WRelicK的绫芽月见赛跑指南

0 点赞
环世界
转载

An English lore guide to the series of amazing monster girl mods produced by Ayameduki. Praise be to the Creator! Introduction There isn't a lot of solid English documentation on the Ayameduki HAR races. This made me sad. Sad enough to write a few thousand words about them like a real man. This guide exists as a companion to my translation pack. I recommend reading through its description before starting here. Parallel to this guide is my guide for Ayameduki's boss mods here. This guide has also been translated into Russian by FarTresh here! Although I am now in contact with Ayameduki, much of this guide was written well before I established that connection. This guide ultimately only consists of what I understand from having translated the series. It's not to be taken as a perfect representation of the lore. You're also welcome to discuss the series in my Discord server[discord.gg] in the #ayameduki-series channel! The Age of the Creator Everything begins with a mysterious person known only as the "Creator." According to recent answers given by Ayameduki, the Creator was a male human whose lifespan was artificially extended. The Creator is most notable for his technological achievements, stemming from contact with higher order beings called super-entities. On a distant world, the Creator discovered the corpse of one such being. By dissecting its remains, the Creator made great strides in technology. In time, he established a bustling expansionist society, populated by his finest legacy... That's right. Gloriously endowed monster girls. These demihumans, broadly referred to as ishmuti, comprise various distinct races. Each was designed to serve a specific purpose on their homeworld, Canaan. Some ishmuti were indomitable soldiers, low-cost bioweapons or psychic disruptors. Others were born to be simple workers and common folk. Others still were born as natural leaders - knights, royals, priestesses and... foxy psychopaths, among others. It's worth noting that all ishmuti are born female as a form of natural population control. Reproduction between humans and ishmuti is possible, but the resulting child is always an ishmuti. Nice! United by shared reverence for their Creator, the ishmuti cooperated harmoniously despite their differences. In time, the ishmuti began to worship their Creator as a god. This gave rise to the most notable organization in their history - the Church of Aletheia. The Church dedicated themselves to improving upon their Creator’s works and spreading them throughout the galaxy. They're also implied to have received some sacred, hidden truths about the universe directly from the Creator, which they guard carefully. This, combined with their dedication to self-improvement and expansionism, allowed the Church to become very powerful. Though the church held the hearts of the people, the Creator also desired a ruling authority. For this reason, he established a faction called Entelecheia. Just as with the Church, Entelecheia would become one of the most influential organizations in ishmutian history. Entelecheia's purpose was to decentralize the Creator’s authority, splitting it among a ruling class of godlike ishmuti called qualeela. To enforce their rule, qualeela were born with reality-altering devices called Regalia built into their bodies. Though powerful, Regalia were unfinished pieces of technology that would take time for the Creator to perfect. The Great War Canaan was thriving, the combined efforts of the ishmuti allowing for unprecedented growth. But not everyone was pleased about this. As societies adjacent to Canaan began to fear the Creator's power, some groups sought countermeasures. A haphazard hijacking of one of his superweapons eventually led to a mysterious calamity core to the series' plot. In what would come to be known as their Great War, the ishmuti fought valiantly to protect the galaxy from this threat. Although the ishmuti eventually won their Great War, they lost much in the process. Among the first casualties was their beloved Creator, causing profound societal upheaval. Yet, with the Creator having left behind several classes of successors, Canaan nonetheless managed to persevere. In time, they recovered and even begin to make progress again, despite suffering more tragedies along the way. Today, ishmuti continue to honor the will of their fallen Creator by spreading his makings to all corners of the galaxy. Entelecheia, Ajin Company, and the Church of Aletheia in particular have become vast interstellar empires stretching even to the rimworlds. Ayameduki has informed me that he has no set "ending" in mind for the series. With each new addition, the fanbase enjoys watching the grand tale of Canaan and its Creator grow and fall into place, piece by piece. But this begs the question: what pieces do we have so far? The Nearmare

梦魇(左)与梦魇虔信徒(右) 梦魇外形略似魅魔或黑暗精灵,以高智商和心灵操控能力著称。它们是首批大规模生产的伊斯穆提,该进化枝中的其他多个种族均以其为基础开发而来。梦魇与真理教会联系紧密,其亚种“虔信徒”是战斗导向的狂热分子。造物主陨落之后,梦魇仅通过分散并悄然融入银河系各地的人类社会才得以存续。而真理教会及其虔信徒则发展成了庞大的星际社群。 梦魇的种族专属游戏特性如下: 可召唤灵体生物为其作战。这些生物有三种变种,它们会作为役用动物直至死亡。其数量和强度会随着主人的适应等级提升而增加。该能力有两天的冷却时间。 梦魇信徒能召唤不同且更强的实体,冷却时间仅为一天。 拥有能对敌人造成虚弱精神折磨的特殊武器。奇怪的是,这些武器并非仅限梦魇信徒使用。更可能生成以下特性:漂亮、美丽。与人类相比,近 mare(原词):速度更快;能耐受更广的温度范围;采矿速度更快(这很可能是无意的);对灵能现象的敏感度仅为一半(可能是《皇权》DLC 之前的遗留设定);对毒性更敏感;免疫增益速度更低;钝器和锐器护甲有固有惩罚;远程精度更高;近战攻击闪避几率翻倍;谈判表现更佳;动物处理能力更强;徒手伤害极低;体型和健康系数更低;食物消耗更少;预期寿命为 200 年。与近 mare(原词)相比,信徒:对灵能现象的敏感度超过四倍;钝器和锐器护甲有固有加成;极难因疼痛倒下 不易出现精神崩溃 经过五年时间,近魇适应会提升意识,同时增加适应者召唤物的数量和强度。近魇可从囚犯、流浪者事件、难民舱、古代低温休眠舱以及奴隶商人处招募。在自定义剧本中,他们也可能作为初始殖民者。虔信者只能通过囚犯招募,或(罕见情况下)救助倒下的教会成员来招募(感谢用户Цю提醒此事)。The Idhale

伊德海尔是一群没有实体的幽灵女性,她们存在根深蒂固的自我认知问题。简单来说,几乎没什么能伤到伊德海尔,但伊德海尔也几乎无法触碰任何东西。这使得像使用工具或武器这样的简单任务对她们而言都十分困难。伊德海尔显然是在与噩梦(nearmare)相关的研究中意外创造出来的,而且总体上对她们的造物主没什么用处。自造物主陨落以来,伊德海尔似乎是所有伊斯穆提(ishmuti)中境遇最糟糕的。她们人口稀少,大多作为奴隶生活,几乎没有改善自身命运的动力。 伊德海尔的种族专属游戏特性如下: 通常完全无法攻击或装备武器。 对任何形式的物理伤害完全免疫。它们的钝击、穿刺和耐热抗性均设为1000%(没错,就是百分之一千)。即便如此,为防止有任何伤害遗漏,它们还被赋予了0的伤害输入系数(IncomingDamageFactor)属性。 基本上完全不受温度影响。它们的最低舒适温度设定为-30000°C,最高舒适温度设定为30000°C。更可能生成以下特性: 漂亮 美丽 与人类相比,伊达利(idhale): 速度更快 研究速度更快 采矿速度更快(这可能是无意的) 对灵能现象的敏感度是人类的两倍 对毒性的敏感度是人类的五倍 免疫增益速度较低 普通劳动速度明显较慢 消耗的食物不到人类的一半,但进食速度仅为人类的十分之一 预期寿命为500年 经过五年时间,伊达利人的适应能力会提高普通劳动速度和免疫增益率。 这背后的实际情况要复杂一些。如果你好奇,可以查看翻译文件。伊达利人通常只能从奴隶贩子那里招募。 夸利拉(Qualeela)

(左:夸莱拉-原生种,右:夸莱拉-凯特尔) 夸莱拉的外形隐约带有天使般的气质,但其确切的灵感来源尚不明确。夸莱拉分为两个亚种,即夸莱拉-凯特尔和夸莱拉-原生种。前者是统治阶层,天生拥有能够扭曲现实的“王权礼装”(Regalia)。后者是没有“王权礼装”的劳动阶层,由夸莱拉-凯特尔大量创造以补充其稀少的人口。他们的关联派系“隐德莱希”(Entelecheia)庞大而繁荣,甚至延伸到了边缘世界(rimworlds)。目前尚不清楚夸莱拉是否起源于“近魇”(nearmare)。夸利拉族的种族特有游戏玩法特性如下: 夸利拉-刻特尔拥有五种(极其强力)独特能力: 王权召唤:一种召唤能力,让人联想到梦魇自身的召唤能力,可召唤出幽灵伊什穆提的灵魂。在最高等级时,单次施法可召唤多达15个实体。冷却时间为一天。 王权欧苏:暂时为范围内的所有盟友提供大幅的意识、移动、操控、视觉和听觉加成。同时减少远程瞄准时间和冷却时间,并大幅提高精准度。冷却时间为三天。 王权之息:暂时提升范围内所有盟友的战斗韧性。冷却时间为三天。王权之甲:被动技能,对地图上所有敌视Qualeela-Keter阵营的实体生效。将受影响者的能力(如意识或移动)锁定在100%以下,并使他们更容易出现精神崩溃。 王权之怒视:被动技能,对地图上所有敌视Qualeela-Keter阵营的实体生效。降低受影响者的远程能力,以及他们的移动、操控、视觉和听觉能力。更有可能生成以下特性:漂亮、美丽。与人类相比,所有夸莱拉:速度更快,能耐受更广泛的温度范围,对灵能现象更敏感,近战闪避攻击的概率是人类的两倍,拥有固有的钝器和锐器护甲加成,免疫火焰伤害,拥有更大的生命值池,食量更少,徒手近战DPS较高,还会造成眩晕、火焰和冻伤伤害,预期寿命为500年。此外,夸莱拉-刻耳:更难因疼痛而倒下,在照料、研究、采矿、建造、打磨、植物工作、动物收获和机械族拆解方面速度慢得多,基础市场价值极高,为50,000。夸莱拉会获得“优等种族”这个渐进性健康状态,而非经历(原文此处未完整表述)适应。它能提升意识、远程射击速度以及奎利拉-刻特尔的召唤能力。“优等种族”阶段需要两年而非一年来推进。 奎利拉族可从囚犯、流浪者事件、难民舱、古代低温休眠舱以及奴隶商人处招募。奎利拉-刻特尔只能从囚犯中招募。 与奎利拉相关的派系“隐德莱希”(Entelecheia)异常强大。他们的袭击队伍中还会包含梦魇兽(nearmare)、异星巨怪(xenoorca)、丝翼兽(silkiera)、暗影潜伏者(neclose)和日光行者(solark)。不过,他们在五年内绝不会袭击玩家,即便过了五年,也只会在玩家殖民地财富超过450,000时才发动袭击。 异星巨怪(Xenoorca)

异鲸族是被创造为活体战争武器的虎鲸人鱼女性。自造物主陨落以来,异鲸族作为一个残暴的雇佣兵、女猎手和征服者种族蓬勃发展。她们以狡猾无情的天性著称,这使得她们难以与其他种族共存。异鲸族显然是与梦魇族一同被创造出来的,而非由后者衍生而来。异诺卡族的种族特有游戏玩法特性如下:更有可能生成以下特性:美丽动人。与人类相比,所有异诺卡族:速度略快;体重更重、体型更大,生命值比例更高;能很好地耐受极低温度,但对较高温度耐受性较差;研究速度更快;采矿速度更快;对毒性更敏感;免疫提升速度较低;拥有天然钝器和锐器护甲,对所有 incoming 伤害有固定减免,对所有子弹伤害也有固定减免;近战战斗中闪避和命中攻击的概率是人类的三倍;远程武器精度更高;徒手攻击更强;对火焰伤害有天生弱点;预期寿命为200年。在十年(没错,十年)的时间里,异诺卡族会逐渐适应。提升其战斗能力。 若装备游泳套件,异orca在水域地格中获得移动速度加成。 异orca可通过招募囚犯获得,极少数情况下也可从奴隶商人处获得。在其自定义场景中,它们也可能作为初始殖民者出现。 The Neclose

(发音为“内克洛斯”) 内克洛斯的灵感来源有点难以确定。它们的下半身类似斯库拉(Scylla),不过还长着一根显眼的矛状尾巴和恶魔般的翅膀。抛开其迷人的设计不谈,内克洛斯是行走的生物武器。它们的体内充满了一种特殊的共生菌株,这种菌株的生化影响使内克洛斯对肉类、尸体和死亡产生了喜爱。再加上它们徒手战斗的强大实力,使得内克洛斯成为了出色的自给自足型士兵。与异orca相比,内克洛斯的战后社会似乎组织性较差,且更倾向于孤立主义。它们与近mare的关系尚不明确。 内克洛斯的种族专属游戏特性如下: 无法挥舞武器,无论是近战还是远程。在徒手战斗中造成极高伤害。徒手攻击额外造成两种类型的细菌伤害以及EMP伤害。拥有类似梦魇自身的召唤能力,可召唤血肉憎恶。冷却时间为一天。经历以下情况时获得小幅心情加成(而非惩罚):食用人肉(生或熟)、食用昆虫肉(生或熟)、观察尸体(新鲜或腐烂)、食用生食、食用尸体。更有可能生成时带有以下特质:漂亮、美丽。与人类相比,所有neclose:移动速度更慢,体型更大、体重更重且生命值为人类的三倍,易燃性不到人类的一半,能耐受更广泛的温度范围,对灵能现象的敏感性较低,对毒性的敏感性低得多,免疫增益速度高得多,远程战斗准确率只有人类的一半(考虑到其武器使用限制,这似乎无关紧要),拥有天生的钝器、锐器和火焰伤害抗性,对多种特定伤害类型具有广泛抗性,并且……通过疼痛使其倒下更困难。在谈判中效率几乎减半。天生市场价值降低。作为动物管理员表现更出色。全球和一般劳动速度受到严重惩罚。照料、研究、采矿、建造、平整、植物工作、动物收获和机械族拆解的速度慢得多。 拥有200年的预期寿命。在五年时间里,尼克洛西安适应会提升他们的战斗能力,还会改善整体机能、精神抗性以及召唤实体的强度和数量。 若“游泳套件”激活,尼克洛西安在水域地格移动速度会获得加成。 尼克洛西安可从囚犯、流浪者事件、难民舱、古代低温休眠舱和奴隶商人处招募。他们也可能在自定义场景中启用初始殖民者。 太阳

索拉卡族是海龙女性,显然与远古地球生命有着基因联系。她们本被设定为尼克洛瑟族和异orca族的继承者。不过,这种联系是否具有基因基础目前尚不清楚。索拉卡族是极其强大的战士,能很好地忍受恶劣的生存环境。她们体内的“熔炉”——一种能让索拉卡族驾驭反物质力量的内部器官,更是让她们的非凡能力再提升了好几个层级。自高速发展的文明崩溃后,她们大多形成了原始社会,放弃了大部分科技便利,选择了自然的生活方式。 索拉卡族的游戏内种族特性如下:无法使用武器,无论是近战还是远程。体验以下情况时获得小幅心情加成(而非惩罚): 食用人肉(生肉或熟肉) 食用生食 食用尸体 露天睡觉 睡在地上 淋雨 处于黑暗中 观察尸体 能够使用两种主动技能: Raam Flare(拉姆闪光):以使用者为中心产生短程反物质爆炸。冷却时间为三天。 Sheol Flare(冥府闪光):以使用者为中心产生广域反物质爆炸。冷却时间为一个季节。 这两种技能都能造成极高的伤害,每次命中可达数百点。 然而,这些爆炸本身有一些显著的特性。当爆炸向外扩散时,其在特定方向上的传播会被任何种类的障碍物阻挡。这限制了索拉基安爆炸消灭整群敌人的能力,这很可能是无意的。忽略,似乎是我这边的测试错误。更有可能生成以下特性: 漂亮 美丽 与人类相比,所有索拉基: 拥有15,000的更高市场价值 速度更快 体型更大、体重更重,生命值是人类的七倍 索拉基的基础体型设定为5,甚至比大象或雷兽还要大。嗯。对火焰伤害的承受能力翻倍(但不知为何易燃性仅为一半);能耐受极端温度(最低和最高±100°C);拥有天生的护甲穿透加成;所有受到的伤害以及多种特定类型的伤害都会降低;更不容易出现精神崩溃;对灵能现象更敏感;对毒性更敏感;免疫增益速度更快;远程战斗精准度减半(考虑到他们的武器使用限制,这一点似乎无关紧要);拥有天生的钝器、锐器和热能伤害加成;更难因疼痛倒下;谈判能力大幅下降;作为动物管理员的效率减半;所需睡眠时间大幅减少;在照料、研究、建造、平整、植物工作、动物收获等方面的速度大幅减慢。机械族撕裂。 拥有300年的预期寿命。在五年时间里,索拉基安适应能力极大地提升了他们的身体能力。 如果“游泳套件”处于激活状态,索拉基人在水域地格中会获得移动速度加成。 索拉基人可以从囚犯中招募,极少数情况下也可从流浪者事件、难民舱、古代低温休眠舱和奴隶商人处获得。从概念和机制上来说,索拉基人完全是疯狂的。我正是因此而喜爱他们。 西尔克iera

(发音为“希尔基拉”) 希尔基拉是一个兽耳娘种族,涵盖猫娘、狗娘、狐娘等各类兽耳娘。她们天性友好且勤劳,是造物主设计的专属劳动力。造物主陨落之后,希尔基拉似乎比大多数姐妹种族都更为繁荣。她们甚至组建了名为“阿人公司”的星际商业派系,其势力与影响力足以与真理教会相抗衡。 希尔基拉的种族专属游戏特性如下: 尽管大多数伊什穆提都有各类相关的服装和武器,但希尔基拉拥有更多与阿人公司相关的装备。从食物捐赠活动、可建造的贸易终端,到定制机械族和特殊食品,丝琪拉人无愧于其生产专家的美誉。 更有可能生成以下特质: 漂亮 美丽 勤奋 勤劳 与人类相比,所有丝琪拉人: 移动速度略慢。 能耐受更广泛的温度范围。 采矿速度更快。 食量更少。 对毒性更敏感。 更容易因疼痛倒地。 拥有更高的全局工作速度。 预期寿命为150年 在五年时间里,丝琪拉人的适应性会提高他们的免疫力增益速度。 丝琪拉人可以从囚犯、流浪者事件、难民舱、古代低温休眠舱和奴隶商人中招募。阿人公司表面上的友善掩盖了其对道德细节的令人不安的漠视。他们通过便捷的行星终端贩卖奴隶,仿佛这只是寻常生意。他们研发出掩盖劣质肉类来源的方法,并且毫无顾忌地将其卖给盟友。他们对燃烧武器有着明显的偏好,甚至会在友方领土上欣然使用。但最能体现他们可疑之处的,或许就是“萨克利安”的存在……

(发音为“萨克林”) 萨克林是形似飞蛾的女性种族。她们在伊斯穆提诸多种族中独树一帜,因为她们是该进化枝中另一个种族——希尔基拉创造的。萨克林被设计为“服务型物种”——既是无私的劳动者,也是具备智慧的“牲畜”。她们能产出乳汁和一种特殊的丝线,这两种产物在希尔基拉的经济体系中似乎都是热门商品。萨克林天性通常乐于服务,并不介意生活在恶劣的环境中。如果说伊达勒人因过于消沉而无力改变悲惨的生活方式,那么萨克林则是因为过于漠然。 萨克林的种族专属游戏特性如下: 每2天产出11单位乳汁。 每个季节产出60单位名为“丝线”的独特纺织品。所有“saclean”的背景故事都使他们无法使用暴力。经历以下情况时获得小幅心情加成(而非惩罚):露天睡觉、睡在地上、淋雨、处于黑暗中、食用生食、自身器官被摘取、睡眠被打扰、未满足户外需求、疼痛(实际为-1的极小惩罚)、穿着死者衣物、穿着破旧衣物(实际为-1的极小惩罚)、身处狭小房间。更有可能生成以下特质:漂亮、善良、努力工作者、勤奋。与人类相比,所有萨克利恩人:市场价值低得多、行动速度慢得多、体重更轻且生命值仅略高于人类的一半、能忍受略宽的温度范围、产出更多皮革、战斗中受到更多伤害、更不容易精神崩溃、敏感度更低。毒性 获得疾病免疫力的速度提升一倍 极难因疼痛而倒下 工作速度大幅提升 预期寿命为200年 在五年时间内,萨克利恩人的适应能力会极大地改善他们的视力和操控能力。 萨克利恩人可以从囚犯中招募,极少数情况下也可从流浪者事件、难民舱、古代低温休眠舱和奴隶商人处获得。该死。写关于萨克利恩人的内容,呃……至少可以说是一种特别的体验。希望在看到这个之前,所有普通人都已经被过滤掉了。 The Nexaga

(伙计们,我开发THIGAPPE就是为了避免出现这种渲染问题) 奈克萨加和其他伊什穆提类似,但没有任何花里胡哨的东西。它们并非某种魔法或基因工程实验的产物,而是性结合的结果。通常情况下,人类与伊什穆提的结合会生下男性人类和女性伊什穆提后代。但如果父亲的基因占主导地位,结果就会是一个几乎与人类女性一模一样,但又明显具有伊什穆提特征的孩子——奈克萨加。奈克萨加往往能与其他人类融洽相处,因此大多生活在人类之中。 奈克萨加的种族专属游戏特性如下: 奈克萨加拥有定义其血统的特殊童年背景故事。除了提供高于平均水平的技能加成外,这些背景故事还会增加一种特殊的健康状态(hediff)。它会根据其他伊什穆提种族之一提供被动属性加成。 此效果会替代适应能力获得。 用于赋予奈克萨加种族特性的机制常常无法触发。这显然是HAR的问题。除此之外,奈克萨加与人类几乎没有显著差异。不过,他们会作为原版派系的一部分生成。 伊迪恩

(Pronounced EE-day-arn) The idearn are highly mysterious biomechanical beings. They were apparently wiped from the face of the universe, but the reasons why are completely unknown. The only evidence remaining of their existence is in rumors and scattered bits of their technology. With a few exceptions, idearn are only encountered when created using a new crafting station called the Mysterion. Idearn have multiple subraces (or models) which belong to four main tiers. Each tier brings progressively more combat-capable idearn with harsher research and manufacturing requirements. All idearn recipes require special items dropped from mechanoids and related structures. This progression system allows you to slowly uncover the mysteries of the fallen race. After all, you do want to solve the mystery... right? Details regarding the final model will be left out of this guide, as I feel they're best seen as a surprise. I do show them in my secondary guide that goes over the Ayameduki boss mods, however. Race-specific gameplay traits of the idearn are as follows: All idearn must replace their Arche cartridges once per season, or they will die. These are manufactured at the Mysterion (described below). Due to an oversight, Arche cartridges can be consumed by non-idearn. This will give them the Arche cartridge hediff which... will then require that pawn to replace their Arche cartridge every season. Mhm. All idearn have a "Reborn Race" hediff, which is their equivalent of acclimation. It halts bleeding, halves rest fall rate, and provides a drastic, gradually increasing boost to consciousness. Crazy stuff. Manufacturing idearn requires a crafting station called the Mysterion. It is only unlocked through new, idearn-specific research. The actual manufacturing process requires special idearn components, whose crafting recipes require research of their own to unlock. These components are as follows: Nomos cell: The basis of all other idearn components. These are found in small amounts from shredded mechanoid corpses or destroyed mechanoid structures. Technerelic: Crafted from 10 Nomos cells, 1 component, 100 steel and 50 plasteel. Also sometimes found from destroying certain mech structures. Ideasensor: Crafted from 200 Nomos cells, 100 Technerelics, 10 advanced components and 4,000 steel. Genesis reactor: Crafted from 500 Nomos cells, 200 Technerelics, 50 advanced components, 4,000 plasteel and 5,000 steel. Compared to humans, all idearn: Are many times heavier Are neither flammable nor vulnerable to heat damage Have no psychic sensitivity Are immune to all direct toxic damage (but not environmental) Are totally unaffected by temperature extremes Learn skills at twice the normal rate Recover from injuries at twice the normal rate Always spawn with the Pretty trait Laches idearn are the most basic, easily-manufactured model. Their recipe requires only 50 Nomos cells and 500 steel. Compared to universal idearn stat bonuses, Laches idearn have: A lower market value A bonus to movement speed A small amount of natural armor The maximum possible pain shock threshold A very low mental break threshold A doubled melee dodge chance A natural bonus to melee armor penetration Very low unarmed damage Charmides idearn, split between Charmides-A and Charmides-B variants, are generic combat specialists. Their recipe requires 100 Technerelics, 1,000 steel and 5,000 plasteel. In addition to the stat bonuses of Laches idearn, all Charmides models have: Higher natural armor along with an additional percentage of innate damage reduction Bonuses to aiming time and ranged cooldown Bonuses to melee dodge and hit chance Higher innate melee armor penetration Respectable unarmed damage Doubled HP pools Charmides-A receive further bonuses to damage resistance, total HP and armor penetration, whereas Charmides-B receive further bonuses to movement speed and melee dodge chance. Menexenus idearn, also with Menexenus-A and Menexenus-B variants, specialize in area disruption. Their recipe requires 1 Ideasensor, 1,500 steel and 1,000 plasteel. In addition to the stat bonuses of Charmides idearn, all Menexenus models have: A much higher market value Higher natural armor and innate damage reduction Higher innate melee armor penetration Unarmed damage on par with a solark Quadrupled HP pools total The stat differences between Menexenus-A and Menexenus-B parallel those between Charmides-A and Charmides-B. However, Menexenus-A is noticeably slower than a Laches, while Menexenus-B is no faster than a Charmides-B. Both Menexenus-A and Menexenus-B have the active ability Other Side (imperfect). This temporarily increases movement speed and reduces all incoming damage by 50%. This ability has a 3 day cooldown. Menexenus-A idearn have an aura that inflicts the capacity-weakening hediff Sense Out on any hostiles in a 30-tile radius. Menexenus-B idearn have the active abilities Fotia Dunamis and Narke Dunamis. They both produce massive explosions, the former incendiary and the latter EMP. These abilities have a 3 day cooldown. Theaetetus idearn, once again with Theaetetus-A and Theaetetus-B variants, specialize in area disruption. Their recipe requires 3 Ideasensors, 1 Genesis reactor, 5,000 steel and 3,000 plasteel. In addition to the stat bonuses of Menexenus idearn, all Theaetetus models have: An even higher market value Higher natural armor and innate damage reduction Higher innate melee armor penetration Unarmed damage exceeding that of a solark Octupled HP pools total Once again, Theaetetus-A idearn benefit from better resilience stats while Theaetetus-B idearn are much faster. Theaetetus-A are even slower than humans, while Theaetetus-B are even faster than Menexenus-B. Both Theaetetus-A and Theaetetus-B have the active ability Other Side. This temporarily increases movement speed and totally eliminates almost all types of incoming damage. This ability has a 3 day cooldown. Theaetetus-A idearn have two unique active abilities: Hoplizon Praxis boosts the capacities of any allies in range, similar to the Qualeela-Keter's Regalia Ousu. This ability has a 3 day cooldown. Mimesis Praxis allows Theaetetus-A idearn to summon up to 20(!) melee-capable entities. The exact number depends on the user's Reborn Race level. This ability has a 1 day cooldown. Theaetetus-B idearn also have two unique active abilities: Erythros Exousia causes any hostiles caught in its range to bleed twice as fast while capping their movement capacity at 50%. This ability has a 3 day cooldown. Kyanos Exousia infects any hostiles caught in its range with Ascension Mechanites, which will inevitably kill after a short time. This ability has a 1 day cooldown. Later models of idearn have access to a teleportation ability called Scene Out. Cooldown and range varies between models; 1 second and 100 tiles, or 30 seconds and 30 tiles. The Chaoura

(Pronounced kay-OR-uh) The chaoura are shadow-benders with mechanical and angelic motifs. The Creator designed the chaoura as intelligent assassins who thrive in shadow. As such, darkness enhances their special abilities and renders them invulnerable to ranged damage. On an individual level, chaoura easily understand abstract concepts and seem to derive a sense of duty from killing. Chaouran factions founded since the Creator’s fall are often made up of assassins for hire. Larger factions commission these assassins to take down large or fast-growing colonies. Race-specific gameplay traits of the chaoura are as follows: A chaoura can join your colony starting one year after game start. This can reoccur only after ten years have passed since the previous occurrence. Although this event has a high likelihood to trigger, in practice it may take a few years to happen. This and reproduction via Biotech are the only methods of recruiting chaoura. Enemy chaoura will instantly vanish upon being downed, apparently due to teleporting away. So as not to disrupt their shadow-blending abilities, chaoura only wield race-specific weapons and apparel. Chaoura gain a hediff that boosts or reduces their abilities depending on lighting conditions: Total darkness (0% lighting): +70% moving, manipulation, sight and hearing +200% injury healing rate -50% to all incoming damage Total immunity to all ranged damage A Blood Craze (see below) effect triggered every 10 melee attacks received by the chaoura Sunlight (100% lighting): -30% moving, manipulation, sight and hearing +30% to all incoming damage Anywhere between 0% and 100% (exclusive), chaoura receive neither a benefit nor a malus. Gain small mood bonuses (instead of penalties) for experiencing the following: Being in the dark Observing corpses Always generate with unique backstories. These increase combat and medical skill levels. They also guarantee the night owl trait, and increase the odds generating the pretty and beautiful traits. Move at the same rate across all terrain, are unaffected by stopping power, and can only receive a maximum of 50 damage from any one attack. Chaoura can wield a special weapon called the "Ritual Sword of the Crossing." Attacking with the sword inflicts the hediff “abyssal inflammation.” This quickly causes breakouts of harmful boils across the body, gradually weakening those affected. Each breakout site causes the following: -15% manipulation and moving x10% bleed rate -5% injury healing rate Abyssal inflammation and the boils it causes both resolve on their own in under a day. Being in close combat with a chaoura inflicts a debuff called "void of eternal darkness." When the affected are both downed and in darkness, they will instantly die after a few hours. This is primarily a challenge mechanic that enemy chaoura threaten with. Capable of using three active abilities: Shadowjump: Teleports the user to any space within a 50-tile radius. A few seconds of cooldown. Blood Craze: Generates an AOE slash that causes severe bleeding to any caught in the 3-tile radius. Those affected will repeatedly take additional damage when in darkness. Bitter Revenge: Gives the user a temporary hediff. This teleports any ranged opponents that fire upon the user into melee range. This only works when the user is in darkness. Compared to humans, all chaoura: Have a higher market value of 5,000 Are nearly twice as fast Are totally nonflammable and immune to heat damage Tolerate lower ranges of temperatures much better Have 0% psychic sensitivity Dodge melee attacks significantly more often Gain immunity to diseases significantly faster Are only downed at 80% pain Are slightly more vulnerable to pollution Have 20x(!) as much HP Eat slightly less food Have a lifespan of 200 years Over a period of five years, chaouran acclimation boosts consciousness and greatly reduces bleeding. However, it also negates -200% to any added armor and -100% to any psychic sensitivity. The Littluna

小月族是一个聪慧的矮人族召唤者。他们体质虚弱,在小规模战斗中作用有限,需要他人的支持才能发展壮大。 他们与一个被称为“伟大空海”的巨大存在有着内在的联系。据说伟大空海来自遥远的外太空,它出奇地智慧且心怀善意。它会抓住一切机会传播智慧,但只有小月族能够理解。当小月族召唤伟大空海时,它试图传授知识的行为反而引发了大规模的致命疯狂。就连造物主也无法理解伟大空海的智慧。因此,小月族和伟大空海都被当作了单纯的战争工具。月灵族的种族特有游戏特性如下: 从游戏开始的任意时刻起,月灵族成员可能会作为随机事件的一部分加入你的殖民地。上一次事件发生后,需间隔十年才会再次触发。 月灵族无法繁殖。招募月灵族的唯一其他途径是使用召唤道具,该道具可从丝绮拉回收中心获得。 为30格半径内的所有友方单位提供被动加成: +10%意识、移动速度、操控能力、听力和视力 -35%精神崩溃阈值 可主动召唤大空海,冷却时间为一年。大空海在被召唤约一天后会直接消失。 大空海会对80格半径内的所有敌对单位施加一种 hediff(异况),使其近乎立即陷入狂暴状态。即便“大空海”消失,受其影响的人也必然会在数小时后死亡。“大空海”在其他方面表现得如同驯服的动物……但其每秒伤害(DPS)超过6500。与人类相比,所有“小月族”(littluna):市场价值更高,为2500;速度接近人类的两倍;基础灵能敏感度为150%;获得疾病免疫力的速度明显更慢;对钝器和锐器护甲有固有减值;只能在最大疼痛阈值时被击倒;体型略小;食量略少;生命值不足人类的一半;寿命为200年。在五年时间里,“小月族”的适应过程会提升意识和灵能敏感度,同时大幅降低精神崩溃阈值。伊芙莉叶特(Eveliet)

(Pronounced EE-vuh-leet) The bloodsucking eveliet are vaguely vampiric in nature, and certainly badass. Their gameplay revolves around resource stockpiling. By finding opportunities to gradually gather blood, one can use up stored power when in need of a trump card. Unfortunately, the eveliet are also currently extinct. The eveliet were the definitive precursors to the ishmuti clade. Before the requeen made mass production of later ishmuti possible, the eveliet served as a prototype. In fact, "the" in this case is singular; the Creator only ever made one. The original eveliet was a revered figure in ishmutian culture and the apparent founder of the Church of Aletheia. When she heard that the Creator was planning a transition to Qualeelan leadership, she spearheaded a terrible revolt that resulted in her death. She was subsequently shunned and nearly forgotten. As prototypes, the eveliet were much more closely related to super-entities than any other races in the clade. This made them powerful, yet unstable - so much so that they could not even survive prenatal infancy. However, there exists scattered data on methods to recreate a stabilized redesign of the ancient race. By collecting and interpreting this data, the eveliet may yet be reborn... Race-specific gameplay traits of the eveliet are as follows: Eveliet must be recreated to be recruited (or indeed, exist at all). For this, you must: Complete five extensive research projects, ultimately unlocking a workbench called El Tselem. Purchase five expensive data documents from any traders that sell artifacts. Assemble the data documents at the El Tselem to immediately create an eveliet enclosure capsule. It can then be activated to spawn a recruited eveliet. Eveliet have a special hediff called "Yeshua's Blood Chalice." Eveliet can use one of their special abilities to add blood units to this chalice. Once enough blood has been stored, it can be expended to use powerful active abilities. Capable of using six active abilities: Adom Neshika: Sucks blood from a target, adding it to Yeshua's Blood Chalice and creating an AOE explosion that damages and weakens anyone caught in the blast. K'lipa Repha'im: Vastly enhances the user's combat abilities for a time by giving them an actual ♥♥♥♥♥♥♥ JoJo stand. Almost no cooldown, making it possible to sustain indefinitely. Gazar Salakh: Generates a damaging shockwave. Can be casted any tile within a short range. Shavar Ganan: Delivers an extremely powerful but single-tile blast of damage. Can be casted to any tile within a short range. Sort of the focus fire version of Gazar Salakh. Achol Mishte: Generates a large, damaging shockwave that causes immense bleeding. Can be casted to any tile within a short range. Canaan Friends: Permanently summons helpful plush doll creatures. They can't fight, but are fast, capable of hauling, and even produce vanilla psychic artifacts every six seasons. Eveliet have a decent selection of race-specific apparel and a unique 60 DPS sword. They can also wear most nearmare and silkiera equipment. The eveliet also introduce a host of special researchable apparel items called Eved Keren. These vastly improve the stats relevant to specific races of ishmuti. Always generate with unique backstories. These offer +4 bonuses to every single skill. They also guarantee the bloodlust trait, and increase the odds generating the pretty, beautiful and cannibal traits. Move at the same rate across all terrain, are unaffected by stopping power, and can only receive a maximum of 50 damage from any one attack. Most of an eveliet's base stats aren't too far off from humans. They rely mostly on K'lipa Repha'im to reach the same levels of stat power seen by other races in the series. Still, compared to humans, eveliet: Have a higher market value of 2,000 Move slightly faster Gain immunity to diseases significantly slower Are harder to down by pain Eveliet do not experience acclimation. They instead get a "prototype ishmuti" hediff that slightly reduces bleeding rate. Woohoo. The Zoichor

(Pronounced ZOY-core) The zoichor are a demon-like race of prison guards. They operate a frigid prison planet called Melah, guarding and punishing their prisoners ruthlessly. They're professional and apathetic even while carrying out brutal acts of punishment, which gives them a pretty terrifying reputation even among their sister races. Beyond appearances, though, they seem to be incredibly loyal and dedicated, with an adorable caring side suggested as well. Notably, the zoichor share genetic information with both the Dunamis and Eveliet and by extension, the Creator. They're also uniquely besties with the secretive chaoura, with whom they cooperate as they strive to accomplish their secret sworn mission. In-game, zoichor emphasize long-term progression and frequent use of utility abilities. By feeding them special "Rhodicyan" items, you can upgrade their range of usable abilities. Their abilities use a resource pool that constantly and rapidly recharges up to a fairly low maximum cap, encouraging you to use them often. They have no NPC faction at all at the time of writing. Race-specific gameplay traits of the zoichor are as follows: At any point from game start, a zoichor may join your colony as part of a random incident. This cannot practically re-occur, and zoichor cannot reproduce. Take good care of her! Begin with a hediff called "Pale Sun." It provides massive stat changes depending on the stage, which also determines which active abilities a zoichor can use. Pale Sun has 6 stages, also called ranks. Ordered by starting severity, they are: Sealed (0), which actually greatly weakens the zoichor; get past it as soon as possible Glowing (1) Wisp (10) Heavenly Flame (100) Sacred Flame (500) Final Conflagration (2500) To increase Pale Sun's rank, one must feed zoichor special "Rhodicyan" fruits. They can be crafted at a new crafting station called the Geophoros. There are three types of Rhodicyan, each with a unique research project, cost and Pale Sun severity increase: Shattered Rhodicyan: Increases Pale Sun severity by 1. Crafted with 20,000 units of work, 10 gold, 200 steel and 10 components. Chipped Rhodicyan: Increases Pale Sun severity by 10. Requires 40,000 units of work, 50 gold, 200 plasteel and 1 advanced component. Perfect Rhodicyan: Increases Pale Sun severity by 120. Requires 2,400,000 units of work, 500 gold, 500 plasteel and 8 advanced components. One could use any of the three Rhodicyans to reach the final level of Pale Sun. It seems to me that Shattered are really just there for the early game to get you past rank 1, maybe 2. Beyond that, Chipped are five times more efficient than Perfect in terms of work, but Perfect use significantly fewer materials (especially when it comes to plasteel). Begin with a hediff called "Divine Silver." It serves as a resource tracker for their active abilities, constantly recharging at a rate of 100 each day, up to a maximum of 100. Have 7 active abilities. They have no cooldown, but do have a Pale Sun rank requirement and a Divine Silver cost: Cryoflare: Fires five projectiles that deal damage and inflict a hediff that renders opponents susceptible to heat damage. Unlocked at rank 2, costs 5 Divine Silver. Skotia Wave: Produces a wave of guilt centered on the user, crippling the combat stats of any nearby pawns. Unlocked at rank 3, costs 5 Divine Silver. Agonia Strike: Inflicts damage and a powerful stun on a selected target, along with extreme pain lasting an entire season. Unlocked at rank 4, costs 5 Divine Silver. Stauros Out: Negates a selected target's armor. Unlocked at rank 4, costs 10 Divine Silver. Nekroawaken: Resurrects a target at the cost of rendering the resurrected person immobile for one season. Unlocked at rank 5, costs 60 Divine Silver. Chaos Veil: Covers the user in a shield that reflects a majority of any attacks received back to the enemy. Unlocked at rank 5, costs 40 Divine Silver. Hades Invite: Just straight up instantly kills a target. Damn, alright. Unlocked at rank 6, costs 30 Divine Silver. Come with a few special items: Boarding pancakes, which require rice, a small amount of insect jelly, and a lot of work to make. Act like lavish meals and are always made in bulk. Incredibly nutritionally efficient. Can be prepared at any stove or campfire. Infernal stew, which requires large amounts of vegetables, animal products and work to make. Act like lavish meals (though more nutritious) and are always made in bulk. Can be prepared at any stove or campfire. Alastor, a zoichor-exclusive melee weapon that inflicts heavy debuffs on any humanlike opponent it damages. You'll have to fork over 10 whole Perfect Rhodicyans to make one, though. Don't let anyone but a zoichor wield it! I warned you! Always generate with unique backstories. These provide significant bonuses to all skills except crafting, plants and artistic, which are basically bottomed out. They also guarantee either the Industrious or Hard Worker traits with a high likelihood of receiving Beautiful, Ascetic, and Iron-willed in addition. One in five zoichor also receive the kind trait (aww). Can only receive a maximum of 30 damage from any one attack. Compared to humans, zoichor: Have a much higher market value Move much faster Are totally nonflammable Tolerate temperature extremes without issue Have no psychic sensitivity Gain disease immunity at a faster rate Are immune to heat damage Have the highest possible pain shock threshold Perform slightly better in negotiations Are less sensitive to toxicity Zoichor have Pale Sun in lieu of traditional acclimation. However, they also have a special hediff that causes all their wounds to quickly regenerate. Elite Races More recently, Ayameduki has been adding elite subraces for select races of ishmuti. Though not direct upgrades, they're far more powerful than their common kin, comparable in strength to the Qualeela-Keter. The Creator seems to have intended these subspecies as the natural-born leaders of their kind. Their content is included in the base mods, but it is only loaded if you have the respective "EX" mod in your active list. The next few sections will go over the current elite subspecies. Elite Race - The Nearmare Aradia

噩梦阿拉迪亚是噩梦生物的完美形态。她们是拥有魔鬼般美貌的女巫,能够像施展魔法一样随意扭曲现实。过去,她们曾是噩梦生物的至高领袖,只听从造物主的命令。造物主陨落之后,她们引发了数次灾难。因此,生命精粹组织、真理教会以及亚人公司联手将危险的阿拉迪亚封印在类似棺材的装置中。从那以后,她们便一直处于封印状态。 在边境地带,这些棺材似乎成了价值不菲的交易品。那些有勇气打开棺材的人,将获得一位无价的盟友——但或许也会迎来一场未来的灾难。梦魇阿拉迪亚的种族特有游戏特性如下: 梦魇阿拉迪亚的棺材有时会由异域商品商人出售,基础市场价值为50,000。通过以类似安抚脉冲器的激活方式打开时,会生成一名梦魇阿拉迪亚殖民者。 总是会生成具有独特背景故事。这些背景故事能大幅提升战斗、植物、智力和社交技能等级。它们还会确保拥有善良和“女巫”特性,其中“女巫”特性的效果如下: 大幅提升魅力以及与研究、种植和医疗相关的工作属性 所有其他殖民者对女巫的社交评价会获得+200的加成 女巫自身对任何未与其建立浪漫关系的殖民者会有-200的社交评价惩罚。能够使用6种主动技能: 禁忌召唤:召唤一个超级实体,该实体会将地图上除噩梦阿拉迪亚外的所有实体永久转化为虚弱的血肉 blob。 5种可瞄准范围内任意远处格子的范围爆破技能: 世界末日:对范围内目标造成伤害。冷却时间两小时。 狂怒烙印:使范围内目标进入狂暴状态。冷却时间一天。 燃烧腐朽:减缓范围内目标的行动。冷却时间一天。 极寒涌动:对范围内目标造成冻伤。冷却时间一天。 滋生暗影:降低范围内目标的护甲值。冷却时间一天。 与普通噩梦相比,所有噩梦阿拉迪亚: 拥有300%的灵能敏感度。 对钝器和锐器护甲有小幅固有加成。拥有最高可能的疼痛冲击阈值。精神崩溃阈值仅为10%。噩梦阿拉迪亚(Nearmare Aradia)拥有“卓越的噩梦适应力(superior nearmarian acclimation)”。在五年的时间里,这会提升他们的意识、谈判能力和社会影响力。亚种 - 噩梦涅墨西亚(Nearmare Nemeseia)

梦魇涅墨西斯是一种经过技术强化的梦魇形态。它们是适应性极强的战斗单位,植入了“赫斯提亚熔炉”以增强其召唤能力。这使它们能够召唤固态物质形成复杂机械,而非灵体生物。 这些梦魇运营着所谓的“边境世界保护组织-ETHOS-”。这似乎是真理教会设立的另一个星际组织。他们致力于保护偏远星球上新兴社会的发展。 梦魇涅墨西斯的种族特有游戏特性如下: 梦魇涅墨西斯的关联派系-ETHOS-是强大且可靠的盟友。他们还以特殊贸易商队而闻名,这些商队兼具大宗商品和异国商品贸易商的功能。商队会出售一种特殊物品,使用后可招募一名“梦魇涅墨西斯”。这是除捕获“ETHOS”成员外招募她们的唯一途径。 “梦魇涅墨西斯”总是拥有独特的背景故事。这些背景故事能大幅提升她们的战斗、植物、智力和社交技能等级。她们还必定拥有“善良”特质,并大幅提高生成“勤奋”“勤劳”和“美丽”特质的几率。同时,她们不会生成多种其他特质,其中大部分与精神堕落相关。 “梦魇涅墨西斯”拥有名为“Hestia Furnace”的特殊 Hediff(健康状态)。它作为资源追踪器,储存能量单位,可消耗这些能量单位来使用她们的主动技能。能量会以每天10%的速率自动恢复。 可使用5种主动技能: 快速充能:立即恢复30%能量,但会使饥饿速率在一天内上升。冷却时间1天。 诺托斯手雷:向中等范围内的任意地格发射一枚强力手雷。消耗5%能量,无冷却时间。涅墨西斯(Nemeseia)对这些爆炸不具备免疫性(感谢用户Silent的测试)。 阿克里西俄斯护盾:在使用者当前位置部署一个持续时间较长、半径为2格的低强度护盾。消耗20%能量,无冷却时间。 安塔瑞斯阔剑地雷:向短范围内的任意地格部署一枚地雷。消耗10%能量,无冷却时间。该地雷在爆炸前永久存在。欧律托斯加农炮:可向150格半径内(实际为全图范围)的任意地格发射密集迫击炮弹,强制偏离半径为8格。消耗60%能量,无冷却时间。涅墨西斯(Nemeseia)对这些爆炸不具备免疫性(感谢用户Silent的测试)。与普通梦魇(Nearmare)相比,梦魇涅墨西斯(Nearmare Nemeseia)具有以下特性: - 拥有100%灵能敏感度 - 能耐受略宽范围的温度 - 具有小幅天然护甲加成而非减值 - 拥有最高可能的疼痛休克阈值 - 精神崩溃阈值低得多 - 仅受到普通爆炸物40%的伤害 - 生命值和体型与人类相当 梦魇涅墨西斯会经历“涅墨西斯适应”(Nemeseian acclimation)。在五年的时间里,它提升了他们的移动能力、瞄准延迟系数、远程武器冷却时间和流血率属性。 根据内部规格和共性,Nemeseia更接近变体而非真正的精英。尽管如此,我认为指南的这部分内容仍然更适合他们。 亚种 - 梦魇温盖特

Though a race by technicality, the name Nearmare Wingate refers moreso to a phenomenon and individual. She will appear under the same circumstances as the vanilla Man in Black, ready to assist your fallen colonists with her helpful potions. Wingate's origins are shrouded in mystery with only the general outline known. Long ago, the Creator had a personal assistant by the name of Wingate. Ever since her death, her consciousness has been jumping between the bodies of seemingly random nearmare. This replaces their personality and causes a physical transformation into the eponymous Nearmare Wingate. It seems that with each host's death, Wingate's consciousness jumps to a new body. Race-specific gameplay traits of the Nearmare Wingate are as follows: As with the Man in Black event, a single Nearmare Wingate may arrive at your colony when all your living colonists are downed. Both events can happen at the same time. Nearmare Wingate are unaffected by the following kinds of thoughts: Organ harvesting Butchering humanlikes Wearing human leather Human butchery Slavery Most death-related thoughts Always generate with unique backstories. These provide small bonuses to shooting and melee skills, and larger bonuses to intellectual, medical, plants and cooking skills. They also guarantee the kind trait and greatly increase odds of generating the hard worker, industrious and beautiful traits. They also disable the generation of a variety of other traits mostly related to mental depravity. Capable of using 6 special active abilities: Autopsy: Generates an explosion that destroys all corpses in range, generating resources tracked via 3 separate hediffs. Cooldown of 12 hours. Different types of corpses give different types of resources: Liquid precursors are obtained from creatures with humanlike intelligence. 10-15 units gained per corpse. Solid precursors are obtained from non-sapient creatures capable of using tools, like mechanoids. 3-5 units gained per corpse. Powdered precursors are obtained from creatures with animal intelligence. 3-5 units gained per corpse. Ancient Remedy: Heals a target by a small amount. Costs 30 liquid precursors, no cooldown. Pretty useless, sadly. Arctela's Panacea: Significantly boosts a target's combat-related capacities and stats for 8 hours, but then cuts their moving in half for 4 hours. Costs 20 liquid precursors and 10 solid precursors, no cooldown. Etienne's Concoction: Significantly boosts a target's combat-related capacities and stats for 8 hours, but then cuts their moving in half for 4 hours. Costs 20 liquid precursors and 10 powdered precursors, no cooldown. Dunamis' Secret Cure: Resurrects a target and permanently improves their bleed rate, move speed, temperature tolerance, mental break threshold and work speeds. Costs 100 units of all three precursors, no cooldown. ■■■'s Death Tonic: "Improves" a target. Costs 280 units of all three precursors, no cooldown. The exact effects appear to be something Ayameduki has intentionally obscured, so I'll spoiler the effects below. Basically, the target becomes a zombie of sorts. Disables the beauty, outdoors/indoors, rest, comfort, space and joy needs Sets animals, social and artistic skill level to 0 Disables pain Prevents bleeding Increases hunger rate Disables social opinions Multiplies movement speed by 80% Doubles hunger capacity Nullifies psychic sensitivity Sets mental break threshold to its minimum Greatly reduces rest rate Doubles immunity gain speed Greatly reduces market value Reduces all work speeds to a fraction of their ordinary value Compared to ordinary nearmare, Nearmare Wingate: Tolerate a slightly wider range of temperatures Have only average mining speed Have 150% psychic sensitivity Have a normal immunity gain speed Have a small amount of natural sharp and blunt armor Have only average negotiation, sell price and animal-related stats Have 100% environmental toxic resistance Research faster Butcher faster Perform medical work faster Work with plants faster Nearmare Wingate experience "Wingate acclimation." Over the course of five years, it improves their consciousness and mental break threshold. Much as with the Nemeseia, the Wingate are moreso variants than elites, but I felt they still fit best here. Also, Ayameduki has informed me that Wingate was inspired by the Man in Black event and the novel "The Shadow Out of Time," whose protagonist she is named after. Such a fascinating and original concept! Elite Race - The Solark Hallelevh

(发音近似“哈利路亚”,但结尾为“lav”) 索拉尔克·哈勒莱夫将索拉尔克的力量凝聚成完全人形。这一艰巨的壮举需要漫长的休眠期。尽管实验取得了成功,但索拉尔克·哈勒莱夫的诞生却远在造物主自身终结之后。与噩梦·阿拉迪亚类似,索拉尔克·哈勒莱夫被设计为其同类的合法领袖。它们展现出比普通索拉尔克更强大的力量,并且能够化身为完全的龙形形态。

索拉尔克·哈勒莱夫的种族特有游戏玩法特性如下: 索拉尔克·哈勒莱夫的招募方式与噩梦阿拉迪亚相同——通过昂贵的停滞舱交易物品招募。 总是会生成独特的背景故事。这些背景故事能大幅提升战斗、社交和智力技能等级。它们还能确保该殖民者生成时带有“美丽”或“漂亮”特质。 能够使用两种主动技能: 冥府耀斑:以使用者为中心产生大范围反物质爆炸。冷却时间为一天。 舍麦什形态:将使用者转变为完全的龙形战斗形态,持续半天。这会极大地提升几乎所有战斗相关属性(例如+200%护甲和+10格/秒移动速度)。冷却时间为一天。索拉克·哈勒莱夫可以正常挥舞武器,并能装备更广泛的服饰。索拉克·哈勒莱夫在所有地形上的移动速度相同,不受制动力影响,且每次攻击最多只能受到10点伤害。索拉克·哈勒莱夫能从普通索拉克的特殊思维中获得同样的增益。与普通索拉客相比,所有索拉客·哈勒莱夫: 造成的徒手伤害更高,且攻击速度为普通索拉客的两倍 基础生命值是普通索拉客7点的十倍 基础饥饿速率是普通索拉客的两倍多 体型与人类相当 市场价值更高(40,000 vs 15,000) 移动速度更慢 体重是普通索拉客的两倍 舒适温度的最高值和最低值是普通索拉客的五倍 拥有显著更高的天然护甲穿透、伤害减免和护甲值 免疫增益速度略低 没有普通索拉客的天然工作速度惩罚 拥有谈判能力加成 受伤愈合速度是普通索拉客的两倍 索拉客·哈勒莱夫拥有“卓越索拉客适应力”每个关卡大体上与其标准版本相同,但某些能力会获得小幅额外提升。“Hallelevh”之前被翻译为“Halevh”,不过我最近向Ayameduki确认过,这个词实际上是希伯来语“הלל”(hallel,意为“赞美”)和“לב”(levh,意为“心”)的组合。显然,Ayameduki希望前者更接近“闪耀”的意思,所以正确译法应为“闪耀之心”。 精英种族 - 希尔基拉特质

直白命名的“丝路精英”本质上是纯血丝路族。得益于阿人公司(Ajin Company)的选择性育种,它们天生就具备从事大多数工作的才能。在阿人公司内部,许多基层领导岗位都由丝路精英担任。 丝路精英的种族专属游戏特性如下: 丝路精英与大多数其他精英种族一样,需通过昂贵的交易物品“铂金票券”(Platinum Ticket)招募。不过,铂金票券仅需花费12,000银币。 总是会生成独特的背景故事。这些背景故事能提供各种大量的技能等级加成,同时必定拥有“勤奋”和“友善”特性。与普通丝琪拉相比,所有优质丝琪拉具有以下特性: 拥有更高的市场价值 移动速度更快 能耐受更广泛的温度范围 以下工作速度提升30%: 全局 一般劳动 研究 采矿 种植 建造 烹饪 熔炼 药物合成 医疗护理与手术 优质丝琪拉具备“高级丝琪拉适应力”。在五年内,这会提升他们的移动速度、操控能力和免疫力增长速度。 精英种族——丝琪拉·维克西玛莉丝

The Silkiera Vixenmalice make up the shadow government of Ajin Company. Cruel, self-centered and full of bloodlust, they act as a perfect societal counterweight to their common kin. After the Creator’s fall, their ambition went unchecked, giving rise to Ajin Company. The faction’s great successes and atrocities alike are seemingly all thanks to the Vixenmalice. Mysteriously, they are willing to join factions who participate in Ajin Company recycling program. Race-specific gameplay traits of the Silkiera Vixenmalice are as follows: Silkiera Vixenmalice can only be recruited by exchanging for a Black Ticket using Cat Stamps. This, along with many other trades, can be done at a new researchable exchange center. The exchange center works like a production bench, with the following exchange rates: Receiving Cat Stamps: 1 apparel item → 1 Cat Stamp 1 weapon → 1 Cat Stamp 10 toxic wastepacks + 1(!) silver → 1 Cat Stamp (requires Biotech) Spending Cat Stamps: 500 → 1 healer mech serum 500 → 1 resurrector mech serum 500 → 1 persona core 3000 → 1 Black Ticket 500 → 1 silkieran streetlight (an installable light source with no power requirement) 50 → 1 Pet Ticket The pet ticket summons a quick, fast-nuzzling tamed animal called a “Silky Cat.” 50 → 5 luciferium 100 → 1 Sacleticket (summons a recruited saclean) 500 → 1 techprof subpersona core 2000 → 1 Ghost Ticket (summons a recruited idhale) 2500 → 1 Little Ticket (summons a recruited littluna) 50 → 1 shard (requires Anomaly) Always generate with unique backstories. These greatly increase melee, animals, social and intellectual skill levels. They also guarantee the cannibal and bloodlust traits. Vixenmalice are immune to all ranged attacks. In addition, foes who attempt to deal ranged attacks on Vixenmalice receive a curse lasting a few hours, causing the following effects. These wounds tend to accumulate faster than they can be treated. (Thanks to user Regularity for pointing this out!) Periodic scratch damage Reduced consciousness Higher mental break threshold Increased incoming damage factor Reduced injury healing factor Capable of using 3 active abilities, none of which require line of sight: Heat Haze: Teleports the user to any space within a 100-tile radius. Only a few seconds of cooldown. Kitsune Possession: Generates a targeted AOE blast that impairs motor function at any space within 100 tiles. One hour cooldown. User Reguality discovered that this ability reduces both maximum and minimum temperature tolerances by -50 and +50 respectively, causing the affected to experience heatstroke and hypothermia simultaneously. This guarantees death within a few hours for most pawns. Bug Bait: Summons strengthened, manhunting insects at any targeted space within 100 tiles. These insects will die after a short period of time. One hour cooldown. Silkiera Vixenmalice move at the same rate across all terrain and are unaffected by stopping power. Compared to ordinary silkiera, Silkiera Vixenmalice: Have three times the normal health scale Have a body size on par with that of humans Have a market value of 10,000 Move over twice as quickly Are completely nonflammable and immune to heat damage Tolerate all temperatures between -300 and 300 degrees Have significant natural armor and damage resistance Are only downed at 90% pain Have high unarmed melee DPS that also inflicts stun, flame and frostbite damage Like Silkiera Quality, Silkiera Vixenmalice experience “superior silkieran acclimation.” Over the course of five years, it increases their moving, manipulation and immunity gain speed. I really, really like how these gals tie up the mystery of Ajin Company's more diabolical behaviors. Elite Race - The Xenoorca Hadalnoia

(发音:HAY-dal-noy-uh) 无情的异海族精英,拥有与深海相关的力量。曾经,异海族哈达尔诺亚是造物主引以为傲的亲卫。但命运弄人,他们背叛了自己的忠诚。如今他们沦为流亡者,堕落成率领逆戟鲸旅的盗匪。他们只有在领导对强大聚落……或小月伊迪娅斯洛娃的袭击时才会现身。 异海族哈达尔诺亚的种族专属游戏特性如下: 异海族哈达尔诺亚仅会在规模特别庞大的逆戟鲸旅突袭中出现,或(罕见情况下)通过营救被击落的逆戟鲸旅成员出现(感谢用户Цю提醒此事)。由于其特殊能力,捕获他们颇具挑战性。 始终会生成独特的背景故事。拥有这些背景故事的 pawn 总会生成“好斗者”“灵活”以及(奇怪的)“易爆炸”特性。 异星深海怪(Xenoorca Hadalnoia)拥有多种特殊能力: 被动 - 深渊恐吓:任何攻击异星深海怪(或在徒手战斗中被其攻击)的敌对单位都会受到有害 hediff(异态)影响。这会降低其视力、听力、交谈能力和远程射击速度。 被动 - 超深渊恐惧:任何靠近异星深海怪的敌对单位都会受到有害 hediff(异态)影响。这会增加其出血率,将移动和操控能力上限降至 50%,降低伤害抗性,并在持续期间完全停止自然愈合。 被动 - 帝国号令:为异星深海怪附近的所有友方单位添加有益 hediff(异态)。这会提升其移动、操控、视力、听力、易燃性和伤害抗性。它还能大幅提升远程攻击速度、远程精准度、近战精准度和近战闪避几率。主动技能 - 深渊游弋:将使用者传送至范围内的任意地格。异渊深海种对梦魇和夸利拉造成的多种独特 hediff 伤害类型完全免疫。它们不会被击晕或冻伤,受到的子弹伤害仅为40%。此外,单次攻击对它们造成的伤害最高不超过25点,不受制动力影响,且忽略地形路径消耗。与人类相比,异星深海巨兽(Xenoorca Hadalnoia): 市场价值为20,000 移动速度接近两倍 体重接近五倍 可毫无问题地耐受极端温度 仅承受所受全部伤害的30% 拥有150%的天然锐器与钝器护甲 天然近战闪避和命中几率高得多 远程精准度获得20%加成 拥有最高可能的疼痛阈值。以两倍于正常速度的速率从伤势中恢复 处理伤口的速度减半,研究、采矿、建造、平整、植物劳作、动物收获以及机械族拆解的速度仅为正常的十分之一 预期寿命为1200年 拥有八倍于正常的生命值 食物消耗量为正常的五分之一 拥有强大的徒手攻击,可造成击晕、冰冻和粉碎效果 Xenoorca Hadalnoia 拥有“高级异星适应”能力。该能力会逐渐降低流血速率和休息下降速率,同时提升意识、伤势愈合系数和伤害抗性。 精英种族——Littluna Ideasklavos

月灵奴·意念傀儡是月灵奴祭司亚种的后裔。她们曾在同族中备受尊崇,却被伊斯穆提派系的古老宿敌所腐化。如今,她们沦为疯狂的怪物傀儡,对沿途一切生灵展开屠杀。据逆戟鲸旅团称,对意念傀儡而言,唯有速死才是慈悲。 她们偶尔会小股突袭你的殖民地,一旦接近居民便会造成巨大破坏。 月灵奴·意念傀儡的种族特有游戏特性如下: 无法被捕获。与沙海兔类似,敌对的意念傀儡被击倒后会消失。 存在一种名为“灵血晶石(Ichor Lithos)”的特殊材料与月灵奴·意念傀儡相关。对敌对的意念傀儡造成足够伤害后,它们会掉落少量该材料。1000个冥河水晶石可用于制作一个圣杯,该圣杯能将你的一只小月灵转化为小月灵·思想奴仆。 少量冥河水晶石也可通过熔炼随机生成的含该材料的可填充物品获得。这些物品均带有独特背景故事,并能为近战、智力及艺术技能提供大幅加成。 小月灵·思想奴仆拥有三项特殊能力: 被动技能——灵魂暴露:任何近距离接近小月灵·思想奴仆的敌对单位都会受到有害状态影响。该状态会将意识上限降至50%,移动与操控上限降至0%,受到的伤害翻倍,且在持续期间完全阻止自然恢复。 被动技能——星辰祭司:对小月灵·思想奴仆造成伤害的生物会受到此效果影响。它会将大部分生命值上限降低30-50%,大幅降低移动速度,并对灵能敏感度造成-500%的惩罚。我认为它还应该会降低钝器和锐器的护甲值,但实际上却增加了这些护甲值。 被动技能 - 护盾:每受到十次攻击,思维奴隶(Ideasklavos)就会在自身周围产生数次爆炸。这些爆炸对建筑的破坏尤其严重。小月思维奴隶(Littluna Ideasklavos)对梦魇(nearmare)和夸莱拉(qualeela)造成的多种独特 Hediff(健康状态异常)伤害类型完全免疫。它们不会被击晕或冻伤,受到子弹伤害仅为40%。此外,它们每次攻击最多只会受到10点伤害,不受制动力影响,并且忽略地形路径成本。与人类相比,利特卢纳·思想奴隶: 拥有50,000的市场价值 移动速度几乎快两倍 体重异常沉重 完全不可燃 能毫无问题地耐受极端温度 没有心灵感应能力 对火焰伤害免疫 拥有最高的疼痛休克阈值 徒手攻击造成的伤害很小,但攻击速度快且附带额外眩晕伤害 预期寿命为1100年 拥有25倍(!)的生命值 食量仅为人类的一半 利特卢纳·思想奴隶不会产生环境适应,而是拥有“思想奴隶免疫”。这会大幅降低他们的出血率(可能降至0%),但会降低血液过滤能力。 精英种族——利特卢纳·杜纳米斯

Littluna Dunamis represent the pure, unaltered state of Littluna Ideasklavos. They are an exalted race capable of employing time dilation to communicate with and befriend almost anyone. Having inherited genetic information directly from the Creator, they are viewed as his "Divine Daughters" and thus revered as religious icons. In-game, they serve as incredibly powerful support pawns, but are even more fragile than ordinary littluna. According to Ayameduki, the Dunamis possess a kind of hive mind where every individual shares a consciousness. This collective is treated as a single individual - "the" Divine Daughter. The title of Priestess was shared by her elder sister - the original eveliet. After the latter's death, the Dunamis collective served as the second head of the Church of Aletheia. It seems she spearheaded some important research in her time. Race-specific gameplay traits of the Littluna Dunamis are as follows: Littluna Dunamis are only recruitable from a special summoning item. Unlocking the recipe requires the completion of a series of research projects totaling 40,500,000 research points. The crafting is done at El Tselem and requires the following ingredients: 1 Trela Kampana, a boss summoning item craftable using 100 Ichor Lithos from Littluna Ideasklavos 1 Kleos Stephanos, an item received for defeating the boss summoned using the Trela Kampana 1000 Emet Even, a material obtained once every time an eveliet uses Adom Neshika Always generate with unique backstories. These guarantee the beautiful and kind traits, as well as a third, unique "priestess" trait that further bolsters beauty, research speed and medical stats. These greatly boost artistic, animals, medical, social and intellectual skills, yet apply -20 to shooting, melee, plants, cooking, construction and mining. Littluna Dunamis possess three special abilities: Hello Friend!: Recruits any target within a 15-tile radius. Effectively no cooldown. Yep. Eques Filii Dei: Creates a strengthening blast that temporarily improves the capabilities of anyone in a 3-tile radius for half a day. Cooldown of 1 day. Really, just... look at these numbers. x300% consciousness -100% bleed rate factor +100% toxic resistance +200% blunt, sharp and heat armor +12 c/s movespeed -100% flammability -99% incoming damage factor -50% aiming time factor -50% ranged cooldown factor +4000% melee hit chance +4000% melee dodge chance +100% melee armor penetration +100% injury healing factor Priestess' Heavenly Eye: Generates a blast with a radius of 8 tiles at any tile in a 75-tile radius, damaging enemies just enough to down them without killing them. Cooldown of 5 hours. Like common littluna, Littluna Dunamis provide all allies in a 30-tile radius with passive bonuses: +10% consciousness, moving, manipulation, hearing and sight -35% mental break threshold Compared to ordinary littluna, Littluna Dunamis: Have a market value of 80,000 Move much slower Weigh less Are totally nonflammable Have a mental break threshold of 0% Have 2500%(!) psychic sensitivity Gain immunity to diseases at only 60% of the normal rate Have the highest possible pain shock threshold Have a negotiation strength of 500% Have a sell price factor of 500% Deal weak yet fast melee strikes that inflict enough stun to stunlock Have only 20% of a human's health to a littluna's 40% Littluna Dunamis experience "Dunamis physiology" instead of acclimation. This simply lowers their blood filtration by 30%, making them even more susceptible to disease. Elite Race - The Idhale Avonruach

(pronounced ah-von-RUA followed by a throaty "ch") The Idhale Avonruach were the last of the elite races created. They were made for one purpose - to defeat the so-called Star-Crossing Bird. But tragically, the Bird destroyed the Creator before the Avonruach could finish the job. Worse, the Avonruach were convinced that their enemy had not truly been destroyed. They vanished without a trace soon after. In time, they were presumed extinct, then declared a myth. Recent years have seen a sudden uptick in Idhale Avonruach sightings. Apparently given reason to fight once more, they'll sometimes raid very wealthy settlements. Given their incredible combat prowess and ability to self-resurrect up to five times, this can present a serious threat. Race-specific gameplay traits of the Idhale Avonruach are as follows: Idhale Avonruach have their own permanently hostile faction called Raqia Nephesh. They can only raid a colony after 5 years have passed and if the colony has at least 2,500,000 points of wealth. Hostile Avonruach from Raqia Nephesh will either resurrect (explained later) or disappear upon being downed. They cannot be captured. Avonruach can only be recruited by gathering 2,000 of a special material called Zohar Even. 200 units are gained each time you kill a hostile Avonruach. It can then be crafted into an artifact that will summon a recruited Avonruach. Small amounts of Zohar Even can also be obtained by smelting stuffable items randomly generated with the material. According to user black hole, the Avonruach faction is very rarely chosen for the prisoner rescue world map event. As such, if you can free the prisoner, you will gain a recruited Avonruach. Be aware that the guards themselves will also be Avonruach. Always generate with unique backstories. These provide major bonuses to melee, intellectual and artistic skills. They also guarantee the Brawler, Volatile and Ascetic traits while disabling negative beauty traits. Idhale Avonruach possess several special abilities: Passive - Ts'vaot Shekhinah: Automatically resurrects the user upon death. Every consecutive resurrection provides boosts to consciousness and damage resistance. However, the user can only be resurrected five times; after dying for the sixth time, they will die normally. When resurrecting, the user will emit a wave that instantly downs all surrounding foes. This ability was buggy in prior versions, especially for enemy Avonruach, but this should no longer be the case. Player-controlled Idhale Avonruach also have an active ability by the same name that allows them to instantly use up resurrection charges in order to reap the stat boosts instantly. Passive - Shield: Idhale Avonruach are not totally immune to all damage like their common kin. They instead have a special shield mechanic that treats melee and ranged attacks differently. Each melee attack: Will never directly damage the Avonruach Allows one ranged attack to damage the Avonruach Contributes to a counter that, upon reaching 5, will cause a small explosion that deals cut damage to anyone at close range Each ranged attack: Can only damage the Avonruach if: One melee attack was previously dealt A number of ranged hits have already been dealt, lowering a "barrier" that has more "charges" the higher the Avonruach's Ts'vaot Shekhinah level is Contributes to counters that eventually cause: Explosions(!) Exploding projectiles(!!) Exploding summons(!!!) Active - Har Megiddo: Generates a damaging shockwave with high armor penetration at a target location within 30 tiles. A few hours of cooldown. Active - Shamayim Shaliach: Summons a powerful golem to fight like any other ishmutian summon. Two day cooldown. One of these will be spawned on a hostile Avonruach's last two resurrections. This is apparently meant to scale with the level of acclimation, but Avonruach do not have such a scaling hediff at the time of writing. Idhale Avonruach are completely immune to many of the unique hediff-inflicting damage types from the nearmare, idearn and qualeela. They cannot be stunned nor frostbitten. They can also only receive up to 35 damage at one time from one attack, are unaffected by stopping power, and ignore terrain path costs. Compared to humans, Idhale Avonruach: Have a much higher market value of 50,000 Move over twice as quickly Are much heavier Are totally nonflammable Tolerate all temperatures Research faster Mine faster Have no psychic sensitivity Are slower to gain disease immunity Are immune to heat damage Have an increased pain shock threshold Do general labor at one third the usual speed Eat food much more slowly Are immune to toxicity and pollution Possess moderately powerful unarmed attacks with stunlocking capability Have a life expectancy of 5,000 years Have six times as much health Eat under half as much Have a gestation period of 600(!) days Idhale Avonruach have a hediff called "Avonruach physiology" in place of an acclimation hediff. This bottoms out their psychic sensitivity and bleed rate. An Idhale Avonruach's complex shield mechanics force you to stay on your toes and adopt very specific strategies. I have asked Ayameduki directly and a summary of his advice is as follows: Use weapons with a high attack speed or rate of fire, such as the Ts'vaot Rifle added by Nearmare Race. Prioritize swarming the Avonruach with many melee pawns. Ayameduki suggests tribal allies for this purpose. Make use of low shields, such as packs or mechanoids, to safeguard against retaliation projectiles.To add a few points of my own: Despite what Ayameduki says and the ranged barrier mechanic, I find that high damage is more important than fire rate for ranged weapons. The main obstacle to damage is the melee attack requirement, so it's better to make use of the hits that you have to deal more damage. In testing, I was able to kill her incredibly rapidly using 10 pawns wielding sniper rifle OCs. The Shefet railgun is another good pick. Two (relatively easily obtained) races fair especially favorably against Avonruach: Neclose, for their large numbers of disposable, high HP melee summons. Solark Halevh, for their stun immunity, massive health pool, melee stats and resilience (especially in dragon form). Just make sure they aren't in melee range when the Avonruach resurrects, or they will be force-downed. For all that is good and holy, avoid or kill their exploding summons, Lahat Shalach, before they detonate. The explosions are huge, kill almost invariably, and don't appear to be stopped by shields. A highly effective strategy is to have five or more summoner pawns on standby, releasing one wave of summons for each level of Ts'vaot Shekhinah released. They will be downed and damaged repeatedly, but deal enough low-value melee hits for this not to matter. Elite Race - The Neclose Outisphonia

The Neclose Outisphonia are a mysterious race of pseudo-ishmuti. Their genetic structure resembles a neclose's, but is fundamentally distinct enough to make classification difficult. Though poorly understood, they are well known to be a terrifying menace wherever they appear. The Outisphonia were apparently born in an accident involving a super-entity on a Canaanian space station. That station now drifts derelict across the galaxy, carrying the Outisphonia along with it. It seems that Ayameduki has intentionally avoided providing details on the Outisphonia and their mechanics. They function as a boss and a race all in one. Keep in mind that you may be detracting from the intended experience by reading too much of this section. Race-specific gameplay traits of the Neclose Outisphonia are as follows: Neclose Outisphonia have a complicated recruiting process that necessitates summoning and fighting hostile Outisphonia. The process goes as follows: Buy a "blood-red mead" item from any trader that sells artifacts Use the item to summon a hostile Neclose Outisphonia raid Repeatedly damage the Outisphonia to force it to drop "repulsive meatsack" items Hostile Outisphonia will disappear upon being downed or even if forcefully recruited Combine 200 repulsive meatsacks at a machining table (yes, machining table) to produce a special item Use the produced item on a recruited neclose to spawn a recruited Neclose Outisphonia Hostile Outisphonia act as a boss encounter of sorts. Their mechanics are as follows: The Outisphonia will slowly approach your colonists at all times, threatening with their 200 melee DPS and Lunateria. Performs a special action at 10, 20 and 30 second intervals (measured at 1x game speed): Every 10 seconds: Teleport to a random map tile Every 20 seconds: Spawn a large hostile monster called a Kleas Every 30 seconds: Become invisible (and untargetable to player pawns) for a short time Every twenty attacks dealt to the Outisphonia will cause her to: Teleport to a random map tile Summon 3 small hostile monsters called Vlastari Generate an AOE explosion centered on her attacker with one of three random effects: Turn non-humanlike targets to the Outisphonia's faction, making them target her enemies regardless of previous affiliation Drive all targets in range to a shortened form of berserk rage Revive corpses into Kleas Drop a single repulsive meatsack Always generate with unique backstories. These provide major bonuses to artistic, medicine, melee, construction, mining, cooking and plants skills. They also guarantee the Brawler, Volatile and Nimble traits while disabling negative beauty traits. Recruited Neclose Outisphonia have several powerful active abilities: Voice from Space: Generates an explosion on any tile in range, turning non-humanlike targets to the Outisphonia's faction. Cooldown of 100 seconds. Madness Connection: Generates an explosion on any tile in range, driving all in range into a short berserk rage. Cooldown of 100 seconds. Shadow of Kleas: Generates an explosion on any tile in range, reviving any corpses into allied Kleas. Cooldown of 100 seconds. Visit From Outside: Turns the user invisible for half an hour. Cooldown of 100 seconds. Hound of Diastema: Teleports the user to any tile within a 30-tile radius. Cooldown of 10 seconds. Neclose Outisphonia are immune to stun and frostbite damage, and take only 10% damage from bullets. They can also only receive up to 50 damage at one time from one attack, are unaffected by stopping power, and ignore terrain path costs. Unlike most elites, it seems they're still susceptible to the special damage types from other races in the series. Compared to humans, Neclose Outisphonia: Have five times the body size Have ten times as much health Eat only a tenth as much food Have a life expectency of 780,000(!) years Have a much higher market value of 80,000 Have an extraordinary mass of 12,000 Move considerably slower Tolerate all temperatures Have no psychic sensitivity Gain disease immunity at a faster rate Are half as accurate with ranged weapons Have significant natural blunt, sharp and heat armor Have extremely powerful unarmed melee attacks dealing Lunateria and EMP damage Have the maximum possible pain threshold Perform better in negotiations Have a bonus to sell price factor Perform better when taming and training animals Are immune to toxic damage Are inflammable Have a higher global work speed Perform research much faster Perform mining, construction, smoothing, plant work, animal gathering and mechanoid deconstruction fasterAs a fun fact, Ayameduki has told me that the Outisphonia were inspired by Anomaly. We can all thank the expansion for helping our favorite scylla finally get the love they deserve. Apex Ishmuti - The Chaoura Avarzion

(Pronounced avar-tzi-on) The Chaoura Avarzion represent the peak of ishmutian development. As the only race of "apex ishmuti," they have transcended reality itself and are now more akin to super-entities than ishmuti. Much like the Dunamis, they comprise a hive mind, which itself is named Ehye Asher. The pawns themselves are actually just physical vessels called "Avarzion," puppeteered by Ehye Asher from another plane. The Avarzion came into being as part of a secret chaouran plot to spur their own evolution. It seems they intended to create a being strong enough to destroy Idea once and for all. But while they have indeed become the strongest race of ishmuti, it's noted that they would still be no match for Idea in their current state. Aware of this, they continue to hone themselves day after day. In-game, the Avarzion represent one of the series' most difficult boss fights. But unlike other series bosses, they're not so much convoluted as much as they are simply overtuned. The sheer amount of damage one needs to defeat them seems nigh impossible to achieve (and frankly, boring). From a lore perspective, I also have no idea why you're fighting them at all. Race-specific gameplay traits of the Chaoura Avarzion are as follows: Recruiting an Avarzion is a complicated process, similar to that of the Outisphonia: Complete several multi-million research point projects in the Zoichor research tab (unlocked after the Alastor research, at that). This unlocks a new item at the zoichor Geophoros crafting station called Sefer Khazon, crafted from 200 uranium and 5 Perfected Rhodicyans. Use Sefer Khazon to summon and defeat hostile Avarzion. Each kill yields 200 units of Atzilut Hevel. Craft 2,000 Atzilut Hevel into a Ruakh Brit (oi bruv) at a Geophoros, which can be used to summon a recruited Avarzion. Notably, Atzilut Hevel is an extraordinary material in its own right - think 8000 DPS longswords. The actual boss fight itself works as follows: Chaoura Avarzion are ordinarily protected by a hediff called "manifestation limit." Avarzion cannot take damage of any kind until this limit reaches 100%. To increase the limit percentage, one must deal damage to the Avarzion, subject to the following conditions: If the amount of damage is over 100, it does not count. If the pawn who dealt the damage is humanlike, severity will be increased by the amount of damage dealt by the attack divided by 150. If the pawn who dealt the damage is not humanlike, severity will be increased by a flat 0.1f. In practice, this makes animals and mechanoids quite effective against Avarzion. 100% limit corresponds to a hediff severity of 1000. For reference, a direct hit from an Adama Helev raises the hediff's severity by about 1-2. It takes a massive amount of damage to reach this cap! The hediff's label only updates every 50 points of severity. It won't be noticeable at first that you're making progress - even in testing, I only got up to 5% a handful of times. Manifestation limit's severity decreases over time, so you also have to continuously deal damage to keep it up. Dealing damage to an Avarzion increments a range of counters that cause a number of unpleasant effects you'll have to contend with throughout the battle: Hitting your pawns with lightning (and thus fire) Firing AOE projectiles at attacking pawns Firing splitting AOE projectiles at attacking pawns Spawning exploding summons called Eved Lavan Duplicating your own pawns and having them attack you Creating a big, blue AOE circle that will instakill any pawns in range once the windup animation finishes. As player pawns, Avarzion work similarly to their enemy forms, but with some notable qualities: Still generate lightning on attackers, but don't automatically fire AOE projectiles, clone attackers, or summon Eved Lavan. Have no needs whatsoever - not even mood. Have five active abilities: Tsel Shavit: Long-range teleportation ability. Unrestricted by line of sight, and you can even teleport into thicker walls, if that's your thing. Shamayim Helev: Targeted equivalent of the enemy UB's retaliatory, non-splitting projectiles. Basically no cooldown. Shamayim Helev: Currently shares its name with the previous ability, but produces a splitting projectile instead. Basically no cooldown. Hatikyah Zohar: Enables "manifestation limit" damage mechanics on your own Avarzion. Always generate with unique backstories. These provide significant bonuses to most skills, and max out shooting and melee. They also guarantee the nimble and iron-willed traits. Compared to humans, Chaoura Avarzion: Have eighteen times the body size Have fifteen times as much health Do not require food Cannot reproduce Have a life expectancy of 78,000,000(!!!) years Have a market value of 960,000 Have a mass of 80,000 Move considerably slower Tolerate all temperatures Have no psychic sensitivity Gain disease immunity at three times the normal rate Are immune to heat damage Are inflammable Have a high pain threshold Are highly resistant to all toxicity Avarzion do not undergo acclimation. Instead, they have an "Apex ishmuti" hediff, massively boosting their stats. This is also the mechanism that eliminates all their needs. Storyteller - Idea C. Corax

(发音为“伊迪亚”) 伊迪亚是Ayameduki制作的首位自定义叙事者。尽管她并非一个种族,但我认为仍有必要在此对其进行介绍。游戏内的描述最能说明问题: “伊迪亚·C·科拉克斯是一位自称‘伊什穆提(ishmuti)’的神秘女性。她既是善解人意的娱乐者,也是极具破坏力的对手。 本质上,伊迪亚允许殖民者在边缘世界永生。她提供了许多扩充人口的机会,并且偏爱多样化、频繁发生的事件。 伊迪亚会频繁发动袭击,但其规模通常不到常规袭击的一半,因此大多数袭击都易于击退。不过要小心——伊迪亚容易陷入疯狂状态。在这种状态下,她发动的袭击规模将恢复至常规水平。 在通常情况下,伊迪亚是一位冷静的监督者。”然而,她却像完全变了一个人似的,对那些试图离开星球的人毫不留情。她认为,这样的时刻正是殖民地“最适合吞噬的成熟时机”。 伊迪娅(Idea)的技术细节如下: 强烈鼓励玩家将人口提升至50名殖民者。但即使达到50名殖民者后,也不鼓励她通过杀死殖民者来降低人口。 大约每45天,她会进入一个持续5天的状态,期间会频繁发动常规规模的袭击。 大约每3天会发动一次大型威胁(如袭击),但其点数值仅为通常的40%。 当玩家试图逃离星球时,几乎每天都会发动2-5次袭击。然而更糟的是,这些袭击的威胁值至少会达到10,000点。作为参考,原版剧情讲述者的最低威胁值仅为500点。 减少了能够发送小型威胁的时间,但也减少了无法发送威胁的时间。实际上,你会更频繁地遇到更多小型威胁。不过在原版中,这通常只包括单个狂暴动物。 杂项事件的发送频率是原来的四倍。杂项事件几乎包括所有非威胁性事件,例如袭击、狂暴兽群或机械集群之外的任何事件。 与原版剧情讲述者相比,类人型疾病事件的发送时间明显更晚。 每年发送的贸易商队数量是原版剧情讲述者的两倍。 平均发送的访客和旅行者数量是原来的两倍。呵。 任务发送频率略低。减少无法派遣轨道商人的时间,使他们的平均出现频率略有提高。天啊,我真想把我这该死的圣骑士脸埋进那些光荣的—— 后来出现了一个次要的、无名的变体叙事者。她几乎完全一样,只是袭击间隔更长,最低点数要求更高。 最后想说的话 再次提醒,所有这些都只是我对绫芽月辉种族背景故事的理解。所呈现的信息难免存在一些错误。当然,非常感谢绫芽月辉提供的精彩素材,以及她总是对我的问题做出及时回应。

评论
动态
全部评论
综合
最新
加载中...

说点好听的...

收藏

0

0

发送
取消