Difference between revisions of "Guardian"
(Added Guide to Combat.) |
m (this no longer stuns) |
||
Line 116: | Line 116: | ||
|Abilities | |Abilities | ||
|- | |- | ||
|colspan=2|As a '''Charger''' type you do 15 damage, have 40% damage resistance, move very fast, and can charge at a location, damaging any target hit and forcing them to | |colspan=2|As a '''Charger''' type you do 15 damage, have 40% damage resistance, move very fast, and can charge at a location, damaging any target hit and forcing them to the ground. | ||
| | | | ||
;Charge:Every four seconds the holoparasite can charge, | ;Charge:Every four seconds the holoparasite can charge, knocking the person hit for 2 seconds, causing them to drop whatever they were holding, and dealing 20 brute damage. | ||
|- | |- | ||
!colspan=3|Indicator | !colspan=3|Indicator |
Revision as of 23:22, 16 July 2022
Superiors: Your host
Difficulty: Hard
Guides: Guide to Combat
Access: Same access as your summoner
Duties: Protect your summoner and follow their commands
Departmental Head
Unknown
Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Mindflayer • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph • | Zombie |
Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
Guardian is an overarching term used to describe entities which attach themselves to a host and assist that host while drawing energy from them. The most commonly encountered form of guardian is the holoparasite, a creature designed by the Syndicate to assist their field operatives during missions. Guardians spirits are able to link themselves to nearly every known species, however they cannot attach themselves to a Changeling or a Vampire. Because guardians are reliant on the energy of their host to exist, most cannot travel more than a couple meters away from their host at any time.
Guardians and YOU!
Guardians will always be attached to a living person, and normally that person is also up to some traitorous activities. When a guardian is attacked, the damage it receives is transferred to its host. This means that if you spot someone standing off in a corner suspiciously taking damage while a nearby guardian is in combat, you have likely found the guardian's host. When a host is killed, the guardian drawing life force from him/her also dies.
Abilities
All guardian creatures have access to a similar set of abilities, with each different sub-type of guardian having some ability unique to them as well.
Guardian Types
Guardians can be divided into 9 subtypes and can be summoned in one of three ways.
- Magical decks of tarot cards can be used summon a spirit from beyond the veil to aid you. These decks are most commonly found in the possession of members of the wizard federation, but some can be found on Lavaland.
- Holoparasite injectors created by the Syndicate and purchased with a traitor uplink can be used to manifest a nanomachine based creature.
Standard
Description | Abilities | |
As a Standard type, you have no special abilities, but have 60% damage resistance, and a powerful attack capable of smashing through walls and dealing 20 brute damage to targets. |
| |
Indicator | ||
---|---|---|
Guardian Spirit | ..And draw the Assistant, faceless and generic, but never to be underestimated. | |
Holoparasite | Boot sequence complete. Standard combat modules loaded. Holoparasite swarm online. |
Assassin
Description | Abilities | |
As an Assassin type, you do 15 damage and have no damage resistance, but can enter stealth, becoming hard to see, and increasing the damage of your next attack to 50, ignoring armor. Stealth is broken when you attack or take damage. |
| |
Indicator | ||
---|---|---|
Guardian Spirit | ..And draw the Space Ninja, a lethal, invisible assassin. | |
Holoparasite | Boot sequence complete. Assassin modules loaded. Holoparasite swarm online. |
Chaos
Description | Abilities | |
As a Chaos type, you have only 20% damage resistance, and deal only 10 damage on hit, but will ignite any enemy you bump into. In addition, your melee attacks will randomly teleport enemies, or cause them to hallucinate. Additionally, your summoner will become effectively impossible to set on fire. |
| |
Indicator | ||
---|---|---|
Guardian Spirit | ..And draw the Wizard, bringer of endless chaos! | |
Holoparasite | Boot sequence complete. Crowd control modules activated. Holoparasite swarm online. |
Charger
Description | Abilities | |
As a Charger type you do 15 damage, have 40% damage resistance, move very fast, and can charge at a location, damaging any target hit and forcing them to the ground. |
| |
Indicator | ||
---|---|---|
Guardian Spirit | ..And draw the Hunter, an alien master of rapid assault. | |
Holoparasite | Boot sequence complete. Charge modules loaded. Holoparasite swarm online. |
Explosive
Description | Abilities | |
As an Explosive type, you have only moderate close combat abilities, dealing 15 damage and resisting 40% of damage you take, but are capable of converting any adjacent item into a disguised bomb via alt click. |
| |
Indicator | ||
---|---|---|
Guardian Spirit | ..And draw the Scientist, master of explosive death. | |
Holoparasite | Boot sequence complete. Explosive modules active. Holoparasite swarm online. |
Lightning
Description | Abilities | |
As a Lightning type, you will deal 12 burn damage, apply lightning chains to targets on attack, and have a lightning chain to your summoner. Lightning chains will shock anyone between and near them, dealing constant damage. You resist 40% of damage taken. Additionally, your user will become immune to electricity. |
| |
Indicator | ||
---|---|---|
Guardian Spirit | ..And draw the Tesla, a shocking, lethal source of power. | |
Holoparasite | Boot sequence complete. Lightning modules active. Holoparasite swarm online. |
Protector
Description | Abilities | |
As a Protector type you cause your summoner to leash to you instead of you leashing to them and have two modes: Combat Mode, where you deal 15 damage and resist 60% of damage taken, and Protection Mode, where you deal 2 damage and take 5% damage. Additionally, unlike other Guardians, it is the summoner who snaps back to the out-of-range Guardian, not the other way around. |
| |
Indicator | ||
---|---|---|
Guardian Spirit | ..And draw the Guardian, a stalwart protector that never leaves the side of its charge. | |
Holoparasite | Boot sequence complete. Protector modules loaded. Holoparasite swarm online. |
Ranged
Description | Abilities | |
As a Ranged type, you have only 10% damage resistance, and deal only 10 melee damage, but are capable of spraying shards of crystal at incredibly high speed, dealing 25 armor-ignoring damage every half a second. You can also deploy surveillance snares to monitor enemy movement. Finally, you can switch to scout mode, in which you can't attack, but can move without limit, like a ghost - though still somewhat visible! |
| |
Indicator | ||
---|---|---|
Guardian Spirit | ..And draw the Sentinel, an alien master of ranged combat. | |
Holoparasite | Boot sequence complete. Ranged combat modules active. Holoparasite swarm online. |
Support
Description | Abilities | |
As a Support type, you may toggle your basic attacks to a healing mode. In addition, Alt-Clicking on an adjacent mob will warp them to your bluespace beacon after a short delay. You are still a decent combatant, resisting 30% of damage taken and dealing 15 brute damage per hit. |
| |
Indicator | ||
---|---|---|
Guardian Spirit | ..And draw the CMO, a potent force of life...and death. | |
Holoparasite | Boot sequence complete. Medical modules active. Bluespace modules activated. Holoparasite swarm online. |