Additional Access: Wherever you can bash into
Supervisors: The Legion, and whatever lies beyond the Gates...
Duties: RIP AND TEAR
Guides: Just mash buttons
Quote: me "conducts interpretive dance"
Pulsating Tumors are land deformities which are found in Lavaland. They emit a GPS signal, so they're easy to find. They are meant as a stepping stone for the aspiring Megafauna-killer, so if you plan to activate one, do be prepared! Unless you use a core, in which case its actually going to be a lot harder than megafauna, so be double prepared
- 1 Pulsating Tumor
- 2 Goliath Broodmother
- 3 Pandora
- 4 Legionnaire
- 5 Herald
- 6 Relevant Code Changes
Pulsating Tumors show up as "Menacing Signals" on your GPS. At least one is guaranteed to spawn, although it's possible for there to spawn much more. You can interact with a tumor to spawn in an AI-controlled elite mob, which doesn't do much besides chase you and use abilities. Killing this AI-controlled mob drops a necropolis chest and nothing else. The pulsating tumor will also disappear, along with its GPS signal. You should probably start by doing this, since losing doesn't mean that your fellow miners have to deal with a pissed off monster tearing down the mining base.
Alternatively, you can use a legion core (stabilized or unstabilized) on the tumor before activating it, and the resulting elite mob will be controlled by a ghost, in return for special loot. When you kill a boosted elite mob, there is a 50% chance that it will either drop a tumor shard or a special type of loot unique to the Elite Mob. Do note that if you do lose to a boosted elite mob, it'll be freed and released to create general havoc. This freed Elite Mob does not regenerate health naturally, although it can heal by standing on top of a pulsating tumor.
An example of sexual dimorphism, this female goliath looks much different than the males of her species. She is, however, just as dangerous, if not more.
Melee Damage: 30
Armor Piercing: 30
An AI-controlled Goliath Broodmother will simply use these abilities whenever they're available. If it's controlled by a ghost, they can conserve these abilities or somehow combo them together.
- Spawn Tentacles (Cooldown: Passive): The Goliath Broodmother will start passively spawning burrowing tentacles around her once she goes below 50% health. The rate of which these tentacles spawn are doubled once she dips below 25% health. If you get hit by these tentacles, you will receive 10—15 brute damage and be stunned for 10 seconds. Try not to be hit by these. These tentacles somehow (intended?) continue to spawn even after the Goliath Broodmother dies.
- Tentacle Patch (Cooldown: 1.5 seconds): The Goliath Broodmother will spawn a 3x3 square patch combined with a 5x5 cross patch of tentacles at a target. If you get hit by these tentacles, you will receive 20-25 brute damage and be stunned for 5 seconds. Try not to be hit by these.
- Enrage (Cooldown: 10 seconds): The Goliath Broodmother emits a noise and becomes substantially faster for 6.5 seconds. In the 7 seconds after it enrages, however, the Goliath Broodmother will become substantially slower.
- Spawn Children (Cooldown: 4 seconds): The Goliath Broodmother spawns 2 baby goliaths at her current position. A maximum of 8 baby goliaths can be present at any one time. These baby goliaths are slow, have 30 health, and they only deal 5 melee damage. If their target is not within melee range, they will, with a short delay, burrow a tentacle under its target, which is identical to the passively spawned tentacles. If you completely ignore these baby goliaths, it can bite you later, considering the sheer amount of tentacles each baby goliath produces is bound to catch you off-guard sooner rather than later. When a baby goliath is killed, it gibs in a small, but fiery explosion. This has the capability of knocking out an unaware miner.
- Call Children (Cooldown: 6 seconds): The Goliath Broodmother transmits a message to her children directing them to converge at a particular location.
Besides having a guaranteed chance of dropping a necropolis chest, if the Goliath Broodmother is boosted with sentience, it has a 50% chance of dropping a Tumor Shard, and a 50% chance of dropping its own unique loot: the Broodmother Tongue. It is worth noting that the Goliath Broodmother's corpse somehow continues to passively generate tentacles around it, so you could weaponize it and drag it onto the station.
A large magic box with similar power and design to the Hierophant. Once it opens, it's not easy to close it.
Melee Damage: 15
Speed: Very Slow
An AI-controlled Pandora will simply use these abilities whenever they're available. If it's controlled by a ghost, they can conserve these abilities or somehow combo them together. When it goes below 50% health, the cooldown of these abilities are reduced by 25%, and when Pandora goes below 25% health, the cooldown of these abilities are reduced by 25% again. All of the abilities that Pandora conducts deal 30 burn damage.
- Blast Line (Cooldown: 1/.75/.5 seconds): Pandora fires off a single line of chasers from either a cardinal or a diagonal position. These chasers will follow targets, albeit rather ineffectively. They should be relatively easy to dodge.
- Magic Box (Cooldown: 2/1.5/1 seconds): Pandora surrounds a target with a 6x6 square of hierophant blasts, but leaves a 3x3 safe square in the middle. This serves to discourage mindless running around to dodge the chasers.
- Teleport (Cooldown: 4/3/2 seconds): Pandora, after a short cue, teleports from one location to another. A 3x3 square of hierophant blasts are present from the initial location and at the end location.
- AOE Blast (Cooldown: 2/1.5/1 seconds): Pandora emits a 7x7 square of hierophant blasts, progressing quickly from the center. Unlike the Hierophant, the target does not to be within melee range for this ability to be used.
Besides having a guaranteed chance of dropping a necropolis chest, if Pandora is boosted with sentience, it has a 50% chance of dropping a Tumor Shard, and a 50% chance of dropping its own unique loot: Hope.
A towering skeleton, embodying the terrifying power of Legion.
Melee Damage: 35
An AI-controlled Legionnaire will simply use these abilities whenever they're available. If it's controlled by a ghost, they can conserve these abilities or somehow combo them together.
- Legionnaire Charge (Cooldown: 4 seconds): After a short half-second windup, Legionnaire charges forward 4 tiles. If it makes contact with a mob, it will deal a whopping 50 damage and fling its target forward considerably. Whilst charging, a player-controlled Legionnaire can adjust its path slightly. Best to be careful, as getting hit by this ability can be crippling.
- Skull Detach (Cooldown: 1 second): Legionnaire detaches its skull, which will then chase its target around. The skull has 80 health, but if the skull is destroyed, a new skull simply regenerates back onto Legionnaire's head. At 100% health, it will deal 20 brute damage, but if it goes below 50% health, the skull will start dealing 30 damage, and below 25% health, the skull will begin dealing 40 damage. The legionnaire can also use this ability again to recall its skull back to its body. It can control the skull by clicking terrain with the middle-mouse button.
- Bone Bonfire (Cooldown: 0.5 seconds): If there exists no Bone Bonfire, Legionnaire will place one at its current location. If there exists a Bone Bonfire, using this ability will swap locations between the Legionnaire and the Bone Bonfire. The Bone Bonfire has 100 health, and can be destroyed. If a mob walks over the Bone Bonfire, it is set aflame.
- Smoke Spew (Cooldown: 4 seconds): If Legionnaire's skull is detached, then a plume of smoke will spew from the skull. If Legionnaire's skull is not detached, then a plume of smoke will spew from its current location. This smoke can obscure vision and make mobs cough, leading to them dropping their inhand items.
Besides having a guaranteed chance of dropping a necropolis chest, if Legionnaire is boosted with sentience, it has a 50% chance of dropping a Tumor Shard, and a 50% chance of dropping its own unique loot: Legionnaire Spine.
A monstrous beast which fires deadly projectiles at threats and prey.
Melee Damage: 20
An AI-controlled Herald will simply use these abilities whenever they're available. If it's controlled by a ghost, they can conserve these abilities or somehow combo them together. It is worth noting that the death bolts that Herald fires deal 20 brute damage, with 60% armor penetration. This is in comparison to the death bolts that Colossus fires, which deal 30 brute damage, with 100% armor penetration.
- Tri-Shot (Cooldown: 3 seconds): Herald fires a small spread of 3 death bolts at its target. If Herald is below 50% health, it will instead fire two spread of 3 death bolts consecutively after each other.
- Spread-Shot (Cooldown: 5 seconds): Herald raises its arms and shakes violently before spraying death bolts in all cardinal and diagonal directions. If Herald is below 50% health, it will shoot two waves of death bolts instead of just one.
- Tele-Shot (Cooldown: 3 seconds): Herald fires a golden bolt, which does not damage. If it strikes something, then Herald will teleport to that location. Useful in combination with Tri-Shot.
- Mirror (Cooldown: 4 seconds): Herald summons a mirror at its current location. This mirror will replicate all of the Herald's attacks, except for the second wave of death bolts generated from Tri-Shot and Spread-Shot when Herald's health is low. It is worth nothing that Tele-Shot will also teleport the mirror, if its golden bolt makes contact with something. Herald's Mirror is destructible, and has 60 health. It is advisable that you destroy the mirror as soon as possible before the Herald can take advantage of it.
Besides having a guaranteed chance of dropping a necropolis chest, if Legionnaire is boosted with sentience, it has a 50% chance of dropping a Tumor Shard, and a 50% chance of dropping its own unique loot: Cloak of the Prophet.
Cloak of the Prophet
Relevant Code Changes
| Jobs on /tg/station|
|Security||Head of Security, Security Officer, Warden, Detective|
|Engineering||Chief Engineer, Station Engineer, Atmospheric Technician|
|Research||Research Director, Geneticist, Scientist, Roboticist|
|Medical||Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Virologist|
|Service||Head of Personnel, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist, Prisoner|
|Supply||Quartermaster, Cargo Technician, Shaft Miner|
|Non-human||AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost|
|Antagonists||Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Revolutionary, Wizard, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime|
|Special||CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role|