Species

From Starlight wiki

Nanotrasen employs a variety of sapient species.


Arachnids

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They have two additional Pocket slots in their inventory. They can eat raw meat without any ill effects, but some foods like chocolate and onion poisons them. They suffocate 50% faster, and their Blue Blood can't be metabolised from Iron, being based on Copper instead.

Their unarmed attacks deal Piercing damage instead of Blunt.

Sericulture

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Arachnids can create Websilk at the cost of getting more hungry. They (and only they) can craft bundles of websilk into various items from clothing and shields to entire walls.

Diona

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They can't wear shoes, but are not slowed by Kudzu. They get hungry and thirsty slower. Their "blood" is tree sap and can't be metabolised from Iron. Being plants, Weed Killer poisons them, while Robust Harvest heals them (but not without risk when overused!)

They take 30% less Blunt damage and 20% less Slash damage; but 50% more Heat damage, 20% more Shock damage, and they can easily catch on fire when receiving enough Heat damage from *any* source.

Make Like A Tree And Leave

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Being exposed to too much Robust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will "restore" the Diona to their mobile state.

Diona Nymphs

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After death, a Diona can voluntarily destroy their own body, releasing their "internal organs" as three Nymphs, with the player taking control of the Brain Nymph. It can talk but has no hands or inventory, and can't do much.

After 10 minutes, a Nymph can reform into a whole Diona. This will be a new randomised body with a random name, and there will be little to no evidence beyond their word about who they were before.

Dwarves

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Dwarves are similar to humans in most respect, but tolerate alcohol better and are healed by it.

Humans

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Depending on who you ask, humans are either unremarkable or the universal standard to which everything else is compared. They have no special mechanics or notable attributes.

Moth People

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They can eat cotton, fabrics and clothing, but virtually none of the food that others would consider "edible". They prefer a somewhat lower temperature range than humans. Their Insect Blood can't be metabolised from Iron like normal blood.

Their wings give them better acceleration if there is no gravity on the station, but they still can't move without equipment when floating out in space.

They take 30% less Cold damage but 30% more Heat damage, and catch on fire more easily.

Reptilians

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They can ONLY eat fruits and meat, but can eat raw meat and drink blood without any ill effects. They prefer a somewhat higher temperature range than humans. They can drag objects with their tail, keeping both their hands free.

Their unarmed claw attacks deal Slash damage instead of Blunt.

They take 30% more Cold damage.

Slime People

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They breathe nitrogen instead of oxygen, which is abundant in the station air, but harder to find compressed into gas tanks. They take significant damage if they are sprayed or splashed with water, but can (and like other species, need to) drink it safely to stay hydrated. They exhale nitrous oxide and are unaffected by it. Their body can process 6 reagents at the same time instead of just 2.

Slimepeople have an internal 2x3 storage inventory inside of their slime membrane. Anyone can see what's inside and take it out of you without asking, so be careful.

Slimepeople have slight accelerated regeneration compared to other humanoids. They're also capable of hardening their fists, and as such have stronger punches, although they punch a little slower.

Their slime "blood" can not be regenerated from Iron. Slime Blood is technically a source of moderately filling food for other species, although drinking the blood of your coworkers is usually frowned upon. They suffocate 80% slower, but take pressure damage 9% faster. This makes them by far the species most capable to survive in hard vacuum. For a while.

They take 80% less Cellular damage, 40% less Blunt damage and 20% less Poison damage, but 50% more Cold damage, 20% more Slash damage and 20% more Piercing damage.

Vox

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Warning! This species is not recommended for new players due to their fatal allergy to oxygen!

Vox breathe nitrogen, and oxygen is toxic to them. Unfortunately, space stations tend to be full of oxygen, so Vox must use an internal nitrogen supply at almost all times to avoid fatal exposure.

Vox always spawn wearing working nitrogen internals equipment. A spare breathing mask and an emergency nitrogen canister is provided in their survival box.

Vox slowly recover from low levels of poison damage on their own, so long as they are careful not to exceed 20 poison damage. This allows them to endure breathing station air for up to thirty seconds at a time without lasting damage, letting them quickly eat, drink, take oral medication, and so on. A thirty second oxygen exposure takes them two minutes to recover from. If their health does not seem to improve within a minute of oxygen exposure, they should seek medical attention.

Vox deal Slash damage with their unarmed attack.

Felionoid

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Caution! This species has a severely limiting game mechanic and is not recommended for new players.

Their unarmed claw attacks deal 3 points of Slash damage with a hit rate that is 2 times faster than humans.

Additionally, Felionoids can run 1.3 times faster than humans but are more vulnerable:

  • They fall into a critical state at 75 points of damage.
  • They die at 150 points of damage.

Vulpkanians

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Vulpkanin (Vulpa-Kin) — a species of anthropomorphic intelligent beings vaguely resembling Earth foxes from the canine family. They have a unique leg structure and sharper vision.

Racial Features

  • Receive 50% more fire damage and 50% less cold damage.
  • Need to eat and drink 1.5 times more.
  • Easily intoxicated.
  • Animal stomach, takes poison damage from chocolate and allows consuming other creatures' organs.
  • Deal 5 slashing damage with claws.
  • Have their own accent, sometimes rolling the "R".
  • Have a vision range one tile further.