Blood Cult: Difference between revisions

131 bytes removed ,  02:36, 8 September 2020
No more borg conversions
(No more borg conversions)
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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!'''
# 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.
# Setup 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!
# Setup an empowering rune and then prepare up to 5 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 3 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!


#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]].
#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.
#Setup 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!
#Setup an empowering rune and then prepare up to 5 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 3 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!


==== Sacrifice ====
 
====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.
<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.


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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.
# 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.
#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.
#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.
# Use the Forges to create powerful <b>Bloody Bastard Swords</b>. Only you can create these powerful swords, so having them on hand when the cult needs to arm up is usually a good idea.
#Use the Forges to create powerful <b>Bloody Bastard Swords</b>. Only you can create these powerful swords, so having them on hand when the cult needs to arm up is usually a good idea.
# Lead your brethren into battle when the time comes to face the crew head on!
#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!
#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!




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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:


{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
! style="background-color:brown" width='64px' |
! style="background-color:brown" width="64px" |
! style="background-color:brown" width='140px'|Name
! style="background-color:brown" width="140px" |Name
! style="background-color:brown" width='830px'|Description
! style="background-color:brown" width="830px" |Description
! style="background-color:brown" width='73px'|Cooldown
! style="background-color:brown" width="73px" |Cooldown
|-
|-
|[[File:Final_Reckoning.png|64px]]
|[[File:Final_Reckoning.png|64px]]
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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
|}
|}


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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 with it removes [[Chaplain|Holy Water]] from them.
* 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.
* 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).
*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.'''
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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====
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
! style='background-color:brown' width='130px'|Name
! style="background-color:brown" width="130px" |Name
! style='background-color:brown' width='700px'|Description
! style="background-color:brown" width="700px" |Description
! style='background-color:brown' width='203px'|Health Cost/No. of Charges
! style="background-color:brown" width="203px" |Health Cost/No. of Charges
|-
|-
|-
|-
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|-
|-
!Twisted Construction
!Twisted Construction
|A sinister spell used to convert: Plasteel into runed metal, 25 runed metal into a construct shell, Cyborgs directly into constructs, Cyborg shells into construct shells, Airlocks into runed airlocks (harm intent)
|A sinister spell used to convert: Plasteel into runed metal, 25 runed metal into a construct shell, Airlocks into runed airlocks (harm intent)
|50 Charges
|50 Charges
|-
|-
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== 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.


{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
! style='background-color:brown' width='130px'|Name
! style="background-color:brown" width="130px" |Name
! style='background-color:brown' width='830px'|Description
! style="background-color:brown" width="830px" |Description
! style='background-color:brown' width='73px' |Invokers Required
! style="background-color:brown" width="73px" |Invokers Required
! style='background-color:brown' width='64px' |Phrase
! style="background-color:brown" width="64px" |Phrase
! style='background-color:brown' width='64px' |Rune
! style="background-color:brown" width="64px" |Rune
|-
|-
!{{anchor|Rite of Offering}}Offering Rune
!{{anchor|Rite of Offering}}Offering Rune
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|[[File:Sacrifice rune.png|64px]]
|[[File:Sacrifice rune.png|64px]]
|-
|-
!Empowering Rune  
!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 5 instead of 2. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it.
|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 5 instead of 2. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it.
|1
|1
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|-
|-
!Summoning Rune
!Summoning Rune
|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 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.
|2
|2
|N'ath reth sh'yro eth d'rekkathnor!
|N'ath reth sh'yro eth d'rekkathnor!
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<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
* If 21 - 30: Brand Intelligence
*If 21 - 30: Brand Intelligence
* If 31 - 40: Immovable Rod x3
*If 31 - 40: Immovable Rod x3
* If 41 - 50: Meteor Wave
*If 41 - 50: Meteor Wave
* If 51 - 60: Spider Infestation
*If 51 - 60: Spider Infestation
* 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
|3
|3
|Ta'gh fara'qha fel d'amar det!
|Ta'gh fara'qha fel d'amar det!
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=== Structures ===
===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.
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.
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
! style="background-color:brown" width='64px' |
! style="background-color:brown" width="64px" |
! style="background-color:brown" width='140px'|Name
! style="background-color:brown" width="140px" |Name
! style="background-color:brown" width='830px'|Description
! style="background-color:brown" width="830px" |Description
! style="background-color:brown" width='73px'|Cost
! style="background-color:brown" width="73px" |Cost
|-
|-
|[[File:Altar.png|64px]]
|[[File:Altar.png|64px]]
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|[[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. 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).
|4 runed metal
|4 runed metal
|-
|-
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|}
|}


== 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.  
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== 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|Ratvar 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.
 
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.
*Cultists can know a rune's name and effects by examining it.
* 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>.
*Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.
*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>.
* 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.  
*Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.
* 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.
*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.
* 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.  
*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.
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
*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.
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don't forget your crowbar!
*Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar'Sie rune.
*The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don't forget your crowbar!
*Manifest Spirit is also useful for getting those missing cultists you need for the Nar'Sie 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 into the core and take down the AI down before the crew can respond.
*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). Cult floors also resist changes in atmosphere like hull breaches or plasma floods.
*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>
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{{Game modes}}
{{Game modes}}


[[Category:Game Modes]] [[Category:Guides]]
[[Category:Game Modes]]  
[[Category:Guides]]
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