More actions
m (→Strains: Replaces Egg strain with Shaman Strain.) |
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! style="background-color:#dda0dd;"|'''Description:''' | ! style="background-color:#dda0dd;"|'''Description:''' | ||
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|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|'' | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|''Shaman''}} | ||
[[# | [[#Shaman|'''Shaman''']] | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|Trade the ability to carry and throw facehuggers for | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|Trade the ability to carry and throw facehuggers for multiple powerful support abilities that require a channeling period and a egg. Cannot be affected by pheromones. | ||
'''Applicable Caste(s):''' [[Carrier]] | '''Applicable Caste(s):''' [[Carrier]] | ||
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Revision as of 23:31, 3 February 2020
Strains are variations of the xenomorph you play as, changing up their play style to something either slightly or completely different to the normal xenomorph. This allows you to change your play style to experiment with.
You can pick your strain from the get go if your caste has any strains available to them. When you evolve you will lose the strain you previously picked. Each Xeno can purchase one Strain available to their caste and they are permanent. Under the Alien tab you can buy strains for yourself with the Purchase Strains verb.
Strains
- Each Strain is permanent, will alter how you'll play the caste and can not be reverted.
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