Changeling Abilities
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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.