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|img_generic = | |img_generic = | ||
|img = Cultist.png | |img = Cultist.png | ||
|jobtitle = Follower of Nar | |jobtitle = Follower of Nar'sie | ||
|access = Whatever you have | |access = Whatever you have | ||
|additional = Wherever a teleportation rune is | |additional = Wherever a teleportation rune is | ||
|difficulty = Medium | |difficulty = Medium | ||
|superior = Nar | |superior = Nar'sie | ||
|duties = Brainwashing everyone and summoning the avatar of entropy | |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] | |guides = [https://forums.yogstation.net/threads/how-to-newbloodcult-for-hyperdunces.16896/ How to newbloodcult for hyperdunces] | ||
|quote = <span style="color:red;">'''NAR | |quote = <span style="color:red;">'''NAR'SIE HAS RISEN'''</span> | ||
}} | }} | ||
'''Gamemode in rotation''' | |||
Several cultists will arrive | 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== | ==Objectives== | ||
Your objective requires you to sacrifice a certain crewmember and summon Nar | Your objective requires you to sacrifice a certain crewmember and summon Nar'sie. | ||
The general path of action of the cult and those in it: | The general path of action of the cult and those in it: | ||
#From a discrete location, contact your allies through your Commune button. <br>Warning: <u>When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!</u>. <br>'''Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar | #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!''' | ||
#Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this [[Blood Cult#The_Cult_Master_and_You|later]]. | #Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this [[Blood Cult#The_Cult_Master_and_You|later]]. | ||
#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. | #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. | ||
# | #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! | ||
# | #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! | #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 | #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 | #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 | #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! | |||
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<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. | ||
To please Nar | 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;"> | ===<span style="color:red;">Nar'sie HAS RISEN</span>=== | ||
After you have sacrificed your target, you can summon Nar | 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 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 | 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! | ||
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So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part. | So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part. | ||
To summon Nar | 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. | ||
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#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. | ||
#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 | #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 | 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. | ||
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|[[File:Final_Reckoning.png|64px]] | |[[File:Final_Reckoning.png|64px]] | ||
!Final Reckoning | !Final Reckoning | ||
|A single-use spell that brings the entire cult to the master's location. Useful for when it's time to summon Nar | |A single-use spell that brings the entire cult to the master's location. Useful for when it's time to summon Nar'sie and you need the whole cult to help defend and invoke. <b>Please note that this is a <u>one-use ability</u>. If you screw up, it's on you!</b> | ||
|One Use | |One Use | ||
|- | |- | ||
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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==== | ||
{| class="wikitable" | {| class="wikitable" cellspacing="1" cellpadding="2" border="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 | ||
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|- | |- | ||
!Stun | !Stun | ||
|A potent spell that will stun and mute victims upon contact. Effects become much weaker as the cult grows in size. | |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 | |10 HP | ||
|- | |- | ||
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|- | |- | ||
!Twisted Construction | !Twisted Construction | ||
|A sinister spell used to convert: Plasteel into runed metal, | |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 | !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' | |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 | |1 Charge | ||
|- | |- | ||
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|- | |- | ||
!Blood Rites | !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. | | 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 | |5 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. | ||
{| class="wikitable" | {| class="wikitable" cellspacing="1" cellpadding="2" border="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 | ||
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!{{anchor|Rite of Offering}}Offering Rune | !{{anchor|Rite of Offering}}Offering Rune | ||
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed - <b>therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!</b> | |Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed - <b>therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!</b> | ||
If the target is dead, ineligible for conversion or is the required sacrifice target, they'll be sacrificed instead, | 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 | |1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets | ||
|Mah'weyh pleggh at e'ntrath! | |Mah'weyh pleggh at e'ntrath! | ||
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|- | |- | ||
!Revive Rune | !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 | |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 | |1 | ||
|Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat! | |Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat! | ||
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!Rune of the Spirit Realm | !Rune of the Spirit Realm | ||
|This rune gives you two powerful options:<br><br> | |This rune gives you two powerful options:<br><br> | ||
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid, armed and armored cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage to you over time. <u>This option is only available on the space station itself - the veil is not weak enough in space or Lavaland to give spirits a physical form!</u><br><br> | (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> | ||
(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! | (2) To ascend as a dark spirit. This option costs <b>no health</b> to use and will give you the virtually unlimited knowledge of a [[Ghost]]! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting homunculi to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle! | ||
|1 | |1 | ||
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|- | |- | ||
!Apocalypse | !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 | |A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive (often stationwide) EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar'sie ritual sites and will prevent Nar'sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. <u>After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar'sie.</u><br> | ||
<br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled | <br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled | ||
*If 1 - 10: Disease Outbreak + Mice Migration | *If 1 - 10: Disease Outbreak + Mice Migration | ||
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*If 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm) | *If 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm) | ||
|3 | |3 | ||
|Ta'gh fara'qha fel d'amar det! | | Ta'gh fara'qha fel d'amar det! | ||
||[[File:Apocalypse.png|96px]] | ||[[File:Apocalypse.png|96px]] | ||
|- | |- | ||
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|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete. | |This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete. | ||
After it's drawn, 9 cultists (5 if the invoker is the cult leader), constructs, or summoned ghosts must stand on the rune. After this, the cult must protect 4 Bloodstones scattered around the station, and then the Anchor Bloodstone. | After it's drawn, 9 cultists (5 if the invoker is the cult leader), constructs, or summoned ghosts must stand on the rune. After this, the cult must protect 4 Bloodstones scattered around the station, and then the Anchor Bloodstone. | ||
|9 | | 9 | ||
|TOK-LYR RQA-NAP G'OLT-ULOFT!! | |TOK-LYR RQA-NAP G'OLT-ULOFT!! | ||
|[[File:Rune_large.png]] | |[[File:Rune_large.png]] | ||
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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. | ||
{| class="wikitable" | {| class="wikitable" cellspacing="1" cellpadding="2" border="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 | ||
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|[[File:Altar.png|64px]] | |[[File:Altar.png|64px]] | ||
!Altar | !Altar | ||
|A bloodstained altar dedicated to Nar | |A bloodstained altar dedicated to Nar'sie. By using it, you are able to create an Eldritch Whetstone to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After using the altar, it needs some time to recharge. | ||
|3 runed metal | |3 runed metal | ||
|- | |- | ||
|[[File:Forge.gif|64px]] | |[[File:Forge.gif|64px]] | ||
!Forge | !Forge | ||
|A forge used in crafting the unholy weapons used by the armies of Nar | |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 | |3 runed metal | ||
|- | |- | ||
|[[File:Pylon.gif|64px]] | |[[File:Pylon.gif|64px]] | ||
!Pylon | !Pylon | ||
|A floating crystal that slowly heals those faithful to Nar' | | A floating crystal that slowly heals those faithful to Nar'sie. Heals brute, burn, and bloodloss damage. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and are distinctly cultish in appearance, which may alert the crew if the flooring spreads outside your cult den. | ||
|4 runed metal | |4 runed metal | ||
|- | |- | ||
|[[File:Archives.png|64px]] | |[[File:Archives.png|64px]] | ||
!Archives | !Archives | ||
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof | |A 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 | |3 runed metal | ||
|- | |- | ||
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Even with access to a large number of different runes and talismans, there are still several threats to the cult on the station. | Even with access to a large number of different runes and talismans, there are still several threats to the cult on the station. | ||
===[[Clockwork Cult|Ratvarian Scum]] [[File:servant_of_ratvar.png]]=== | ===[[Clockwork Cult|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 | 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]]=== | ||
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== | ==Tips== | ||
*Cultists can know a rune's name and effects by examining it. | *Cultists can know a rune's name and effects by examining it. | ||
*Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality. | *Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality. | ||
*Always be ready to summon a cultist in trouble. <b>Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before | * 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. | *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. | *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. | *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 > | *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)! | *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' | * 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 | *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 | *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 | *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. | ||
*Do not use your spells on those you know have holy melons. It will be nullified | * Making your own Golems through [[Guide to Xenobiology|Xenobiology]] will automatically give them the cultist status. | ||
*You must make sure there is a soul in the soul stone or nothing will happen when you press a construct with it. | *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. | ||
==Nar | * 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== | |||
<center> | <center> | ||
[[File:Narsie.gif|512px]] | [[File:Narsie.gif|512px]] | ||
Once you've completed the ritual, Nar | 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. | 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 | Few things are capable of challenging Nar'sie's sheer power. | ||
One of them is Ratvar. | One of them is Ratvar. | ||
If Nar | If Nar'sie and Ratvar encounter one another, | ||
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟ | Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟ |
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