Changeling Abilities

From OmuStation
Revision as of 12:09, 29 October 2025 by Jellygato (talk | contribs) (Copied from guidebook XML, small spelling/grammar updates. Might be cool to add the ability icons.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

🚧 Work in Progress

This page is currently under active development and may be incomplete or subject to revision.


Last Updated: 2025-10-29
Editor: jellygato


Starting Abilities

Absorb DNA

0 Chems


  • Allows you to slowly and noisily absorb a dead, crit, cuffed or hard*grabbed crew mate. This adds their DNA to your pool, gives you 2 evolution points, and refills your biomass.
  • If another changeling is absorbed, you instead get half of their total evolution points and half of their max chemicals.
  • Target must be in a HARD grab to use this ability.
  • Can be used in lesser form.
  • Cannot be used while on fire.


Extract DNA Sting

25 Chems


  • Adds the stung player's DNA to your pool.
  • Can be used while cuffed or in lesser form.

Cycle DNA

0 Chems


  • Changes the active DNA used for transform.
  • Can be used while cuffed or in lesser form.

Transform

5 Chems


  • Transforms you to have the exact name and voice of your currently active DNA, consumes the DNA.
  • Can be used while cuffed or in lesser form.

Enter Regenerative Stasis

0 chems


  • Changeling instantly dies, and the exit stasis ability is unlocked.
  • Can be used while cuffed or in lesser form.
  • Can be used while on fire.

Exit Regenerative Stasis

30 Chems


  • Changeling instantly revives, all health is fully recovered.
  • Can be used while cuffed or in lesser form.
  • Can be used while on fire.
  • Can only be used after a set duration. This scales with damage taken prior to stasis, up to 180 seconds.


Combat Abilities

Dissonant Shriek

2 Evolution Points / 30 Chems / 1 Absorbed Organic


  • Changeling emits an EMP blast, disabling borgs, IPCs, suit coordinates, and other electronic equipment.
  • Can be used while cuffed or in lesser form.
  • Can be used while on fire.

Resonant Shriek

2 Evolution Points / 30 Chems / 1 Absorbed Organic

  • Screeches, blinding anyone in the nearby area without flash protection, breaks nearby lights as well.
  • Can be used while cuffed or in lesser form.
  • Can be used while on fire.

Organic Shield

2 Evolution Points / 20 Chems / 1 Absorbed Organic


  • Grows one of its arms into a robust shield, absorbs 50% of incoming damage until destroyed.

Strained Muscles

2 Evolution Points / 0 Chems

  • Speeds the changeling up greatly, but deals heavy stamina damage over time to self. Toggles on and off.
  • Can be used while cuffed or in lesser form.
  • Can be used while on fire

Bone Shard

3 Evolution Points / 15 Chems

  • Changeling forms a bone shard throwing weapon that hardstuns in two hits, shards dissolve after a short while.

Dart Gun

3 Evolution Points / 15 Chems

  • Changeling forms an arm into a dart gun. Dart gun fires any of the lings evolved stings, costs 1/3 the sting's cost in chems per shot.
  • Can shoot and select darts while on fire (if in use/toggled)

Arm Blade

4 Evolution Points / 15 Chems

  • Changeling forms an arm into a blade. Deals heavy limb damage on light attack when targeting a limb.

Arm Claw

4 Evolution Points / 15 Chems

  • Changeling forms an arm into a claw. Claws can grab organisms and prevent them from moving. Claw cannot be used to attack while grabbing.

Arm Hammer

4 Evolution Points / 15 Chems

  • Changeling forms an arm into a hammer. Deals blunt damage, knocks down, and flings targets on light attack.

Chitinous Armor

4 Evolution Points / 25 Chems / 2 Absorbed Organics

  • Changeling forms body into a mass of armor, only usable when outerwear and head slots are empty.
  • Armor slows ling by 15 percent
  • Armor reduces all damage by 50 percent
  • Head armor reduces brute and burn damages by 10 percent
  • Has decent protection against fires
  • Slows down chem regen rate by 25%.


Stings Abilities

Blind Sting

2 Evolution Points / 20 Chems

  • Changeling injects organic with 2 units of blind toxin, blinding the target for 12 seconds.
  • Can be used while cuffed or in lesser form.
  • Does not work on Yowies.
  • Can stack with itself.

Cryogenic Sting

2 Evolution Points / 20 Chems

  • Changeling injects organic with 10 units of fresium, dropping their temperature to 0 degrees Celsius in most cases.
  • Cold organics move far slower.
  • Can be used while cuffed or in lesser form.
  • Can stack with itself.

Mute Sting

2 Evolution Points / 20 Chems

  • Changeling injects organic with 2 units of mute toxin, muting the target for 40 seconds.
  • Can be used while cuffed or in lesser form.
  • Can stack with itself.
  • Does not work on Yowies.

Lethargic Sting

3 Evolution Points / 30 Chems

  • Changeling injects organic with 5 units of impredrezene and tirizene, causing numerous effects.
  • Slows target by 35%
  • Deals 20 poison damage
  • Deals 15 stamina damage per second for ten seconds
  • Can be used while cuffed or in lesser form.
  • Can stack with itself.
  • Does not work on Yowies.

False Armblade Sting

4 Evolution Points / 50 Chems

  • Changeling injects organic with some of its genome, forcing the organic to grow a temporary useless armblade.
  • Can be used while cuffed or in lesser form.
  • Lasts roughly 60 seconds.


Utility Abilities

Anatomic Panacea

2 Evolution Points / 30 Chems

  • Produces 10 units of Ling Panacea within the changeling.
  • Heals 60 genetic, radiation and poison damage.
  • Cures disabilities (permanent blindness, narcolepsy, leg paralysis etc.)
  • Can be used while cuffed or in lesser form.

Last Resort

2 Evolution Points / 20 Chems

  • Explodes the changelings current body and turns them into a headslug.
  • Headslugs are extremely fast, can ventcrawl, and can crawl under doors.
  • It can be used while cuffed but cannot be used in lesser form.
  • Headslugs can infect a non*hollow corpse to turn into a lesser form changeling after a short timer.
  • If the infected body is destroyed, the headslug will not revive, and will be forever lost.
  • Can be activated while on fire.

Lesser Form

2 Evolution Points / 20 Chems

  • Changeling turns into a monkey.
  • Uncuffs changeling.
  • Monkey can ventcrawl, but loses some abilities that the ling would otherwise have.

Absorb Biomatter

3 Evolution Points

  • Consuming meat products restores the changelings chemical stores.

Augmented Eyesight

4 Evolution Points / 0 Chems

  • Changeling can toggle eyesight between flash resistant and thermal vision.
  • While using thermal vision, flashes stun the changeling for twice as long.
  • Thermal vision also provides changeling with night vision.
  • Can be used while cuffed or in lesser form.

Biodegrade

4 Evolution Points / 30 Chems

  • Burns cuffs off the changeling.
  • Uncuffs changeling.
  • Splashes anyone grabbing changeling with acid, doing slight caustic damage, blinding them and knocking them down.
  • Can be used while cuffed or in lesser form.
  • Can be used while on fire.

Chameleon Skin

4 Evolution Points / 20 Chems

  • Changeling gains invisibility.
  • Invisibility increases while standing still.
  • Invisibility rapidly decreases while moving.
  • Can be used while cuffed.
  • Slows down chem regen rate by 25%.

Adrenaline Reserves

4 Evolution Points / 25 Chems

  • Changeling produces 5 units of Changeling Adrenaline.
  • Deals 6.75 poison damage to changeling upon immediate second use.
  • Removes stuns, knockdown times, and makes you impervious to most forms of fatigue.
  • Can be used while cuffed or in lesser form.
  • Can be used while on fire.

Hivemind Access

4 Evolution Points

  • Shows a symbol above all changelings with this ability.
  • Toggleable on and off.
  • Grants access to the hivemind channel - :g

Void Adaption

4 Evolution Points / 0 Chems / 2 Absorbed Organics

  • Renders you immune to barotrauma (spacing) damage if active.
  • Immune to freezing temperatures and its effects if active.
  • Does not protect from cold damage.
  • Changeling no longer needs to breathe if active.
  • Slows down chem regen rate by 25%.

Fleshmend

5 Evolution Points / 35 Chems

  • User is given the "Fleshmend" status effect, lasting for 10 seconds.
  • Fleshmend's effects will temporarily cease while on fire.
  • Heals 10 overall brute damage per tick (100 in total).
  • Heals 5 overall burn damage per tick (50 in total).
  • Heals 2 asphyxiation damage per tick (20 in total).
  • Reduces bleeding severity by 2.5 per tick (25 in total).
  • Restores roughly 3.5% blood level per tick (35% in total).
  • Usable while in critical condition.
  • Can be used while cuffed or in lesser form.