Difference between revisions of "Guardian"

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(→‎Support: Heals all damage)
 
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{{JobPageHeader
{{JobPageHeader
|colour = 222222
|colour = 453249
|hcolour = red
|hcolour = red
|stafftype = ANTAGONIST
|stafftype = ANTAGONIST
|img = ParasiteOrange.png
|img = Guardian.gif
|jobtitle = Guardian Spirit
|jobtitle = Guardian Spirit
|access = Same access as your summoner
|access = Same access as your summoner
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|superior = Your host
|superior = Your host
|duties = Protect your summoner and follow their commands
|duties = Protect your summoner and follow their commands
|guides = N/A
|guides = [[Guide to Combat]]
}}
}}<div style="float: right;">{{JobAntag}}</div>


Guardians 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]]. 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.
'''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.


__TOC__
== Guardians and YOU! ==
== 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.
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.
 
All guardians also have a health meter on the right of the screen that shows your (or rather your host's) remaining health, which ranges from 100% (Host has 100 health, no injuries) to 0% (Host has -100 health and in hardcrit). Since your host will begin to suffer from their injuries even at around 75-50% health remaining, you should always keep an eye on this and keep your host safe or duck into cover to prevent them from being killed. When a host is severely injured (-100 health) or outright killed, the guardian drawing life force from them also dies.
 
Additionally, all guardians can move in space or areas lacking gravity without issue. You can even pull your host along to function as a makeshift jetpack should they lack one!


== Abilities ==
== Abilities ==
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|-
|-
!Toggle Light <br> [[File:ActionLight.png]]
!Toggle Light <br> [[File:ActionLight.png]]
|Generates a small amount of light originating from the guardian's core.
|Generates a small amount of light originating from the guardian's core. This light can be seen even while the guardian is recalled.
|}
|}


==Guardian Types==
==Guardian Types==


Guardians can be divided into 9 subtypes and can be summoned in one of three ways.
Guardians can be divided into 9 subtypes and can be summoned in one of two 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.  
*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.
*Holoparasite injectors created by the Syndicate and purchased with a traitor uplink can be used to manifest a nanomachine based creature.
*Holoparasite injectors created by the Syndicate and purchased with a traitor uplink can be used to manifest a nanomachine based creature.
*A Swarm of parasitic insects can take up residence within an individual forming a nest within them. Unhatched eggs of these insects are sometimes found around asteroids.


===Standard===
===Standard===
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|Abilities
|Abilities
|-
|-
|colspan=2|As a '''Standard''' type, you have no special abilities, but have a high damage resistance and a powerful attack capable of smashing through walls.
|colspan=2|As a '''Standard''' type, you have no special abilities, but have 60% damage resistance and a powerful attack capable of smashing through both regular and reinforced walls, as well as dealing 25 brute damage to targets.
|
|
;Battlecry:Choose what you shout as you punch
;Battlecry:Choose what you shout as you punch
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!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
|colspan=2|Boot sequence complete. Standard combat modules loaded. Holoparasite swarm online.
|colspan=2|Boot sequence complete. Standard combat modules loaded. Holoparasite swarm online.
|-
!style="width:10%;text-align:left;background-color:#82E0AA;"|Scarab Swarm
|colspan=2|Your scarab swarm stirs to life, ready to tear apart your enemies.
|}
|}


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|Abilities
|Abilities
|-
|-
|colspan=2|As an '''Assassin''' type, you do medium damage and have no damage resistance, but can enter stealth, massively increasing the damage of your next attack and causing it to ignore armor. Stealth is broken when you attack or take damage.
|colspan=2|As an '''Assassin''' type, you do 25 damage and have no damage resistance but can enter a stealth mode while manifested, becoming harder to see and increasing the damage of your next attack to 50 while completely ignoring the target's armour. Stealth is broken when you attack or take damage, and will make you unable to recall for 4 seconds.
|
|
;Stealth:Enter stealth mode to do increase damage
;Stealth:Enter stealth mode to do increased, armour-piercing damage with your next attack.
|-
|-
!colspan=3|Indicator
!colspan=3|Indicator
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!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
|colspan=2|Boot sequence complete. Assassin modules loaded. Holoparasite swarm online.
|colspan=2|Boot sequence complete. Assassin modules loaded. Holoparasite swarm online.
|-
!style="width:10%;text-align:left;background-color:#82E0AA;"|Scarab Swarm
|colspan=2|Your scarab swarm finishes mutating and stirs to life, capable of sneaking and stealthy attacks.
|}
|}


===Chaos===
===Gaseous===


{|class="wikitable" style="width:80%;"
{|class="wikitable" style="width:80%;"
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|Abilities
|Abilities
|-
|-
|colspan=2|As a '''Chaos''' type, you have only light damage resistance, but will ignite any enemy you bump into. In addition, your melee attacks will randomly teleport enemies.
|colspan=2|As a '''Gaseous''' type, you only have light damage resistance, but you can expel gas in an area. In addition, your punches cause sparks and you make your summoner heat resistant
Note, this makes the summoner immune to heat damage, i.g. superheated room.
|
|
;Dispersion:Teleport victims away from your master
;Gas Expel:Expel different gases, such as oxygen, nitrogen, N2O, CO2, Plasma, and Agent B
;Deception:Turn your victims against their allies
|-
|-
!colspan=3|Indicator
!colspan=3|Indicator
|-
|-
!style="width:10%;text-align:left;background-color:#85C1E9;"|Guardian Spirit
!style="width:10%;text-align:left;background-color:#85C1E9;"|Guardian Spirit
|colspan=2|..And draw the Wizard, bringer of endless chaos!
|colspan=2|…And draw the Atmospheric Technician, flooding the area with gas!
|-
|-
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
|colspan=2|Boot sequence complete. Crowd control modules activated. Holoparasite swarm online.
|colspan=2|Boot sequence complete. Atmospheric modules activated. Holoparasite swarm online.
|-
!style="width:10%;text-align:left;background-color:#82E0AA;"|Scarab Swarm
|colspan=2|Your scarab swarm finishes mutating and stirs to life, ready to sow havoc at random.
|}
|}


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|Abilities
|Abilities
|-
|-
|colspan=2|As a '''Charger''' type you do medium damage, have medium damage resistance, move very fast, and can charge at a location, damaging any target hit and forcing them to drop any items they are holding.
|colspan=2|As a '''Charger''' type you do 20 damage, have 40% damage resistance, move very fast and can charge at a location, damaging any target hit and forcing them to the ground.
|
|
;Disarm:A chance of disarm your target while attacking
;Charge:Every four seconds the holoparasite can charge, knocking any target they run into down for 5 seconds, causing them to drop whatever they were holding and dealing 20 brute damage.
|-
|-
!colspan=3|Indicator
!colspan=3|Indicator
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!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
|colspan=2|Boot sequence complete. Charge modules loaded. Holoparasite swarm online.
|colspan=2|Boot sequence complete. Charge modules loaded. Holoparasite swarm online.
|-
!style="width:10%;text-align:left;background-color:#82E0AA;"|Scarab Swarm
|colspan=2|Your scarab swarm finishes mutating and stirs to life, ready to deal damage.
|}
|}


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|Abilities
|Abilities
|-
|-
|colspan=2|As an '''Explosive''' type, you have only moderate close combat abilities, but are capable of converting any adjacent item into a disguised bomb via alt click.
|colspan=2|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. While not too damaging to nearby structures, anyone who triggers the bomb will take moderate brute damage and be stunned for a few seconds.
Note that targets must interact directly with the trapped object (i.e. click it) for the bomb to go off, running into it or over it won't trigger the explosive!
|
|
;IED:Place bombs on objects to disguise them and denote
;Boobytrap:Place bombs that trigger once someone clicks on it, stunning and dealing heavy damage to them, and them only. This ability does not affect the summoner, and can be used without manifesting.
;Boobytrap:Place bombs that triggers once someone or something steps on it
|-
|-
!colspan=3|Indicator
!colspan=3|Indicator
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!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
|colspan=2|Boot sequence complete. Explosive modules active. Holoparasite swarm online.
|colspan=2|Boot sequence complete. Explosive modules active. Holoparasite swarm online.
|-
!style="width:10%;text-align:left;background-color:#82E0AA;"|Scarab Swarm
|colspan=2|Your scarab swarm finishes mutating and stirs to life, capable of stealthily booby trapping items.
|}
|}


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|Abilities
|Abilities
|-
|-
|colspan=2|As a '''Lightning''' type, you will apply lightning chains to targets on attack and have a lightning chain to your summoner. Lightning chains will shock anyone near them.
|colspan=2|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 burn damage. You resist 50% of damage taken. Additionally, your user will become immune to being shocked by electricity.
|
|
;Lightning Chain:Shock anyone that is near your summoner
;Lightning Chain:Shock anyone that is between you, your summoner, and people you attack.
|-
|-
!colspan=3|Indicator
!colspan=3|Indicator
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!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
|colspan=2|Boot sequence complete. Lightning modules active. Holoparasite swarm online.
|colspan=2|Boot sequence complete. Lightning modules active. Holoparasite swarm online.
|-
!style="width:10%;text-align:left;background-color:#82E0AA;"|Scarab Swarm
|colspan=2|Your scarab swarm finishes mutating and stirs to life, ready to electrify your enemies.
|}
|}


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|Abilities
|Abilities
|-
|-
|colspan=2|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 do and take medium damage, and Protection Mode, where you do and take almost no damage, but move slightly slower.
|colspan=2|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 resist 90% of damage taken. Protection Mode also creates a barrier to the left and right of the guardian, which only they and their host can pass through and also resists 90% of damage to them. Additionally, unlike other Guardians, it is the summoner who snaps back to the out-of-range Guardian, not the other way around.
|
|
;Shield:Mitigates some of the damage that your summoner takes, while the guardian takes none if attacked
;Shield:Mitigates 90% of damage taken by the holoparasite and creates a barrier to the left and right of the guardian, but makes it deal next to no damage while active.
|-
|-
!colspan=3|Indicator
!colspan=3|Indicator
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!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
|colspan=2|Boot sequence complete. Protector modules loaded. Holoparasite swarm online.
|colspan=2|Boot sequence complete. Protector modules loaded. Holoparasite swarm online.
|-
!style="width:10%;text-align:left;background-color:#82E0AA;"|Scarab Swarm
|colspan=2|Your scarab swarm finishes mutating and stirs to life, ready to defend you.
|}
|}


===Range===
===Ranged===


{|class="wikitable" style="width:80%;"
{|class="wikitable" style="width:80%;"
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|Abilities
|Abilities
|-
|-
|colspan=2|As a '''Ranged''' type, you have only light damage resistance, but are capable of spraying shards of crystal at incredibly high speed. 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.
|colspan=2|As a '''Ranged''' type, you have no damage resistance, and deal only 10 melee damage, but are capable of spraying shards of crystal at incredibly high speed, dealing 20 armour-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!
|
|
;Scout:Go partially invisible and lifts restrictions of the distance you can travel away from  your summoner
;Scout:Go partially invisible and lifts restrictions of the distance you can travel away from  your summoner.
;Snare:Place invisible traps that will alert you and your summoner
;Snare:Place invisible traps that will alert you and your summoner when tripped.
|-
|-
!colspan=3|Indicator
!colspan=3|Indicator
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!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
|colspan=2|Boot sequence complete. Ranged combat modules active. Holoparasite swarm online.
|colspan=2|Boot sequence complete. Ranged combat modules active. Holoparasite swarm online.
|-
!style="width:10%;text-align:left;background-color:#82E0AA;"|Scarab Swarm
|colspan=2|Your scarab swarm finishes mutating and stirs to life, capable of spraying shards of crystal.
|}
|}


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|Abilities
|Abilities
|-
|-
|colspan=2|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.
|colspan=2|As a '''Support''' type, you may toggle your basic attacks to a healing or surgical mode. In addition, Alt-Clicking on an adjacent mob will warp them to your bluespace beacon after a short delay, provided you have placed one. You are still a decent combatant, resisting 30% of damage taken and dealing 15 brute damage per hit.
|
|
;Heal:Restore health to your target
;Heal:Heal 5 of each type of damage on the target except cellular, which is healed for one damage each cycle. Can be used every 1.5 seconds.
;Warp Beacon:Place a beacon on the ground to teleport back to that location
;Surgical:Heal all internal injuries on the target, requires them to stay still for 10 seconds and has a 3 minute cooldown between uses.
;Warp Beacon:Place a beacon on the ground to later teleport mobs to that location. Note that the teleport will fail if the beacon is in an "unsafe" area (i.e. space).
|-
|-
!colspan=3|Indicator
!colspan=3|Indicator
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!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
!style="width:10%;text-align:left;background-color:#F1948A;"|Holoparasite
|colspan=2|Boot sequence complete. Medical modules active. Bluespace modules activated. Holoparasite swarm online.
|colspan=2|Boot sequence complete. Medical modules active. Bluespace modules activated. Holoparasite swarm online.
|-
!style="width:10%;text-align:left;background-color:#82E0AA;"|Scarab Swarm
|colspan=2|Your scarab swarm finishes mutating and stirs to life, capable of mending wounds and travelling via bluespace.
|}
|}


{{JobsTable}}
{{JobsTable}}


[[Category: Jobs]]
[[Category:Jobs]]

Latest revision as of 22:12, 26 June 2024

ANTAGONIST

Guardian.gif
Guardian Spirit

Superiors: Your host
Difficulty: Hard
Guides: Guide to Combat
Access: Same access as your summoner
Duties: Protect your summoner and follow their commands

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.

All guardians also have a health meter on the right of the screen that shows your (or rather your host's) remaining health, which ranges from 100% (Host has 100 health, no injuries) to 0% (Host has -100 health and in hardcrit). Since your host will begin to suffer from their injuries even at around 75-50% health remaining, you should always keep an eye on this and keep your host safe or duck into cover to prevent them from being killed. When a host is severely injured (-100 health) or outright killed, the guardian drawing life force from them also dies.

Additionally, all guardians can move in space or areas lacking gravity without issue. You can even pull your host along to function as a makeshift jetpack should they lack one!

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.

Action Description
Communicate
ActionCommunicate.png
Telepathically communicate with a host. All hosts also have this ability.
Manifest
ActionManifest.png
The guardian enters into a physical form, allowing it to attack and interact with its surroundings.
Recall
ActionRecall.png
The guardian immediately returns to its host. A host can also force their guardian to return to them.
Toggle Mode
ActionToggle.png
For guardian types who have a secondary form, swaps the abilities available to it.
Toggle Light
ActionLight.png
Generates a small amount of light originating from the guardian's core. This light can be seen even while the guardian is recalled.

Guardian Types

Guardians can be divided into 9 subtypes and can be summoned in one of two 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.
  • 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 both regular and reinforced walls, as well as dealing 25 brute damage to targets.
Battlecry
Choose what you shout as you punch
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 25 damage and have no damage resistance but can enter a stealth mode while manifested, becoming harder to see and increasing the damage of your next attack to 50 while completely ignoring the target's armour. Stealth is broken when you attack or take damage, and will make you unable to recall for 4 seconds.
Stealth
Enter stealth mode to do increased, armour-piercing damage with your next attack.
Indicator
Guardian Spirit ..And draw the Space Ninja, a lethal, invisible assassin.
Holoparasite Boot sequence complete. Assassin modules loaded. Holoparasite swarm online.

Gaseous

Description Abilities
As a Gaseous type, you only have light damage resistance, but you can expel gas in an area. In addition, your punches cause sparks and you make your summoner heat resistant

Note, this makes the summoner immune to heat damage, i.g. superheated room.

Gas Expel
Expel different gases, such as oxygen, nitrogen, N2O, CO2, Plasma, and Agent B
Indicator
Guardian Spirit …And draw the Atmospheric Technician, flooding the area with gas!
Holoparasite Boot sequence complete. Atmospheric modules activated. Holoparasite swarm online.

Charger

Description Abilities
As a Charger type you do 20 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, knocking any target they run into down for 5 seconds, causing them to drop whatever they were holding and dealing 20 brute damage.
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. While not too damaging to nearby structures, anyone who triggers the bomb will take moderate brute damage and be stunned for a few seconds.

Note that targets must interact directly with the trapped object (i.e. click it) for the bomb to go off, running into it or over it won't trigger the explosive!

Boobytrap
Place bombs that trigger once someone clicks on it, stunning and dealing heavy damage to them, and them only. This ability does not affect the summoner, and can be used without manifesting.
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 burn damage. You resist 50% of damage taken. Additionally, your user will become immune to being shocked by electricity.
Lightning Chain
Shock anyone that is between you, your summoner, and people you attack.
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 resist 90% of damage taken. Protection Mode also creates a barrier to the left and right of the guardian, which only they and their host can pass through and also resists 90% of damage to them. Additionally, unlike other Guardians, it is the summoner who snaps back to the out-of-range Guardian, not the other way around.
Shield
Mitigates 90% of damage taken by the holoparasite and creates a barrier to the left and right of the guardian, but makes it deal next to no damage while active.
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 no damage resistance, and deal only 10 melee damage, but are capable of spraying shards of crystal at incredibly high speed, dealing 20 armour-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!
Scout
Go partially invisible and lifts restrictions of the distance you can travel away from your summoner.
Snare
Place invisible traps that will alert you and your summoner when tripped.
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 or surgical mode. In addition, Alt-Clicking on an adjacent mob will warp them to your bluespace beacon after a short delay, provided you have placed one. You are still a decent combatant, resisting 30% of damage taken and dealing 15 brute damage per hit.
Heal
Heal 5 of each type of damage on the target except cellular, which is healed for one damage each cycle. Can be used every 1.5 seconds.
Surgical
Heal all internal injuries on the target, requires them to stay still for 10 seconds and has a 3 minute cooldown between uses.
Warp Beacon
Place a beacon on the ground to later teleport mobs to that location. Note that the teleport will fail if the beacon is in an "unsafe" area (i.e. space).
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.
CaptainHead of PersonnelHead of SecurityChief EngineerResearch DirectorChief Medical OfficerQuartermaster
Nanotrasen RepresentativeBlueshield Officer
Internal AffairsMagistrate
WardenSecurity OfficerDetective
Station EngineerAtmospheric Technician
Medical DoctorParamedicChemistGeneticistVirologistPsychologistCoroner
ScientistRoboticist
Cargo TechnicianShaft MinerExplorer
JanitorChefBartenderBotanistClownMimeChaplainLibrarian
AnimalAssistantDerelict ResearcherGhostGolemSyndicate Researcher
AICyborgMaintenance DronePersonal AI
AbductorsAsh WalkerBlobChangelingConstructContractorCultistGuardianLavaland EliteMindflayerMorphNuclear AgentPulse DemonRevenantRevolutionaryShadow DemonSlaughter DemonSITSyndicate ResearcherTerror SpiderTraitorVampireWizardXenomorphZombie
Central Command OfficerDeath CommandoEmergency Response TeamHighlanderTradersSpecial Event RolesSuper HeroesSyndicate Infiltration TeamCluwne