Upgrade Chambers

From Clogopedia, the Natural Selection 2 wiki
(Redirected from Celerity)
Jump to: navigation, search
MAC.png This article is currently under construction.


Upgrade Chambers are Alien structures that once built by the Alien Commander, imbue lifeforms with abilities such as enhanced speed, or invisibility.

Each chamber costs 15 Team Resources (TRes) and offer 3 different upgrades to choose from. The upgrade offered by these chambers will increase in effectiveness as more of them are built, up to a maximum of 3 chambers.

Upgrade chambers have no active abilities and are incapable of defending themselves. They are a very valuable resource and should be built in defendable areas. If a Chamber is destroyed, Lifeforms will instantly lose the associated upgrade, Unlike class Evolutions built at a Hive that are retained by the lifeform until death.

Upgrade Chambers require a Hive to be specialised to one specific trait in order to be built. A Crag Hive will unlock the Shell, a Shift Hive will unlock the Spur and a Shade Hive will unlock the Veil.


Tactical Summary - Upgrade Chambers
  • Unlike support structures such as the Crag, Shift or Shade, These structures cannot move themselves. However, they can be placed anywhere and still benefit every lifeform.
  • These structures are a valuable target for Marines and should be placed in a defensible area. Consider using Whips and building them around a Crag or Shade for protection.
  • Building more than 3 of any of these structures will offer no additional benefits to the team and will be a waste of resources.

Spur

Alien spur.png
Kharaa.png Spur
Team Resources
Icon team resource neutral.gif 15
Health
800 (900)
Armor
50 (100)
Miscellaneous
Tech Requirements:
Shift Hive, Build on Infestation
Unlocks:
Adrenaline, Celerity, Crush
Mature Time: 60 seconds


The Spur is unlocked upon completion of a Shift Hive by the Alien Commander.

The Spur is an Upgrade Chamber that is designed to allow the Alien team to outmaneuver Marines and redeploy structures across the map.

The Spur unlocks the following abilities:

  • Celerity, Adrenaline, and Crush for lifeforms
  • Echo for Shifts (Commander ability)
  • Enzyme for Drifters (Commander ability)

Celerity, Adrenaline, and Crush

Celerity, Adrenaline, and Crush are the three lifeform traits unlocked by building Spurs.

Only one trait may be evolved at any one time, but a lifeform can switch between them as necessary although at a cost of Personal Resources for all classes other than the Skulk.

Adrenaline increases a lifeform's maximum energy pool and recharge rate.

Celerity increases a lifeform's move speed.

When attacking players, Crush increases the fraction of each attack that does armor damage. When attacking buildings and Exos, Crush increases total damage.

Celerity
Icon celerity.png
  • Each level increases move speed by 0.5.
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Speed Base speed + 0.5 / 1.0 / 1.5
Duration ∞ seconds
Max Amount 3 Spurs
Targets Lifeforms
Requires Spur, no Adrenaline or Crush trait selected
Adrenaline
Icon adrenaline.png
  • Each level increases maximum energy pool.
  • Extra energy is shown on the lifeform energy meter.
  • Increases maximum Energy levels by 20 per Spur for a maximum of 160.
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Energy Icon resources energy neutral.gif +20 / +40 / +60 max energy
Duration ∞ seconds
Max Amount 3 Spurs
Targets Lifeforms
Requires Spur, no Celerity or Crush trait selected
Crush
Icon crush.png
  • Each level increases the fraction of damage dealt to Marine players' armor by 7%
  • Each level increases the damage dealt to Marine structures and Exos by 7%
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Damage 7% / 14% / 21%
Max Amount 3 Spurs
Targets Lifeforms
Requires Spur, no Celerity or Adrenaline trait selected

Echo

Main article: Alien Structures.

Echo is the active ability of the Shift, unlocked by evolving a Shift Hive.

Enzyme

Main article: Alien Commander.


Veil

Alien veil.png
Kharaa.png Veil
Team Resources
Icon team resource neutral.gif 15
Health
900 (1100)
Armor
0
Miscellaneous
Tech Requirements:
Shade Hive, Build on Infestation
Unlocks:
Aura, Focus, Vampirism
Mature Time: 60 seconds


The Veil is unlocked upon completion of a Shade Hive by the Alien Commander.

The Veil is an Upgrade Chamber that is designed to give the Alien team abilities to confuse and deceive the Marine team.

The Veil unlocks the following abilities:

  • Aura, Focus, and Camouflage for lifeforms
  • Ink for Shades (Commander ability)
  • Hallucination for Drifters (Commander ability)

Aura, Focus, and Camouflage

Aura, Focus, and Camouflage are the three lifeform traits unlocked by building Veils.

Only one trait may be evolved at any one time, but a lifeform can switch between them as necessary although at a cost of Personal Resources for all classes other than the Skulk.

Aura reveals the position and health status of nearby Marines and Exosuits to lifeforms as floating colored icons.

Focus increases the damage of each attack, but increases the cooldown between attacks.

Camouflage cloakes the player.

Aura
Icon aura.png
  • Each level increases Aura reveal range by 10.
  • Marines and Exosuits are represented as floating colored icons, which indicate the positions and health statuses.
    • Always visible when in Aura range, even through walls.
    • Yellow, orange, red colors represent full, moderate, and low Health / Armor.
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Range 10 / 20 / 30
Max Amount 3 Veils
Targets Lifeforms, Marines, Exosuits
Requires Veil, no Focus or Camouflage trait selected
Focus
Icon focus.png
  • Each level increases attack damage and decreases attack rate.
  • Only primary attacks are affected by Focus and consume 33% more energy.
  • Vampirism heals 33% more health if Focus is selected.
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Damage 11% / 22% / 33% increase
Cooldown +17% / +33% / +50% seconds
Max Amount 3 Veils
Targets Lifeforms, Marines, Exosuits
Requires Veil, no Aura or Camouflage trait selected
Camouflage
Icon camouflage.png
  • Causes visible distortion when moving.
  • Moving faster means higher visibility.
  • Uncloaks instantly after colliding with enemies, being attacked or using an ability.
  • Camouflage delay applies after being attacked or using an ability.
  • Camouflage applies during all typical non-ability movement for an alien.
  • Camouflage is nullified by Observatory and Scan detection.
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Max Amount 3 Veils
Targets Lifeforms
Requires Veil, no Aura or Focus trait selected

Ink

Main article: Alien Structures.

Ink is the active ability of the Shade, unlocked by evolving a Shade Hive.

Hallucination

Main article: Alien Commander.

Shell

Alien shell.png
Kharaa.png Shell
Team Resources
Icon team resource neutral.gif 15
Health
600 (700)
Armor
150 (200)
Miscellaneous
Tech Requirements:
Crag Hive, Build on Infestation
Unlocks:
Carapace, Regeneration, Vampirism
Mature Time: 60 seconds


The Shell is unlocked upon completion of a Crag Hive by the Alien Commander.

The Shell is an Upgrade Chamber that is designed to give the Alien team enhanced defensive abilities.

The Shell unlocks the following abilities:

  • Carapace, Regeneration, and Vampirism for lifeforms
  • Heal Wave for Crags (Commander ability)
  • Mucous Membrane for Drifters (Commander ability)

Carapace, Regeneration, and Vampirism

Carapace, Regeneration, and Vampirism are the three lifeform traits unlocked by building Shells.

Only one trait may be evolved at any one time, but a lifeform can switch between them as necessary although at a cost of Personal Resources for all classes other than the Skulk.

Carapace increases a lifeform's maximum Armor pool.

Regeneration increases a lifeform's health recovery rate.

Vampirism converts some damage done to Marines to health and armor.

Carapace
Icon carapace.png
  • Each level increases the armor bonus depending on lifeform.
  • Each lifeform gains a different armor bonus per level.
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Max Amount 3 Shells
Targets Lifeforms
Requires Shell, no Regeneration or Vampirism trait selected
Regeneration
Icon regeneration.png
  • Each level increases the regen rate bonus by 3%
  • Min. regen amount: 6 Health / Armor
  • Max. regen amount: 80 Health / Armor
  • It only activates when out of combat (taking damage) for 3 seconds.
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Healing 3% / 3% / 9% of max health / armor
Interval 2 seconds
Max Amount 3 Shells
Targets Lifeforms
Requires Shell, no Carapace or Vampirism trait selected
Vampirism
Icon vampirism.png
  • Each lifeform gains a different percentage of maximum amount of health / armor per level for each successful attack.
    • Skulk Bite: 6% / 12% / 18% of max health / armor
    • Gorge Spit: 3.2% / 6.4% / 9.6% of max health / armor
    • Lerk Bite: 3% / 6% / 9% of max health / armor
    • Fade:
      • Swipe: 3% / 6% / 9% of max health / armor
      • Stab: 6% / 12% / 18% of max health / armor
    • Onos Gore: 2.5% / 5% / 7.5% of max health / armor
PRes Icon personal resource neutral.png 0 (Skulk), 1 (Gorge), 3 (Lerk), 5 (Fade), 8 (Onos)
Upgrade Time # of traits x 2 seconds
Max Amount 3 Shells
Targets Lifeforms, Marines, Exosuits
Requires Shell, no Carapace or Regeneration trait selected

Heal Wave

Main article: Alien Structures.

Heal Wave is the active ability of the Crag, unlocked by evolving a Crag Hive.

Mucous Membrane

Main article: Alien Commander.