============================
   ASCENDANCY!
============================

 ALIEN RACE FAQ

 V 1.1 Completed 8/24/05

 Written and maintained by James Friel
 Copyright @2005 James Friel ([email protected]) This FAQ is solely
 intended for use on Gamefaq.com forum site, and may not be reproduced or
 duplicated without permission of myself. If you want to use or duplicate
 the FAQ, feel free on other sites, I really am not a greedy person, just
 make sure to credit the FAQ and myself when doing it.

 ASCENDANCY is a PC game published by Logic Factory 1995


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 TABLE OF CONTENTS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 I.   Revision History
 II.  Introduction
 III. Alien race list
 IV.  Last Words


=========================================
 I. REVISION HISTORY
=========================================

 2/10/05 v1.0
 - FAQ started
 - Added Introduction
 - Added Alien Race section
 - Added Last Words section


 8/24/05 v1.1
 - Added updates on alien abilities


[NOTE: My revision history starts at version 1.0 and each change will be noted
as a .1 addition, so the 3rd revision, if it ever gets to that, will be the
version 1.3]



======================================
 II. INTRODUCTION
======================================

 This Acendancy FAQ is made up to give you some info on the various races you
can play in the game. The game does include a great Tutorial section, which
I cannot stress enough for you to go through to learn a great deal about how
to play the game, plus learn alot of valuable info. The Tutorial is one of
the best you will find.

 There are 21 races you can play in the game, each one has their unique
background and special abilities. Sadly human is not among them, this is
really a galaxy far far away. How you play the game is greatly affected by the
race you pick. Some races are designed for fighting, some are designed for
peace, while others have special abilites that benefit them no matter what
they are in it for.

 The following is the list in the game describing the races and their
backgrounds. You can access their special abilities in the game by clicking
on the Special Ability button in the basic Galatic display screen menu. I hope
to give you a little info on each race plus some ideas on how to play them.


=========================================
  III.  ALIEN RACE LIST
=========================================


1)  MINIONS: SUPREME PLANET INVADERS

   Minions are a mysterious group of robot creatures controlled by an
   unknown extra-galactic super force. They are hideously strong and quick.

   HISTORY. The Minions are a species of artificial life-machines that serve
   the purposes of their extra-galactic master-species. Eons ago, the master
   species seeded the ancestor-units of the Minions on a planet chosen to
   accelerate their developmental programs. Their ultimate programming lay
   dormant throughout their history until reawakened by their cosmic masters.
   No one knows anything about the location of the masters or their purpose.


   SPECIAL ABILITY:  The Minions are masters of invasion. Their planetary
   invasions will always succeed.

   [NOTES:   Minions are Invaders, as their special ability states. If you
             play as the Minions, you want to invade, invade, invade. Your
             first priority is to build ships with Invasion modules and head
             for neighbor star systems, hunt down enemy home worlds, and take
             them over. Hopefully early on you will be quick enough to catch
             your alien neighbors sleeping, quickly overwelming them. I myself
             adjust my Invasion ships to be a bit faster, more speed with less
             Invasion modules.
             Defending against Minions, you do not want them to get close to
             your planets. You won't be able to repel them once they get into
             your orbits. Blow them up before they even get close, fight them
             in space, because planetside they are unstoppable.


2) SNOVEMDOMAS: BUILDERS OF INDESTRUCTABLE SHIPS

   Snovemdomas are incredibly tough, and guard their territories with alarming
   ferocity. They are generally uninterested in diplomacy with other species.

   HISTORY. The Snovemdomas evolved as pack-hunting predators in woods and
   tundra plains on a very high-gravity world. Snovemdomas are about the size
   of a bear, and their stocky build is deceptive since they are quick and
   graceful in motion. To the inhabitants of the other worlds, they appear to
   be imposing and massive. On their own world, the Snovemdomas prey on much
   larger and tougher creatures, bringing the prey down by overwelming it with
   numbers and speed. Their bodies evolved strength and lightness (too much
   mass being detrimental in high gravity), and their bones are made of a
   hollow but nearly unbreakable force-distributing honycomb lattice.


   SPECIAL ABILITY: The Snovemdomas are mighty and tough. Their ships all have
   double-strength hulls.

   [NOTES:  When playing as Snovemdomas, your strength lies in your ships.
            Having ships which are vastly superior to other alien ships of
            equal design allows you to survive alot easier. Your ships are
            your strength, lean that way. Have powerful fleets with great
            Warcraft. In peacetime no one cares how strong your ships are. The
            Snovemdomas are one of the few races that can take advantage of
            certain misc items that can be outfitted on a ship that normally
            don't have much use in combat.
            When playing against Snovemdomas, take into consideration that
            their ships are much harder to destroy. Make sure you have a size
            advantage, or stronger numbers and/or weapons. Use special items
            that affect their weapons and power instead of their hulls at
            first.


3) ORFA: BLACK SQUARE DWELLERS

   Orfa are from a seething, volcanic world, and they are able to subsist on
   raw minerals. They are slothful but highly intelligent.

   HISTORY. The Orfa are grazing animals that evolved on a hostile world.
   Their bodies are very dense and tough, and they are as happy in a pool of
   lava as pigs are in a wallow of filth. They prefer vegetaion and a diet of
   complex organic molecules but they can subsist on raw minerals. They are
   not harmed by the radiation, heat, cold, chemicals, or physical buffeting
   of any known planetary body, nor do they require an atmosphere.

   They have no known natural enemies (nothing on their home world is able to
   make a dent in their hides) and no particular difficulty surviving in
   almost any environment. It is likely that they evolved sentience due to
   competition for mating.

   SPECIAL ABILITY: The Orfa are unfazed by hostile environments. They can
   build on black planet squares.

   [NOTES:  When playing the Orfa, you have a slight advantage in the speed
            in your colony growth. You don't have to waste time building
            connection tunnels nor spend time Terraforming once you gain that
            skill. You can also develop barren planets at quick speeds, which
            other races will not be able to do for a good long time. Take
            advantage of this fact. Your main goal to start is to get colony
            ships going and colonize as many planets as you can, each planet
            you colonize can grow very quickly. You want alot of fast growing
            planets. This ability makes you good in all around playing, either
            warlike or peacetime.
            When playing against Orfa, you shouldn't have a large problem.
            Since the computer AI isn't great, usually they won't take great
            advantage of their fast growth, at least I never saw it. Treat
            them as any other race with basic abilities.


4) KAMBUCHKA: CLAIRVOYANTS

   Kambuchka subsist by filtering the rich, soupy atmosphere of their world. A
   Kambuchka's entire body is a convoluted sensory membrane.

   HISTORY. The Kambuchka evolved in the dense, fog-like atmosphere of a
   large planet. They see by feeling the atomic vibrations of their
   surroundings on their convoluted membrane bodies. The Kabuchka cannot move
   quickly in the atmosphere of their home world, so they evolved the ability
   to detect faraway living things, both to help them find food and to help
   them avoid predators.

   SPECIAL ABILITIY: The Kambuchka can sense life forms from far away. They
    can see all alien home stars.

   [NOTES:  The Kambuchka are one of those races who's special ability really
            doesn't have any impact on their playing. Big deal, they can see
            where other home worlds are located. They have no benefits in
            getting there, or surviving battles or growing. You still have to
            explore all areas to find those lanes to those homeworlds, and any
            race that reaches those areas are notified anyway. Their special
            ability is no benefit what-so-ever. Play them only if you want a
            challenge.
            When playing against Kambuchka, sigh and breath easier that they
            will be a easy race to deal with in any situation.


5) HANSHAKS: TELEPATHIC DIPLOMATS

   Hanshaks are an ancient race of toroidal mind-bodies. They are in tune with
   life and nature, and are masters of communication.

   HISTORY. The Hanshaks can communicate telepathically with other sentient
   life. The Sanshaks are few, but they are renowned for their wisdom and
   intuition. After an early technological surge, they dismantled their cities
   and returned their world to its natural state, developing a culture
   devoted to enlightenment and living symbiotically with nature. They have
   managed to retain a knowledge of technology in their druidic society.

   SPECIAL ABILITY: The Hanshaks are telepathic communicators. They can talk
   to all other races from the start of the game.

   [NOTES:  Hanshaks are ok diplomats and have a slight advantage of all other
            races in that they can start diplomatic relations sooner than the
            other aliens. This in no way gives them advantages in diplomacy,
            they just get a early start. This is not a great special ability,
            since it doesn't take you long to start encountering other races
            anyway, but any little bit helps. This is a peaceful ability,
            against hostile aliens they usually ignore your talks anyway, so
            starting early doesn't do much. A lesser special ability. When
            playing as Hanshaks try and use your communication skills early
            on and try and make friends. Not much else you can do with it, im
            afraid.
            When playing against Hanshaks, you don't really have to worry
            about much. If its peacetime you will usually make some alliances
            anyway, and during war time most other aliens ignore your talks.
            Having Hanshaks talking to you at the start of the game usually
            only ends in them declaring war quicker than the other races. Big
            deal, your going to kill them all anyway right? haha.


6) FLUDENTRI: INSTANT HEALERS

   Fludentri are composed entirely of liquid, and a severely injured Fludentri
   heals in seconds. They are ambitious and unintellectual.

   HISTORY. The Fludentri evolved on a world covered with ocean. They are
   composed of polymerized liquid. When a Fludentri is injured it regenerates
   in seconds, its fluid anatomy knitting together immediately after physical
   damage occurs. A Fludentri dies only when its entire body is disrupted at
   once.

   SPECIAL ABILITY: The Fludentri are resilent. They can repair all damage to
    their ships.

   [NOTES:  Another race with a weak special ability. While this special
            does have limited combat uses, when it rolls around you usually
            aren't loaded up with a ton of damaged ships waiting. It doesn't
            provide much benefit early in the game and is only useful later.
            When playing, simply play normally not worrying about your special
            ability. Once you reach a point where you are building alot of
            ships you can start to keep an eye on the special ability. Again
            not much else you can do.
            Playing against the Fludentri, you treat them as a race with no
            special ability. The ability really won't have much effect on you
            since you probably will be destroying their ships, so there won't
            be any "injured" ships to heal.


7)  BALIFIDS: SUPER DIPLOMATS

   Balifids are cute little rodents. Their disarming appearance belies their
   ruthless diplomatic skill.

   HISTORY. The Balifids evolved on a hospitable but competitive world where
   they developed the ability to disarm and win over their competitors. Other
   creatures instinctively feel protective of Balifids.

   The Balifids have a huge capicity for fun--they take nothing very serious
   and are friendly and curious. Despite their naive and harmless image,
   the Balifids are deeply intelligent and highly perceptive. They survived
   as a species because of their keen awareness of the outlook and motivations
   of other creatures.

   SPECIAL ABILITIES: Balifids are disarming diplomats. They can force all
    aliens to make peace with them.

   [NOTES:  As their description says, they are diplomats. And they actually
            have a great ability to that effect. Use it. Make friends, try
            and do some trading, and keep the peace. This won't have much
            effect on your colony growth other than making sure you keep an
            eye out on your diplomatic status with your neighbors. I haven't
            tried them in hostile mode to see if they offset the hostility
            other races do.
            When playing against Balifids, they don't get any benefits in
            battle. When fighting against them, they probably will have other
            races as their friends, but then again, you are fighting usually
            against everyone else anyway so no big difference. I'd treat them
            as a race with no special abilities, even though their diplomat
            abilities might get them technology a tad quicker than others.


8) SWAPARAMANS: ENERGY DOUBLERS

   Swaparamans are cosmic exiles. They were driven from their home world by
   the dread Frutmaka, and survived only by finding great strength in
   adversity.

   HISTORY. The Swaparamans evolved on the first planet of a binary star
   system. The dual-star configuration influenced the development of duality
   inverse-reality structures that continually build in the minds of the
   Swamparamans like electricity charging a capacitor. Once charged, the
   Swamparamans can release their stored potential. They evolved on the same
   world as the Frutmaka, but were driven from their home world. A tiny
   number survived and were able to flee in space vessels that they patched
   together in secret.

   SPECIAL ABILITY:  The Swamparamans produce extra power. They can double
   the power of all their ships.

   [NOTES:   This could have been a good power except they limited it to only
             working on the turn its used. So you have double power on one
             turn only, which basically is almost useless compared to the
             powers of other races.
             When playing against the Swaparamans, consider them with no
             special ability what so ever. 1 turn of double power is nothing.



9)  FRUTMAKA: TELEPORTERS

   Frutmaka share a common home world and ancestry with the Swaparamans. Their
   black-hole god, Graveesha, has given them the ability to warp space.

   HISTORY. The Frutmaka evolved near a black-hole on the same planet that
   gave birth to the Swaparamans. Long ago they drove the Swaparamans from
   their mutual home world. The Frutmaka move with glacial slowness. They are
   near-sessile fungal animals that obtained high intelligence early in their
   evolution. Their fustration at being fully aware and helpless while they
   were being eaten alive by predators gave way to the development of a latent
   telekinetic ability. Modern Frutmaka have a formitable ability to teleport
   objects with the force of their wills. Combining abilities, they can
   teleport large objects across huge distances.

   SPECIAL ABILITY: The Frutmaka are able to repel. They can warp alien ships
   out of their colonies stars.

   [NOTES: While the Frutmaka have a nice special ability, sadly you won't
           be taking advantage of it too much. Why? Because if you are any
           type of decent player at all, you will be doing your fighting in
           OTHER alien's star areas, not yours. If you are doing so bad that
           alien forces are invading your areas easy, then you are in trouble.
           Don't worry about your ability much. Expand, grow, and Keep in
           mind that the ability is there in a emergency situation. Expelling
           enemy ships only delays them, it does not destroy them. Keep the
           power for emergencies.
           When playing against Frutmaka, its the exact opposite. You probably
           will be encountering their ability alot if you are trying to take
           over their areas. There isn't any defense against it so you just
           have to keep pushing at them. Again, all it does is delay you.
           Take advantage of it, refit if needed. Consolidate and head back.


10) SHEVAR: ENERGY SAPPERS

   Shevar are a non-organic lifeform, and masters of the dark forces of the
   universe. They harness arcane powers that sap and oppose all life.

   HISTORY. Little is known of the Shevar. They are sorcerers, masters of
   dark forces from another universe. They are an inorganic lifeform--they
   follow most definitions of life but are composed entirely of inorganic
   substances. They are able to harness an anti-energy that draws in and
   consumes energy and life force. It is believed that the Shevar came from
   another universe with different physical laws. They experimented with their
   arcane arts until they opened a way into this universe, and the pathway
   they opened led to a planet teeming with life. This was a unimagined bounty
   to the Shevar and they utterly devastated this world, feeding on its life
   force.

   SPECIAL ABILITY:  The Shevar are power-sappers. They can wipe out the power
   of all alien ships in systems they occupy.

   [NOTES:  When playing as Shevar, you find limitations on their special
            abilities similiar to that of the Frutmaka, you will be able to
            use your ability, but it won't be as effective as you might like
            because you probably will be doing much of your fighting in other
            systems, not yours. Also, battles probably won't be too long in
            scope, if you leave alot of enemy ships about that this power
            can work on, you are not doing the job right. Play as a normal
            race but just keep in mind that in a emergency you have a good
            backup ability to help you defend your area.
            When playing against the Shevar, again, its the exact opposite.
            You will encounter their power more than if you were playing them,
            simply because you will be in their area more than they are in
            yours. Take it with a grain of salt, You won't be in a huge fleet
            battle that should make a big difference when the power is used.


11) GOVOROM: PLANET NURTURERS

   Govorom are spirits of nature. They transformed their once-barren home
   world into a lush paradise. They are guarded but trustworthy.

   HISTORY. The Govorom evolved on a barren desert planet. In order to survive
   they learned to preserve and nuture the scant resources of their world.
   They do not have an organized society, they live apart from each other,
   each being a caretaker of a small region of the planet. The regions they
   care for are ever-changing and are not agreed upon but handled purely by
   intuition- each Govorom knows instinctively where its region lies. Given an
   already-hospitable planet, they are able to transform it into a paradise.

   SPECIAL ABILITY: The Govorom are nature-goddesses. You can turn your least
   populated colony into a rich world.

   [NOTES:   The Govorom special ability is very nice, it changes the planet
             that has less population by converting its resourse squares into
             better squares. (I.E. White squares into red, blue or green ones)
             Black squares into white. A great ability in both peacetime and
             wartime.
             When playing against the Govorom, they will have better planets,
             thus better colonies.


12) UNGOOMA: TRAVEL DISRUPTORS

   Ungooma are brain parasites. Their mind-control can leave a victim
   uncertain of which memories are real and which were implanted.

   HISTORY. The Ungooma are a species of adaptive-intelligence beings that
   evolved as though-parasites and later developed their own means of thinking
   and taking control of animals, using the bodies and minds of their hosts
   for their own needs. They are tiny, and their intellect is derived from
   the combined thoughts of many thousands of distinct composite personalities
   which they have. They currently no longer possess the ability to take over
   a host, but they retain the vestigial ability to exert a limited form of
   mind control at a distance.

   SPECIAL ABILITY:  The Ungooma are mischievous. They can bump all ships in
   star lanes backward to their stars of origin.

   [NOTES:  Now this isn't a great ability, considering that this only delays
            ships for a certain time. I also am not sure if this affects your
            own ships. If it does, it turns a weak special ability into a
            useless special ability. When playing as the Ungooma, I would
            first check to see if it affects yourself. If it does, forget the
            ability entirely. If not, simply use it every time it comes up
            just to slow down the expansion of the other aliens.
            If playing against the Ungooma, you will find yourself delayed
            alot by their power, not much else you can do but let yourself
            go down the star lanes. This will affect you earlier in the game
            more than the latter part. Later on, you will develop faster ships
            and produce Gate ships to speed your process. The good thing is
            that this power will slow down other alien races also, so they
            are in the same boat as you are.


13) DUBTAKS: UNSPORTSMANLIKE SCIENTISTS

   Dubtaks practics science in a most unsportsmanlike fashion. Nearly all
   their knowledge is stolen.

   HISTORY. The Dubtaks evolved on a world full of aggressive, competitive
   life. If a dangerous animal was set down anywhere on the planet, it would
   be consumed in seconds. Although they are not especially aggressive
   themselves, they survived by excelling at hiding and watching. Their
   senses cover a vast spectrum of phenomena, so they can tell that something
   is headed their way. They move like the wind and can fit in small holes
   and cracks easily.

   SPECIAL ABILITY: They can steal any technology known by at least two other
   races.

   [NOTES:   Another race with a excellent special ability. When their turn
             comes up they can copy any technology known by at least 2 other
             races. Not just 1 ability, ALL abilities known by 2 others.
             You can quickly go from having 5 researched areas to 10, or 15.
             Very very excellent in both wartime and peacetime. Your tech
             development will proceed super fast. Make sure you research
             the hardest tech you can, because by the time your special
             ability comes around, you probably will learn most lesser ones.

             When playing against the Dubtaks they will be technologically
             advanced and have pretty much every technique you have, plus
             most others. The only race that might have a advantage in the
             tech department are the Chamachies.


14)  CAPELONS: PLANET CAMOUFLAGERS

   Capelons are adept at camouflage, self-protection and survival. They keep
   their motives hidden and are cunning diplomats.

   HISTORY. The Capelons are masses of flowing fibers who can rearrange their
   bodies quickly to assume any shape. They evolved on a highly predatory
   world where their camouflage and shape-shifting were useful for catching
   their scarce, elusive prey before competing predators could. They
   eventually developed the power to repel competing predators as a extension
   to their camouflage ability, making themselves so unnoticeable that the
   threatening being forgets what itt was thinking about, allowing the
   Capelon to make an escape.

   SPECIAL ABILITY:  They can make all their colonies invincible for one day.

   [NOTE:  Big deal. You know how long a day lasts in the game? Well it just
           went by and you can be killed again. This is almost a bottom of
           the barrel ability, since you won't find yourself fighting a big
           enemy fleet all on the same day. So how it works, your power comes
           up, one or 2 planets who MIGHT be threatened can't be attacked for
           a day, ok, day is past, back to playing. Play the Capelons as a
           species with no ability, you might use your power once or twice
           once things start to get nasty, but since it lasts only a blink of
           an eye, you might keep your planet alive long enough for an enemy
           to spit at you twice instead of once.
           When playing against the Capelons, just beat them up like any other
           species with no ability, you won't even notice their "day of
           invincibility". Big deal, it will take you 5 days to take down
           their planetary defenses instead of 4.


15) MEBES: RAPID REPRODUCERS

   Mebes are large single-celled creatures that reproduce at will. They are
   extremely expansionistic and communication with them is difficult.

   HISTORY. The Mebes are large single-celled creatures that evolved on a
   warm, sunny world. They roll around collecting food on their surfaces and
   absorbing it into their bodies. They breed rapidly by sexual reproduction.
   Two Mebes exchange genetic material, they each divides to produce a new
   Mebe.

   SPECIAL ABILITY: The Mebes are good at populating. They can increase the
   maximum population of all their colonies.

   [NOTES:  A top of the line special ability. If you are playing as the Mebes
            you will have faster developing colonies than most other races.
            Having more population means you need less habitat structures,
            which in turn means you can devote that space to industry and
            research. You want to take advantage of this, and instantly start
            colonizing worlds as fast as you can. This ability is stronger at
            the start of the game when population is sparce, but not so great
            later in the game when your planets can easily develop habitat
            structures long before you "grow". This ability is excellent for
            both peaceful and wartime.
            When playing against the Mebes, you usually will find them ahead
            in the shipbuilding area, since they develop quicker than many
            races. They aren't tactically super except for logistics (faster
            colonies means a tad faster researching and fleet building).


16) OCULONS: SUPER ASTRONOMERS

   Oculons are a chivalrous race of astronomers and mystics. They are fierce
   enemies and loyal friends.

   HISTORY. The Oculons have only the extremely acute sense of sight. They
   evolved on a thin-atmosphere planet orbiting a bright sun. Their culture
   is strongly astronomical (they are essentially living telescopes) and they
   have amassed a great deal of knowledge about the galaxy. They are more
   mystical than intellectual, and are considered superstitious by other
   races.

   SPECIAL ABILITY: The Oculons are ancient astronomers. They can see all
   star lanes.

   [NOTES:  A nice little ability. This ability doesn't give a big advantage
            when playing Oculons, but it makes life a little easier when
            planning ship fleet manuvers, you can tell which lanes are dead
            ends and which lanes are tactical strongpoint hubs. Of course,
            simply exploring those areas with ships would do the same thing,
            you just get a little boost. When playing, make sure to look and
            secure any strongpoint system areas you see.
            When playing against the Oculons, treat them as any other race
            without a special ability. So what, they know the star lanes,
            the computer usually is programmed like that anyway. That doesn't
            stop your ships from blowing up their ships.


17) ARBRYLS: SYSTEM ISOLATORS

   Arbryls are a gangly tree-people. They are respectful of other life, but
   want more than anything to be left alone.

   HISTORY. The Arbryls are tree-people who evolved on a huge eden planet
   containing only plant life. They are peaceful, slow-moving, and highly
   intelligent. They are unused to conflict and their philosophy is towards
   isolationist. They can usually be found standing perfectly motionless for
   huge amounts of time, thinking their tree thoughts, pondering the world.

   SPECIAL ABILITY: The Arbryls can disrupt the flow of space. They can block
   all star lanes entering their colonized systems.

   [NOTES:  When playing the Arbryls, develop yourself like normal. Your
            special ability isn't really needed much unless you start to fall
            behind in the power curve and stronger species start to invade
            your areas. Hopefully you are doing well and invading theirs
            instead. Your power is more of a "take a breather" ability. If
            you need to regroup, its a nice backup.
            When playing against the Arbryls, take into consideration that
            sometimes you won't be using starlanes in their area. Its not a
            big deal, most of the time you are busy developing planets to
            notice that you aren't arriving in a certain system right on time.
            After you get good and develop Gateships, their power becomes
            pretty much useless.


18)  MARMOSIANS: HOSTILITY DIVERTERS

   Marmosians are territorial insects. They use complex pheromone signals to
   manipulate other creatures into protecting their territory for them.

   HISTORY. The Marmosians are from the inner world of a hot sun. Their
   mating pheromones evolved into a general purpose array of complex mood-
   altering scent molecules that allow them to manipulate the base emotions
   of other creatures. They learned to use the predators of their world to
   protect their territories, and they tend to repel attacks by causing their
   enemies to fight each other.

   SPECIAL ABILITY: The Mamosians can create hatred. They can cause alien
   species to strongly dislike any species at war with them.

   [NOTE.  When playing the Marmosians, your ability usually is only helpful
           in a hostile environment, where you can turn your enemies against
           each other. During peacetime if you have no enemies, your power is
           useless. Develop your colonies like normal, and keep your enemies
           fighting themselves, lessening their impact against you. A race
           benefitial only in hostility.
           When playing against the Marmosians, consider them a race with no
           special ability. During peacetime their ability is rendered pretty
           much useless, and during war modes all the other races are at war
           with you anyway, so again, the ability is worthless.


19) CHRONOMYST: LANE TRAVELERS

   Chronomyst are jewel-like water creatures. Their brains are organic optical
   computers, making them lightning-quick.

   HISTORY. The Chronomyst are a deeply religious and philosophical race who
   spend much of their time in trance-like meditations exploring inner space.
   When one with their god, they can float through time and space at a
   different rate than that experienced by those not ascended. They have
   discovered a way to use this to access star lanes and accelerate through
   them.

   SPECIAL ABILITY: The Chronomyst can change the rate of time passage. They
   can move quickly through star lanes.

   [NOTE:   Hey, who doesn't hate star lane travel, its boring, takes a very
            long time, and until you develop Gateships, its...boring. If
            your playing as the Chronomyst, take advantage of your travel
            boost. Expand quick, and colonize even quicker. Use your ability
            to its fullest. Its stronger in the beginning of the game than
            later on when you develop better ships. Expand expand expand. Get
            A good number of systems under your belt before you start meeting
            the other guys.
            When playing against the Chronomyst, just keep in mind they can
            move through star lanes fast at times. Always have a warship
            guarding starlanes near them (you should be doing that anyway).
            Myself, I consider their power as benefitial to me, the quicker
            they get to me, the quicker I blow them up LOL.


20) CHAMACHIES: DETERMINED RESEARCHERS

  Chamachies are six-legged reptilians. They are facinated with technology
  and gadgets, and produce brilliant engineers and fleet captains.

  HISTORY. The Chamachies are able to discover major breakthroughs quickly
  when under duress-stress heightens their scientific abilities and amplifies
  their determination, much like adrenalin heightens physical abilities. In
  the past a huge, highly advanced alien vessel passed through their system.
  The aliens discovered that the star lane engry points in that system had
  drifted into an unstable configuration, and that the forces released from
  the soon cataclysm would destroy everything in the star system. This sent
  the Chamachie society into a frenzy of scientific and technological
  advancement.

  SPECIAL ABILITY: The Chamachies are brilliant scientists. They can
  immediately achieve any discovery they are pursuing.

  [NOTES:  Yea baby, heres a kick butt race to play. Very fast scientific
           achievement means if you play them, you will be ahead of everyone
           in the scientific area. Make sure you time your special ability
           with your current research. Use your special ability on the most
           time consuming areas. Equipt the best items on your ships, build
           the best items on the ground, and proceed to whip your enemies
           with your superior technology. Your ability works in peace and war
           time so Chamachies are always a top race to play.
           Now if your playing against the Chamachies, thankfully the computer
           doesn't have your brains, otherwise you and your forces would
           quickly be toast. Take into consideration that the Chamachies will
           have top of the line fleets and planetary buildings. I suggest that
           the Chamachies are the first race you try and eliminate before
           they get technologically superior.


21)  NIMBULOIDS: EXPERT BUILDERS

   Nimbuloids are composed of dense, cohesive gases. Their abilities to form
   tools of any shape and fit into small spaces make them marvelous builders.

   HISTORY. The Nimbuloids arose on a planet with a thick, reactive type
   atmosphere. They are composed of gases, and move through the atmosphere by
   chemically attracting and repelling the molecules of the gases in their
   environment. They see reality in terms of the intersecting flow of what
   they call currents: the karmic forces that, they believe, determine
   destiny. With great effort a Nimbuloid can transform matter from solid to
   gas and back.

   SPECIAL ABILITY:  The Nimbuloids are extremely productive. They can boost
   the progress on all their colonies projects.

   [NOTES:  While not as great as the special abilities of some races, the
           Nimbuloids do have a nice, average ability that works good in both
           peacetime and war time. If your playing the Nimbuloids, build your
           star systems like normal. When ever your special ability comes up,
           take a look at your current productions and see if there is
           anything you want to change for that building cycle. The reduced
           production time can help a little if you need a big item build.
           Later in the game your special ability grows in usefulness,
           especially when building star ships. Suddenly that 30-40 days to
           make up that big gigantic starship doesn't seem so far away. I
           consider the cycle when you get a production boost as "ship time".

           If your playing against the Nimbuloids, treat them as any of the
           other races that have colony boosting abilities, the computer AI
           really doesnt' handle them well, but they probably will be ahead
           of the races with dormant, or useless abilities.




====================================
      IV.  LAST WORDS
====================================

And there you have it, the list of the aliens in Ascendency with basic info
on their background and abilities. You can read more about them in the game
under their descriptions. You get a basic idea of their special abilies, you
won't be able to fine tune them unless you play them.

As you also see, many races have very good special abilties, some have ok ones
and some have pretty much worthless ones. Some are build for peace, some for
war, and some for both. The strongest have very good abilities that can be used
either way.

 Overall I consider the best alien races to play to be

 1) Chamachies    Their fast tech learning really is awesome in both peace
                  and war games.
 2) Mebes         Their increased population means more productive planets,
                  great in both peace and war games.
 3) Govorom       If their ability works the way I think, they have more
                  productive planets, both in peace and war games.
 4) Orfa          Being able to build on black squares lets them have more
                  productive planets than other races, which can't produce
                  on barren planets for a long time.
 5) Dubtaks       Their tech stealing will get them pretty much all the
                  tech real fast. They are as good, if not better than the
                  Chamachies in the tech tree.

 HOSTILE

 1) Minions       Their invasion ability really can dominate other planets.
 2) Snovemdomas   Their double strength hulls lets their war ships overwelm
                  other race ships, and break even with superior technology
                  warships.

 PEACETIME

 1) Balifids      Their peaceful ability really makes diplomacy easy
 2) Hanshaks      Their initial communication skill gives them a boost early
                  on in the diplomacy department.

 The other races, you will have some ok powers, and some with abilities that
 are just plain worthless. Playing them should be for the experienced gamers
 who want a more difficult game.

 On a last note, have fun playing the game. Its pretty fun even though its
 lacking in a few areas. Make sure to get the patch for it to make the
 computer AI much harder, since the unpatched game has no computer AI period.
 You can find it on Logicfactory.com, or any other free site that you can
 download the game from, like Abandonia.com.