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(→Armaments Beacon: adds armament beacon descriptions.) |
(/* Heretics *\ Added Heretic information for chaplain) |
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*'''Followers of the Chaplain Kit''' – A single lightly armored leader hoodie and four unarmored follower hoodies. | *'''Followers of the Chaplain Kit''' – A single lightly armored leader hoodie and four unarmored follower hoodies. | ||
*'''Founder Kit of the Black Templars''' – A moderately armored Black Templar Chaplain Hardsuit and three slightly lighter armored Black Templar Follower hardsuits | *'''Founder Kit of the Black Templars''' – A moderately armored Black Templar Chaplain Hardsuit and three slightly lighter armored Black Templar Follower hardsuits | ||
===Altar of Gods=== | ===Altar of Gods=== | ||
Attacking it with your bible will allow you to choose a sect. Currently, there are only three: | Attacking it with your bible will allow you to choose a sect. Currently, there are only three: | ||
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Wizards are chaotic spellcasters with a variety of tools to turn the tides in their favor. Your null rod will protect from a majority of their magic, so you are a valuable asset against these masterful murdering mages. Wizards are extremely dangerous to take in alive, so coordinate with Security against the threat, and attempt to kill them through whatever means you have available. They may return through a variety of methods, however, and you must be prepared for every possibility with these dastardly foes. Some wizards may claim that they are friendly, and will attempt to make peace, though they are still Wizards at the core and should be dealt with by the joint effort of yourself and Security. | Wizards are chaotic spellcasters with a variety of tools to turn the tides in their favor. Your null rod will protect from a majority of their magic, so you are a valuable asset against these masterful murdering mages. Wizards are extremely dangerous to take in alive, so coordinate with Security against the threat, and attempt to kill them through whatever means you have available. They may return through a variety of methods, however, and you must be prepared for every possibility with these dastardly foes. Some wizards may claim that they are friendly, and will attempt to make peace, though they are still Wizards at the core and should be dealt with by the joint effort of yourself and Security. | ||
===Heretics=== | ===Heretics=== | ||
Heretics are dangerous opponents to fight depending on when in the shift you find them. The longer the shift goes on, the more dangerous and powerful these heretics will get, until they ascend and become nigh indestructible. If tears in reality are sighted, contact security for assistance, and have them start searching any potential suspects you see as well as people near transmutation runes. They will usually have their codex and heart on them, and if they have crafted one, a powerful blade that you must take caution with. Heretics can pick one of three paths to go down: ash, flesh, and rust. | Heretics are dangerous opponents to fight depending on when in the shift you find them. The longer the shift goes on, the more dangerous and powerful these heretics will get, until they ascend and become nigh indestructible. If tears in reality are sighted, contact security for assistance, and have them start searching any potential suspects you see as well as people near transmutation runes. They will usually have their codex and heart on them, and if they have crafted one, a powerful blade that you must take caution with. Heretics can pick one of three paths to go down: ash, flesh, and rust. Your rod can also be used to cleanse the heretics large green transmutation runes. | ||
Ash heretics have access to a short ranged jaunt, an ashen blade that will set you on fire and deal stamina damage if you are hit, and the ability to drain your life if you are on fire. If an ash heretic ascends, have a fire extinguisher on hand or stay close to showers. Long ranged lethal weapons are advised as you will be set on fire at closer ranges, and you must either bait out or run away from their room melting abilities. | Ash heretics have access to a short ranged jaunt, an ashen blade that will set you on fire and deal stamina damage if you are hit, and the ability to drain your life if you are on fire. If an ash heretic ascends, have a fire extinguisher on hand or stay close to showers. Long ranged lethal weapons are advised as you will be set on fire at closer ranges, and you must either bait out or run away from their room melting abilities. | ||
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Flesh heretics can revive corpses into loyal, mute servants or dangerous ghouls (as long as the body isn't mindshielded), make a weak monster called a Raw Prophet that has increased seeing range and x-ray, create a shapeshifting creature called a Stalker that inherits the stats and properties of what it transforms into, and use a flesh blade that causes profuse bleeding. Try to kill a flesh heretics servants before going after them, as you will be surrounded and murdered otherwise. | Flesh heretics can revive corpses into loyal, mute servants or dangerous ghouls (as long as the body isn't mindshielded), make a weak monster called a Raw Prophet that has increased seeing range and x-ray, create a shapeshifting creature called a Stalker that inherits the stats and properties of what it transforms into, and use a flesh blade that causes profuse bleeding. Try to kill a flesh heretics servants before going after them, as you will be surrounded and murdered otherwise. | ||
Rust heretics spread their rust across the station in a variety of ways, slowly healing on rusted tiles, and can destroy most structures as well as armor that you are wearing. Rust heretic blades inject you with poisonous eldritch water, and have unlimited smoke grenades. When a rust heretic ascends, they will heal incredibly quickly on rust tiles as well as having self spreading rust. Rust heretics are weak to stuns and as such can usually easily be stunned and killed while you get the chance to do damage. | Rust heretics spread their rust across the station in a variety of ways, slowly healing on rusted tiles, and can destroy most structures as well as armor that you are wearing. Rust heretic blades inject you with poisonous eldritch water, and have unlimited smoke grenades. When a rust heretic ascends, they will heal incredibly quickly on rust tiles as well as having self spreading rust. Rust heretics are weak to stuns and as such can usually easily be stunned and killed while you get the chance to do damage. | ||
=== And More=== | === And More=== | ||
If [[admin|your god(s)]] hate you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures. Use holy water to prevent their movement and check places with corpses to see it harvesting souls. When it's dead, don't forget to disperse the ashes. | If [[admin|your god(s)]] hate you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures. Use holy water to prevent their movement and check places with corpses to see it harvesting souls. When it's dead, don't forget to disperse the ashes. |
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