RimWorld

RimWorld

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WRelicK's Guide to the Ayameduki Races
By WRelicK
An English lore guide to the series of amazing monster girl mods produced by Ayameduki. Praise be to the Creator!
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Introduction
There isn't a lot of solid English documentation on the Ayameduki HAR races. This made me sad. Sad enough to write a few thousand words about them like a real man.

This guide exists as a companion to my translation pack. I recommend reading through its description before starting here. Parallel to this guide is my guide for Ayameduki's boss mods here. This guide has also been translated into Russian by FarTresh here!

Although I am now in contact with Ayameduki, much of this guide was written well before I established that connection. This guide ultimately only consists of what I understand from having translated the series. It's not to be taken as a perfect representation of the lore.

You're also welcome to discuss the series in my Discord server[discord.gg] in the #ayameduki-series channel!
The Age of the Creator
Everything begins with a mysterious person known only as the "Creator." According to recent answers given by Ayameduki, the Creator was a male human whose lifespan was artificially extended.

The Creator is most notable for his technological achievements, stemming from contact with higher order beings called super-entities. On a distant world, the Creator discovered the corpse of one such being. By dissecting its remains, the Creator made great strides in technology. In time, he established a bustling expansionist society, populated by his finest legacy...

That's right. Gloriously endowed monster girls.

These demihumans, broadly referred to as ishmuti, comprise various distinct races. Each was designed to serve a specific purpose on their homeworld, Canaan.

Some ishmuti were indomitable soldiers, low-cost bioweapons or psychic disruptors. Others were born to be simple workers and common folk. Others still were born as natural leaders - knights, royals, priestesses and... foxy psychopaths, among others.

It's worth noting that all ishmuti are born female as a form of natural population control. Reproduction between humans and ishmuti is possible, but the resulting child is always an ishmuti. Nice!

United by shared reverence for their Creator, the ishmuti cooperated harmoniously despite their differences. In time, the ishmuti began to worship their Creator as a god. This gave rise to the most notable organization in their history - the Church of Aletheia.

The Church dedicated themselves to improving upon their Creator’s works and spreading them throughout the galaxy. They're also implied to have received some sacred, hidden truths about the universe directly from the Creator, which they guard carefully. This, combined with their dedication to self-improvement and expansionism, allowed the Church to become very powerful.

Though the church held the hearts of the people, the Creator also desired a ruling authority. For this reason, he established a faction called Entelecheia. Just as with the Church, Entelecheia would become one of the most influential organizations in ishmutian history.

Entelecheia's purpose was to decentralize the Creator’s authority, splitting it among a ruling class of godlike ishmuti called qualeela. To enforce their rule, qualeela were born with reality-altering devices called Regalia built into their bodies. Though powerful, Regalia were unfinished pieces of technology that would take time for the Creator to perfect.
The Great War
Canaan was thriving, the combined efforts of the ishmuti allowing for unprecedented growth. But not everyone was pleased about this.

As societies adjacent to Canaan began to fear the Creator's power, some groups sought countermeasures. Performing haphazard experiments on stolen technology, they eventually birthed a mysterious calamity core to the series' plot. In what would come to be known as their Great War, the ishmuti fought valiantly to protect their Creator from this threat.

Ultimately, their efforts were in vain. Their Creator was slain before their enemy could be destroyed. Without their harem protagonist god-king to unite them, a schism began to separate the ishmuti.

The Creator's untimely demise left qualeelan Regalia unfinished. As such, their ability to enforce their rule was limited. Their attempts to replace the Creator's role as a central authority were met with resistance, most notably from the head of the Church of Aletheia. Her unsuccessful rebellion led to her death, sparking yet further division.

Entelecheia and the Church of Aletheia persisted beyond the Great War, growing into vast interstellar societies over time. But without the Creator to unite them, neither love for the Church nor respect for the half-baked authority of Entelecheia could keep the ishmuti together.

Gradually, the Creator's legacy scattered throughout the stars. A new, highly divided chapter in the clade's history had begun. We, as players, are left to pick up the pieces.

Ayameduki has informed me that he has no set "ending" in mind for the series. With each new addition, the fanbase enjoys watching the grand tale of Canaan and its Creator fall into place, piece by piece.

But this begs the question: what pieces do we have so far?
The Nearmare

Nearmare (left) and nearmare devouts (right)

The nearmare are kind of like succubi with a celestial aesthetic. They’re notable for their intelligence and psychic manipulation abilities. The nearmare were the first ishmuti put into mass production, and several other races in the clade were developed based on them. They’re also heavily associated with the Church of Aletheia and have a subrace of combat-oriented fanatics termed Devouts. After the Creator’s fall, the nearmare are noted to have survived only by scattering and quietly integrating with human societies across the galaxy. The Church of Aletheia and its Devouts, however, grew into a vast interstellar society.

Race-specific gameplay traits of the nearmare are as follows:
  • Can summon ethereal beasts to fight for them. There are three varieties of these creatures, and they act as drafted animals until they expire. The number and strength of these creatures grows as their master’s acclimation level increases. This ability has a cooldown of two days.
  • Nearmare Devouts summon different, stronger entities with a cooldown of only one day.
  • Have special weapons that inflict debilitating psychic afflictions on foes. Oddly, these weapons are not restricted to the nearmare.
  • Are more likely to generate with the following traits:
    • Pretty
    • Beautiful
  • Compared to humans, nearmare:
    • Are faster
    • Tolerate a wider range of temperatures
    • Mine faster (this is likely unintended)
    • Are half as sensitive to psychic phenomena (likely a holdover from before Royalty)
    • Are more sensitive to toxicity
    • Have a lower immunity gain speed
    • Have an inherent malus to blunt and sharp armor
    • Have greater ranged accuracy
    • Have a doubled chance to dodge melee attacks
    • Perform better in negotiations
    • Perform better as animal handlers
    • Deal very little unarmed damage
    • Have a lower body size and health factor
    • Consume less food
    • Have a life expectancy of 200 years
    • Compared to nearmare, Devouts:
      • Are more than four times more sensitive to psychic phenomena
      • Have an inherent bonus to blunt and sharp armor
      • Are very hard to down by pain
      • Receive mental breaks less easily
  • Over a period of five years, nearmarian acclimation increases consciousness as well as the number and strength of the acclimator’s summons.
  • Nearmare can be recruited from prisoners, wanderer events, refugee pods, ancient cryptosleep caskets and from slave traders. They may also be starting colonists in their custom scenario. Devouts are only recruitable as prisoners or (rarely) by rescuing downed Church members (credit to user Цю for bringing this to my attention).
The Idhale


The idhale are incorporeal ghost ladies with deep-seated self-image problems. Put simply, not much can touch the idhale, but the idhale can’t touch much, either. This makes simple tasks like handling tools or weapons difficult for them. The idhale were apparently created as an accident during research related to the nearmare, and generally failed to be useful to their Creator. The idhale seem to have faired the worst of any ishmuti since the Creator’s fall. They maintain a low population and live mostly as slaves with little motivation to improve their own fate.

Race-specific gameplay traits of the idhale are as follows:
  • Ordinarily completely incapable of attacking or equipping weapons.
  • Completely immune to any form of physical damage. Their blunt, sharp and heat resistances are all set to 1000% (yes, one thousand percent). As if that wasn’t enough, they’re given an IncomingDamageFactor stat of 0 for anything that might slip through the cracks.
  • Completely unaffected by temperature for all intents and purposes. Their minimum comfortable temperature is set to -30000C, and their maximum is set to 30000C.
  • Are more likely to generate with the following traits:
    • Pretty
    • Beautiful
  • Compared to humans, idhale:
    • Are much faster
    • Research faster
    • Mine faster (this is likely unintended)
    • Are twice as sensitive to psychic phenomena
    • Are five times more sensitive to toxicity
    • Have a lower immunity gain speed
    • Perform general labor significantly slower
    • Consume less than half as much food, but eat at a tenth of the speed
    • Have a life expectancy of 500 years
  • Over a period of five years, idhalian acclimation improves general labor speed and immunity gain rate.
    • The actual truth behind this is a little more complicated. See the translation files if you’re curious.
  • Idhale are ordinarily only recruited from slave traders.
The Qualeela
(Left: qualeela-genus, right: Qualeela-Keter)

The qualeela are vaguely angelic in appearance, though their precise inspirations are unclear. The qualeela are split into two subraces, the Qualeela-Keter and the qualeela-genus. The former is the ruling caste, born with reality-bending Regalia. The latter is a working class without Regalia, created en masse by the Qualeela-Keter to bolster their low population. Their associated faction Entelecheia is vast and prosperous, extending even to the rimworlds. It’s unclear if the qualeela are at all derived from the nearmare.

Race-specific gameplay traits of the qualeela are as follows:
  • The Qualeela-Keter possess five (extremely OP) unique abilities:
    • Regalia Summon: A summoning ability reminiscent of the nearmare’s own which summons the spirits of spectral ishmuti. At its maximum level it can summon as many as 15 entities in a single cast. Cooldown of one day.
    • Regalia Ousu: Temporarily provides a drastic consciousness, moving, manipulation, sight and hearing boost to any allies in range. Also reduces ranged aiming time and cooldown while massively increasing accuracy. Cooldown of three days.
    • Regalia Breath: Temporarily provides a boost to the combat resilience of any allies in range. Cooldown of three days.
    • Regalia Gears: Passive ability that applies to any entity on the map hostile to the Qualeela-Keter's faction. Locks the capacities (such as consciousness or moving) of the afflicted to under 100% and makes them more susceptible to mental breaks.
    • Regalia Glare: Passive ability that applies to any entity on the map hostile to the Qualeela-Keter's faction. Reduces the afflicted’s ranged abilities along with their moving, manipulation, sight and hearing capacities.
  • Are more likely to generate with the following traits:
    • Pretty
    • Beautiful
  • Compared to humans, all qualeela:
    • Are faster
    • Tolerate a wider range of temperatures
    • Are more sensitive to psychic phenomena
    • Are twice as likely to dodge attacks in melee combat
    • Have inherent blunt and sharp armor bonuses
    • Are immune to fire damage
    • Have a larger health pool
    • Eat less food
    • Have high unarmed melee DPS that also inflicts stun, flame and frostbite damage
    • Have a life expectancy of 500 years
    • In addition, Qualeela-Keter:
      • Are much harder to down via pain
      • Are much slower at tending, researching, mining, constructing, smoothing, plant work, animal harvesting, and mechanoid shredding
      • Have an absurdly high base market value of 50,000
  • Qualeela acquire the progressive hediff Master Race instead of undergoing acclimation. It provides boosts to consciousness, ranged firing rate and the Qualeela-Keter’s summoning abilities. Master Race takes two years to progress a stage rather than one.
  • Qualeela-genus can be recruited from prisoners, wanderer events, refugee pods, ancient cryptosleep caskets, and slave traders. Qualeela-Keter can only be recruited from prisoners or (rarely) by rescuing downed Entelecheia members (credit to user Цю for bringing this to my attention).
  • The faction associated with the qualeela, Entelecheia, is incredibly powerful. Their raids will also contain nearmare, xenoorca, silkiera, neclose and solark. They will, however, never raid the player before the five year mark, and even then only if their colony wealth is over 450,000.
The Xenoorca


The xenoorca are orca-mermaid women created as living weapons of war. Since the Creator’s fall, the xenoorca have prospered as a race of brutal mercenaries, huntresses and conquerors. They’re noted for their cunning and merciless nature which hinders their ability to live among other races. The xenoorca were apparently created alongside the nearmare, not derived from them.

Race-specific gameplay traits of the xenoorca are as follows:
  • Are more likely to generate with the following traits:
    • Pretty
    • Beautiful
  • Compared to humans, all xenoorca:
    • Are slightly faster
    • Are heavier, larger, and have a higher health scale
    • Tolerate very low temperatures well, but higher temperatures poorly
    • Research faster
    • Mine faster
    • Are more sensitive to toxicity
    • Have a lower immunity gain speed
    • Have natural blunt and sharp armor, a flat reduction to all incoming damage, and a flat reduction to all bullet damage
    • Are three times as likely to dodge and land attacks in melee combat
    • Are more accurate with ranged weapons
    • Have stronger unarmed attacks
    • Have an innate vulnerability to heat damage
    • Have a life expectancy of 200 years
  • Over a period of ten (yes, ten) years, xenoorcan acclimation improves their combat capabilities.
  • If Swimming Kit is active, the xenoorca gain a bonus to movement speed in water tiles.
  • Xenoorca are recruited from prisoners and very rarely from slave traders. They may also be starting colonists in their custom scenario.
The Neclose

(Pronounced NECK-loaz)

The inspirations of the neclose are a bit hard to pin down. Their lower bodies are scylla-esque, though they also have a prominent spear-like tail and demonic wings. Their fascinating design aside, the neclose are walking bioweapons. Their bodies are filled with a special strain of mutualist bacteria whose biochemical influences cause the neclose to acquire a love for meat, corpses and death. This along with their strength in unarmed combat make the Neclose excellent self-sustaining soldiers. Compared to the xenoorca, neclosian postwar societies appear to be less organized and more isolationist. Their relationship to the nearmare is unclear.

Race-specific gameplay traits of the neclose are as follows:
  • Incapable of wielding weapons, melee or ranged.
  • Deal very high damage in unarmed combat. Unarmed attacks additionally inflict two types of bacterial damage as well as EMP damage.
  • Possess a summoning ability reminiscent of the nearmare’s own that summons fleshy abominations. Cooldown of one day.
  • Gain small mood bonuses (instead of penalties) for experiencing the following:
    • Eating human meat (raw or cooked)
    • Eating insect meat (raw or cooked)
    • Observing corpses (fresh or rotting)
    • Eating raw food
    • Eating corpses
  • Are more likely to generate with the following traits:
    • Pretty
    • Beautiful
  • Compared to humans, all neclose:
    • Are slower
    • Are much larger, heavier and have three times as much health
    • Are less than half as flammable
    • Tolerate a much wider range of temperatures
    • Are less sensitive to psychic phenomena
    • Are much less sensitive to toxicity
    • Have a much higher immunity gain speed
    • Are half as accurate in ranged combat (seemingly irrelevant given their weaponry restrictions)
    • Have innate blunt, sharp and heat damage resistance
    • Have a wide array of resistances to specific damage types
    • Are much harder to down via pain
    • Are almost half as effective in negotiations
    • Have an innate reduction to market value
    • Perform better as animal handlers
    • Have severe penalties to global and general labor speed
    • Are much slower at tending, researching, mining, constructing, smoothing, plant work, animal harvesting and mechanoid shredding.
    • Have a life expectancy of 200 years
  • Over a period of five years, neclosian acclimation improves their combat abilities. It also improves general functioning, mental resistances, and the strength and number of summoned entities.
  • If Swimming Kit is active, the neclose gain a bonus to movement speed in water tiles.
  • Neclose can be recruited from prisoners, wanderer events, refugee pods, ancient cryptosleep caskets and slave traders. They may also be starting colonists in their custom scenario.
The Solark


The solark are sea dragon women, apparently sharing genes with ancient Earth life. They were intended as the successors of the neclose and xenoorca. It’s unclear if this connection has a genetic basis, however. The solark are incredibly powerful warriors who tolerate harsh living conditions well. Their absurdity is taken up a few dozen notches by their “furnaces” – internal organs that allow the solark to harness the power of antimatter. They’ve mostly formed primitive societies since the Creator’s fall, forgoing most technological comforts in favor of a naturalistic lifestyle.

Race-specific gameplay traits of the solark are as follows:
  • Incapable of wielding weapons, melee or ranged.
  • Gain small mood bonuses (instead of penalties) for experiencing the following:
    • Eating human meat (raw or cooked)
    • Eating raw food
    • Eating corpses
    • Sleeping outside
    • Sleeping on the ground
    • Being in the rain
    • Being in the dark
    • Observing corpses
  • Capable of using two active abilities:
    • Raam Flare: Generates a short-range antimatter explosion centered on the user. Cooldown of three days.
    • Sheol Flare: Generates a wide-range antimatter explosion centered on the user. Cooldown of one season.
      • Both of these abilities do an absurd amount of damage, upwards of several hundred per hit.
      • However, the explosions themselves have some notable quirks. As the explosion spreads outward, its transit in a given direction will be stopped by obstacles of any kind. This limits the ability of solarkian explosions to terminate entire hordes of enemies and is probably unintentional. Ignore, appears to have been a testing error on my part.
  • Are more likely to generate with the following traits:
    • Pretty
    • Beautiful
  • Compared to humans, all solark:
    • Have a much higher market value of 15,000
    • Are much faster
    • Are much bigger, heavier and have seven times as much health
    • Solark baseBodySize is set to 5, which is even larger than an elephant or a thrumbo. Mhm.
    • Are twice as vulnerable to fire damage (yet are only half as flammable for some reason)
    • Tolerate extreme temperatures (minimum and maximum of ±100C)
    • Have an innate bonus to armor penetration
    • Experience reductions to all incoming damage and to a variety of specific damage types
    • Receive mental breaks less easily
    • Are more sensitive to psychic phenomena
    • Are more sensitive to toxicity
    • Have a higher immunity gain speed
    • Are half as accurate in ranged combat (seemingly irrelevant given their weaponry restrictions)
    • Have innate blunt, sharp and heat bonuses
    • Are much harder to down via pain
    • Are much less effective in negotiations
    • Are half as effective as animal handlers
    • Require much less sleep
    • Are much slower at tending, researching, constructing, smoothing, plant work, animal harvesting and mechanoid shredding.
    • Have a life expectancy of 300 years
  • Over a period of five years, solarkian acclimation vastly improves their physical abilities.
  • If Swimming Kit is active, the solark gain a bonus to movement speed in water tiles.
  • Solark can be recruited from prisoners and very rarely from wanderer events, refugee pods, ancient cryptosleep caskets and slave traders.
Conceptually and mechanically, the solark are completely insane. I love them for it.
The Silkiera

(Pronounced sil-KEE-ruh)

The silkiera are a race of kemonomimi. They cover cat girls, dog girls, fox girls, you name it. They’re friendly and industrious by nature, designed as the Creator’s dedicated labor force. The silkiera seem to have flourished after the Creator’s fall, especially compared to most of their sister races. They’ve even formed an interstellar mercantile faction called Ajin Company, whose power and influence rivals the Church of Aletheia’s.

Race-specific gameplay traits of the silkiera are as follows:
  • Although most ishmuti have an assortment of apparel and weaponry associated with them, the silkiera comparatively have much more based on Ajjin Company. From food donation events and buildable trade terminals to custom mechanoids and special food products, the silkiera live up to their reputation as production specialists.
  • Are more likely to generate with the following traits:
    • Pretty
    • Beautiful
    • Hard worker
    • Industrious
  • Compared to humans, all silkiera:
    • Move slightly slower.
    • Tolerate a wider range of temperatures.
    • Mine faster.
    • Eat less food.
    • Are more sensitive to toxicity.
    • Are downed more easily by pain.
    • Have a higher global work speed.
    • Have a life expectancy of 150 years
  • Over a period of five years, silkieran acclimation improves their immunity gain speed.
  • Silkiera can be recruited from prisoners, wanderer events, refugee pods, ancient cryptosleep caskets and slave traders.
The outward friendliness of the Ajin Company belies a disturbing disregard for the finer points of morality. They sell slaves from convenient planetside terminals like it’s business as usual. They’ve developed methods to mask the origins of unsavory meat and have no issue with selling it to their allies. They have a notable appreciation for incendiary weapons and will gladly use them in friendly territory. But the most obvious example of their dubiousness would probably be the existence of…
The Saclean

(Pronounced sah-KLEEN)

The saclean are mothlike women. They’re unique among ishmuti in that they were created by another race in the clade – the silkiera. The saclean were engineered as a “service species” - selfless workers who double as sapient livestock. They produce milk and a special silk, both of which appear to be popular goods in the silkieran economy. By nature, saclean are generally content to serve and don’t mind living in substandard conditions. Where the idhale are too depressed to change their sorry way of life, the saclean are too indifferent.

Race-specific gameplay traits of the saclean are as follows:
  • Produce milk at a rate of 11 units every 2 days.
  • Produce 60 units of a unique textile called silk filament every season.
  • All saclean backstories render them incapable of violence.
  • Gain small mood bonuses (instead of penalties) for experiencing the following:
    • Sleeping outside
    • Sleeping on the ground
    • Being in the rain
    • Being in the dark
    • Eating raw food
    • Having their own organs harvested
    • Having their sleep disturbed
    • An unfulfilled outdoors need
    • Pain (actually a very small -1 penalty)
    • Wearing dead man’s apparel
    • Wearing tattered apparel (actually a very small -1 penalty)
    • Being in a small room
  • Are more likely to generate with the following traits:
    • Pretty
    • Kind
    • Hard worker
    • Industrious
  • Compared to humans, all saclean:
    • Have a much lower market value
    • Are much slower
    • Weigh less and have just over half as much health
    • Tolerate a slightly wider range of temperatures
    • Produce much more leather
    • Receive more damage in combat
    • Receive mental breaks less easily
    • Are less sensitive to toxicity
    • Gain immunity to diseases twice as fast
    • Are very hard to down via pain
    • Work much faster
    • Have a life expectancy of 200 years
  • Over a period of five years, sacleanian acclimation vastly improves their sight and manipulation.
  • Saclean can be recruited from prisoners and very rarely from wanderer events, refugee pods, ancient cryptosleep caskets and slave traders.
Damn. Writing about the saclean is, uh… an experience to say the least. Hopefully all the normal people have been filtered out before seeing this.
The Nexaga

(Avoiding renders like this is why I made THIGAPPE, fellas)

Nexaga are like any other ishmuti but without any of the frills. Rather than being a product of some magical/gene-engineering experiment, the nexaga are the product of sex. Normally, human-ishmuti pairings produce male human and female ishmuti offspring. But in cases where the father’s genes are dominant, the result is a child nearly identical to a human female, yet distinctly ishmutian – a nexaga. Nexaga tend to blend in with other humans, and thus mostly live among them.

Race-specific gameplay traits of the nexaga are as follows:
  • Nexaga have special childhood backstories that define their heritage. Aside from providing higher than average skill bonuses, these backstories also add a special hediff. It confers passive stat bonuses in line with one of the other ishmuti races.
    • This is received in place of acclimation.
    • The mechanism used to give nexaga their heritage hediffs often fails to trigger. This is apparently an issue with HAR.
  • Nexaga otherwise have few notable differences from humans. They will, however, spawn as part of vanilla factions.
The Idearn
(Pronounced EE-day-arn)

The idearn are highly mysterious biomechanical beings. They were apparently wiped from the face of the universe, but the reasons why are completely unknown. The only evidence remaining of their existence is in rumors and scattered bits of their technology. With a few exceptions, idearn are only encountered when created using a new crafting station called the Mysterion.

Idearn have multiple subraces (or models) which belong to four main tiers. Each tier brings progressively more combat-capable idearn with harsher research and manufacturing requirements. All idearn recipes require special items dropped from mechanoids and related structures. This progression system allows you to slowly uncover the mysteries of the fallen race. After all, you do want to solve the mystery... right?

Details regarding the final model will be left out of this guide, as I feel they're best seen as a surprise. I do show them in my secondary guide that goes over the Ayameduki boss mods, however.

Race-specific gameplay traits of the idearn are as follows:
  • All idearn must replace their Arche cartridges once per season, or they will die. These are manufactured at the Mysterion (described below).
    • Due to an oversight, Arche cartridges can be consumed by non-idearn. This will give them the Arche cartridge hediff which... will then require that pawn to replace their Arche cartridge every season. Mhm.
  • All idearn have a "Reborn Race" hediff, which is their equivalent of acclimation. It halts bleeding, halves rest fall rate, and provides a drastic, gradually increasing boost to consciousness. Crazy stuff.
  • Manufacturing idearn requires a crafting station called the Mysterion. It is only unlocked through new, idearn-specific research. The actual manufacturing process requires special idearn components, whose crafting recipes require research of their own to unlock. These components are as follows:
    • Nomos cell: The basis of all other idearn components. These are found in small amounts from shredded mechanoid corpses or destroyed mechanoid structures. Certain mods, like the Vanilla Expanded series and Mechanoids Extraordinaire, have built-in support for this.
    • Technerelic: Crafted from 10 Nomos cells, 1 component, 100 steel and 50 plasteel. Also sometimes found from destroying certain mech structures.
    • Ideasensor: Crafted from 200 Nomos cells, 100 Technerelics, 10 advanced components and 4,000 steel.
    • Genesis reactor: Crafted from 500 Nomos cells, 200 Technerelics, 50 advanced components, 4,000 plasteel and 5,000 steel.
  • Compared to humans, all idearn:
    • Are many times heavier
    • Are neither flammable nor vulnerable to heat damage
    • Have no psychic sensitivity
    • Are immune to all direct toxic damage (but not environmental)
    • Are totally unaffected by temperature extremes
    • Learn skills at twice the normal rate
    • Recover from injuries at twice the normal rate
    • Always spawn with the Pretty trait
  • Laches idearn are the most basic, easily-manufactured model. Their recipe requires only 50 Nomos cells and 500 steel. Compared to universal idearn stat bonuses, Laches idearn have:
    • A lower market value
    • A bonus to movement speed
    • A small amount of natural armor
    • The maximum possible pain shock threshold
    • A very low mental break threshold
    • A doubled melee dodge chance
    • A natural bonus to melee armor penetration
    • Very low unarmed damage
  • Charmides idearn, split between Charmides-A and Charmides-B variants, are generic combat specialists. Their recipe requires 100 Technerelics, 1,000 steel and 5,000 plasteel.
    • In addition to the stat bonuses of Laches idearn, all Charmides models have:
      • Higher natural armor along with an additional percentage of innate damage reduction
      • Bonuses to aiming time and ranged cooldown
      • Bonuses to melee dodge and hit chance
      • Higher innate melee armor penetration
      • Respectable unarmed damage
      • Doubled HP pools
    • Charmides-A receive further bonuses to damage resistance, total HP and armor penetration, whereas Charmides-B receive further bonuses to movement speed and melee dodge chance.
  • Menexenus idearn, also with Menexenus-A and Menexenus-B variants, specialize in area disruption. Their recipe requires 1 Ideasensor, 1,500 steel and 1,000 plasteel.
    • In addition to the stat bonuses of Charmides idearn, all Menexenus models have:
      • A much higher market value
      • Higher natural armor and innate damage reduction
      • Higher innate melee armor penetration
      • Unarmed damage on par with a solark
      • Quadrupled HP pools total
    • The stat differences between Menexenus-A and Menexenus-B parallel those between Charmides-A and Charmides-B. However, Menexenus-A is noticeably slower than a Laches, while Menexenus-B is no faster than a Charmides-B.
    • Both Menexenus-A and Menexenus-B have the active ability Other Side (imperfect). This temporarily increases movement speed and reduces all incoming damage by 50%. This ability has a 3 day cooldown.
    • Menexenus-A idearn have an aura that inflicts the capacity-weakening hediff Sense Out on any hostiles, map-wide.
    • Menexenus-B idearn have the active abilities Fotia Dunamis and Narke Dunamis. They both produce massive explosions, the former incendiary and the latter EMP. These abilities have a 3 day cooldown.
  • Theaetetus idearn, once again with Theaetetus-A and Theaetetus-B variants, specialize in area disruption. Their recipe requires 3 Ideasensors, 1 Genesis reactor, 5,000 steel and 3,000 plasteel.
    • In addition to the stat bonuses of Menexenus idearn, all Theaetetus models have:
      • An even higher market value
      • Higher natural armor and innate damage reduction
      • Higher innate melee armor penetration
      • Unarmed damage exceeding that of a solark
      • Octupled HP pools total
    • Once again, Theaetetus-A idearn benefit from better resilience stats while Theaetetus-B idearn are much faster. Theaetetus-A are even slower than humans, while Theaetetus-B are even faster than Menexenus-B.
    • Both Theaetetus-A and Theaetetus-B have the active ability Other Side. This temporarily increases movement speed and totally eliminates almost all types of incoming damage. This ability has a 3 day cooldown.
    • Theaetetus-A idearn have two unique active abilities:
      • Hoplizon Praxis boosts the capacities of any allies in range, similar to the Qualeela-Keter's Regalia Ousu. This ability has a 3 day cooldown.
        • Notably, "Hoplizon" is the only Ancient Greek word I'm not confident in my transliteration of. If you know of an existing Ancient Greek word with similar syllables, please let me know.
      • Mimesis Praxis allows Theaetetus-A idearn to summon up to 20(!) melee-capable entities. The exact number depends on the user's Reborn Race level. This ability has a 1 day cooldown.
    • Theaetetus-B idearn also have two unique active abilities:
      • Erythros Exousia causes any hostiles caught in its range to bleed twice as fast while capping their movement capacity at 50%. This ability has a 3 day cooldown.
      • Kyanos Exousia infects any hostiles caught in its range with Ascension Mechanites, which will inevitably kill after a short time. This ability has a 1 day cooldown.
The Chaoura
(Pronounced kay-OR-uh)

The chaoura are shadow-benders with mechanical and angelic motifs. The Creator designed the chaoura as intelligent assassins who thrive in shadow. As such, darkness enhances their special abilities and renders them invulnerable to ranged damage. On an individual level, chaoura easily understand abstract concepts and seem to derive a sense of duty from killing.

Chaouran factions founded since the Creator’s fall are often made up of assassins for hire. Larger factions commission these assassins to take down large or fast-growing colonies.

Race-specific gameplay traits of the chaoura are as follows:
  • A chaoura can join your colony starting one year after game start. This can reoccur only after ten years have passed since the previous occurrence.
    • Although this event has a high likelihood to trigger, in practice it may take a few years to happen.
    • This and reproduction via Biotech are the only methods of recruiting chaoura. Enemy chaoura will instantly vanish upon being downed, apparently due to teleporting away.
  • So as not to disrupt their shadow-blending abilities, chaoura only wield race-specific weapons and apparel.
  • Chaoura gain a hediff that boosts or reduces their abilities depending on lighting conditions:
    • Total darkness (0% lighting):
      • +70% moving, manipulation, sight and hearing
      • +200% injury healing rate
      • -50% to all incoming damage
      • Total immunity to all ranged damage
      • A Blood Craze (see below) effect triggered every 10 melee attacks received by the chaoura
    • Sunlight (100% lighting):
      • -30% moving, manipulation, sight and hearing
      • +30% to all incoming damage
    • Anywhere between 0% and 100% (exclusive), chaoura receive neither a benefit nor a malus.
  • Gain small mood bonuses (instead of penalties) for experiencing the following:
    • Being in the dark
    • Observing corpses
  • Always generate with unique backstories. These increase combat and medical skill levels. They also guarantee the night owl trait, and increase the odds generating the pretty and beautiful traits.
  • Move at the same rate across all terrain, are unaffected by stopping power, and can only receive a maximum of 50 damage from any one attack.
  • Chaoura can wield a special weapon called the "Ritual Sword of the Crossing." Attacking with the sword inflicts the hediff “abyssal inflammation.” This quickly causes breakouts of harmful boils across the body, gradually weakening those affected. Each breakout site causes the following:
    • -15% manipulation and moving
    • x10% bleed rate
    • -5% injury healing rate
    • Abyssal inflammation and the boils it causes both resolve on their own in under a day.
  • Being in close combat with a chaoura inflicts a debuff called "void of eternal darkness." When the affected are both downed and in darkness, they will instantly die after a few hours.
    • This is primarily a challenge mechanic that enemy chaoura threaten with.
  • Capable of using three active abilities:
    • Shadowjump: Teleports the user to any space within a 50-tile radius. A few seconds of cooldown.
    • Blood Craze: Generates an AOE slash that causes severe bleeding to any caught in the 3-tile radius. Those affected will repeatedly take additional damage when in darkness.
    • Bitter Revenge: Gives the user a temporary hediff. This teleports any ranged opponents that fire upon the user into melee range. This only works when the user is in darkness.
  • Compared to humans, all chaoura:
    • Have a higher market value of 5,000
    • Are nearly twice as fast
    • Are totally nonflammable and immune to heat damage
    • Tolerate lower ranges of temperatures much better
    • Have 0% psychic sensitivity
    • Dodge melee attacks significantly more often
    • Gain immunity to diseases significantly faster
    • Are only downed at 80% pain
    • Are slightly more vulnerable to pollution
    • Have 20x(!) as much HP
    • Eat slightly less food
    • Have a lifespan of 200 years
  • Over a period of five years, chaouran acclimation boosts consciousness and greatly reduces bleeding. However, it also negates -200% to any added armor and -100% to any psychic sensitivity.
The Littluna


The littluna are an intelligent and dwarfish race of summoners. Of frail constitution and limited help in small-scale engagements, littluna require support from others to thrive.

They have an inherent connection with an immense entity who they call “Great Soraumi.” Said to hail from the far reaches of outer space, Great Soraumi is surprisingly wise and well-intentioned. It takes every opportunity it can to spread its wisdom, yet only the littluna are able to comprehend it. When the littluna summon Great Soraumi, its attempts to teach instead cause mass, murderous insanity. Not even the Creator was able to understand Great Soraumi’s wisdom. As such, both the littluna and Great Soraumi were treated as mere tools of war.

Race-specific gameplay traits of the littluna are as follows:
  • At any point from game start, a littluna may join your colony as part of a random incident. This can reoccur only after ten years have passed since the previous occurrence. Littluna don’t appear to be recruitable by any other means.
  • Provide all allies in a 30-tile radius with passive bonuses:
    • +10% consciousness, moving, manipulation, hearing and sight
    • -35% mental break threshold
  • Can summon Great Soraumi at will with a cooldown of one year. He will vanish outright about a day after being summoned.
  • Great Soraumi affects all hostiles in an 80-tile radius with a hediff that causes near instant berserk rage. Even if Great Soraumi disappears, those affected will invariably die after a few hours.
  • Great Soraumi otherwise acts like a tamed animal... with a DPS of over 6500.
  • Compared to humans, all littluna:
    • Have a higher market value of 2,500
    • Are nearly twice as fast
    • Have a base psychic sensitivity of 150%
    • Gain immunity to diseases significantly slower
    • Have an inherent malus to blunt and sharp armor
    • Can only be downed at the maximum possible pain threshold
    • Have a slightly smaller body size
    • Eat slightly less
    • Have less than half as much HP
    • Have a lifespan of 200 years
  • Over a period of five years, littlunan acclimation boosts consciousness and psychic sensitivity while substantially lowering mental break threshold.
The Eveliet
(Pronounced EE-vuh-leet)

The bloodsucking eveliet are vaguely vampiric in nature, and certainly badass. Their gameplay revolves around resource stockpiling. By finding opportunities to gradually gather blood, one can use up stored power when in need of a trump card. Unfortunately, the eveliet are also currently extinct.

The eveliet were the definitive precursors to the ishmuti clade. Before the requeen made mass production of later ishmuti possible, the eveliet served as a prototype. In fact, "the" in this case is singular; the Creator only ever made one.

The original eveliet was a revered figure in ishmutian culture and the apparent founder of the Church of Aletheia. When she heard that the Creator was planning a transition to Qualeelan leadership, she spearheaded a terrible revolt that resulted in her death. She was subsequently shunned and nearly forgotten.

As prototypes, the eveliet were much more closely related to super-entities than any other races in the clade. This made them powerful, yet unstable - so much so that they could not even survive prenatal infancy. However, there exists scattered data on methods to recreate a stabilized redesign of the ancient race. By collecting and interpreting this data, the eveliet may yet be reborn...

Race-specific gameplay traits of the eveliet are as follows:
  • Eveliet must be recreated to be recruited (or indeed, exist at all). For this, you must:
    1. Complete five extensive research projects, ultimately unlocking a workbench called El Tselem.
    2. Purchase five expensive data documents from any traders that sell artifacts.
    3. Assemble the data documents at the El Tselem to immediately create an eveliet enclosure capsule. It can then be activated to spawn a recruited eveliet.
  • Eveliet have a special hediff called "Yeshua's Blood Chalice." Eveliet can use one of their special abilities to add blood units to this chalice. Once enough blood has been stored, it can be expended to use powerful active abilities.
  • Capable of using six active abilities:
    • Adom Neshika: Sucks blood from a target, adding it to Yeshua's Blood Chalice and creating an AOE explosion that damages and weakens anyone caught in the blast.
    • K'lipa Repha'im: Vastly enhances the user's combat abilities for a time by giving them an actual ♥♥♥♥♥♥♥ JoJo stand. Almost no cooldown, making it possible to sustain indefinitely.
    • Gazar Salakh: Generates a damaging shockwave. Can be casted any tile within a short range.
    • Shavar Ganan: Delivers an extremely powerful but single-tile blast of damage. Can be casted to any tile within a short range. Sort of the focus fire version of Gazar Salakh.
    • Achol Mishte: Generates a large, damaging shockwave that causes immense bleeding. Can be casted to any tile within a short range.
    • Canaan Friends: Permanently summons helpful plush doll creatures. They can't fight, but are fast, capable of hauling, and even produce vanilla psychic artifacts every six seasons.
  • Eveliet have a decent selection of race-specific apparel and a unique 60 DPS sword. They can also wear most nearmare and silkiera equipment.
    • The eveliet also introduce a host of special researchable apparel items called Eved Keren. These vastly improve the stats relevant to specific races of ishmuti.
  • Always generate with unique backstories. These offer +4 bonuses to every single skill. They also guarantee the bloodlust trait, and increase the odds generating the pretty, beautiful and cannibal traits.
  • Move at the same rate across all terrain, are unaffected by stopping power, and can only receive a maximum of 50 damage from any one attack.
  • Most of an eveliet's base stats aren't too far off from humans. They rely mostly on K'lipa Repha'im to reach the same levels of stat power seen by other races in the series. Still, compared to humans, eveliet:
    • Have a higher market value of 2,000
    • Move slightly faster
    • Gain immunity to diseases significantly slower
    • Are harder to down by pain
  • Eveliet do not experience acclimation. They instead get a "prototype ishmuti" hediff that slightly reduces bleeding rate. Woohoo.
Elite Races
More recently, Ayameduki has been adding elite subraces for select races of ishmuti. Though not direct upgrades, they're far more powerful than their common kin, comparable in strength to the Qualeela-Keter. The Creator seems to have intended these subspecies as the natural-born leaders of their kind.

Their content is included in the base mods, but it is only loaded if you have the respective "EX" mod in your active list.

The next few sections will go over the current elite subspecies.
Elite Race - The Nearmare Aradia


The Nearmare Aradia are the perfected form of nearmare. They are witches of devilish beauty, capable of bending reality at will like magic. In the past, they acted as the sovereign leaders of nearmare, taking orders only from the Creator. After the Creator’s fall, they caused several calamities. Entelecheia, the Church of Aletheia and Ajin Company thus joined to seal the dangerous Aradia away in coffin-like devices. They’ve remained sealed ever since.

On the rim, it seems some of these coffins have become valuable trading goods. Those brave enough to open them will be joined by an invaluable ally – and perhaps a future calamity.

Race-specific gameplay traits of the Nearmare Aradia are as follows:
  • Nearmare Aradia coffins are sometimes sold by exotic goods traders, sold at a base market value of 50,000. They generate a Nearmare Aradia pawn when opened by being activated in the same way a soothe pulser might be.
  • Always generate with unique backstories. These greatly increase combat, plants, intellectual and social skill levels. They also guarantee the kind and “witch” traits, the latter of which works as follows:
    • Greatly boosts beauty and work stats related to research, growing and doctoring
    • All other pawns receive a +200 social opinion bonus for the witch.
    • The witch herself receives a -200 social opinion malus for any pawns she is not romantically involved with.
  • Capable of using 6 active abilities:
    • Forbidden Summon: Summons a super-entity that begins transforming every entity on the map except Nearmare Aradia into a weak, fleshy blob. This transformation is permanent.
    • 5 AOE blast abilities that can target any distant tile in range:
      • World’s End: Damages targets in range. Cooldown of two hours.
      • Chars of Rage: Makes targets in range go berserk. Cooldown of one day.
      • Inflamed Decay: Slows targets in range. Cooldown of one day.
      • Overflowing Chill: Inflicts frosbite on targets in range. Cooldown of one day.
      • Fertile Gloom: Reduces the armor rating of targets in range. Cooldown of one day.
    • Compared to ordinary nearmare, all Nearmare Aradia:
      • Have 300% psychic sensitivity.
      • Have minor inherent boosts to blunt and sharp armor.
      • Have the maximum possible pain shock threshold.
      • Have a mental break threshold of only 10%.
    • Nearmare Aradia experience “superior nearmarian acclimation.” Over the course of five years, it increases their consciousness, negotiation ability and social impact.
Elite Race - The Nearmare Nemeseia


The Nearmare Nemeseia are a technologically enhanced form of nearmare. They are incredibly adaptable combatants, implanted with "Hestia Furnaces" that augment their summoning abilities. This allows them to summon solid matter in the form of complex machinery instead of spectral entities.

These nearmare operate the so-called "Frontier World Preservation Orgnization -ETHOS-" . This appears to be another interstellar organization instituted by the Church of Aletheia. They dedicate themselves to protecting the development of budding societies on isolated worlds.

Race-specific gameplay traits of the Nearmare Nemeseia are as follows:
  • The Nearmare Nemeseia's associated faction -ETHOS- are powerful and reliable allies. They're also notable for their special trade caravans serving as a combination of bulk and exotic goods traders. These sell an exclusive item that spawns a recruited Nearmare Nemeseia. This is the only way to recruit them aside from capturing -ETHOS- members.
  • Always generate with unique backstories. These greatly increase combat, plants, intellectual and social skill levels. They also guarantee the kind trait and greatly increase odds of generating the hard worker, industrious and beautiful traits. They also disable the generation of a variety of other traits mostly related to mental depravity.
  • Nearmare Nemeseia have a special hediff called "Hestia Furnace." It acts as a resource tracker, storing energy units which can be expended to use their active abilities. Energy recharges passively at a rate of 10% per day.
  • Capable of using 5 active abilities:
    • Quick Charge: Instantly restores 30% energy, but increases hunger rate for a day. Cooldown of 1 day.
    • Notos Grenade: Fires a powerful grenade to any tile within a medium range. Costs 5% energy, no cooldown. Nemeseia are not immune to these explosions (thanks to user Silent for testing).
    • Akrisios Shield: Deploys a long-lasting low-shield with a radius of 2 tiles at the user's current position. Costs 20% energy, no cooldown.
    • Antares Claymore: Deploys a land mine to any tile within a short range. Costs 10% energy, no cooldown. The land mine is permanent until it explodes.
    • Eurytos Cannon: Fires a flurry of mortar shots with a forced miss radius of 8 tiles to any tile in a 150-tile radius (effectively mapwide). Costs 60% energy, no cooldown. Nemeseia are not immune to these explosions (thanks to user Silent for testing).
  • Compared to ordinary nearmare, Nearmare Nemeseia:
    • Have 100% psychic sensitivity
    • Tolerate a slightly wider range of temperatures
    • Have a small natural armor bonus as opposed to a malus
    • Have the maximum possible pain shock threshold
    • Have a much lower mental break threshold
    • Take only 40% damage from ordinary explosives
    • Have health and body size on par with a human's
  • Nearmare Nemeseia experience "Nemeseian acclimation." Over the course of five years, it improves their moving capacity and aiming delay factor, ranged weapon cooldown and bleed rate stats.

Based on internal specifications and commonality, the Nemeseia are closer to variants than proper elites. Nonetheless, I felt this part of the guide was still more appropriate for them.
Elite Race - The Nearmare Wingate


Though a race by technicality, the name Nearmare Wingate refers moreso to a phenomenon and individual. She will appear under the same circumstances as the vanilla Man in Black, ready to assist your fallen colonists with her helpful potions.

Wingate's origins are shrouded in mystery with only the general outline known. Long ago, the Creator had a personal assistant by the name of Wingate. Ever since her death, her consciousness has been jumping between the bodies of seemingly random nearmare. This replaces their personality and causes a physical transformation into the eponymous Nearmare Wingate. It seems that with each host's death, Wingate's consciousness jumps to a new body.

Race-specific gameplay traits of the Nearmare Wingate are as follows:
  • As with the Man in Black event, a single Nearmare Wingate may arrive at your colony when all your living colonists are downed. Both events can happen at the same time.
  • Nearmare Wingate are unaffected by the following kinds of thoughts:
    • Organ harvesting
    • Butchering humanlikes
    • Wearing human leather
    • Human butchery
    • Slavery
    • Most death-related thoughts
  • Always generate with unique backstories. These provide small bonuses to shooting and melee skills, and larger bonuses to intellectual, medical, plants and cooking skills. They also guarantee the kind trait and greatly increase odds of generating the hard worker, industrious and beautiful traits. They also disable the generation of a variety of other traits mostly related to mental depravity.
  • Capable of using 6 special active abilities:
    • Autopsy: Generates an explosion that destroys all corpses in range, generating resources tracked via 3 separate hediffs. Cooldown of 12 hours. Different types of corpses give different types of resources:
      • Liquid precursors are obtained from creatures with humanlike intelligence. 10-15 units gained per corpse.
      • Solid precursors are obtained from non-sapient creatures capable of using tools, like mechanoids. 3-5 units gained per corpse.
      • Powdered precursors are obtained from creatures with animal intelligence. 3-5 units gained per corpse.
    • Ancient Remedy: Heals a target by a small amount. Costs 30 liquid precursors, no cooldown. Pretty useless, sadly.
    • Arctela's Panacea: Significantly boosts a target's combat-related capacities and stats for 8 hours, but then cuts their moving in half for 4 hours. Costs 20 liquid precursors and 10 solid precursors, no cooldown.
    • Etienne's Concoction: Significantly boosts a target's combat-related capacities and stats for 8 hours, but then cuts their moving in half for 4 hours. Costs 20 liquid precursors and 10 powdered precursors, no cooldown.
    • Dunamis' Secret Cure: Resurrects a target and permanently improves their bleed rate, move speed, temperature tolerance, mental break threshold and work speeds. Costs 100 units of all three precursors, no cooldown.
    • ■■■'s Death Tonic: "Improves" a target. Costs 280 units of all three precursors, no cooldown. The exact effects appear to be something Ayameduki has intentionally obscured, so I'll spoiler the effects below. Basically, the target becomes a zombie of sorts.

      • Disables the beauty, outdoors/indoors, rest, comfort, space and joy needs
      • Sets animals, social and artistic skill level to 0
      • Disables pain
      • Prevents bleeding
      • Increases hunger rate
      • Disables social opinions
      • Multiplies movement speed by 80%
      • Doubles hunger capacity
      • Nullifies psychic sensitivity
      • Sets mental break threshold to its minimum
      • Greatly reduces rest rate
      • Doubles immunity gain speed
      • Greatly reduces market value
      • Reduces all work speeds to a fraction of their ordinary value
  • Compared to ordinary nearmare, Nearmare Wingate:
    • Tolerate a slightly wider range of temperatures
    • Have only average mining speed
    • Have 150% psychic sensitivity
    • Have a normal immunity gain speed
    • Have a small amount of natural sharp and blunt armor
    • Have only average negotiation, sell price and animal-related stats
    • Have 100% environmental toxic resistance
    • Research faster
    • Butcher faster
    • Perform medical work faster
    • Work with plants faster
  • Nearmare Wingate experience "Wingate acclimation." Over the course of five years, it improves their consciousness and mental break threshold.
Much as with the Nemeseia, the Wingate are moreso variants than elites, but I felt they still fit best here.

Also, Ayameduki has informed me that Wingate was inspired by the Man in Black event and the novel "The Shadow Out of Time," whose protagonist she is named after. Such a fascinating and original concept!
Elite Race - The Solark Hallelevh
(Pronounced similar to "hallelujah", but with "lav" at the end)

The Solark Hallelevh condense a solark’s power into a fully humanoid form. This difficult feat required a long period of dormancy. Though a successful experiment, the Solark Hallelevh’s birth came long after the Creator’s own end. Much like the Nearmare Aradia, the Solark Hallelevh were designed as the rightful leaders of their common kin. They display even more strength than an ordinary solark, and can assume a fully draconic form.



Race-specific gameplay traits of the Solark Hallelevh are as follows:
  • Solark Hallelevh are recruited in an identical manner to the Nearmare Aradia - from an expensive stasis pod trade item.
  • Always generate with unique backstories. These greatly increase combat, social and intellectual skill levels. They also guarantee that the pawn will spawn with either the beautiful or pretty trait.
  • Capable of using two active abilities:
    • Sheol Flare: Generates a wide-range antimatter explosion centered on the user. Cooldown of one day.
    • Shemesh Ness: Transforms the user into a fully draconic combat form for half a day. This massively boosts almost all combat-related stats (think in the range of +200% armor and +10 c/s movement speed). Cooldown of one day.
  • Solark Hallelevh can wield weapons normally and equip a wider range of apparel.
  • Solark Hallelevh move at the same rate across all terrain, are unaffected by stopping power, and can only receive a maximum of 10 damage from any one attack.
  • Solark Hallelevh benefit from the same special thoughts of regular solark.
  • Compared to ordinary solark, all Solark Hallelevh:
    • Deal even more unarmed damage at twice the rate
    • Have ten times the base health scale to the solark’s seven
    • Have more than twice the base hunger rate
    • Have a body size equal to that of humans
    • Have an even higher market value (40,000 vs 15,000)
    • Move more slowly
    • Weigh twice as much
    • Have five times higher maximum and minimum comfortable temperatures
    • Have significantly higher natural armor penetration, damage reduction and armor
    • Have slightly lower immunity gain speed
    • Have none of the solark’s natural work speed penalties
    • Have a bonus to negotiation ability
    • Heal from injuries at twice the normal rate
  • Solark Hallelevh experience “superior solarkian acclimation.” Each level is mostly identical to its standard equivalent, though certain capacities receive a slight extra boost.
"Hallelevh" was previously translated as "Halevh," but I recently confirmed with Ayameduki that this is actually a combination of the Hebrew words "הלל" (hallel) meaning "to praise" and "לב" (levh) meaning "heart." Apparently, Ayameduki meant the former to mean something more like "shining," so "Shining Heart."
Elite Race - The Silkiera Quality


The frankly-named Silkiera Quality are essentially purebred silkiera. Thanks to selective breeding by Ajin Company, they have a natural aptitude for most kinds of work. Within Ajin Company, many minor leadership positions are held by Silkiera Quality.

Race-specific gameplay traits of the Silkiera Quality are as follows:
  • Silkiera Quality are recruited like most other elite races, from an expensive “Platinum Ticket” trade item. However, the Platinum Ticket only costs 12,000 silver.
  • Always generate with unique backstories. These give a variety of massive skill level bonuses while guaranteeing the Industrious and Kind traits.
  • Compared to ordinary silkiera, all Silkiera Quality:
    • Have a higher market value
    • Move much faster
    • Tolerate a wider range of temperatures
    • Have a 30% bonus to the following work speeds:
      • Global
      • General labor
      • Research
      • Mining
      • Plant
      • Construction
      • Cooking
      • Smelting
      • Drug synthesis
      • Medical tending and operation
  • Silkiera Quality experience “superior silkieran acclimation.” Over the course of five years, it increases their moving, manipulation and immunity gain speed.
Elite Race - The Silkiera Vixenmalice


The Silkiera Vixenmalice make up the shadow government of Ajin Company. Cruel, self-centered and full of bloodlust, they act as a perfect societal counterweight to their common kin. After the Creator’s fall, their ambition went unchecked, giving rise to Ajin Company. The faction’s great successes and atrocities alike are seemingly all thanks to the Vixenmalice.

Mysteriously, they are willing to join factions who participate in Ajin Company recycling program.

Race-specific gameplay traits of the Silkiera Vixenmalice are as follows:
  • Silkiera Vixenmalice can only be recruited by exchanging for a Black Ticket using Cat Stamps. This, along with many other trades, can be done at a new researchable exchange center. The exchange center works like a production bench, with the following exchange rates:
    • Receiving Cat Stamps:
      • 1 apparel item → 1 Cat Stamp
      • 1 weapon → 1 Cat Stamp
      • 10 toxic wastepacks + 1(!) silver → 1 Cat Stamp (requires Biotech)
    • Spending Cat Stamps:
      • 500 → 1 healer mech serum
      • 500 → 1 resurrector mech serum
      • 500 → 1 persona core
      • 3000 → 1 Black Ticket
      • 500 → 1 silkieran streetlight (an installable light source with no power requirement)
      • 50 → 1 Pet Ticket
        • The pet ticket summons a quick, fast-nuzzling tamed animal called a “Silky Cat.”
      • 50 → 5 luciferium
      • 100 → 1 Sacleticket (summons a recruited saclean)
      • 500 → 1 techprof subpersona core
      • 2000 → 1 Ghost Ticket (summons a recruited idhale)
      • 2500 → 1 Little Ticket (summons a recruited littluna)
      • 50 → 1 shard (requires Anomaly)
  • Always generate with unique backstories. These greatly increase melee, animals, social and intellectual skill levels. They also guarantee the cannibal and bloodlust traits.
  • Vixenmalice are immune to all ranged attacks. In addition, foes who attempt to deal ranged attacks on Vixenmalice receive a curse lasting a few hours, causing the following effects. These wounds tend to accumulate faster than they can be treated. (Thanks to user Regularity for pointing this out!)
    • Periodic scratch damage
    • Reduced consciousness
    • Higher mental break threshold
    • Increased incoming damage factor
    • Reduced injury healing factor
  • Capable of using 3 active abilities, none of which require line of sight:
    • Heat Haze: Teleports the user to any space within a 100-tile radius. Only a few seconds of cooldown.
    • Kitsune Possession: Generates a targeted AOE blast that impairs motor function at any space within 100 tiles. One hour cooldown.
      • User Reguality discovered that this ability reduces both maximum and minimum temperature tolerances by -50 and +50 respectively, causing the affected to experience heatstroke and hypothermia simultaneously. This guarantees death within a few hours for most pawns.
    • Bug Bait: Summons strengthened, manhunting insects at any targeted space within 100 tiles. These insects will die after a short period of time. One hour cooldown.
  • Silkiera Vixenmalice move at the same rate across all terrain and are unaffected by stopping power.
  • Compared to ordinary silkiera, Silkiera Vixenmalice:
    • Have three times the normal health scale
    • Have a body size on par with that of humans
    • Have a market value of 10,000
    • Move over twice as quickly
    • Are completely nonflammable and immune to heat damage
    • Tolerate all temperatures between -300 and 300 degrees
    • Have significant natural armor and damage resistance
    • Are only downed at 90% pain
    • Have high unarmed melee DPS that also inflicts stun, flame and frostbite damage
  • Like Silkiera Quality, Silkiera Vixenmalice experience “superior silkieran acclimation.” Over the course of five years, it increases their moving, manipulation and immunity gain speed.

I really, really like how these gals tie up the mystery of Ajin Company's more diabolical behaviors.
Elite Race - The Xenoorca Hadalnoia
(pronounced HAY-dal-noy-uh)

Merciless xenoorcan elites with powers pertaining to ocean abysses. Once, the Xenoorca Hadalnoia were the Creator's proud personal guards. But in a twist of fate, they betrayed their own allegiances. They now live as exiles, reduced to mere bandits leading the Orcinus Brigade. They're only spotted leading assaults against powerful settlements... or Littluna Ideasklavos.

Race-specific gameplay traits of the Xenoorca Hadalnoia as follows:
  • Xenoorca Hadalnoia are only encountered as part of particularly large Orcinus Brigade raids. Due to their special abilities, they can be a challenge to capture.
  • Always generate with unique backstories. Pawns with these backstories always spawn with the Brawler, Nimble and (oddly) Volatile traits.
  • Xenoorca Hadalnoia possess several special abilities:
    • Passive - Abyssal Scare: Inflicts a harmful hediff on any hostiles that attack (or are attacked in unarmed combat by) a Xenoorca Hadalnoia. This reduces sight, hearing, talking and ranged firing rate.
    • Passive - Hadopelagic Fear: Inflicts a harmful hediff on any hostiles that approach a Xenoorca Hadalnoia. This increases bleeding rate, caps moving and manipulation at 50%, decreases damage resistances and totally stops natural healing for its duration.
    • Passive - Imperial Order: Adds a beneficial hediff to any allies near a Xenoorca Hadalnoia. This boosts moving, manipulation, sight, hearing, flammability and damage resistances. It also massively boosts ranged fire rate, ranged accuracy, melee accuracy and melee dodge chance.
    • Active - Abyssal Swim: Teleports the user to any tile within range.
  • Xenoorca Hadalnoia are completely immune to many of the unique hediff-inflicting damage types from the nearmare and qualeela. They cannot be stunned nor frostbitten, and receive only 40% damage from bullets. They can also only receive up to 25 damage at one time from one attack, are unaffected by stopping power, and ignore terrain path costs.
  • Compared to humans, Xenoorca Hadalnoia:
    • Have a market value of 20,000
    • Move almost twice as fast
    • Weigh almost five times more
    • Tolerate temperature extremes without issue
    • Take only 30% of all damage received
    • Have 150% natural sharp and blunt armor
    • Have much higher natural melee dodge and hit chance
    • Receive a 20% bonus to ranged accuracy
    • Have the maximum possible pain threshold.
    • Heal from injury at two times the normal rate
    • Are half as fast to tend wounds and only a tenth as fast at researching, mining, constructing, smoothing, plant work, animal harvesting and mechanoid shredding
    • Have a life expectancy of 1200 years
    • Have eight times as much health
    • Eat a fifth as much food
    • Have powerful unarmed attacks that stun, freeze and crush
  • Xenoorca Hadalnoia experience "superior xenoorcan acclimation." It gradually reduces bleed rate and rest fall rate while improving consciousness, injury healing factor and damage resistances.
Elite Race - The Littluna Ideasklavos


Littluna Ideasklavos descend from a subrace of littlunan priestesses. Once revered among their kind, they were corrupted by the ishmuti clade's ancient nemesis. They now live as mad, monstrous puppets, slaughtering everything in their path. According to the Orcinus Brigade, Ideasklavos should only be spared the mercy of a quick death.

They will occasionally raid your colony in small numbers, wreaking havoc if they get too close to your people.

Race-specific gameplay traits of the Littluna Ideasklavos are as follows:
  • Cannot be captured. Like chaoura, hostile Ideasklavos will vanish upon being downed.
    • A special material called Ichor Lithos is associated with Littluna Ideasklavos. Dealing sufficient damage to a hostile Ideasklavos will cause them to drop small amounts of this material. 1,000 Ichor Lithos can then be crafted into a chalice that will transform one of your littluna into a Littluna Ideasklavos.
      • Small amounts of Ichor Lithos can also be obtained by smelting stuffable items randomly generated with the material.
  • Always generate with unique backstories. These provide major bonuses to melee, intellectual and artistic skills.
  • Littluna Ideasklavos possess three special abilities:
    • Passive - Bared soul: Inflicts a harmful hediff on any hostiles that closely approach a Littluna Ideasklavos. This caps consciousness at 50%, caps moving and manipulation at 0%, doubles damage received and totally stops natural healing for its duration.
    • Passive - Star Priestess: Inflicted on creatures that deal damage to a Littluna Ideasklavos. It reduces most health capacities by 30-50%, drastically reduces move speed, and inflicts a -500% penalty to psychic sensitivity. I believe it's also supposed to reduce blunt and sharp armor values, but it actually increases them.
    • Passive - Shield: For every ten hits dealt to an Ideasklavos, they produce a few explosions around them. These are especially damaging to structures.
  • Littluna Ideasklavos are completely immune to many of the unique hediff-inflicting damage types from the nearmare and qualeela. They cannot be stunned nor frostbitten, and receive only 40% damage from bullets. They can also only receive up to 10 damage at one time from one attack, are unaffected by stopping power, and ignore terrain path costs.
  • Compared to humans, Littluna Ideasklavos:
    • Have a market value of 50,000
    • Move almost twice as fast
    • Weigh an absurd amount
    • Are totally nonflammable
    • Tolerate temperature extremes without issue
    • Have no psychic sensitivity
    • Are immune to heat damage
    • Have the maximum possible pain shock threshold
    • Have unarmed attacks that deal very little damage, a high attack rate with extra stun damage
    • Have a life expectancy of 1,100 years
    • Have twenty five times(!) as much health
    • Eat half as much food
  • Littluna Ideasklavos experience "Ideasklavos immunity" instead of acclimation. This drastically reduces their bleed rate (perhaps down to 0%), but lowers blood filtration.
Elite Race - The Littluna Dunamis


Littluna Dunamis represent the pure, unaltered state of Littluna Ideasklavos. They are an exalted race capable of employing time dilation to communicate with and befriend almost anyone. Having inherited genetic information directly from the Creator, they are viewed as his "Divine Daughters" and thus revered as religious icons. In-game, they serve as incredibly powerful support pawns, but are even more fragile than ordinary littluna.

According to Ayameduki, the Dunamis possess a kind of hive mind where every individual shares a consciousness. This collective is treated as a single individual - "the" Divine Daughter.

The title of Priestess was shared by her elder sister - the original eveliet. After the latter's death, the Dunamis collective served as the second head of the Church of Aletheia. It seems she spearheaded some important research in her time.

Race-specific gameplay traits of the Littluna Dunamis are as follows:
  • Littluna Dunamis are only recruitable from a special summoning item. Unlocking the recipe requires the completion of a series of research projects totaling 40,500,000 research points. The crafting is done at El Tselem and requires the following ingredients:
    • 1 Trela Kampana, a boss summoning item craftable using 100 Ichor Lithos from Littluna Ideasklavos
    • 1 Kleos Stephanos, an item received for defeating the boss summoned using the Trela Kampana
    • 1000 Emet Even, a material obtained once every time an eveliet uses Adom Neshika
  • Always generate with unique backstories. These guarantee the beautiful and kind traits, as well as a third, unique "priestess" trait that further bolsters beauty, research speed and medical stats. These greatly boost artistic, animals, medical, social and intellectual skills, yet apply -20 to shooting, melee, plants, cooking, construction and mining.
  • Littluna Dunamis possess three special abilities:
    • Hello Friend!: Recruits any target within a 15-tile radius. Effectively no cooldown. Yep.
    • Eques Filii Dei: Creates a strengthening blast that temporarily improves the capabilities of anyone in a 3-tile radius for half a day. Cooldown of 1 day. Really, just... look at these numbers.
      • x300% consciousness
      • -100% bleed rate factor
      • +100% toxic resistance
      • +200% blunt, sharp and heat armor
      • +12 c/s movespeed
      • -100% flammability
      • -99% incoming damage factor
      • -50% aiming time factor
      • -50% ranged cooldown factor
      • +4000% melee hit chance
      • +4000% melee dodge chance
      • +100% melee armor penetration
      • +100% injury healing factor
    • Priestess' Heavenly Eye: Generates a blast with a radius of 8 tiles at any tile in a 75-tile radius, damaging enemies just enough to down them without killing them. Cooldown of 5 hours.
  • Like common littluna, Littluna Dunamis provide all allies in a 30-tile radius with passive bonuses:
    • +10% consciousness, moving, manipulation, hearing and sight
    • -35% mental break threshold
  • Compared to ordinary littluna, Littluna Dunamis:
    • Have a market value of 80,000
    • Move much slower
    • Weigh less
    • Are totally nonflammable
    • Have a mental break threshold of 0%
    • Have 2500%(!) psychic sensitivity
    • Gain immunity to diseases at only 60% of the normal rate
    • Have the highest possible pain shock threshold
    • Have a negotiation strength of 500%
    • Have a sell price factor of 500%
    • Deal weak yet fast melee strikes that inflict enough stun to stunlock
    • Have only 20% of a human's health to a littluna's 40%
  • Littluna Dunamis experience "Dunamis physiology" instead of acclimation. This simply lowers their blood filtration by 30%, making them even more susceptible to disease.
Elite Race - The Idhale Avonruach
(pronounced ah-von-RUA followed by a throaty "ch")

The Idhale Avonruach were the last of the elite races created. They were made for one purpose - to defeat the so-called Star-Crossing Bird. But tragically, the Bird destroyed the Creator before the Avonruach could finish the job. Worse, the Avonruach were convinced that their enemy had not truly been destroyed. They vanished without a trace soon after. In time, they were presumed extinct, then declared a myth.

Recent years have seen a sudden uptick in Idhale Avonruach sightings. Apparently given reason to fight once more, they'll sometimes raid very wealthy settlements. Given their incredible combat prowess and ability to self-resurrect up to five times, this can present a serious threat.

Race-specific gameplay traits of the Idhale Avonruach are as follows:
  • Idhale Avonruach have their own permanently hostile faction called Raqia Nephesh. They can only raid a colony after 5 years have passed and if the colony has at least 2,500,000 points of wealth.
  • Hostile Avonruach from Raqia Nephesh will either resurrect (explained later) or disappear upon being downed. They cannot be captured.
    • Avonruach can only be recruited by gathering 2,000 of a special material called Zohar Even. 200 units are gained each time you kill a hostile Avonruach. It can then be crafted into an artifact that will summon a recruited Avonruach.
      • Small amounts of Zohar Even can also be obtained by smelting stuffable items randomly generated with the material.
      • According to user black hole, the Avonruach faction is very rarely chosen for the prisoner rescue world map event. As such, if you can free the prisoner, you will gain a recruited Avonruach. Be aware that the guards themselves will also be Avonruach.
  • Always generate with unique backstories. These provide major bonuses to melee, intellectual and artistic skills. They also guarantee the Brawler, Volatile and Ascetic traits while disabling negative beauty traits.
  • Idhale Avonruach possess several special abilities:
    • Passive - Ts'vaot Shekhinah: Automatically resurrects the user upon death. Every consecutive resurrection provides boosts to consciousness and damage resistance. However, the user can only be resurrected five times; after dying for the sixth time, they will die normally. When resurrecting, the user will emit a wave that instantly downs all surrounding foes.
      • This ability was buggy in prior versions, especially for enemy Avonruach, but this should no longer be the case.
      • Player-controlled Idhale Avonruach also have an active ability by the same name that allows them to instantly use up resurrection charges in order to reap the stat boosts instantly.
    • Passive - Shield: Idhale Avonruach are not totally immune to all damage like their common kin. They instead have a special shield mechanic that treats melee and ranged attacks differently.
      • Each melee attack:
        1. Will never directly damage the Avonruach
        2. Allows one ranged attack to damage the Avonruach
        3. Contributes to a counter that, upon reaching 5, will cause a small explosion that deals cut damage to anyone at close range
      • Each ranged attack:
        1. Can only damage the Avonruach if:
          1. One melee attack was previously dealt
          2. A number of ranged hits have already been dealt, lowering a "barrier" that has more "charges" the higher the Avonruach's Ts'vaot Shekhinah level is
        2. Contributes to counters that eventually cause:
          • Explosions(!)
          • Exploding projectiles(!!)
          • Exploding summons(!!!)
    • Active - Har Megiddo: Generates a damaging shockwave with high armor penetration at a target location within 30 tiles. A few hours of cooldown.
    • Active - Shamayim Shaliach: Summons a powerful golem to fight like any other ishmutian summon. Two day cooldown.
      • One of these will be spawned on a hostile Avonruach's last two resurrections.
      • This is apparently meant to scale with the level of acclimation, but Avonruach do not have such a scaling hediff at the time of writing.
  • Idhale Avonruach are completely immune to many of the unique hediff-inflicting damage types from the nearmare, idearn and qualeela. They cannot be stunned nor frostbitten. They can also only receive up to 35 damage at one time from one attack, are unaffected by stopping power, and ignore terrain path costs.
  • Compared to humans, Idhale Avonruach:
    • Have a much higher market value of 50,000
    • Move over twice as quickly
    • Are much heavier
    • Are totally nonflammable
    • Tolerate all temperatures
    • Research faster
    • Mine faster
    • Have no psychic sensitivity
    • Are slower to gain disease immunity
    • Are immune to heat damage
    • Have an increased pain shock threshold
    • Do general labor at one third the usual speed
    • Eat food much more slowly
    • Are immune to toxicity and pollution
    • Possess moderately powerful unarmed attacks with stunlocking capability
    • Have a life expectancy of 5,000 years
    • Have six times as much health
    • Eat under half as much
    • Have a gestation period of 600(!) days
  • Idhale Avonruach have a hediff called "Avonruach physiology" in place of an acclimation hediff. This bottoms out their psychic sensitivity and bleed rate.

An Idhale Avonruach's complex shield mechanics force you to stay on your toes and adopt very specific strategies. I have asked Ayameduki directly and a summary of his advice is as follows:
  • Use weapons with a high attack speed or rate of fire, such as the Ts'vaot Rifle added by Nearmare Race.
  • Prioritize swarming the Avonruach with many melee pawns. Ayameduki suggests tribal allies for this purpose.
  • Make use of low shields, such as packs or mechanoids, to safeguard against retaliation projectiles.
To add a few points of my own:
  • Despite what Ayameduki says and the ranged barrier mechanic, I find that high damage is more important than fire rate for ranged weapons. The main obstacle to damage is the melee attack requirement, so it's better to make use of the hits that you have to deal more damage. In testing, I was able to kill her incredibly rapidly using 10 pawns wielding sniper rifle OCs. The Shefet railgun is another good pick.
  • Two (relatively easily obtained) races fair especially favorably against Avonruach:
    1. Neclose, for their large numbers of disposable, high HP melee summons.
    2. Solark Halevh, for their stun immunity, massive health pool, melee stats and resilience (especially in dragon form). Just make sure they aren't in melee range when the Avonruach resurrects, or they will be force-downed.
  • For all that is good and holy, avoid or kill their exploding summons, Lahat Shalach, before they detonate. The explosions are huge, kill almost invariably, and don't appear to be stopped by shields.
  • A highly effective strategy is to have five or more summoner pawns on standby, releasing one wave of summons for each level of Ts'vaot Shekhinah released. They will be downed and damaged repeatedly, but deal enough low-value melee hits for this not to matter.
Elite Race - The Neclose Outisphonia


The Neclose Outisphonia are a mysterious race of pseudo-ishmuti. Their genetic structure resembles a neclose's, but is fundamentally distinct enough to make classification difficult. Though poorly understood, they are well known to be a terrifying menace wherever they appear.

The Outisphonia were apparently born in an accident involving a super-entity on a Canaanian space station. That station now drifts derelict across the galaxy, carrying the Outisphonia along with it.

It seems that Ayameduki has intentionally avoided providing details on the Outisphonia and their mechanics. They function as a boss and a race all in one. Keep in mind that you may be detracting from the intended experience by reading too much of this section.

Race-specific gameplay traits of the Neclose Outisphonia are as follows:
  • Neclose Outisphonia have a complicated recruiting process that necessitates summoning and fighting hostile Outisphonia. The process goes as follows:
    1. Buy a "blood-red mead" item from any trader that sells artifacts
    2. Use the item to summon a hostile Neclose Outisphonia raid
    3. Repeatedly damage the Outisphonia to force it to drop "repulsive meatsack" items
      • Hostile Outisphonia will disappear upon being downed or even if forcefully recruited
    4. Combine 200 repulsive meatsacks at a machining table (yes, machining table) to produce a special item
    5. Use the produced item on a recruited neclose to spawn a recruited Neclose Outisphonia
  • Hostile Outisphonia act as a boss encounter of sorts. Their mechanics are as follows:
    • The Outisphonia will slowly approach your colonists at all times, threatening with their 200 melee DPS and Lunateria.
    • Performs a special action at 10, 20 and 30 second intervals (measured at 1x game speed):
      • Every 10 seconds: Teleport to a random map tile
      • Every 20 seconds: Spawn a large hostile monster called a Kleas
      • Every 30 seconds: Become invisible (and untargetable to player pawns) for a short time
    • Every twenty attacks dealt to the Outisphonia will cause her to:
      1. Teleport to a random map tile
      2. Summon 3 small hostile monsters called Vlastari
      3. Generate an AOE explosion centered on her attacker with one of three random effects:
        1. Turn non-humanlike targets to the Outisphonia's faction, making them target her enemies regardless of previous affiliation
        2. Drive all targets in range to a shortened form of berserk rage
        3. Revive corpses into Kleas
      4. Drop a single repulsive meatsack
  • Always generate with unique backstories. These provide major bonuses to artistic, medicine, melee, construction, mining, cooking and plants skills. They also guarantee the Brawler, Volatile and Nimble traits while disabling negative beauty traits.
  • Recruited Neclose Outisphonia have several powerful active abilities:
    • Voice from Space: Generates an explosion on any tile in range, turning non-humanlike targets to the Outisphonia's faction. Cooldown of 100 seconds.
    • Madness Connection: Generates an explosion on any tile in range, driving all in range into a short berserk rage. Cooldown of 100 seconds.
    • Shadow of Kleas: Generates an explosion on any tile in range, reviving any corpses into allied Kleas. Cooldown of 100 seconds.
    • Visit From Outside: Turns the user invisible for half an hour. Cooldown of 100 seconds.
    • Hound of Diastema: Teleports the user to any tile within a 30-tile radius. Cooldown of 10 seconds.
  • Neclose Outisphonia are immune to stun and frostbite damage, and take only 10% damage from bullets. They can also only receive up to 50 damage at one time from one attack, are unaffected by stopping power, and ignore terrain path costs.
    • Unlike most elites, it seems they're still susceptible to the special damage types from other races in the series.
  • Compared to humans, Neclose Outisphonia:
    • Have five times the body size
    • Have ten times as much health
    • Eat only a tenth as much food
    • Have a life expectency of 780,000(!) years
    • Have a much higher market value of 80,000
    • Have an extraordinary mass of 12,000
    • Move considerably slower
    • Tolerate all temperatures
    • Have no psychic sensitivity
    • Gain disease immunity at a faster rate
    • Are half as accurate with ranged weapons
    • Have significant natural blunt, sharp and heat armor
    • Have extremely powerful unarmed melee attacks dealing Lunateria and EMP damage
    • Have the maximum possible pain threshold
    • Perform better in negotiations
    • Have a bonus to sell price factor
    • Perform better when taming and training animals
    • Are immune to toxic damage
    • Are inflammable
    • Have a higher global work speed
    • Perform research much faster
    • Perform mining, construction, smoothing, plant work, animal gathering and mechanoid deconstruction faster
As a fun fact, Ayameduki has told me that the Outisphonia were inspired by Anomaly. We can all thank the expansion for helping our favorite scylla finally get the love they deserve.
Storyteller - Idea C. Corax
(Pronounced EE-day-uh)

Idea is Ayameduki’s first custom storyteller. Though not a race, I felt it was still appropriate to describe her here. That’s best done by the in-game translation:

“Idea C. Corax is a mysterious woman who calls herself an ishmuti. She is both an understanding entertainer and a destructive adversary.

In essence, Idea permits colonists to live forever on the rim. She allows many opportunities to expand your population and prefers varied, frequent events.

Idea sends raids frequently, but at under half the normal size, making most raids easy to repel. But beware - Idea is prone to bouts of madness. In such states, she will send raids at the ordinary size.

Under typical circumstances, Idea is a calm overseer. Yet, as though a different person altogether, she spares no mercy for those who try to leave the planet. Such times, she believes, are when the colony is ‘ripest for eating.’”

Idea’s technical details are as follows:
  • Strongly encouraged to increase the player’s population all the way up to 50 colonists. Even after reaching 50 colonists, however, she is not encouraged to kill off colonists to lower the population.
  • Approximately every 45 days, will enter a state for 5 days where she rapidly sends normal-sized raids.
  • Will send large threats (such as raids) approximately every 3 days, but only at 40% of their usual point value.
  • Sends 2-5 raids almost every day when trying to escape the planet. Far worse, however, is the fact that these raids will always be at least worth 10,000 threat points. For reference, vanilla storytellers have a minimum of only 500.
  • Spends less time able to send small threats, but also less time unable to. Effectively, you see more small threats more often. In vanilla this only really consists of single mad animals, however.
  • Sends miscellaneous events four times as frequently. Miscellaneous events include almost anything that isn’t a threat like raids, manhunters or mech clusters.
  • Sends humanlike disease events significantly later compared to vanilla storytellers.
  • Sends twice as many trade caravans per year compared to vanilla storytellers.
  • Sends twice as many visitors and travelers on average. Whoopee.
  • Sends quests slightly less often.
  • Spends less time being unable to send orbital traders, making them slightly more common on average.
Lord have mercy, the souls I would give just to bury my whole damn paladinic face in those glor-

Idea later received a secondary, nameless variant storyteller. She's pretty much exactly the same except she has much harsher raid intervals and minimum point values.
Final Words
Once again, keep in mind that all of this is simply my understanding of the Ayameduki race lore. The information presented here is bound to include some mistakes. Of course, many thanks to Ayameduki for the fantastic source material and for always being to responsive to my questions.

Thanks for reading this far! Hopefully you've got a solid idea of what to expect now. But especially lore-wise, I didn't go over everything. I wanted to leave some of the discovery up to you. If I’ve piqued your interest, I hope you'll try the races out and pick up the pieces from the in-game descriptions. It’s a lot of fun!

317 Comments
WRelicK  [author] Feb 14 @ 10:18am 
Yep! My recommendation is aedbia's, so give the other a try if you experience any issues with one.
Espiovvv Feb 13 @ 12:32am 
@Latica There are a few mods that do that, this one has the best UI in my opinion
https://steamcommunity.com/sharedfiles/filedetails/?id=2879080074
Latica Feb 12 @ 10:19pm 
ty very much for answering that! Have another question if not bother, is there some mod that can make some of them not go bald with certain apparels? i already have thiggapa but it still showing them bald
WRelicK  [author] Feb 12 @ 1:33am 
The Outisphonia don't have any special resistance to turrets in particular, but they do receive a damage modifier of x10% from any Bullet sources, which should include most vanilla turrets. It could be an issue of insufficient armor penetration on the bullets themselves, too - Outisphonia come equipped with some impressive armor, after all.
Latica Feb 11 @ 8:11pm 
Does Neclose Outisphonia have immunity against ALL turrets?
WRelicK  [author] Feb 11 @ 10:25am 
Hello there! You're welcome, and I'm so happy it's been useful to you!
Latica Feb 9 @ 10:17am 
Hello! thanks for the guide!
WRelicK  [author] Jan 21 @ 1:54pm 
I'm looking forward to seeing how it works out! And yeah, the mechanics are incredibly esoteric and there's not even any visual hints to clue you in, unfortunately. I'm so happy the guide has been helpful!
Waltuh Jan 20 @ 1:40pm 
i think some part of the mod wasn't working properly or something (or I found a way around the shields with the tranquilizer rifles?) because I could hit her with tranq rounds without having to melee


the rounds didn't do damage but the tranq buildup eventually kept proccing the revive since it would've downed her


my tranq turrets also managed to do it to her a couple times too, but she also lacked the gunshot/bruise/crack heddifs


now that I know about this I'm gonna melee her once, throw the hollow purple at her and pray to god it kills 🙏

goated guide (although how tf are we meant to know this in-game is beyond me lmao)
WRelicK  [author] Jan 19 @ 7:24pm 
It's confirmed - not even Goku could defeat the Aya races.

All that being said, she is on her last legs when she reaches 100%, but the 100% is not in itself the killing factor. As long as the damage was able to penetrate her barriers after that point, she should have died eventually.

I'm glad you enjoyed the guide and the fight! I do encourage you to try again regardless!