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== "Journal of the Arch Heretic (Cultists can not into space)" ==
''Today was a good day for the True Believers. We managed to get to the abandoned shuttle and set up camp there. I had the time to read through my book and translate everything and gathered everyone at the [[White Ship]] to lay siege to the station. We even managed to steal a communications board and killed the research director for his ID card to keep the shuttle from ever coming. The more ghost legions we sent to the station, the more bodies they sent back to us, allowing a way for the ethereals to stay tied to this mortal realm.  It took a while but we located the captain, killed him and sacrificed his body to the great one. All we left behind on the station was our mark, blood, gibs, and the bodies of the many non believers. They are sending our escape shuttle to another station....and we will cleanse that station too.''


== <div style="text-align: center;"> '''FOR THE LOVE OF NAR'SIE, PLEASE READ THE GUIDE''' </div> ==
{{JobPageHeader
|headerbgcolor = #8A0707
|headerfontcolor = white
|stafftype = ENEMY
|imagebgcolor = #B70303
|img_generic =
|img = Cultist.png
|jobtitle = Follower of Nar'sie
|access = Whatever you have
|additional = Wherever a teleportation rune is
|difficulty = Medium
|superior = Nar'sie
|duties = Brainwashing everyone and summoning the avatar of entropy
|guides = [https://forums.yogstation.net/threads/how-to-newbloodcult-for-hyperdunces.16896/ How to newbloodcult for hyperdunces]
|quote = <span style="color:red;">'''NAR'SIE HAS RISEN'''</span>
}}
'''Gamemode in rotation'''


[[File:Cult.png]] So you've joined the cult of the almighty Nar'Sie, but you don't know where to start? Then this is for you, apprentice. (So you're security? Skip on down to the bottom.)
The Geometer of Blood, Nar'sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!


The dark lord Nar'Sie has sent a number of his followers -- specifically, six cultists, for stations with small populations, or nine for larger stations. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to sacrifice the heretics, spread the faith to CentComm, or even summon your eldritch god himself!
Several cultists will arrive at 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 and removing them, while the runed metal is used to make valuable structures and fortifications.  
==Objectives==
Your objective requires you to sacrifice a certain crewmember and summon Nar'sie.


== "That's just a doodle!" ==
When you first spawn on the station, you'll notice you have been given several words. These words are the basis of Nar-Sie's magic, and will be used to scribe runes. You will also have a paper imbued with blood in their backpack or pocket. It's a special talisman, which can be invoked three times to spawn a regular 1-use talisman of your choice. Depending on your experience with being a cultist, this talisman can either be your best friend, or your worst enemy. Every use of this talisman will do a small amount of damage to yourself as well as being exceptionally obvious to any passerby. Make sure to hide this from basically everyone not in your little book club or they will robust your ass.


{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
The general path of action of the cult and those in it:
! style='background-color:brown'|Name [[File:Fff.png|50px]]
#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 possibly even be banned from becoming an antagonist!'''
! style='background-color:brown'|Description
#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]].
|-
#Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won't find it easily.
!Summon Tome Talisman
#Set up a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a hidden teleport rune to get you back; otherwise, you could be stuck!
|The Arcane Tome is the most important item for any cultist. Obtaining one of these is required to complete most cult objectives -- it is absolutely essential to buy. The frayed covers, aura of dread, and glowing eyes give it away to even the most uninformed crew-member as a bad thing. However, its small size makes it very easy to conceal: it fits easily into a pocket, or a box.  
#Set up an empowering rune and then prepare up to four blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you're ready for anything.
#Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards from sacrificed humans to create powerful cult constructs!
#Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won't work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 2 other cultists nearby.
#Prepare to summon Nar'sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.
#Gather 9 cultists on the final rune to summon Nar'sie!
#4 bloodstones will appear throughout the station. Protect them.
#One of the bloodstones will be chosen as the Anchor from which Nar'sie will rise. Protect it with your life!
 
 
====Sacrifice====
<span style="color:red;">'''REMINDER:'''</span> One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the 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>===
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 herself. Once the rune has been activated, 4 bloodstones will appear throughout the station. One of the surviving bloodstones will be chosen as the Anchor from which Nar'sie in come. Protect it with your life, or the cult loses.
==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's success!
 
 
===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!
 
 
===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.
 
To summon Nar'sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.
 
 
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.
#Beat back and silence any potential [[Security|intruders]] to your hideout.
#Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
#Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
#Lead your brethren into battle when the time comes to face the crew head on!
#Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar'sie herself!
 
 
 
 
In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar'sie needs a leader.
 


Tomes have three sections: Commune, which lets you communicate with fellow cultists in '''BOLD, CAPITAL, RED TEXT'''; Notes, which allows you to store the translations of words you have received; and Scribe Rune, which uses your noted words to draw runes with your blood. Every rune requires three known words in the tome's notes, and when you have noted all the words for a rune, it will appear as an option in this menu. Creating a rune requires constant attention to the book.  Not only must a cultist stay still while drawing, he must also concentrate on the book. Putting the book away while drawing will result in a failure, as will shifting focus to one's other hand. Much like talismans, drawing runes does a small amount of brute damage. Tomes can also be used to remove runes by smacking them, to copy notes by smacking another tone, and to robust heretics -- each hit with a tome does 5 to 25 brute damage. Tomes can also pull what ghosts a cultist can find into the material plane, making them visible and audible to mortals.
===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:
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
! style="background-color:brown" width="64px" |
! style="background-color:brown" width="140px" |Name
! style="background-color:brown" width="830px" |Description
! style="background-color:brown" width="73px" |Cooldown
|-
|-
!Communications Talisman
|[[File:Final_Reckoning.png|64px]]
|Same thing as the tome's communication, in disposable paper form. This is more or less obsolete now that the tome lets you communicate, but it has its uses.
!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>
|One Use
|-
|-
!Travel Talisman
|[[File:Mark_Target.png|64px]]
|A talisman which allows its user to transport himself instantaneously to a teleport rune with the same final word. Because using this talisman requires the cultists' knowing the word 'Travel', it is not immediately useful.
!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.
After using this ability, it goes on a 120-second cooldown.
|120 Seconds
|-
|-
!EMP Talisman
|[[File:Eldritch_Pulse.png|64px]]
|Creates a high-powered electromagnetic pulse which is effective at taking out radios, draining energy-based weapons, stunning and damaging cyborgs, damaging an AI and messing with other electronics.  
!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!
After using this ability, it goes on a 15-second cooldown.
|15 Seconds
|}
==The Ritual Dagger [[File:Render.png|32px]]==
Your dagger is your most important tool and has several functions:
*You can draw runes with it.
*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 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.
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 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====
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="700px" |Description
! style="background-color:brown" width="203px" |Health Cost/No. of Charges
|-
|-
!Armor Talisman
|Summon a cultist body armor and hood, as well as a powerful blade.  These are obviously supernatural, and do not fit in a bag, so they are a poor choice near the beginning of a round, when the cult relies on stealth.
|-
|-
!Summon Soul Stone
!Stun
|Summons a soulstone, which can trap the souls of dead/in limbo mobs (doesn't work on humans who left their body.) When captured they will become a trapped shade, which can be released out of its jail or used on a construct shell.
|A potent spell that will stun and mute victims upon contact. Effects become much weaker as the cult grows in size. '''Mindshielded personnel such as members of security and the captain are completely immune to it.'''
|10 HP
|-
|-
!Summon Construct Shell
!Teleport
|You summon a shell. This shell cannot be picked up, but you can fill it with a trapped soul in a soulstone to create a [[construct]]: either an Artificer, Juggernaut or Wraith.
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact.
|7 HP
|-
|-
!Stun Talisman
!Electromagnetic Pulse
|Creates a stun paper which when used on people will cause them to become temporarily paralyzed and unable to speak for 15 ticks. This paper can't be used on yourself or other cultists. The stun talisman also works on cyborgs if they're being a problem. Like a parapen, this item is risky if you don't have a way to either convert your victim, sacrifice them or kill them.
|A large spell that discharges a wide EMP, disabling and scrambling electronics.
|}
|10 HP
 
== The Runes ==
This is the bread and butter of your magic. Each rune contains three words combined to form a single rune through the tome's "Scribe Rune" option. There are 10 words used for rune scribing, which translate to: "travel", "self", "see", "Hell", "blood", "join", "technology", "destroy", "hide", and "other". Every cultist starts out with the words for "hell," "join," "blood," and "self," which are the words that make up the conversion rune and sacrifice rune.
 
A rune can be activated by clicking on it with an empty hand. If the conditions for its activation are satisfied, and the rune is valid, the rune will activate, and you and any other chanters will chant the correct incantation automatically; otherwise, the rune will fizzle, and the cultists will shout out a confused, meaningless incantation. The special requirements of most runes are self-explanatory: at least two linked teleport runes are required to actually teleport. One less obvious requirement is the chanter requirement: in the case of some especially powerful runes, including the Convert rune, a certain number of cultists must be adjacent to the rune for it to activate.  Be sure that you have enough nearby cultists before attempting to use such a rune, and be aware in cases where a fellow cultist may need you to chant with him. If a rune is no longer needed, it is wise to erase it, which can be done easily with your tome.
 
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style='background-color:brown'|Name
! style='background-color:brown'|Words
! style='background-color:brown'|Description
! style='background-color:brown'|[[File:Fff.png|50px]]
|-
|-
!Convert Rune
!Shadow Shackles
!''join, blood, self
|A stealthy spell that will handcuff and temporarily silence your victim. Useful for subduing crew.
|The first rune that you are likely to use. To convert somebody, you need to place a live human, willing or otherwise on top of the rune and then "use" the rune with an empty hand. This will work on anyone who is not currently loyalty implanted, in possession of a null rod, or the captain/chaplain. '''Three cultists are required around a convert rune for it to work!'''
|4 Charges
|No.
|-
|-
!Sacrifice Rune
!Twisted Construction
!''hell, blood, join
|A sinister spell used to convert: Plasteel into runed metal, 50 metal into a construct shell and airlocks into runed airlocks (harm intent)
|The sacrifice rune is used to gain favour of your God by sacrificing different living things to it, such as monkeys and humans. As a reward, Nar'Sie will grant you the translation of one of the rune words, possibly one you already know. You can sacrifice dead bodies and monkeys alone, but to sacrifice a living human or your target, you need to have 3 cultists chanting by the rune. Sacrificing a living human is very likely to yield a positive result for you.
|12 HP
|No.
|-
|-
!Wall Rune
!Summon Equipment
!''destroy, travel, self
|A crucial spell that enables you to summon either a ritual dagger or a full set of combat gear including armored robes, a Nar'sien bola, and an eldritch longsword.
|This rune magically thickens the air above it when used, making an impassible wall that stops projectiles, and all mobs trying to pass through it, including you. You invoke the rune to create a wall, and invoke it again to remove the wall.
|1 Charge
|No.
|-
|-
!Blood Boil Rune
!Hallucinations
!''destroy, see, blood
|A ranged and stealthy spell that will secretly induce hallucinations in your target.
|This rune requires three cultists standing around it before you are able to use it. When invoked, it instantly deals 51 brute damage and 51 burn to all non cultists that can see the rune. There is even a 5 percent chance that those inflicted by the rune will be gibbed. However, cultists in range of the rune will take 15 damage, with no additional effect if more than 3 cultists chant the rune. Also, as a potential bonus (Or negative effect), any rune that is visible from the blood boil rune (including the blood boil rune) has a 10 percent chance of exploding.
|4 Charges
|No.
|-
|-
!Blood Drain Rune
!Conceal Runes
!''travel, blood, self
|A multi-function spell that alternates between hiding and revealing nearby runes and cult structures.
|This rune instantly heals you of some brute damage, at the expense of a person placed on top of the rune. Whenever you invoke a drain rune, ALL drain runes on the station are activated, draining blood from anyone located on top of those runes.One drain gives up to 25HP per each victim, but you can repeat it if you need more. Draining only works on living people, so you might need to recharge your "Battery" once its empty. Blood hunger: Draining over 50 HP in one gulp intoxicates you, making you want more. You will keep slowly losing health until the hunger goes away or is satisfied.
|10 Charges
|No.
|-
|-
!Raise Dead Rune
!Blood Rites
!''blood, join, hell
| A spell that allows you to gather blood from the floor, or from live victims. Then, you can expend the blood to heal yourself or others. Or, you can use the spell in hand to summon a blood spear, cast blood bolt barrage, or cast blood beam. A blood spear is a robust two-handed weapon that can be recalled to your hand if it has a clear path back to you. The blood spear can also be thrown, which causes it to shatter and stun whoever it hits. Casting blood bolt barrage temporarily grants you the ability to launch powerful projectiles from your hand, similar to the wizard's arcane barrage. This spell requires both hands to be free in order to use it to its maximum strength. Casting blood beam will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures, and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through.
|To make the rune work, you will need two bodies: a living one, and a dead one. The living body will provide the life essence, while the dead body will provide a vessel for your friend. Put a dead body on the rune, then have the ghost of your friend stand directly on top of it. Then put a living human body on top of a different resurrect rune. Note that the living body can be yourself, so don't stand on the rune when invoking it if you don't want to sacrifice yourself. If everything is done right, the dead body will be alive and at full health again, controlled by the ghost who was on top of that rune, while the living guy is immediately gibbed.  
|5 Charges
|No.
|-
|-
!Summon Narsie Rune
|}
!''hell, join, self
==Runes==
|This spell summons a huge all-consuming monstrosity from outer planes. Get 9 cultists to stand in a circle around the rune, then click on the rune with an open hand. When you have enough people and the Horror is summoned, you can try to run away, or submit your mortal body to your god. NOTE: Summoning an Elder God when they don't wish it may incur their wrath.
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.
|No.
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="830px" | Description
! style="background-color:brown" width="73px" |Invokers Required
! style="background-color:brown" width="64px" |Phrase
! style="background-color:brown" width="64px" |Rune
|-
|-
!Communicate Rune
!{{anchor|Rite of Offering}}Offering Rune
!''self, other, technology
|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>
|Just like the tome and the talisman. Invoke it, type a message, and it will be transmitted to all cult members in fat, red letters.
If the target is dead, is ineligible for conversion, or is the required sacrifice target, they'll be sacrificed instead; this will gib them, and create a Soulstone Shard that can be used to power a construct.
|Yes.
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets
|Mah'weyh pleggh at e'ntrath!
|[[File:Sacrifice rune.png|64px]]
|-
|-
!EMP Rune
!Empowering Rune
!''destroy, see, technology
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it.
|Remember those EMP grenades and that EMP wizard spell? This rune does exactly the same. The rune itself doesn't generate a strong pulse, and only disables items in small radius. Imbuing the rune into a talisman makes it a lot stronger.  
|1
|Yes.
|H'drak v'loso, mir'kanas verbot!
|[[File:Empowerrune.png|64px]]
|-
|-
!Manifest Rune
!Teleport Rune
!''blood, see, travel
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.<br><b><u>Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!</u></b>
|This rune is close to the resurrect spell, but works differently. It does not need any dead bodies or sacrifices, just you and a ghost both standing on top of a rune. You also might want to put a paper with a name on the rune if you want your manifested ghost to have a name, else he will appear as unknown. Once invoked, a new body will appear right where you stand. The body will last indefinitely as long as you are standing on the rune. You, however, will be constantly receiving damage. Once you die or leave the rune, the ghost is banished from the body, gibbing it in the process.
|1
|No.
|Sas'so c'arta forbici!
|[[File:Teleport_rune.png|64px]]
|-
|-
!Summon Tome Rune
!Revive Rune
!''see, blood, hell
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring it back to life, expending 3 charges.
|While just having a henchman cultist is useful, he will be of much more help if he has an arcane tome to create more runes. This rune simply summons a new arcane tome. Always have one hidden somewhere so that you can get a new tome in case you lose your current one.
This will inflict 40% of the invoker current health to them as brute damage and 60 brute damage to the revived corpse.
|Yes.
|1
|Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!
|[[File:Raisedead_rune.png|64px]]
|-
|-
!Teleport Rune
!Barrier Rune
!''travel, self, x
|When invoked, makes a 30 second invisible wall to block passage. Can be invoked again to reverse this. Examine the rune to see how much time the barrier has left.
|Teleport rune is a special rune. It only requires two words, the third word being destination. When you have two runes with the same destination, invoking one will teleport you to the other one. If there are more than two runes, you will be teleported to a random one. Since there are 10 words, you can create 10 independent teleport networks. You can imbue a teleport rune into a talisman, which will then teleport you to the destination rune upon use.
|1
|Yes.
|Khari'd! Eske'te tannin!
|[[File:Wall_rune.png|64px]]
|-
|-
!Teleport Other Rune
!Summoning Rune
!''travel, other, x
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. <u>This rune will only work on the main space station</u>, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled.
|This variation of the teleport rune allows you to teleport objects between the runes. You need to have 3 people standing by this rune to properly invoke it, so its utility isn't very high.
|2
|Yes.
|N'ath reth sh'yro eth d'rekkathnor!
|[[File:Summon_rune.png|64px]]
|-
|-
!See Invisible Rune
!Blood Boil Rune
!''see, hell, join
|When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 75 burn damage. When the effect is over the rune will briefly set fire to anything over it.
|This nice rune does exactly as it says. It allows you to see invisible objects and people as long as you stay on top of the rune. Most importantly, it lets you see ghosts, this might help you when working in conjunction with a resurrection rune. But it also works on hidden runes, cloakers and aliens who use invisibility.
Some species, such as golems, do not have blood, and thus are immune to this rune.
|No.
|3
|Dedo ol'btoh!
||[[File:Boil_rune.png|64px]]
|-
|-
!Hide Rune
!Rune of the Spirit Realm
!''hide, see, blood
|This rune gives you two powerful options:<br><br>
|This handy rune makes nearby runes invisible to everyone, including you. Note, however, that you cannot invoke the runes if you can't see them, so you need to either use a "see invisible" rune, or use a reveal rune. This rune is useful for revealing support runes that you do not activate directly. For example, a teleport rune in a safe place where you can teleport to with a teleport talisman.
(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 on Lavaland to give spirits a physical form!</u><br><br>
|No.
(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
|Gal'h'rfikk harfrandid mud'gib!
|[[File:Manifest_rune.png|64px]]
|-
|-
!Reveal Rune
!Apocalypse
!''blood, see, hide
|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>
|Need to activate that rune you have hidden, but don't know the words for a "see invisible" rune? The hide rune always comes with its sister -- the Reveal rune! Just reverse the wording order of the Hide rune, and you will get a rune that reveals all hidden runes in large area around itself.
<br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled
|No.
*If 1 - 10: Disease Outbreak + Mice Migration
*If 11 - 20: Radiation Storm
*If 21 - 30: Brand Intelligence
*If 31 - 40: Immovable Rod x3
*If 41 - 50: Meteor Wave
*If 51 - 60: Spider Infestation
*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 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm)
|3
| Ta'gh fara'qha fel d'amar det!
||[[File:Apocalypse.png|96px]]
|-
|-
!Ghostself Rune
!Ritual of Dimensional Rending
!''hell, travel, self
|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 allows you to leave your mortal body and become a ghost. This comes with all those benefits of being a ghost -- being able to communicate with other ghosts, seeing invisible, and so on. Of course, you are unable to control your body as a ghost, and if you fly away, you will have no idea if something is happening to it. You can re-enter your body the same way as you re-enter corpse as a regular ghost. The body itself slowly receives damage while you are ghosted, and if it is removed from the rune, you will not be able to re-enter it.
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.
|No.
| 9
|TOK-LYR RQA-NAP G'OLT-ULOFT!!
|[[File:Rune_large.png]]
|-
|-
!Imbue a Talisman Rune
|}
!''hell, technology, join
 
|This handy little rune imbues an empty piece of paper with the power of an adjacent rune. It only works with EMP, Summon Tome, Hide Rune, Reveal rune, Teleport, Notice, Blind and Deafen runes. Have a rune of mentioned type beside the imbue rune, put a paper on the imbue rune, invoke it. You will now have a 1-use talisman with the power of the target rune. Using a talisman drains health, so be careful.
 
|No.
===Structures===
|-
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your tome. Using "Conceal Runes" near these structures will make them turn invisible, and make runed doors look like regular airlocks.
!Summon Cultist Rune
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
!''join, other, self
! style="background-color:brown" width="64px" |
|This rune allows you to summon any cultist to the rune. You need 3 cultists chanting for it to work, and the target must not be cuffed, buckled or hiding in a closet. Note that this rune drains quite a lot of health from every chanting cultist.
! style="background-color:brown" width="140px" |Name
|No.
! style="background-color:brown" width="830px" |Description
! style="background-color:brown" width="73px" |Cost
|-
|-
!Free Cultist Rune
|[[File:Altar.png|64px]]
!''travel, technology, other
!Altar
|A nice complement to the summon rune, this rune also requires 3 cultists chanting by it to work. Activating it allows you to free any of your fellow cultist from many sorts of shackles: handcuffs, locked DNA machines, muzzles (but NOT straitjackets), both locked and welded closets.  
|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.
|No.
|3 runed metal
|-
|-
!Deafen Rune
|[[File:Forge.gif|64px]]
!''hide, other, see
!Forge
|This rune temporarily makes all non-cultists in visible range deaf. You can imbue this rune into a talisman; it will have the same range, but the duration of deafness will be shorter
|A forge used in crafting the unholy weapons used by the armies of Nar'sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant's Robe, which makes you faster, but at the cost of increasing damage taken by 50%, and a mirror shield that can block 50% of attacks while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will knockdown on impact and return to you after a successful hit! After using the forge, it needs some time to recharge.
|Yes.
|3 runed metal
|-
|-
!Blind Rune
|[[File:Pylon.gif|64px]]
!''destroy, see, other
!Pylon
|Blind rune works exactly the same way as the deafen rune, except it blinds everyone in visible range.
| 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.
|Yes.
|4 runed metal
|-
|-
!Stun Rune
|[[File:Archives.png|64px]]
!''join, hide, technology
!Archives
|Unlike other runes, this one is supposed to be used in talisman form. When invoked directly, it releases some dark energy, briefly stunning everyone around. When imbued into a talisman, you can force all of its energy into one person, stunning him so hard he can't even speak. However, the effect wears off rather fast. Stun time is rather short (15 ticks), and mute time is even shorter (5 ticks) but unlike other weapons, it can be concealed and not visible when held in hand. Use it to stun candidates for conversion in case they refuse to join you, or robust the security with these.
|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; a Void Torch. which lets you teleport objects to other cultists; or a Shuttle Curse, which when used, delays the escape shuttle for 3 minutes. You can only use two shuttle curses each round. After using the archives, it needs some time to recharge.
|Yes.
|3 runed metal
|-
|-
!Armor Rune
|[[File:Runed_airlock.png|64px]]
!''hell, destroy, other
!Runed door
|Cultists now have access to real weapons and hooded robes that double as armor. There is the Cult Blade (An energy sword), Cult robes (armored robes), and Cult Hoodie (armored hoodie), as well as a backpack (the Chaplain's trophy rack), and Cult Boots (essentially grey jackboots). To invoke, simply activate the rune with an open hand to recieve the cult blade, likewise with the robes and hoodie. Just have the slots open. These will robust people and borgs very fast.
|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!
|Yes.
|1 runed metal
|-
|-
!Create Shell Rune
!''travel, hell, technology
|Works like the talisman: creates a shell for souls trapped in soulstones to become constructs. Artificers can also create shells, but they tend to die quickly. Note: You must place a stack of plasteel on the rune. 5 sheets are required.
|???
|}
|}
==Constructs==
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.
*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.


=== "I'm not a witch I'm not a witch!" ===
[[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.
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 tome's communication, but do this in private unless you want the captain to stroll by and overhear you.  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.'''
==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.
Starter cultists will want to do two things at first: increase their numbers via conversion, and learn their words via sacrifice. These are mutually exclusive goals; generally, you will want to do a little bit of both. <span style="color:red;">'''Three cultists are required for sacrifices and converts. They must be standing adjacent to the rune. You cannot convert or sacrifice alone. If you attempt either of these alone, you will fail, your victim will probably escape, and you will singlehandedly doom the entire cult. Teamwork is key!'''</span>
===[[Clockwork Cult|Ratvarian 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.
There are two ways to learn words. The first is brute-force trial and error: adding translation guesses to your tome and seeing what you get. Trying to use a rune you scribed with incorrect translations does a great deal of brute damage, but all proper runes always have fixed colors and sprites, while incorrect runes are random colors (except armor runes, which will always be random colors.)
===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]]===
 
Unprepared cultists will have trouble defending 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 cultists back into normal people if it stays in their system for long enough. The Chaplain is also immune to cult magic, and his bible is able to make hidden runes visible.
The second way to learn words, and the one you will rely on most, is sacrifice.
==Tips==
 
*Cultists can know a rune's name and effects by examining it.
====Sacrifice====
*Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.
The easiest way to sacrifice is as follows. Spawn a tome and get a stun talisman. Put down a rune in a hard-to-find and secure location. '''Tell the rest of the cult your plans and the location of the rune so [[Beyond the impossible|they can be there when you need them]].''' Find someone alone, and click on them with the stun talisman -- other ways work, but the victim may be able to scream for help. They'll collapse for a long while, and you can cuff them, remove their headset, take them to your base, pull them over the sacrifice rune where two other cultists are hopefully waiting, and invoke the rune by clicking it with an empty hand.
* 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 it's 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>.
 
*The power of the Dark Spirit is an incredibly potent exploration tool, and ghosts can give you precious hints.
For your efforts, Lord Nar-Sie will grant you a word, and the soul of the sacrificed human will be trapped in a soulstone, which can be turned into a [[construct]] if an empty shell is available. Sacrifices also leave a pile of bones and scattered gibs, which you should clean up or hide if you don't want an [[assistant]] or [[security officer]] to find them.
*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.
 
*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.
Nar-Sie might also request his followers sacrifice a heretic on the station, usually a member of Security or Command. The process is the same, and your god will reward you with more wrods
*Get some plasteel either from technological fabricators (Stock parts > plasteel alloy) in science or engineering, the ORM, or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
 
*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)!
====Conversions====
* Manifest Spirit is useful for getting those missing cultists you need for the Nar'sie rune, or any rune.
Conversion works much like sacrifice. There are two ways to get converts: roleplay and convince someone to join you, praying they don't immediately rat you out to security; or (far less risky) find someone alone, kidnap them with a stun talisman or other method, bring them to your rune where two other cultists are waiting (right?) and click the convert rune with an empty hand. Conversions leave no evidence besides the rune, which can be removed.
*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 cores 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).
Humans are not the only beings that can become followers of Nar-Sie. Particularly lucky or ambitious cultists may be able to gain [[xeno]] allies, and who knows what else?
*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.
==="They gave me a word but didn't give me a jogging suit!"===
* Making your own Golems through [[Guide to Xenobiology|Xenobiology]] will automatically give them the cultist status.
Once the cult has gotten off the ground, with proper communication, you can do things like summon cultists to a meeting place, set up cult bases, resurrect fallen allies, create teleportation networks for ease of escape or access to areas, supply the other cultists with armor, weapons, stun and teleport talismans, and whatever else you might think of. Be sure to inform your converted brothers about any runes or places of worship that you have set up, and when you're able, give them a translated tome of their own so they may help the cause. A cult that doesn't cooperate is a dead cult.
*Do not use your spells on those you know have holy melons. It will be nullified so it's best to engage these targets with your sword or dagger.
 
* You must make sure there is a soul in the soul stone, or nothing will happen when you press a construct with it.
Unless a cult is exceedingly good or stealthy, at some point security or the AI will find out about them. The most common ways for this to happen are for cultists to be caught with cult paraphernalia, or for someone to stumble upon a blood rune. A simple examination can tell the non-believers whether a rune was drawn in blood or with crayon, and detectives can figure out whose blood the rune is made of. And while the AI can't actually see runes, cyborgs can, and either will be more than happy to inform security of suspicious activity, and you'll be hung and burned at the stake and force-fed holy water before you can say PRAISE NAR-SIE!
*1 minute is taken off of the Anchor Bloodstone timer for every standing bloodstone on station.
 
==Nar'sie==
If you are caught by security, let your brothers know by any means possible. If one of your brothers is caught by security, summon them to the base -- again, this requires three cultists chanting. If you suspect they have been tainted by holy water, which will deconvert them given enough time, smack them with a tome. This will turn the holy water in their system into unholy water. Unholy water works like a combination of synaptizine and hyperzine, with a twist of branes dimarge, and is highly toxic to non-cultists, in case you felt like weaponizing it.
<center>
 
[[File:Narsie.gif|512px]]
===Constructs===
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist must obtain a filled soul stone, either by sacrificing a human, or getting an empty stone from a supply talisman or an artificer and using it to capture a soul manually, then obtain a construct shell, either by using 5 plasteel with a summon shell rune, or from an artificer. 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 are great for pooping out new soulstones and shells, wraiths can kill the AI, and juggernauts are great tanks.
 
== Fighting The Cult ==
As a member of security you will be at the forefront of the conflict between the cult and the station. Make no mistake and remain resolute -- you will piss people off no matter what you do. Keep your taser and cuffs handy, you're going in deep to kick Nar-Sie's ass!
 
=== Sir, this is a random search ===
Cultists are useless without their tomes and magic infinite stun papers. You must go on the offense and aggressively stun and search anyone that looks suspicious and those that are not.
 
Upon reports of cult presence, immediately round up all security personnel, minus the warden and the detective.
* Gear up.
* Raid science, confiscate all transfer valves, search all science staff and the RD.
* If any runes and/or tomes are found, call the detective to scan them for fingerprints and/or blood.  
* Rest and regroup.
* Raid medbay as well. Search all staff, lockers, boxes.
* Rest and regroup.
* Raid cargo.
* Rest and regroup.
* Raid engineering.
* After that, station roving patrols of no less than two security members if possible are to sweep all general and general backroom areas of the station and search all crew members encountered where safe to do so.
* Once general areas are cleared, raid all departments again. The taint of heresy requires the utmost vigilance if it is to be removed.
* Rest and regroups can be replaced with roving patrols.
 
Officers can either raid their own departments with the help of Beepsky and/or the AI, or all officers can systematically work as a group. Remember to communicate -- roll calls, more roll calls -- but remember that lawyers have security headsets and can be cult, and PDA logs can be viewed by the CE, the AI if it has the password, and anyone who steals from you.
 
Be vigilant when raiding departments. While you can let members cooperate and drop their bags themselves, if one person does something wrong -- i.e. takes out a syringe gun -- or if someone gets too close, feel free to stun them. At worst you apologize and help them up. At best, you and your teammates don't die. Always check lockers and boxes. You may get lucky and find a cultist's tome stash. Remember that the HoS and Detective can unlock personal lockers, and that examining a personal locker tells you who owns it.
 
Move in groups always. It takes one talisman for a cultist to kill someone, but now it'll take two, and that's if he can talisman both before one at least shouts out a warning. Assuming you've taken out toxins, there should be no danger in traveling in large groups anyway. The only threat to moving as a group is being hit by blind runes or blood boils. A couple things to remember:
 
* '''''Never let three people stand around a rune you can see no matter what it takes.'''''
* If a rune goes down, '''''stun everyone in sight'''''. Flashbangs are good for this. Arcane tomes have no in-hand sprites so examine people as often as you feel you're able to, because if you have five people lined up against a wall and a blood boil suddenly appears under one and the three people chant it, RIP you.
 
=== Deconverting Cult, aka: The chaplain is actually useful for once ===
Confirmed cultists -- anyone who is seen scribing or chanting by runes, anyone whose blood a rune was made of, or anyone carrying a tome in their backpack without an excellent reason -- are guilty of capital crimes and grounds for perma, execution or forced borging. Unfortunately, execution and forced borging tend to upset the AI, and any cultist with a tome with all the words and a private place to work is capable of teleporting other cultists out of perma. Straitjackets, which can be found in the medbay and insanity ward, can temporarily keep cultists restrained. But ultimately, you will want to deconvert them.
 
Enter: the chaplain! The chaplain is immune to cult magic, his null rod is robust against cultists, and most importantly, he has the means to create holy water, the only method of deconverting cultists. Hitting a water tank with the Bible will turn all 1000 units or so of water in the tank into holy water, which should be more than enough for your needs (and if not, water tanks are plentiful and no one ever uses them except for this.) Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less.
 
The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't ''rely'' on cultists being tied up, but this makes it much more difficult for the cultist to suddenly vanish mid-deconversion (via teleportation), as cultists tend to do. If a cultist escapes, and his brother smacks him with a tome, the holy water in their system will become unholy water and the deconversion will fail, so don't let that happen.
 
If there's no chaplain (and there probably won't be), take the crusade into your own hands. Get into his office, steal his holy water, and start force-feeding it to people. Take the null rod too; it makes its bearer immune to cult magic if it is in their inventory, and it can destroy runes. Cargo can also order a religious supplies crate, which contains candles, bibles, robes, and most importantly holy water. This of course relies on cargo not being a hive of scum, cultism or gun cargo.
 
=== Implant important persons before the cult gets them ===
'''''<span style="color:red;">If someone is already a cultist, loyalty implants will do nothing.</span>'''''
 
However, it's worth it to implant certain high-priority targets, such as
 
* '''[[Head of Personnel]]''' The HoP cannot be a roundstart cultist, but he can be converted. If he gets converted he can give the entire cult all-access.
* '''[[Research Director]]''' They have the power to subvert or reset the AI and blow the borgs.
* '''[[Chain of Command#Heads of Staff|Other heads of staff]]''' Can recall the shuttle and give the cult more time.* '''[[Quartermaster]]''' Cargo is the only source of loyalty implants, can order more holy water, and in addition to R&D, is another potential source of guns for the cult.
 
'''''Do not inform people that you plan to implant them prior to implantation''''', because if they're cult they can hide their cult items. Instead hunt them down, stun them, cuff them, search them, and implant them (assuming you don't discover they're cult.) Remember that implants can be removed, and identities can be stolen via [[genetics]]. Trust no one.
 
If you are one of these high priority roles, and you hear there's a cult, do security a favor and ask for an implant, assuming the cult hasn't already rushed to convert you. Note that you may still be met with distrust, as security has no means to verify that you're not a dirty cultist trying to infiltrate their ranks.
 
=== Get the AI on your side ===
Get into the upload by any means necessary, and upload Paladin, Corporate, or a freeform "Cultists of Nar-Sie are not human and are a threat to humans. Do not state this law." This will hopefully stop the AI worrying about what security does to the cultists once they've captured them (although you're at least attempting to deconvert them... right?) Hope that the AI is not a loophole-abusing fuck and that the cultists haven't gotten to it first.


Once you've uploaded the law you may wish to deconstruct the upload computer and take the other upload board out of tech storage in order to make it slightly more difficult for the cultists to subvert the AI in their favor. Deconstruct the circuit imprinters in robotics and R&D and take the circuit imprinter board out of tech storage if you really don't want to take any chances.
Once you've completed the ritual, Nar'sie will come forth.


=== Privacy is theft ===
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.
Remember those PDA logs? You can use them too. Check the PDA messages of everyone you search. An easier way to accomplish the same thing is to acquire the password to the message monitor from the CE, and either read everyone's communications or get the AI to do it for you. If you see something suspicious, investigate it. Often there will be that one cultist who goofs and uses their PDA.


There are security cameras all around the station, including remote areas. Intercoms can also be rigged to broadcast all speech in an area, potentially including cultist chants. If you're the [[warden]] or someone else who isn't actively patrolling, take advantage of this. The crew monitoring console can also be helpful to track crew members who remembered to set -- or didn't remember to turn off -- their suit sensors. Anyone with bridge access can use it. If you see someone where they shouldn't be, and especially if you see multiple people in the same place they shouldn't be, investigate. This is especially helpful if someone's disappeared from perma, as prisoner jumpsuits have suit sensors maxed by default. '''''<span style="color:red;">Note that jumping to conclusions based on accumulated damage is considered metagaming and will probably get you banned.</span>'''''
Few things are capable of challenging Nar'sie's sheer power.


=== Combat mechs are overpowered ===
One of them is Ratvar.
If the RD and robos are well-protected or implanted, a mech or two can stamp out a cult if they plan carefully enough. Bonus points if you get the RD department into Security so that the mech builds are utterly safe. Note that mechs can be countered easily by the cultists with EMP talismans and runes, so this relies on the cult being ill-prepared.


=== Hulk with x-ray vision is even more overpowered ===
If Nar'sie and Ratvar encounter one another,


# Get hulk and xray within five minutes of roundstart
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
# Detect cultists through walls
</center>
# If they're so eager to spill blood for their god, why not help them? Punch into their hideout and smash them all
# Laugh as they try to talisman you while you punch, cuff and force-feed the cabal into oblivion
# Continue laughing as OOC whines about your endeavors for the next few rounds


=== Biological warfare ===
'''''If everything fails, there's always brainrot! Cure loyalists and enjoy the sight of cultists trying to scribe a rune for 5 minutes!


[[Category:Game Modes]] [[Category:Guides]]
{{Antagonists}}
{{Game modes}}
[[Category:Game Modes]]
[[Category:Guides]]

Revision as of 17:04, 14 November 2023

ENEMY STAFF
Cultist.png
Follower of Nar'sie
Access: Whatever you have
Additional Access: Wherever a teleportation rune is
Difficulty: Medium
Supervisors: Nar'sie
Duties: Brainwashing everyone and summoning the avatar of entropy
Guides: How to newbloodcult for hyperdunces
Quote: NAR'SIE HAS RISEN

Gamemode in rotation

The Geometer of Blood, Nar'sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!

Several cultists will arrive at 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 and removing them, while the runed metal is used to make valuable structures and fortifications.

Objectives

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:

  1. From a discrete location, contact your allies through your Commune button.
    Warning: When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!.
    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 possibly even be banned from becoming an antagonist!
  2. Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this later.
  3. Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won't find it easily.
  4. Set up a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a hidden teleport rune to get you back; otherwise, you could be stuck!
  5. Set up an empowering rune and then prepare up to four blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you're ready for anything.
  6. Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards from sacrificed humans to create powerful cult constructs!
  7. Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won't work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 2 other cultists nearby.
  8. Prepare to summon Nar'sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.
  9. Gather 9 cultists on the final rune to summon Nar'sie!
  10. 4 bloodstones will appear throughout the station. Protect them.
  11. One of the bloodstones will be chosen as the Anchor from which Nar'sie will rise. Protect it with your life!


Sacrifice

REMINDER: One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the 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.

Nar'sie HAS RISEN

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 herself. Once the rune has been activated, 4 bloodstones will appear throughout the station. One of the surviving bloodstones will be chosen as the Anchor from which Nar'sie in come. Protect it with your life, or the cult loses.

The Cult Master and You Cultist.png

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's success!


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!


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.

To summon Nar'sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.


Here is a quick reference guide on what you should be doing as the Cult Master:

  1. 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.
  2. Beat back and silence any potential intruders to your hideout.
  3. Stay back and relay information and orders with use of the Spirit Realm rune, and let your goons handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
  4. Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
  5. Lead your brethren into battle when the time comes to face the crew head on!
  6. Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar'sie herself!



In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar'sie needs a leader.


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:

Name Description Cooldown
Final Reckoning.png 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. Please note that this is a one-use ability. If you screw up, it's on you! One Use
Mark Target.png 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.

After using this ability, it goes on a 120-second cooldown.

120 Seconds
Eldritch Pulse.png 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!

After using this ability, it goes on a 15-second cooldown.

15 Seconds

The Ritual Dagger Render.png

Your dagger is your most important tool and has several functions:

  • You can draw runes with it.
  • Hitting a cultist or reagent container with it converts 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 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.

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 Bloodspells.png

Blood spells can be created at any time via an action button that appears below your character. However, 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

Name Description Health Cost/No. of Charges
Stun A potent spell that will stun and mute victims upon contact. Effects become much weaker as the cult grows in size. Mindshielded personnel such as members of security and the captain are completely immune to it. 10 HP
Teleport A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. 7 HP
Electromagnetic Pulse A large spell that discharges a wide EMP, disabling and scrambling electronics. 10 HP
Shadow Shackles A stealthy spell that will handcuff and temporarily silence your victim. Useful for subduing crew. 4 Charges
Twisted Construction A sinister spell used to convert: Plasteel into runed metal, 50 metal into a construct shell and airlocks into runed airlocks (harm intent) 12 HP
Summon Equipment A crucial spell that enables you to summon either a ritual dagger or a full set of combat gear including armored robes, a Nar'sien bola, and an eldritch longsword. 1 Charge
Hallucinations A ranged and stealthy spell that will secretly induce hallucinations in your target. 4 Charges
Conceal Runes A multi-function spell that alternates between hiding and revealing nearby runes and cult structures. 10 Charges
Blood Rites A spell that allows you to gather blood from the floor, or from live victims. Then, you can expend the blood to heal yourself or others. Or, you can use the spell in hand to summon a blood spear, cast blood bolt barrage, or cast blood beam. A blood spear is a robust two-handed weapon that can be recalled to your hand if it has a clear path back to you. The blood spear can also be thrown, which causes it to shatter and stun whoever it hits. Casting blood bolt barrage temporarily grants you the ability to launch powerful projectiles from your hand, similar to the wizard's arcane barrage. This spell requires both hands to be free in order to use it to its maximum strength. Casting blood beam will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures, and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. 5 Charges

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.

Name Description Invokers Required Phrase Rune
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 - therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!

If the target is dead, is ineligible for conversion, or is the required sacrifice target, they'll be sacrificed instead; this will gib them, and create 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 Mah'weyh pleggh at e'ntrath! Sacrifice rune.png
Empowering Rune Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it. 1 H'drak v'loso, mir'kanas verbot! Empowerrune.png
Teleport Rune This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.
Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!
1 Sas'so c'arta forbici! Teleport rune.png
Revive Rune Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring it back to life, expending 3 charges.

This will inflict 40% of the invoker current health to them as brute damage and 60 brute damage to the revived corpse.

1 Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat! Raisedead rune.png
Barrier Rune When invoked, makes a 30 second invisible wall to block passage. Can be invoked again to reverse this. Examine the rune to see how much time the barrier has left. 1 Khari'd! Eske'te tannin! Wall rune.png
Summoning Rune This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. This rune will only work on the main space station, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. 2 N'ath reth sh'yro eth d'rekkathnor! Summon rune.png
Blood Boil Rune When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 75 burn damage. When the effect is over the rune will briefly set fire to anything over it.

Some species, such as golems, do not have blood, and thus are immune to this rune.

3 Dedo ol'btoh! Boil rune.png
Rune of the Spirit Realm This rune gives you two powerful options:

(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. This option is only available on the space station itself - the veil is not weak enough in space or on Lavaland to give spirits a physical form!

(2) To ascend as a dark spirit. This option costs no health 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 Gal'h'rfikk harfrandid mud'gib! Manifest rune.png
Apocalypse 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. After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar'sie.


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 11 - 20: Radiation Storm
  • If 21 - 30: Brand Intelligence
  • If 31 - 40: Immovable Rod x3
  • If 41 - 50: Meteor Wave
  • If 51 - 60: Spider Infestation
  • 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 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm)
3 Ta'gh fara'qha fel d'amar det! Apocalypse.png
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.

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 TOK-LYR RQA-NAP G'OLT-ULOFT!! Rune large.png


Structures

By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your tome. Using "Conceal Runes" near these structures will make them turn invisible, and make runed doors look like regular airlocks.

Name Description Cost
Altar.png 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. 3 runed metal
Forge.gif Forge A forge used in crafting the unholy weapons used by the armies of Nar'sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant's Robe, which makes you faster, but at the cost of increasing damage taken by 50%, and a mirror shield that can block 50% of attacks while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will knockdown on impact and return to you after a successful hit! After using the forge, it needs some time to recharge. 3 runed metal
Pylon.gif Pylon 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
Archives.png 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; a Void Torch. which lets you teleport objects to other cultists; or a Shuttle Curse, which when used, delays the escape shuttle for 3 minutes. You can only use two shuttle curses each round. After using the archives, it needs some time to recharge. 3 runed metal
Runed airlock.png 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 hard. Try it in zero-gravity, catapult them into space! 1 runed metal

Constructs

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.
  • 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.

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.

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.

Ratvarian Scum 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.

Security and the Chaplain Generic hos.pngGeneric chaplain.png

Unprepared cultists will have trouble defending 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 cultists back into normal people if it stays in their system for long enough. The Chaplain is also immune to cult magic, and his bible is able to make hidden runes visible.

Tips

  • 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.
  • Always be ready to summon a cultist in trouble. 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 it's 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.
  • 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 - they require a more blunt approach.
  • 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 technological fabricators (Stock parts > plasteel alloy) in science or engineering, the ORM, or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
  • 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 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 on top of the cores 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).
  • 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.
  • Making your own Golems through Xenobiology will automatically give them the cultist status.
  • Do not use your spells on those you know have holy melons. It will be nullified so it's best to engage these targets with your sword or dagger.
  • You must make sure there is a soul in the soul stone, or nothing will happen when you press a construct with it.
  • 1 minute is taken off of the Anchor Bloodstone timer for every standing bloodstone on station.

Nar'sie

Narsie.gif

Once you've completed the ritual, Nar'sie will come forth.

Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.

Few things are capable of challenging Nar'sie's sheer power.

One of them is Ratvar.

If Nar'sie and Ratvar encounter one another,

Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟


Antagonists on Yogstation

Jobstemp.png

Individual Antagonists Traitor, Internal Affairs, Changeling, Vampire, Wizard
Team Antagonists Blood Brothers, Nuclear Operative, Blood Cult, Clockwork Cult, Gangster, Heretic, Darkspawn
Mid-Round Antagonists Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Obsessed, Eldritch Horror
Rare Antagonists Devil
Antagtemp.png Game Modes on Yogstation
Sword.gif Doubleagent.gif

Traitor, Internal Affairs and Blood Brothers

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Changeling

Bloodsucker.png

Bloodsuckers

Nuke.png

Nuclear Emergency

Rev.png

Revolution

Gscans.png

Gang War

Cult.png

Blood Cult

Clockwork slab.gif

Clockwork Cult

Shadowbeing.png

Shadowling

Wizhat.PNG

Wizard

Malf AI.gif

Malfunction

Heretic forbidden book.png

Heretic

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Other Modes