Blood Cult: Difference between revisions

209 bytes added ,  21:30, 5 April 2021
Sweeping updates, linked to my guide, purged blatantly false information about cult floors and atmosphere, corrected "Ratvar Scum" to "Ratvarian Scum"
m (five to four)
(Sweeping updates, linked to my guide, purged blatantly false information about cult floors and atmosphere, corrected "Ratvar Scum" to "Ratvarian Scum")
Line 12: Line 12:
|difficulty = Medium
|difficulty = Medium
|superior = Nar-Sie
|superior = Nar-Sie
|duties = Killing everyone and creating a construct army
|duties = Brainwashing everyone and summoning the avatar of entropy
|guides = This is the guide
|guides = https://forums.yogstation.net/threads/how-to-newbloodcult-for-hyperdunces.16896/
|quote = <span style="color:red;">'''NAR-SIE HAS RISEN'''</span>
|quote = <span style="color:red;">'''NAR-SIE HAS RISEN'''</span>
}}
}}
Line 19: Line 19:


Several cultists will arrive on the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes while the runed metal is used to make valuable structures.  
Several cultists will arrive on the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes while the runed metal is used to make valuable structures.  
==Objectives==
==Objectives==
Your objective requires you to sacrifice a certain crewmember and summon Nar-Sie.
Your objective requires you to sacrifice a certain crewmember and summon Nar-Sie.




The general path of action of the cult and those in it:
The general path of action of the cult and those in it:
#From a discrete location, contact your allies through your Commune button. <br>Warning: <u>When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!</u>. <br>'''Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar-Sie, and may even be banned from becoming an antagonist!'''
#From a discrete location, contact your allies through your Commune button. <br>Warning: <u>When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!</u>. <br>'''Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar-Sie, and may even be banned from becoming an antagonist!'''
#Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this [[Blood Cult#The_Cult_Master_and_You|later]].
#Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this [[Blood Cult#The_Cult_Master_and_You|later]].
Line 42: Line 39:


To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar'Sie rune.
To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar'Sie rune.
===<span style="color:red;">NAR-SIE HAS RISEN</span>===
===<span style="color:red;">NAR-SIE HAS RISEN</span>===
After you have sacrificed your target, you can summon Nar-Sie. Nar-Sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.
After you have sacrificed your target, you can summon Nar-Sie. Nar-Sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.
==The Cult Master and You [[File:Cultist.png|32px]]==
==The Cult Master and You [[File:Cultist.png|32px]]==
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!




===So, how does one become the Master?===
===So, how does one become the Master?===
When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!
When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!




===Being The Master of Wrist Cutting===
===Being The Master of Wrist Cutting===
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.  
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.  


Line 65: Line 56:


Here is a quick reference guide on what you should be doing as the Cult Master:
Here is a quick reference guide on what you should be doing as the Cult Master:
#Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
#Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
#Beat back and silence any potential [[Security|intruders]] to your hideout.
#Beat back and silence any potential [[Security|intruders]] to your hideout.
Line 79: Line 69:


===Cult Master Powers===
===Cult Master Powers===
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
! style="background-color:brown" width="64px" |
! style="background-color:brown" width="64px" |
Line 91: Line 79:
!Final Reckoning
!Final Reckoning
|A single-use spell that brings the entire cult to the master's location. Useful for when it's time to summon Nar-Sie and you need the whole cult to help defend and invoke. <b>Please note that this is a <u>one-use ability</u>. If you screw up, it's on you!</b>
|A single-use spell that brings the entire cult to the master's location. Useful for when it's time to summon Nar-Sie and you need the whole cult to help defend and invoke. <b>Please note that this is a <u>one-use ability</u>. If you screw up, it's on you!</b>
|One Use
|One Use
|-
|-
|[[File:Mark_Target.png|64px]]
|[[File:Mark_Target.png|64px]]
!Mark Target
!Mark Target
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.  
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.
 
After using this ability, it goes on a 120-second cooldown.
After using this ability, it goes on a 120-second cooldown.
|120 Seconds
|120 Seconds
|-
|-
|[[File:Eldritch_Pulse.png|64px]]
|[[File:Eldritch_Pulse.png|64px]]
!Eldritch Pulse
!Eldritch Pulse
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!  
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!
 
After using this ability, it goes on a 15-second cooldown.
After using this ability, it goes on a 15-second cooldown.
|15 Seconds
|15 Seconds
|}
|}
==The Ritual Dagger [[File:Render.png|32px]]==
==The Ritual Dagger [[File:Render.png|32px]]==
Your dagger is your most important tool and has several functions:
Your dagger is your most important tool and has several functions:
*You can draw runes with it.
*You can draw runes with it.
*Hitting a cultist with it removes [[Chaplain|Holy Water]] from them.
*Hitting a cultist or reagent container with it converts [[Chaplain|Holy Water]] inside into Unholy Water.
*Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
*Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
*Hitting runes with it removes them.
*Hitting runes with it removes them after a short delay.
*Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.
*Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.
*Hitting a cult wall with it will open/close the wall (like fake walls).
If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''
 
If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''
 
==Blood Spells [[File:Bloodspells.png|32px]]==
==Blood Spells [[File:Bloodspells.png|32px]]==
Blood spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an empowering rune will take longer, cause significant blood loss, and will cap your spell count at two (Empowering Runes allow up to 5 spells). Blood spells are limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to try and have a stun spell and a teleport spell with you, to escape risky situations.
Blood spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an empowering rune will take longer, cause significant blood loss, and will cap your spell count at two (Empowering Runes allow up to 5 spells). Blood spells are limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to try and have a stun spell and a teleport spell with you, to escape risky situations.
====List of Available Spells====
====List of Available Spells====
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
Line 135: Line 111:
|-
|-
!Stun
!Stun
|A potent spell that will stun and mute victims upon contact. Effects become weaker as the cult grows in size. Very much similar to the Talisman of Stunning, and plays much the same role.
|A potent spell that will stun and mute victims upon contact. Effects become much weaker as the cult grows in size. Very much similar to the Talisman of Stunning, and plays much the same role early on.
|10 HP
|10 HP
|-
|-
Line 143: Line 119:
|-
|-
!Electromagnetic Pulse
!Electromagnetic Pulse
|A large spell that immediately disables all electronics in the area.
|A large spell that discharges a wide EMP, disabling and scrambling electronics.
|10 HP
|10 HP
|-
|-
Line 159: Line 135:
|-
|-
!Hallucinations
!Hallucinations
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.
|A ranged and stealthy spell that will secretly induce hallucinations in your target.
|4 Charges
|4 Charges
|-
|-
Line 171: Line 147:
|-
|-
|}
|}
==Runes==
==Runes==
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood.
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood.
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="130px" |Name
Line 183: Line 157:
|-
|-
!{{anchor|Rite of Offering}}Offering Rune
!{{anchor|Rite of Offering}}Offering Rune
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed - <b>therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!</b>"
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed - <b>therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!</b>
 
If the target is dead, ineligible for conversion or is the required sacrifice target, they'll be sacrificed instead, gibbing them and creating a Soulstone Shard that can be used to power a construct.
If the target is dead, ineligible for conversion or is the required sacrifice target, they'll be sacrificed instead, gibbing them and creating a Soulstone Shard that can be used to power a construct.
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets
Line 229: Line 202:
!Rune of the Spirit Realm
!Rune of the Spirit Realm
|This rune gives you two powerful options:<br><br>
|This rune gives you two powerful options:<br><br>
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal damage over time. <u>This option is only available on the space station itself - the veil is not weak enough in space or Lavaland to give spirits a physical form!</u><br><br>
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid, armed and armored cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage to you over time. <u>This option is only available on the space station itself - the veil is not weak enough in space or Lavaland to give spirits a physical form!</u><br><br>
(2) To ascend as a dark spirit. This option costs <b>no health</b> to use and will give you virtually unlimited knowledge! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!
(2) To ascend as a dark spirit. This option costs <b>no health</b> to use and will give you the virtually unlimited knowledge of a [[Ghost]]! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting homunculi to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!
|1
|1
|Gal'h'rfikk harfrandid mud'gib!
|Gal'h'rfikk harfrandid mud'gib!
Line 236: Line 209:
|-
|-
!Apocalypse
!Apocalypse
|A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. <u>After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.</u><br>  
|A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive (often stationwide) EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. <u>After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.</u><br>
 
<br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled
<br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled
*If 1 - 10: Disease Outbreak + Mice Migration
*If 1 - 10: Disease Outbreak + Mice Migration
*If 11 - 20: Radiation Storm
*If 11 - 20: Radiation Storm
Line 248: Line 219:
*If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
*If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
*If 71 - 80: Space Vines, Grey Tide
*If 71 - 80: Space Vines, Grey Tide
*If 81 - 100: Nar'sian Portal Storm
*If 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm)
|3
|3
|Ta'gh fara'qha fel d'amar det!
|Ta'gh fara'qha fel d'amar det!
Line 255: Line 226:
!Ritual of Dimensional Rending
!Ritual of Dimensional Rending
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete.
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete.
After it's drawn, 9 cultists (5 if the invoker is the cult leader), constructs, or summoned ghosts must stand on the rune. After this, the cult must protect 4 Bloodstones scattered around the station, and then the Anchor Bloodstone.
After it's drawn, 9 cultists (5 if the invoker is the cult leader), constructs, or summoned ghosts must stand on the rune. After this, the cult must protect 4 Bloodstones scattered around the station, and then the Anchor Bloodstone.
|9
|9
Line 274: Line 244:
|[[File:Altar.png|64px]]
|[[File:Altar.png|64px]]
!Altar
!Altar
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After using the altar, it needs some time to recharge.
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After using the altar, it needs some time to recharge.
|3 runed metal
|3 runed metal
|-
|-
Line 284: Line 254:
|[[File:Pylon.gif|64px]]
|[[File:Pylon.gif|64px]]
!Pylon
!Pylon
|A floating crystal that slowly heals those faithful to Nar'Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas).
|A floating crystal that slowly heals those faithful to Nar'Sie. Heals brute, burn, and bloodloss damage. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and are distinctly cultish in appearance, which may alert the crew if the flooring spreads outside your cult den.
|4 runed metal
|4 runed metal
|-
|-
|[[File:Archives.png|64px]]
|[[File:Archives.png|64px]]
!Archives
!Archives
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, a Veil Shifter, a 4 use teleporter that sends you forward a medium distance and a Void Torch which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After using the archives, it needs some time to recharge.
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, a Veil Shifter, a 4 use teleporter that sends you forward a medium distance and a Void Torch which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use three shuttle curses each round. After using the archives, it needs some time to recharge.
|3 runed metal
|3 runed metal
|-
|-
|[[File:Runed_airlock.png|64px]]
|[[File:Runed_airlock.png|64px]]
!Runed door
!Runed door
|Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.
|Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back hard. Try it in zero-gravity, catapult them into space!
|1 runed metal
|1 runed metal
|-
|-
|}
|}
==Constructs==
==Constructs==
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:  
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:  
*A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.
*A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.
*An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.
*An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning.  
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning.  


[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards and Shells, wraiths can kill the AI, and Juggernauts are great tanks.
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards and Shells, wraiths can kill the AI, and Juggernauts are great tanks.
==Ghosts==
Even when dead, ghosts can assist their cult by marking the target they are orbiting for the entire cult to track. This temporary blood mark allows for the cult to easily hunt down and possibly even manage to kill the chaplain/sacrifice target.
==Threats to the Cult==
==Threats to the Cult==
Even with access to a large number of different runes and talismans, there are still several threats to the cult on the station.
Even with access to a large number of different runes and talismans, there are still several threats to the cult on the station.
 
===[[Clockwork Cult|Ratvarian Scum]] [[File:servant_of_ratvar.png]]===
===[[Clockwork Cult|Ratvar Scum]] [[File:servant_of_ratvar.png]]===
 
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar-Sie. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar-Sie. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.
===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]]===
===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]]===
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water, which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and his bible is able to make hidden runes visible.
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water, which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and his bible is able to make hidden runes visible.
==Tips==
==Tips==
*Cultists can know a rune's name and effects by examining it.
*Cultists can know a rune's name and effects by examining it.
*Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.
*Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.
*Always be ready to summon a cultist in trouble. <b>Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive</b>.
*Always be ready to summon a cultist in trouble. <b>Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive</b>.
*Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.
*The power of the Dark Spirit is an incredibly potent exploration tool, and ghosts can give you precious hints.
*The chaplain's weapon makes them immune to most of your magic. Don't attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed.
*The chaplain's weapon makes them immune to most of your magic. Don't attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed - they require a more blunt approach.
*Keeping a shade in a Soulstone Shard with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.
*Keeping a shade in a Soulstone Shard with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.
*Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape.
*Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. Careful with your EMP spells.
*Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
*Get some plasteel either from technological fabricators (Stock parts > plasma+iron alloy), stealing it from robotics, engineering, the ORM, or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
*The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don't forget your crowbar!
*The EMP spell, Twisted Construction, and Apocalypse Rune are all incredibly useful access tools. They can get you almost anywhere, just don't forget your crowbar (or your health)!
*Manifest Spirit is also useful for getting those missing cultists you need for the Nar'Sie rune.
*Manifest Spirit is useful for getting those missing cultists you need for the Nar'Sie rune, or any rune.
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith, it can jaunt into the core and take down the AI down before the crew can respond.
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith, it can jaunt on top of the core and take down the AI down before the crew can respond, but any construct can break down walls and ignore taser turrets.
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune). Cult floors also resist changes in atmosphere like hull breaches or plasma floods.
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune).
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are '''anti-magic''' and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are '''anti-magic''' and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.
==Nar-Sie==
==Nar-Sie==
<center>
<center>
[[File:Narsie.gif|512px]]
[[File:Narsie.gif|512px]]
Line 364: Line 316:
{{Antagonists}}
{{Antagonists}}
{{Game modes}}
{{Game modes}}
 
[[Category:Game Modes]]
[[Category:Game Modes]]  
[[Category:Guides]]
[[Category:Guides]]
31

edits