокие показатели защиты и здоровья представляют серьезную трудность в уничтожении меха. Может использовать функцию зума, двигатели для контроля космических полетом, и выпускать дымовые бомбы для скрытия своей позиции.
!Sonic Screech
|Hatch required + 7 Thralls
|30 seconds
|The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows, and stun silicons.
|-
|-
|[[File:Seraph.png|center]]||Seraph||Тяжело-боевой||550||25||0.5/0.7/0.45/0.6/0.7/0.7||60,000||Заказная модель Мародёра, используемая высокопоставленным военным персоналом.
!Spatial Relocation
|Hatch required + 10 Thralls
|5 minutes
|The shadowling instantly swaps places with any thrall in the world. Both parties are stunned for a brief duration.
|-
!Ascendance
|Hatch required + 15 Thralls
|N/A
|Shadowlings gain the ability to 'ascend'. ''Very'' little is known about this process, only that they become nigh-invincible, they gain terrifying new powers, and it is a process similar to hatching but without the protection of a chrysalis.
|-
!colspan=4|Below is a list of abilities ascendant shadowlings are known to have used.
|-
!Annihilate
|Ascendant only
|30 seconds
|Ascendants, with extremely high telekinetic abilities, can easily cause someone's entire body to explode simply by directing a lance of mental energy at them.
|-
!Hypnosis
|Ascendant only
|45 seconds
|Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall.
|-
!Plane Shift
|Ascendant only
|N/A, toggleable
|An upgraded version of Shadow Walk, ascendants can simply enter the space between worlds at will at no cost. They use them as passageways, able to move from place to place extremely quickly.  
|-
!Glacial Blast
|Ascendant only
|1 minute
|An upgraded version of Flash Freeze. It will stun for far longer, bring body temperatures to the point of no recovery, and almost instantly put people into near-critical condition from frost burns. Similar to its weak version, it does not affect thralls.
|-
!Vortex
|Ascendant only
|2 minutes
|Earlier it was mentioned that ascendants can use the space between worlds very easily. They can also do this offensively by simply tearing open a hole to this space. Anyone who steps into this hole will simply vanish into this space, never to be seen again. '''It is thought that this includes the ascendant, as they have been seen avoiding the portals they create.'''
|-
|-
|[[File:Mauler.png|center]]||Mauler||Тяжело-боевой||500||25||0.5/0.7/0.45/0.6/0.7/0.7||60,000||Версия Мародёра от Синдиката.
|}
|}


= Строительство =
==AAAAAAAAAA I'M A SHADOWLING WHAT DO==
Для сборки меха требуются отдельные части, которые можно получить из [[Machine|Exosuit Fabricator]], однако этой машиной может воспользоваться только тот, кто обладает ID картой с доступом робототехника. Более важным, чем физические части меха являются печатные платы, которые тоже необходимо создать и которые достаточно трудно достать. Только печатные платы Одиссея и Рипли могут быть заказаны в [[Cargo|Карго]], остальные нужно создавать в [[Research_Division#Research_and_Development|РнД]]. Следующее необходимо для создания большинства мехов:
So you're a shadowling. Congratulations! Here's some pointers on how not to die from a lightbulb within thirty seconds.
#Металл и стекло для Фабрикатора (Fabricator)
===Starting Off===
#Рама, руки, ноги, торс и голова (chassis, arms, legs, torso, and head) (Некоторые мехи имеют меньше частей, чем остальные)
You're disguised. You don't take any damage from lights and you are undetectable to any means short of godly intervention. You possess three abilities: Hatch, Enthrall, and Hivemind Commune. First off, send a message or two over the hivemind to see if you have any buddies - chances are high that you do. Assess your job's capabilities. Are you the captain? Feel free to grab some stun stuff to arrest people and then enthrall them - same goes if you're an officer or something. Are you an engineer? Build a stunprod and use that as well. Are you the clown? You're not clumsy, so use your banana peel to cablecuff people and do it too. Are you an assistant? Make use of the environment, using things like tables to stun or hinder people.
#Печатная плата Центрального блока управления (Central Control circuit board)
 
#Печатная плата Периферийного управления (Peripherals Control circuit board)
There are multiple things to do from the start. Hatching immediately can work since you can easily enthrall people who rush into maintenance early for various goodies, or you can play it safe and try to get some thralls before that. It's up to you - you're the alien monster, after all.
#Если мех является боевой моделью, то требуется печатная плата Контроля за оружием и наведением (Weapons & Targeting Control circuit board)
===Post-Hatch===
#Для легких мехов, металл для внутренней брони и укрепленный металл (Platsteel) для внешней брони.
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 who you enthrall '''cannot be turned back under any means''' 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.
#Для тяжелых мехов, укрепленный металл для внутренней брони.
 
#Тяжелые мехи требуют специфичный слой брони, который можно создать через Exosuit Fabricator, в качестве дополнения к внутренней броне из укрепленного металла.
Your priority is to gain fifteen thralls. You have the Collective Mind ability which will, after a short time, give you a count of how many thralls you have as well as the needed amount for ascendance. If you get fifteen thralls, use the ability and it will give you the Ascendance ability in a new tab. Simply use that ability and you've won - no need to escape on the shuttle!
#Инструменты: Отвертка (Screwdriver), гаечный ключ (Wrench),кусачки (Wirecutters) , сварочный аппарат (Welding tool) и моток проводов (Cable coil)
===The Light and You===
While hatched, the light is your worst enemy. You take extreme damage from even being in it, and burn-based stuff like flashbangs, welders, and lasers all hit harder. However, on the other side of the coin, the ''darkness'' is extremely beneficial. All wounds will heal. You will have a stun reduction. You have night vision and thermal vision as well, so not being in the darkness at all is a huge downside to everything about you. Use the darkness as your buddy in times hard and easy. The darkness will always give you a shoulder to cry on. He's a bro like that.


''Заметка: Этот список не включает в себя оружие или оборудование устанавливаемое на мехи.''
== Сборка ==
Когда каждая часть будет готовка к сборке, следуйте следующим шагам:
#Присоедините все отдельные части меха к раме (Chassis).
##Для Рипли Огнеборца (Fire Fighter Ripley) присоедините противопожарный костюм (Fire Suit) к раме.
#Используйте гаечный ключ для подключение гидравлической системы.
#Используйте отвертку для активации гидравлической системы.
#Используйте моток проводов чтобы добавить проводку в раму.
#Используйте 2 раза кусачки чтобы привести в порядок проводку.
#Установите плату Центрального блока управления.
#Закрепите материнскую плату с помощью отвертки.
#Установите плату Периферийного управления.
#Закрепите периферийную плату с помощью отвертки.
#Если мех является боевой моделью:
##Установите плату Контроля за оружием и наведением.
##Закрепите плату Контроля за оружием и наведением с помощью отвертки.
#Если мех является Гигаксом или Дюрандом (Gygax или Durand):
##Установите расширенный сенсорный модуль (Advanced Sensor Module).
##Закрепите модуль с помощью отвертки.
##Установите расширенный конденсатор (Advanced Capacitor).
##Закрепите конденсатор с помощью отвертки.
#Установите слой внутренней брони. (Металл для большинства мехов, укрепленный металл для остальных)
#Закрепите слой внутренней брони с помощью гаечного ключа.
#Приварите слой внутренней брони к раме с помощью сварочного аппарата.
#Установите слой внешней брони. (Укрепленный металл для не-боевых мехов, специальную броню для Гигакса или Дюранда)
#Закрепите слой внешней брони с помощью гаечного ключа.
#Приварите слой внешней брони к раме с помощью сварочного аппарата.
#Добавьте оружие и оборудования для завершения меха.


= Эксплуатация =
==AAAAAAAAAA I'M A THRALL WHAT DO [[File:Shadowling_huds.png]]==
Эксплуатация меха может быть трудна и запутана по-началу, но безопасность меха имеет первостепенную важность при работе с оным.
So a shadowling mesmerized you by staring into your eyes (lewd) and now you're a thrall! What this means is that your primary goal and objective is to obey the shadowlings and help them at all costs. If you look in your tabs, you have a new one, Shadowling Abilities. In this tab is the Hivemind Commune ability, which lets you communicate on a silent channel with all other thralls and shadowlings. You're basically an [[Adamantine Golem]] in terms of where your loyalties lie -- utterly with the shadowlings. Loyalty implanted? Not anymore, the nanobots are dead. Wizard? Use your spells to help the shadowling. Traitor? Tough titty, if the shadowling wants your uplink you give it to him with zero questions asked. You have no free will.
== Первоначальная проверка ==
Сперва, войдите в экзокостюм при помощи правого клика по нему и последующим выбором опции "Enter Exosuit" или же с помощью этой же опции во вкладке "Objects". Когда окажетесь внутри, у вас появится новая вкладка, называемая "Интерфейс экзокостюма\Exosuit Interface". Кликните по этой вкладке и выберите опцию "Просмотр статистики\View Stats". Появившееся окно лучше всего подогнать по нужному размеру и переместить в сторону, для последующей справки и быстрого доступа к ней. Выполните следующие шаги:
*Перейдите во вкладку доступа и авторизации (Permissions and Logging), и заблокируйте ваш мех ДНК-блокировкой (DNA-Lock). Это предотвратит кражу и просто не позволит кому-либо кроме вас влезть в ваш мех.
*Под вкладкой доступа и авторизации выберите опцию '''Forbid''' Maintience Protocols. Это предотвратит нежелательную блокировку меха другими игроками.
*Под вкладкой внутреннего воздушного баллона (Internal Airtank), активируйте использование внутреннего воздушного баллона (Toggle the internal airtank usage). Этот воздушный баллон с кислородом массивен и истратить весь запас кислорода в нём практически невозможно в нормальных раундах.
*Под вкладкой доступа и авторизации выберите опцию '''Lock''' the ID upload panel. Это избавит игроков от отказа доступа меха ID картой  (This prevents players from denying access to the mech by ID.) - ''требуется фикс перевода, т.к. я не совсем понимаю эту опцию''
*Дополнительно, под вкладкой доступа и авторизации, можно изменить имя экзокостюма. Это сменит видимое, другими игроками, имя. Учтите, что игроки не могут узнать кто находится и говорит в мехе.
Теперь мех полностью готов и практически невозможно кому-либо войти в мех, если это не исходный игрок (который и подготовил этими шагами мех).


== Передвижение и оборудование ==
Keep in mind that many of the shadowling's abilities rely on damaging or manipulating you. Even by helping the shadowlings accomplish their one objective, you are sentencing yourself completely and utterly to death - there is no way around it. You may find yourself drained of half your life, used as bait, used as a bodyguard, or suddenly surrounded in the middle of a maintenance tunnel by Security officers who are trying to cave your chest in. Assume you're going to die because you are and there's no way around it.
Передвижение меха так же просто, как и обычное передвижение, за исключением того, что мех должен быть повернут в нужную ему сторону, перед тем, как продвинуться в эту сторону. Переключение оборудования так же легко, как и использование вкладки интерфейса экзокостюма, доступа к окну статуса и выбору нужной опции. Так же примечательно то, что '''все''' мехи устойчивы к низкой температуре космоса, так что прогулки за бортом станции вполне возможны, пока ваш внутренний воздушный баллон активирован. Просто не соскользните и не улетите в открытый космос.


''Замечание: Щелчок по оборудования, которое под вкладкой оборудования, открепит это самое оборудование от меха; так что не стоит делать этого.''
As of right now, thralls cannot currently see in the dark as shadowlings can. That means you have to use your lights in the dark areas, so make sure you don't accidentally make a Kentucky Fried Shadowling with your PDA light. You do have one advantage, however: stealth. Short of attempting to loyalty implant you, there is zero way of finding out that you're a thrall. Use this to your advantage to do things for your masters. Keep in touch often.


И главное, использование оборудования стоит некоторой энергии из батареи меха. Количество затрачиваемой энергии зависит от того, какое оборудование было использовано. Кроме того, включенное освещение, повороты и передвижение тоже требует энергии. Так что убедитесь, что у вас есть запасная батарея или то, что неподалеку от вас есть перезаряжающее оборудование (recharging bay). Знайте, что электроды выпущенные тазером отнимают у батареи вашего меха 200 единиц энергии за попадание. (Для справки, стандартная емкость батареи меха - 15,000 единиц)
Finally, you also have a HUD indicator above your head. A more intimidating version can be seen above any shadowlings, hatched or not. Your indicator signals that you are a thrall - only other shadowlings and thralls can see this. If you're killing someone with that HUD indicator, expect a ban.


== Повреждения ==
[[File:shadowling_hud_big.png]]
При нанесении меху повреждений, количество нанесённого урона умножается на значение брони(см.таблицу выше), и после этого наносится меху. Однако, при попадании каких-либо снарядов в меха или при попытке атаковать его в ближнем бою, есть шанс что снаряд отразится назад, не причинив вреда меху, а атака в ближнем бою просто не нанесёт урон. У каждого меха разный шанс на отражение.(см.таблицу выше). Внешние повреждения можно починить горелкой, в режиме взаимодействия "Help".
Мех также может получить внутренние повреждения, если его здоровье упадёт ниже определённой точки(см.таблицу). 


{|class="wikitable"
'''This is the HUD indicator for shadowlings. These are your masters.'''
! Name !! Порог здоровья
|-
|Все модели "Рипли"||60
|-
|Оддисей||35
|-
.О.Н.К||60
|-
|Все модели Гигакса||35
|-
|Дюранд||50
|-
|Фазон||25
|-
|Маулер и Мародёр||25
|-
|Сераф||20
|}


[[File:thrall_hud_big.png]]


'''This is the HUD indicator for you and fellow thralls. You obey the shadowlings.'''


= Тех.обслуживание =
==AAAAAAAAAA THERE ARE SHADOWLINGS WHAT DO==
Когда мех получает урон, разряжается или становится доступной новая экипировка, нужно обязательно провести тех.обслуживание меха, особенно при получении внутренних повреждений.  
So the shouts over the radio weren't wizard, ops, or blob, but shadowlings? Your work is gonna be cut out for you, soldier. Shadowlings are terrifying foes and can do much in their power to avoid you. They can even extinguish lights, save for fire-based sources and yellow slime extracts, and even then they can extinguish those fires. Don't get caught alone or you'll live out the rest of your considerably shortened lifespan in mindless servitude.


== Смена батарей ==
===Things you SHOULD do===
Гораздо быстрее будет просто сменить батарею меху, чем ждать пока он сам будет долго заряжаться, или просто можно заменить аккумулятор на более лучший.
* Travel in groups
* 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
* Be extremely wary
* Avoid areas that seem unnaturally dark
* Don't fight anything alone
* Watch for suspicious activity
* Don't fight anything alone
* Be prepared for anything
* DON'T FUCKING FIGHT ANYTHING ALONE


#Внутри меха, '''Permit''' maintenance protocols.
===Things you SHOULDN'T do===
#Выйдите из меха.
* Hoard the entire armory and secede from the station as your own force
#Проведите по меху карточкой.
* 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.
#Нажмите на кнопку Initiate maintenance protocols.
* Prowl the maintenance tunnels alone armed with your trusty screwdriver and PDA flashlight
#Отвинтите болты ключом.
* Refuse to talk or communicate - a silent vigilante, as proven by the mime, is the best vigilante
#Монтировкой откройте люк к блоку питания.
* Attack an ascendant
#Отвёрткой открутите и вытащите аккумулятор
* Ask to be enthralled by an ascendant. They'll seriously just make you explode.
#Вставьте новую батарею в меха
* Be near an ascendant
#Отвёрткой закрутите аккумулятор
* Consider approaching an ascendant
#Монтировкой закройте люк к блоку питания
* Look at an ascendant in a suggestive way
#Ключом затяните болты
* Think about ascendants
#Снова проведите по меху карточкой
#Нажмите на снова на кнопку Initiate a maintenance protocol.
#Войдите в мех.
#'''Forbid''' maintenance protocols.


== Внутренние повреждения ==
===Is that a horrible wail in your pocket or are you just happy to see me?===


So you're in the maintenance tunnel with your group of vigilantes and ready to fight a shadowling. Suddenly you hear a horrible wail in your head and all the lights blow up. '''Not good.''' This means a shadowling has ascended. You're basically fucked over since all the shadowlings can ascend when one can.


*'''Пожар в кабине''': Мех загорается и начинает гореть, равно как и водитель внутри. Мех сам попытается потушить огонь, используя внутренний огнетушитель, если системы климат-контроля всё-ещё работают.
===In Case of an Ascendant===
*'''Повреждение кислородного баллона''': Брешь в кислородном баллоне, используемого для жизнеобеспечения пилота внутри, приведёт к утечке кислорода. Для починки: активируйте протоколы тех.обслуживания, скрутите болты, откройте люк к блоку питания и горелкой устраните брешь.
If you see an ascendant, it'll probably look something like this:
*'''Отказ систем климат-контроля''': При таком внутреннем повреждении, мех больше не может поддерживать стабильную температуру внутри меха. Это значит что если он шагнёт в огонь, то водитель зажарится внутри, или если он шагнёт в космос, то пилот замёрзнет насмерть. Для починки: активируйте протоколы техобслуживания, скрутите болты, откройте люк к блоку питания и отвёрткой почините повреждённый регулятор температур.
*'''Нарушение калибровки систем передвижения и наведения''': При попытке выстрелить или передвинуться, мех выстрелит или передвинется в случайном направлении, а не куда пожелает водитель. Для починки откройте контрольную панель меха(Exosuit Status Panel) и перекалибруйте системы, нажав на кнопку Recalibrate, которая появится в самом верху. Во время калибровки мех не должен двигаться.
*'''Короткое замыкание''': У меха начинает сжигаться заряд батареи, а сам он начинает искриться. Для починки, активируйте протоколы тех.обслуживания, откройте люк к блоку питания и замените расплавившиеся провода используя моток кабеля.
*'''Повреждение экипировки''': Удаляет случайную экипировку с меха. Нельзя починить, но можно заменить.


== Attacking ==
[[File:Shadowling_ascendant.gif]]
The art of neutralizing threats using robots.
*Non-combat exosuits must rely on their equipment to harm entities. For the Ripley, using the Clamp with a Harm intent does 20 brute damage, and this works especially well if the target is trapped by the mech. The Drill can also gib incapacitated players.
*The Odysseus can fill its reagent bay with toxins and inject players using the syringe gun, or inject them manually by stealing them with the mounted sleeper. Players that are inside the mech's sleepers are rendered unconscious and unable to eject themselves from the mech, so they are entirely at the mercy of the driver. Optionally, the occupant can unload players in the sleeper into space.
*Combat Exosuits can either use the weapons they are equipped with, which do respectable damage, or can physically attack their targets by being next to them and using the harm intent. Heavier combat mechs do more damage, and punching mobs can fling them back.
*Remember, mechs have density, so they are immovable by almost anything that isn't the singularity. Use this to corner willy assistants.
*Mech turning is a movement in and of itself. They cannot slide backwards.
*Mechs can only interact forwards. They can only melee the three frontal squares. You can still shoot people standing directly next to you by being clever. You cannot do anything to someone standing behind you.


== Auxiliary Equipment ==
That guy just exploded.
All exosuits are equipped with a small range of basic equipment, including a Radio, Internal Air Tank and Floodlights.
*The radio can be tuned to any frequency needed, and acts as a station-bounced radio. If the occupant lacks a headset, they can turn on the speakers to listen in, and the microphone to automatically transmit whatever they say.
*The Internal Air Tank is massive, so it is advisable to always have it on. The only time it ever needs to be refilled is if it suffers a breach from internal mecha damage.
*Floodlights can be toggled from the "Exosuit Interface" tab. They use a slight amount of power while active, so turn them off to conserve power.


===RUN.===
Run far and fast. There is no way to fight a shadowling ascendant. They are completely invulnerable to normal attacks, can phase through walls at zero cost, and possess a slew of abilities designed to make you and all you hold dear explode. They can make the air explode, they can make reality explode, they can make objects explode, they can make your corpse explode, they can make ''you'' explode, too, so run. They can instantly enthrall you, so run. Not that it'll do you any good since they move faster than you. They'll probably just make you explode like they did the seven guys before you it found. The now-exploded seven guys. Oh, and they also hit harder than an esword with their melee attacks.


== Man-Machine Interfaces and Equipment ==
You're probably gonna explode, too, so just accept it and hope they're either merciful, somehow friendly, or want to enthrall you.
It is possible to insert a player's brain clamped to an MMI into a mech. This player can pilot the mech normally. Do note that MMI's inserted into mechas '''are not''' bound to any AI-based laws, asimov or otherwise, so they cannot be controlled.


Equipment can be detached from a mecha from its status window under the "Equipment" Tab. Pressing detach will place it under the mecha. To attach new equipment, simply click on the mech with the equipment in hand.
Again, though, you'll probably just explode.
= Equipment List =
Majority of what makes a mech a threat is how heavily equipped it is. Most tools fall into specific categories, however many can be attached to all mechs.
{|class="wikitable sortable"
! Icon !! Name !! Compatibility !! Power Usage !! Function
|-
|[[File:MountedSleeper.png|center]]||Mounted Sleeper||Medical Exosuits Only||20||When used on a player, loads them into the mech's sleeper. From here, the occupant of the mecha can inject the player with any loaded reagents from the Syringe Gun. Loading a player into a sleeper automatically injects them with 10 units of inaprovaline. Players cannot eject themselves from the sleeper and become unconscious once loaded.
|-
|[[File:SyringeGun.png|center]]||Syringe Gun||Medical Exosuits Only||10 (100)||Holds up to 10 syringes, can analyze almost any object to aquire chemical reagents to load into it, can synthesize reagents and prevent them from mixing, can launch syringes at players, and can use its reagents to inject players inside mounted sleepers. Uses 10 energy when firing, and 100 energy when synthesizing reagents. Can collect syringes from inside containers, and also stores any reagents in those syringes.
|-
|[[File:Mech clamp.png|center]]||Hydraulic Clamp||Ripley Only||10||Powerful clamp used to lift most objects into a Ripley's cargo hold, which can hold up to 15 objects. Can pick up almost anything that isn't nailed down, including lockers, crates, medkits, and other objects. When used without a harm intent, it pushes players out of the way. With the harm intent, it deals 20 brute damage to a player. Having an ore crate in cargo while mining with a drill will store any minerals drilled into the ore crate.
|-
|[[File:Mech drill.png|center]]||Drill||Ripley & Combat||10||A drill supposedly used for mining, however more often used to drill airlocks and walls apart to gain illicit access. When used on Rock at the mining asteroid, it can drill three tiles at once. Can also be used to gib mobs whilst they are standing still or incapacitated. Cannot drill through reinforced walls or indestructible items, such as the Nuclear Authentication Disk.
|-
|[[File:Mech diamonddrill.png|center]]||Diamond Drill||Ripley & Combat||10||An improved drill. This one can take down reinforced walls and drills faster.
|-
|[[File:Mecha extinguisher.png|center]]||Extinguisher||Ripley Only||0||Has a capacity of 200 units of water, and each blast uses 5 units of water. Clicking on a Water Tank will refill the extinguisher. It is advisable to carry a water tank in the Ripley's cargo hold to have a supply of water on hand anywhere. Extremely favorable when Xenobiologists release slimes.
|-
|[[File:Mech RCD.png|center]]||Rapid-Construction-Device||Engineering Only||250 (500)||This mounted device can quickly build or destroy flooring, walls, and airlocks from up to three to four squares away. Uses 250 energy when deconstructing, and 500 energy when constructing.
|-
|[[File:Mech tele.png|center]]||Teleporter||Any Exosuit||1000||A versatile exosuit module that allows the user to teleport the mech to any location within view. Extremely high energy cost.
|-
|[[File:Mech tele.png|center]]||Gravitational Catapult||Any Exosuit||100||Has two modes: S and P. S allows the mech to lock onto an object within view range and relocate it to somewhere else on screen. P creates an anti-gravity pulse at the tile selected, pushing all objects and mobs away from that location. Can be used to cause confusion, move people manually, and space people without touching them.
|-
|[[File:Mech whole.png|center]]||Wormhole Generator||Any Exosuit||300||Generates a wormhole which flings anything that travels through it a short distance from it. If the wormhole turns orange, the exit point is jammed.
|-
|[[File:Mech armbooster.png|center]]||Armor Booster (Close Combat)||Any Exosuit but the Honker||50||While active, increases the mech's deflection chance by 15% and reduces incoming melee damage by 20%. Effective against [[Grey Tide|Grey Tides]] and mutants with telekinesis.
|-
|[[File:RangeArmorBooster.png|center]]||Armor Booster (Projectiles)||Any Exosuit but the Honker||50||While active, increases the mech's deflection chance by 15% and reduces the damage of incoming projectiles by 20%. Effective against things armed with guns, like [[Security]], Syndicate Operatives, and Traitors.
|-
|[[File:Mech droid.png|center]]||Repair Droid||Any Exosuit||100||When activated, begins repairing the mech's integrity while draining large amounts of energy. Can also repair damaged temperature controllers and seal airtank breaches on the mecha.
|-
|[[File:MechaPlasmaGen.png|center]]||Energy Relay||Any Exosuit||0||Uses no energy, so should almost always be active unless the area's power needs to be preserved. Wirelessly siphons energy from the surrounding powernet and APC's. Charges approximately 12 power per use.
|-
|[[File:MechaPlasmaGen.png|center]]||Plasma Converter||Any Exosuit||0||Uses solid plasma sheets for generator fuel. Can supplement a battery charge or give a mecha some extra power in a pinch. Stores up to 40 sheets of plasma and generates 20 power per cycle. Consumes in fractional units of a sheet per cycle (numbers?). Be aware if the generator critically fails, it can start a plasma fire. It fills the nearby area with hot CO2 and a small amount of toxins.
|-
|[[File:MechaPlasmaGen.png|center]]||Uranium Converter||Any Exosuit||0||Uses solid uranium sheets for generator fuel. Generates significantly more power per cycle then the plasma generator (50 as opposed to 20). Can hold approximately 15 sheets of uranium. Consumes in fractional units of a sheet per cycle (numbers?). It '''floods''' the nearby area with radiation and will spam the message "your clothes feel warm!" to the driver, but does not affect them.
|-
|[[File:CableLayer.png|center]]||Cable Layer||Ripley Only||0||Can load up to 1000 pieces of cable into its bay. When activated, places cables as the mecha moves.
|-
|[[File:MechaLaser.png|center]]||CH-PS "Immolator" Laser||Combat Only||30||Fires a laser projectile matching those fired from hand-held weapons. Cools down in 8 ticks.
|-
|[[File:MechaLaser.png|center]]||CH-LC "Solaris" Laser||Combat Only||60||Fires a heavy laser projectile that does far more damage than its lighter counterpart. Cools down in 15 ticks.
|-
|[[File:MechaIonCannon.png|center]]||mkIV Ion Heavy Cannon||Combat Only||120||Fires an extremely large ion blast that is extremely effective against silicon units and other mechas. Completely ineffective against carbon-based mobs. Cools down in 40 ticks.
|-
|[[File:MechaPulseRifle.png|center]]||eZ-13 mk2 Heavy Pulse Rifle||Combat Only||120||Fires a very powerful laser blast that can destroy walls and kill most humans in two to three hits. Cools down in 30 ticks.
|-
|[[File:Mech taser.png|center]]||PBT "Pacifier" Mounted Taser||Combat Only||20||Fires an electrode, much like those from hand-held tasers and energy guns. Can be used to rapidly drain the power of non-combat mechas or to non-lethally incapacitate players. Cools down in 8 ticks.
|-
|[[File:HonkerBlast.png|center]]||HoNkER BlAsT 5000||Honker Only||200||Anyone who hears it without proper ear protection is promptly given deafness for a while and a seizure. This is why people shouldn't have built a Honker. Cools down in 150 ticks.
|-
|[[File:Scattershot.png|center]]||LBX AC-10 "Scattershot"||Combat Only||25 Per Round||Fires a spread of 4 bullets. Highly lethal. Cools down in 20 ticks with a magazine capacity of 40 rounds.
|-
|[[File:Mech uac2.png|center]]||Ultra AC2||Combat Only||20 Per Round||Fires a line of 3 projectiles with slight spread. Knocks the target down when they are hit. Cools down in 10 ticks and has a magazine capacity of 300 rounds.
|-
|[[File:MissleRack.png|center]]||SRM-8 Missile Rack||Combat Only||1000 Per Round||Fires explosive missiles that can be used to destroy objects and players alike. Hitting something directly with a missile does 15 damage. Cools down in 60 ticks and has a magazine capacity of 8 rounds.
|-
|[[File:GrenadeLauncher.png|center]]||SGL-6 Grenade Launcher||Combat Only||800 Per Round||A devious device that fires flashbangs for incapacitating crewmembers and potentially destroying the [[Blob]]. Cools down in 60 ticks and has a magazine capacity of 6 rounds. The variant, the SOP-6 Grenade Launcher, fires clusterbangs, consisting of approximately 12 flashbangs.
|-
|[[File:Bananamortar.png|center]]||Banana Mortar||Honker Only||100 Per Round||If people killed the clown for growing bananas and leaving them all over the hallway, imagine how they're going to feel when the clown can launch countless numbers of them from the safety of a mecha. Cools down in 20 ticks and has a magazine capacity of 15 rounds.
|-
|[[File:MousetrapMortar.png|center]]||Mousetrap Mortar||Honker Only||100 Per Round||Slightly less annoying than the Banana mortar in the fact that what it launches is also slightly useful. (Mousetraps can be used to make contact mines) Cools down in 10 ticks and has a magazine capacity of 15 rounds.
|}


= Protips =
[[Beyond the impossible|Or maybe, somehow, you can kill it?]]
There are neat things about mechs that people should know incase they need to keep one alive or blow one up.
== General ==
*All exosuits are spaceworthy. Likewise, all exosuits cannot alter their trajectories once they are free-falling in space.
*If an exosuit has to replace air in its tank, a potentially lethal mix can be made inside atmos and wired to the port the mecha attempts to connect to, thereby rendering the air tank useless until it is drained and replaced with normal air.
*A mech's armor is a multiplier to the damage that is done to it. The Phazon, for instance, takes all damage times .7, meaning it takes only 70% damage. The Honker, however, takes extra damage.
*Mechs can be made immobile by initiating a maintenance protocol. Use an ID on the mech and start one. If the occupant has not disabled them, the mech is now assistant target practice.
*MMI's can be placed inside mechs to make them the driver. MMI's placed into a mech are not bound to any laws, however they are also not considered human to the AI. But what's the AI going to do? Bolt the doors that he can drill down?
*Activating internals using the internals button above your health still works, and can be used if the air tank of the mech suffers a breach. Be sure to have an oxygen tank either in a belt, suit storage, or pockets.
*If you have a total bro with you, ask him to follow you around and repair your mecha as you fight. This way, it's almost impossible for you to die as long as he keeps repairs up or doesn't get hit himself.
*If a melee attack is deflected from a mecha, the attacker takes a small amount of damage.
*Mechs can't see emotes or deathgasps. You can play dead with the rest command. They might also not be able to see messages such as [John Doe] throws the flashbang (needs confirmation).
*Slimes and mobs "tend to" ignore mechs and have difficulty hurting them for a variety of reasons.
*Bombs at bombcap from point blank will turn any mech into a wreck.
*Destroying a mech will NOT kill the person inside. They only receive damage from the mech "exploding," not whatever you killed the mech with. If they have a bomb-resistant suit or a RIG on they will probably not even be downed. While the wreck can be pushed around standing "inside" of it gives an indestructible barrier they can fire out of with impunity. You will need to melee them immediately after.
*Setting a welder to the harm intent will damage a mech. Setting it to help will repair. Don't mix this up.
*Mechs use not-insignificant amounts of power simply walking around.
*You can salvage materials from wrecked mechs with crowbars, wire cutters, welders, and possibly wrenches (air tanks, power cells, wires, modules, metal,etc.)


== Ripley ==
==AAAAAAAAAA RELEVANT CODE CHANGES==
*The cargo hold of the Ripley can hold up to 15 items. 15 Items is a lot. In fact, if you were to load bodies into a locker and put it into the cargo hold, people will probably never find them again. Or you can capture live people inside welded lockers and hold them captive in your impenetrable cargo bay.
* [https://github.com/tgstation/-tg-station/pull/8157 #8157 Shadowling (MERGE-READY!!)]
*The Ripley is slow as shit, so make sure the mech's massive size is put to use by trapping people inside small corridors. Otherwise, it's like taunting a fat kid with a candy bar.
* [https://github.com/tgstation/-tg-station/pull/8927 #8927 Shadowling Update I: Bugfixes and Minor Features]
== Odysseus ==
*The Syringe Gun can analyze almost any reagent and produce it at a cost of energy. However, it cannot analyze a select few reagents, namely Chloral Hydrate. Find another way to sedate people.
*The Syringe Gun can still manufacture highly lethal substances. When five of these substances are combined into 3 units each, you can kill people with toxins in 6 seconds or less. Lexorin, Synaptazine, Plasma, Mercury, and Radium are all good chemicals.
*The Syringe Gun can be made into a makeshift chem dispenser by analyzing reagents and dispensing syringes full of them. If chemistry is being a cock and asking for more plasma, analyze some and dispense syringes of it for them. Works well with Sulfuric Acid for the Research Director when medbay inevitably gets bombed.
*If you miss with the Syringe Gun, you can always pick the syringe back up and be refunded the chemicals that were put into it.
*The Syringe Gun can snatch syringes from containers.
*The Syringe Gun will automatically load equal proportions of all reagents present inside it. If there are 5 reagents, 3 of each will be loaded. If there are 10, 1.5 of each, and so on.
*Mounted sleepers take only two seconds to load a player into. Once they are loaded, they are completely at your mercy. Snatch up that SUPER HALK and see how he likes space, toxins, or both.
== Gygax ==
*A Gygax's Leg Articulators Overload makes it move faster than a black man with a purse, but damages the mech down to 66%. Use it when you need to get to a cry for help or get away from a jihadist.
*Research and Development and Robotics starts with 2 diamonds each. Luckily, this is just enough to make the armor sheets of a Gygax without divine intervention from Cargo or Mining.
*A repair droid and the Gygax's special ability make a good combo, but the Power to Repair ratio is pretty low. Make sure you have a very high capacity cell.
*The Gygax's punches do 30 damage.
== Durand ==
*The Durand's punches do a shitload of damage (40 points). They do so much damage that you can crit someone in three hits, and kill them in about five. Take advantage of this.
*The Durand is godly against melee and bullets, but still takes decent damage from lasers and energy weapons. Ensure to prioritize threats.
*The Durand's defence mode increases its deflection chance up to 35. The mecha is also tanky, so don't be afraid to take some damage. Find a good point where the enemy cannot get around the mech and keep them down with your weapons, while they shoot themselves with their own weapons.
== Honker ==
*The honker takes extra brute and fire damage. Avoid the detective, cargo, and assistants with flame throwers.
*The honker has extremely low health, so be sure to incapacitate anyone who is a threat immediately.
== Phazon ==
*Be a cock by changing your melee damage to poison and hitting random people.
*Phasing requires 200 energy per tick. Make sure you don't take too much time getting in, or you won't be able to get out.
*The Phazon has decent armor protection against all damage.
*The Phazon has low health for a combat mecha. Do not directly engage enemies with it. Instead, phase through a wall behind them and punch them with toxic damage.
== Marauder, Seraph, and Mauler ==
*The Seraph has the highest punch force of all mechas, at 55 damage. You can destroy a Ripley in three hits, and cripple most mechs with four.
*You can equip up to 5 items on the Seraph.
*Only those with a special Central Command access can enter a Seraph, so don't even try to disable and steal it.
*The Seraph has the lowest internal damage threshold of any mech, at 20%.
*The Mauler requires Syndicate access to operate.
*Using the zoom function allows you to see 12x12 tiles instead of 7x7 tiles.
== Equipment ==
*As previously mentioned, the drill can remove pretty much anything that's not specifically un-drillable from existence. Anything drilled with it will get it's contents deleted as well, so don't use it to open crates -- you'll just destroy them and everything inside it.
*The drill can remove floor tiles and replace them with space.
*The drill can get through just about any airlock.


[[Category:Space Station 13]]
{{Jobs}}
[[Category: Jobs]] [[Category:Game Modes]]

Текущая версия на 00:52, 11 мая 2015

EXTRATERRESTRIAL
Shadowbeing.png
Shadowling
Доступ: Whatever you or your victims had or have
Сложность: Extremely Hard
Начальство: None
Задачи: Enslave the filthy humans, ascend and murderbone
Гайды: This is the guide

Shadowlings are light-sensitive alien creatures from space. They are mainly defensive, but can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as a normal crewman (they can still enthrall like this!) but they have to take time to 'hatch' to unlock their full potential.

While hatched, shadowlings will resemble humans with black skin, small horns, red eyes, and claws.

Until they ascend, of course.

Shadowling Abilities

Shadowlings have quite a few tricks up their sleeve, from vanishing to freezing the air around them. Below is a list of abilities that shadowlings can use.

Name Requirements Cooldown Description
Hatch N/A N/A In order to utilize their full potential, shadowlings need to go through a little-understood evolution process coined as "hatching". They will form a chrysalis around themselves, which is impenetrable, and begin the evolution. After a few minutes, they will burst from the chrysalis, evolved and with a plethora of new abilities. The chrysalis will quickly decay before vanishing entirely.
Enthrall N/A 45 seconds Of course, shadowlings are weak. They can easily be killed by a lightbulb. So, how does it fend off attackers? By enslaving them, like any good alien should! By getting close and rearranging the memories, motives, and physical form of the target, the target will become a "thrall", bound to the shadowling completely and utterly. Thralls can empower the shadowling with their own life force in addition to sharing a telepathic link with them and all other thralls.

They have been known to drop dead in unusual circumstances.

Hivemind Commune N/A 2.5 seconds Shadowlings and thralls share a telepathic link through which they can communicate silently, undetectably, and at zero cost or cooldown. There may be ways to discern this behavior, but it is unlikely and for now all you can do is simply let their words flow past you.
Glare Hatch required 30 seconds Glare is a basic single-target stun. By forcing the target's gaze into its own, the shadowling can mesmerize a target for quite some time in addition to muting them.
Veil Hatch required 25 seconds Veil instantly puts out all light sources, mobile or otherwise, near the shadowling. They can easily be repaired, turned back on, or simply replaced. Rumor has it that some slime extracts have shown resistance to this, as well as fire-based light and glowshrooms.
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.
Flash Freeze Hatch required 2 minutes Flash Freeze is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing in addition to having it continuously lowered, similar to a cryogenic sting. Targets will also be briefly stunned.
Collective Mind Hatch required 30 seconds Shadowlings can draw upon the power of their thralls to enter a state of almost unstoppable power. Collective Mind lets them gain that ability - they send out mental "hooks" that latch onto the minds of their thralls, mainly a head-count, if you will. If there's enough (currently it is believed to be 15 thralls) then they will gain various abilities in addition to the ability to ascend with enough.
Blindness Smoke Hatch required + 3 Thralls 1 minute By regurgitating a cloud of black smoke, shadowlings can disorient pursuers. This smoke will induce blindness in non-shadowlings, but heal shadowlings and thralls.
Drain Thralls Hatch required + 5 Thralls 10 seconds The shadowling will drain the life of all nearby thralls to heal for 25 brute and 25 burn. Damage dealt to thralls is split between all affected by the ability.
Sonic Screech Hatch required + 7 Thralls 30 seconds The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows, and stun silicons.
Spatial Relocation Hatch required + 10 Thralls 5 minutes The shadowling instantly swaps places with any thrall in the world. Both parties are stunned for a brief duration.
Ascendance Hatch required + 15 Thralls N/A Shadowlings gain the ability to 'ascend'. Very little is known about this process, only that they become nigh-invincible, they gain terrifying new powers, and it is a process similar to hatching but without the protection of a chrysalis.
Below is a list of abilities ascendant shadowlings are known to have used.
Annihilate Ascendant only 30 seconds Ascendants, with extremely high telekinetic abilities, can easily cause someone's entire body to explode simply by directing a lance of mental energy at them.
Hypnosis Ascendant only 45 seconds Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall.
Plane Shift Ascendant only N/A, toggleable An upgraded version of Shadow Walk, ascendants can simply enter the space between worlds at will at no cost. They use them as passageways, able to move from place to place extremely quickly.
Glacial Blast Ascendant only 1 minute An upgraded version of Flash Freeze. It will stun for far longer, bring body temperatures to the point of no recovery, and almost instantly put people into near-critical condition from frost burns. Similar to its weak version, it does not affect thralls.
Vortex Ascendant only 2 minutes Earlier it was mentioned that ascendants can use the space between worlds very easily. They can also do this offensively by simply tearing open a hole to this space. Anyone who steps into this hole will simply vanish into this space, never to be seen again. It is thought that this includes the ascendant, as they have been seen avoiding the portals they create.

AAAAAAAAAA I'M A SHADOWLING WHAT DO

So you're a shadowling. Congratulations! Here's some pointers on how not to die from a lightbulb within thirty seconds.

Starting Off

You're disguised. You don't take any damage from lights and you are undetectable to any means short of godly intervention. You possess three abilities: Hatch, Enthrall, and Hivemind Commune. First off, send a message or two over the hivemind to see if you have any buddies - chances are high that you do. Assess your job's capabilities. Are you the captain? Feel free to grab some stun stuff to arrest people and then enthrall them - same goes if you're an officer or something. Are you an engineer? Build a stunprod and use that as well. Are you the clown? You're not clumsy, so use your banana peel to cablecuff people and do it too. Are you an assistant? Make use of the environment, using things like tables to stun or hinder people.

There are multiple things to do from the start. Hatching immediately can work since you can easily enthrall people who rush into maintenance early for various goodies, or you can play it safe and try to get some thralls before that. It's up to you - you're the alien monster, after all.

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 who you enthrall cannot be turned back under any means 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.

Your priority is to gain fifteen thralls. You have the Collective Mind ability which will, after a short time, give you a count of how many thralls you have as well as the needed amount for ascendance. If you get fifteen thralls, use the ability and it will give you the Ascendance ability in a new tab. Simply use that ability and you've won - no need to escape on the shuttle!

The Light and You

While hatched, the light is your worst enemy. You take extreme damage from even being in it, and burn-based stuff like flashbangs, welders, and lasers all hit harder. However, on the other side of the coin, the darkness is extremely beneficial. All wounds will heal. You will have a stun reduction. You have night vision and thermal vision as well, so not being in the darkness at all is a huge downside to everything about you. Use the darkness as your buddy in times hard and easy. The darkness will always give you a shoulder to cry on. He's a bro like that.


AAAAAAAAAA I'M A THRALL WHAT DO Shadowling huds.png

So a shadowling mesmerized you by staring into your eyes (lewd) and now you're a thrall! What this means is that your primary goal and objective is to obey the shadowlings and help them at all costs. If you look in your tabs, you have a new one, Shadowling Abilities. In this tab is the Hivemind Commune ability, which lets you communicate on a silent channel with all other thralls and shadowlings. You're basically an Adamantine Golem in terms of where your loyalties lie -- utterly with the shadowlings. Loyalty implanted? Not anymore, the nanobots are dead. Wizard? Use your spells to help the shadowling. Traitor? Tough titty, if the shadowling wants your uplink you give it to him with zero questions asked. You have no free will.

Keep in mind that many of the shadowling's abilities rely on damaging or manipulating you. Even by helping the shadowlings accomplish their one objective, you are sentencing yourself completely and utterly to death - there is no way around it. You may find yourself drained of half your life, used as bait, used as a bodyguard, or suddenly surrounded in the middle of a maintenance tunnel by Security officers who are trying to cave your chest in. Assume you're going to die because you are and there's no way around it.

As of right now, thralls cannot currently see in the dark as shadowlings can. That means you have to use your lights in the dark areas, so make sure you don't accidentally make a Kentucky Fried Shadowling with your PDA light. You do have one advantage, however: stealth. Short of attempting to loyalty implant you, there is zero way of finding out that you're a thrall. Use this to your advantage to do things for your masters. Keep in touch often.

Finally, you also have a HUD indicator above your head. A more intimidating version can be seen above any shadowlings, hatched or not. Your indicator signals that you are a thrall - only other shadowlings and thralls can see this. If you're killing someone with that HUD indicator, expect a ban.

Shadowling hud big.png

This is the HUD indicator for shadowlings. These are your masters.

Thrall hud big.png

This is the HUD indicator for you and fellow thralls. You obey the shadowlings.

AAAAAAAAAA THERE ARE SHADOWLINGS WHAT DO

So the shouts over the radio weren't wizard, ops, or blob, but shadowlings? Your work is gonna be cut out for you, soldier. Shadowlings are terrifying foes and can do much in their power to avoid you. They can even extinguish lights, save for fire-based sources and yellow slime extracts, and even then they can extinguish those fires. Don't get caught alone or you'll live out the rest of your considerably shortened lifespan in mindless servitude.

Things you SHOULD do

  • Travel in groups
  • 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
  • Be extremely wary
  • Avoid areas that seem unnaturally dark
  • Don't fight anything alone
  • Watch for suspicious activity
  • Don't fight anything alone
  • Be prepared for anything
  • DON'T FUCKING FIGHT ANYTHING ALONE

Things you SHOULDN'T do

  • Hoard the entire armory and secede from the station as your own force
  • 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
  • Refuse to talk or communicate - a silent vigilante, as proven by the mime, is the best vigilante
  • Attack an ascendant
  • Ask to be enthralled by an ascendant. They'll seriously just make you explode.
  • Be near an ascendant
  • Consider approaching an ascendant
  • Look at an ascendant in a suggestive way
  • Think about ascendants

Is that a horrible wail in your pocket or are you just happy to see me?

So you're in the maintenance tunnel with your group of vigilantes and ready to fight a shadowling. Suddenly you hear a horrible wail in your head and all the lights blow up. Not good. This means a shadowling has ascended. You're basically fucked over since all the shadowlings can ascend when one can.

In Case of an Ascendant

If you see an ascendant, it'll probably look something like this:

Shadowling ascendant.gif

That guy just exploded.

RUN.

Run far and fast. There is no way to fight a shadowling ascendant. They are completely invulnerable to normal attacks, can phase through walls at zero cost, and possess a slew of abilities designed to make you and all you hold dear explode. They can make the air explode, they can make reality explode, they can make objects explode, they can make your corpse explode, they can make you explode, too, so run. They can instantly enthrall you, so run. Not that it'll do you any good since they move faster than you. They'll probably just make you explode like they did the seven guys before you it found. The now-exploded seven guys. Oh, and they also hit harder than an esword with their melee attacks.

You're probably gonna explode, too, so just accept it and hope they're either merciful, somehow friendly, or want to enthrall you.

Again, though, you'll probably just explode.

Or maybe, somehow, you can kill it?

AAAAAAAAAA RELEVANT CODE CHANGES


Профессии

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Командование Капитан - Глава Персонала - Глава Охраны - Главный Инженер - Руководитель Исследований - Главный Врач
Представители НаноТрейзен Агент Внутренних Дел - Офицер Blueshield
Охрана Офицер Охраны - Надзиратель - Детектив - Криминалист
Инженерия Инженер - Атмосферный Техник
Наука Ученый - Робототехник - Генетик - Ксеноархеолог - Ксенобиолог
Медицина Доктор - Парамедик - Химик - Генетик - Вирусолог - Психиатр
Обслуживание Уборщик - Бармен - Повар - Ботаник - Парикмахер
Снабжение Квартирмейстер - Грузчик - Шахтер - Мусорщик
Гражданские Ассистент - Клоун - Мим - Капеллан - Библиотекарь
Не люди ИИ - Киборг - Дрон - пИИ - Голем - Призрак - Мышка - Слизень - Халк - Борер
Антагонисты Ядерный Агент - Генокрад - Ксеноморф - Маг - Предатель - Неисправный ИИ - Культист - Космический Ниндзя - Вокс Налетчик - Шедоулинг - Абдуктор
Особые Отряд Быстрого Реагирования - Эскадрон Смерти - Ударный Отряд Синдиката - Ян