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Introduction[]

The Aliens (also known as Kharaa) and the subspecies that make up its hostile presence on various human installations are the product of a previously unknown Bacteria-like growth that rapidly evolves and directly sets in motion the events that lead up to the hostile encounters with humans, and was accordingly termed by TSF scientists as Bacterium. The Bacterium is the basic building block of the Kharaa and is responsible for the evolution and aggressive behavior of the Kharaa lifeforms. The creatures and structures that the Kharaa have at their disposal were previously not associated with the Bacterium whatsoever but were separate species that were infested and incorporated into the Kharaa gene pool (including structures such as the Harvester). Once assimilated, these species would be regularly reproduced, albeit re-purposed to better suit their role in the Kharaa, such as carapace and the razor sharp blades that Skulks and Fades evolved.

The terminology for the aliens is still being developed. At the moment, we refer to the aliens, and their whole system of bacteria, lifeforms and growths, as the "Kharaa"; and the pre-hive-stage presence as the "bacterium". The first TSF encounter with the aliens occurred aboard the Mongol's Sanjii mining facility. The tattered voice comm logs they extracted from the command network had one word that stood out, used again and again – "Kharaa!" "Kharaa!" Later, it was understood that this means "Watch out!" in Mongolian. By then, it had stuck.

The Kharaa began appearing on ships and bases throughout the Ariadne Arm a decade ago, slaughtering everyone on board. In almost every case the ship then wandered off course, and either destroyed itself by slipping into some gravity well (usually a planet or sun) or was tracked down and destroyed by the owners of the craft. Life support on bases and ships usually fails soon after the Kharaa take over, so even without military response, they don't last very long. However it is still unknown how their appearances on numerous ships and installations can be prevented, and until more conclusive information can be gathered by scientists, humans may never know how or why the Bacterium is capable of setting forth such a destructive onslaught without any early indication or warning.

Initially, the Bacterium only reproduces, slowly forming a mat, visible to the naked eye. All of these bacteria are in contact with one another, sharing data on their environment, and triggering responses to stimuli (like energy sources, or danger). They form a network that links all Kharaa lifeforms and structures and is responsible for the phenomenon of Hive Sight. It isn't until the presence of larger lifeforms that the next stage of alien growth, the Hive, begins. The hive contains all the information and abilities necessary to set off a cascade of events that rapidly leads to full-scale conflict. Like all the other Kharaa structures, TSF scientists speculate that hives are actually creatures that have been evolved into this form over an incredibly long time, and have observed that Kharaa structures, in general, tend to resemble aquatic forms of life, contrary to the Kharaa lifeforms that clearly originated from mammals and other similar creatures.

The bacterium seems capable of tapping a wide variety of energy sources. Heat and water are diverse enough, but it also finds the rich sludge used for nano-construction highly desirable. Fortunately, the same safeguards that prevent marines from automatically accessing these stores thwart the Kharaa too. Unfortunately, the aliens seem quite prepared for this sort of obstacle, building Harvesters atop resource nodes, that draw the sludge up and digest it. These chambers appear to have once been a species, much like the hive. What these resource chambers could have been used for before the Kharaa encountered us is a perplexing mystery. But they convert the sludge into a usable form, just as our resource towers do. As a result, marines and Kharaa end up fighting for the same resources. Defending these resources is vital to the Kharaa, second only to protecting their hives.

To destroy the human presence, the bacterium employs lifeforms of its own. These are the creatures that slaughter the crew of the ship or base, and the same creatures that are waiting for the Frontiersmen when they arrive to take the ship or base back. Kharaa species have natural weaponry and cunning that make them a match for the best equipped and most highly trained forces the TSF can deploy. Hives continue to spawn lifeforms over the course of a conflict, replacing lost aliens. Destroying all hives is the only way to cease the everlasting onslaught.


Lifeforms[]

The Kharaa life cycle begins with the Egg, which is commonly found in large clusters around a Hive. The basic form of the Kharaa, the Skulk, hatches from an egg by biting through the membrane. It has been observed that when the threat to Kharaa territory becomes formidable, the aliens respond by evolving into different and stronger lifeforms as the situation demands. These lifeforms are classified as the Gorge, Lerk, Fade, and Onos, each with their own unique abilities and roles to fulfill.

Kharaa lifeforms are capable of communication through Hive Sight, an instinctive visual mechanism that allows them to identify friend from foe. The Kharaa also possess enhanced senses, more notably Alien Vision which grant perfect visibility in darkness.

Kharaa Lifeforms

Lifeform Abilities Description
Slot Alternate Movement

Skulk idle

Skulk

Bite slot

Bite
Leap slot

Leap
Sneak slot

Sneak
Basic lifeform that climbs walls to disorient and ambush prey.
Parasite slot

Parasite
Xenocide slot

Xenocide

Lifeform Abilities Description
Slot Alternate Movement

Gorge idle

Gorge

Spit slot

Spit
Heal spray slot

Heal Spray
Belly slide slot

Belly Slide
Support lifeform that acts as healer, builder, and demolisher.
Gorge build menu slot

Build Menu
Bile bomb slot

Bile Bomb
Babbler bait slot

Babbler Bait

Lifeform Abilities Description
Slot Alternate Movement

Lerk idle

Lerk

Bite slot

Poison Bite
Spikes slot

Spikes
Roost slot

Roost
Flying lifeform that excels at dealing damage over time.
Umbra slot

Umbra
Spores slot

Spore

Lifeform Abilities Description
Slot Alternate Movement

Fade idle

Fade

Swipe slot

Swipe
Blink slot

Blink
Elusive lifeform that specializes in assassination and escape.
Fade (Natural Selection 2)#Metabolize

Metabolize
Stab slot

Stab

Lifeform Abilities Description
Slot Alternate Movement

Onos idle

Onos

Gore slot

Gore
Stomp slot

Stomp
Charge icon

Charge
Gigantic lifeform that absorbs damage and demolishes structures.
Bone shield slot

Bone Shield


Player Abilities[]

Alien Player Abilities

Alien Vision[]

Alien Vision
Aura icon
Toggle Alien Vision mode to highlight all units and structures in white, and the terrain in orange.
  • Brightness is affected by lighting in the room.
  • Red emergency lighting and complete darkness are considered as the same brightness level.
Hotkey
F
Targets Players, Units, Structures, Terrain
All Kharaa lifeforms possess hypersensitive retinas that allow Alien Vision (or Dark Vision), which changes the lifeform's perspective in order to distinguish between organisms, structures, and the terrain.

Evolve Menu[]

Evolve Menu
Evolve menu icon
Opens the Evolve Menu to purchase different Kharaa lifeforms and available Traits using Personal Resources.
Hotkey
B
Targets Lifeforms
Requires Valid ground to spawn player Egg
The Evolve Menu allows Kharaa players to select different lifeforms and unlocked Traits to evolve using Personal Resources. It contains information about each lifeform, such as name, cost, Health, Armor, abilities, effects of each Trait, and more.

Hive Sight[]

Hive Sight
Hive sight icon
Hive Sight highlights all players and structures in an orange glow. When nearby, Kharaa players can see each other through walls.
  • Parasited targets are visible through walls and glow more brightly.
Range 30
Targets Players, Units, Structures

Hive Sight is an innate passive ability for all Kharaa lifeforms. All nearby visible players, units and structures will be highlighted in an orange glow at all times. Friendly players will also be visible through walls, allowing players to coordinate and position themselves against incoming Frontiersmen forces.


Evolutions[]

Evolutions (or Traits) are purchased upgrades that passively enhance Kharaa lifeforms' defensive, deceptive, or reactive capabilities. The Hive can evolve into different types to unlock evolution structures: Crag Hive (Shell), Shade Hive (Veil), and Shift Hive (Spur). Traits are accessed in the Evolve Menu and will cost Personal Resources depending on different lifeforms. Only one of two traits from the same evolution structure can be evolved by players, but they may switch traits any time with enough Personal Resources.

If all evolution structures are destroyed, the pair of unlocked traits will lose all effects and become inaccessible to players. However, players that already evolved a trait will retain their purchase and regain the trait's effects when the associated evolution structure is rebuilt.

Evolutions
Prerequisite Trait Description Additional Information

Alien shell

Shell

Carapace

Carapace
Increases total Armor pool depending on lifeform.
  • Armor bonus increases with number of existing Shells (maximum 3 levels).

Regeneration

Regeneration
Increases passive Health/Armor regeneration.
  • Regen bonus increases with number of existing Shells per 3% (maximum 3 levels = 9%) for maximum 80 HP.
  • It heals every 2 seconds (80HP Max.)
  • It only activates when out of combat (taking damage) for 3 seconds

Icon vampirism

Vampirism
Grants health shield from enemies when you hit them with your primary attack.
  • Each lifeform gains a different percentage of maximum amount of health shield per level for each successful attack.
    • Skulk Bite: 4.67% / 9.34% / 14% of max health / armor
    • Gorge Spit: 2.67% / 5.34% / 8% of max health / armor
    • Lerk Bite: 2.67% / 5.34% / 8% of max health / armor
    • Fade Swipe: 3.33% / 6.66% / 10% of max health / armor
    • Onos Gore: 1.83% / 3.66% / 5.5% of max health / armor

Alien veil

Veil

Aura

Aura
Reveals nearby Marines and Exosuits' presence and indicates their health by colored icon.
  • Reveal range increases with number of existing Veils (maximum 3 levels).

Phantom

Camouflage
Renders the lifeform almost invisible based on tier level, even while moving.
  • Each Veil increases the effect of the cloak when standing still and moving (Maximum 3 Levels).

Icon focus

Focus
Increases attack damage at the cost of attack speed.
  • Each level increases attack damage and decreases attack rate.
  • Only primary attacks are affected by Focus and consume 33% more energy.
  • Vampirism heals 33% more health if Focus is selected.

Alien spur

Spur

Icon adrenaline

Adrenaline
Increases recharge rate of energy.
  • recharge rate bonuses increase with number of existing Spurs (maximum 3 levels).
  • recharge rate is tailored for each lifeform.

Icon celerity

Celerity
Increases move speed.
  • Move speed bonus (0.5) increases with number of existing Spurs (maximum 3 levels = 1.5).

Icon crush

Crush
Increases damage inflicted on the armor of Marines and Marine structures.
  • Each level increases the fraction of damage dealt to Marine players' armor by 7%
  • Each level increases the damage dealt to Marine structures and Exos by 7%

Commander[]

Main article: Alien Commander

The Alien Commander is a hive mind presence that governs over Kharaa territory and evolution. It aids in coordinating lifeforms, spreading the Kharaa Infestation, and growing various organic structures. Any lifeform can enter an unoccupied Hive to act as the Alien Commander, which changes the player's perspective from first-person to an overview of the map. Only one Commander can be active at a time, and he may exit the occupied Hive to become his previous lifeform.

The Commander has a user interface that includes a Mini-map, commander menu, and resource counter, allowing him to build structures and perform upgrades for the Kharaa. He can also assist his lifeforms using various abilities at his disposal; commander abilities cost Team Resources and are mostly found in the Assist tab, with some requiring the presence of specific units and structures to trigger.

Abilities[]

See Alien Commander Abilities

Biomass[]

Main article: Biomass

Biomass is a tech progression system that serves two functions: increase all lifeforms' maximum Health pool and enable unlocked lifeform abilities after research from the Hive. Each Hive can contain up to 4 Biomass levels; 1 level for being an active Hive and 3 additional levels can be upgraded by the Alien Commander.

Biomass Levels & Unlocked Abilities with research costs and time
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Level 11 Level 12
Biomass bar 12
Nutrient Mist Rupture Bone Wall Contami-
nation
Nutrient Mist Rupture icon Bone wall icon Contamination icon
2 Alien res
15 seconds
3 Alien res
3 seconds
3 Alien res
6 seconds
5 Alien res
20 seconds
Bile Bomb Meta-
bolize
Leap Adv. Meta-
bolize
Umbra Stab Stomp Xenocide
Bile bomb icon Metabolize Leap icon Adv Metabolize Umbra icon Stab icon Stomp icon Xenocide icon
15 Alien res
40 seconds
20 Alien res
40 seconds
15 Alien res
40 seconds
20 Alien res
45 seconds
30 Alien res
75 seconds
25 Alien res
60 seconds
35 Alien res
90 seconds
25 Alien res
60 seconds
Spores
Spores icon
20 Alien res
60 seconds
Bone Shield
Bone shield icon
25 Alien res
40 seconds
Gorge Egg Lerk Egg Fade Egg Onos Egg
Gorge egg icon Lerk egg icon Shadow step icon Onos egg icon
20 Alien res
45 seconds
40 Alien res
45 seconds
80 Alien res
45 seconds
100 Alien res
45 seconds
  • Maximum 12 Biomass levels (Biomass 0 and Biomass 1 are effectively the same)
  • Unlocks specific lifeform abilities once researched from Hive.
  • Enables Alien Commander abilities and pre-evolved lifeform Eggs.
  • Increases maximum Health pool depending on lifeform.

Infestation[]

Main article: Infestation

Infestation is a green moss-like collective mass of billions of microscopic Bacterium. It grows outward from the Cyst, Hive, Tunnel, and Contamination structures, and is essential to Kharaa territory expansion. The Alien Commander can sprout any Kharaa structure directly from the Infestation itself.

Most Kharaa structures require Infestation to survive, except the source structures which produce the organic substance. Infestation is also sustained by the source structures, as otherwise, the Infestation will dissolve rapidly into nothing with its source destroyed. Infestation possesses corrosive properties that damage Frontiersmen structures' Armor, along with the sticky mass that slows down blueprint construction when in contact.

Maturation[]

Main article: Maturation

All Kharaa structures will automatically undergo a growth process known as Maturation. A newly grown structure is low on Health and Armor, but as the structure matures, it will reach its strongest state. The Alien Commander can use Nutrient Mist to rapidly mature structures even in their unbuilt state.

Units and Structures[]

Units and structures are placed by the Gorge and the Alien Commander specifically and the cost of structures placed by the Alien Commander is taken from the Team Resources.

WhipShiftShadeCragHiveHarvesterDrifterCystShift HiveDrifterCystShade HiveDrifterCystCrag HiveDrifterSpurVeilShellCrushCelerityAdrenalineFocusCamouflageAuraVampirismCarapaceRegenerationBiomass 1Biomass 2Biomass 3Biomass 4Biomass 5Biomass 6Biomass 7Biomass 8Biomass 9Biomass 12Bile MineRuptureBone WallLeapAdvanced MetabolizeUmbraStabStompXenocideContaminationWebBile BombMetabolizeBone ShieldSporesAlien Techtree
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