Difference between revisions of "Heretics"
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So you're a heretic? Well, get ready for some magic and battle. Grab those influences, make some sacrifices, and ascend to godhood. | So you're a heretic? Well, get ready for some magic and battle. Grab those influences, make some sacrifices, and ascend to godhood. | ||
− | == | + | |
+ | ==The Mansus Opens== | ||
You are a nasty little bookworm in search of truth and power, and you have arrived on a ship ripe with opportunities. The ultimate goal of a heretic, aside from completing their standard traitor objectives, is to gain power points to unlock their abilities. | You are a nasty little bookworm in search of truth and power, and you have arrived on a ship ripe with opportunities. The ultimate goal of a heretic, aside from completing their standard traitor objectives, is to gain power points to unlock their abilities. | ||
You can increase your power in two ways: harvesting magic energies from the eldritch influences around the ship, or by sacrificing any crew members your dark patrons may hunger for. To aid this task, you start with two items and a spell: | You can increase your power in two ways: harvesting magic energies from the eldritch influences around the ship, or by sacrificing any crew members your dark patrons may hunger for. To aid this task, you start with two items and a spell: | ||
− | * [[File:Heretic_forbidden_book.png]] The '''Codex Cicatrix''', used to | + | |
− | * [[file:heart.png]] The '''Living Heart''', used to transmute and find your targets. | + | * [[File:Heretic_forbidden_book.png]] The '''Codex Cicatrix''', used to research. |
− | * [[File:mansus_grasp.gif]] '''Mansus Grasp''', a modular spell that | + | * [[file:heart.png]] The '''Living Heart''', used to transmute and find your targets, allows you to select from three targets. |
+ | * [[File:mansus_grasp.gif]] '''Mansus Grasp''', a modular spell, used to draw runes (use inhand) and that without upgrades, lets you touch a target to cause knockdown and light burn damage on a 15 second cooldown. As you grow in power, your Grasp will gain additional effects. | ||
+ | |||
All of these are critical to your ascension, so don't lose them, and keep them hidden from security! | All of these are critical to your ascension, so don't lose them, and keep them hidden from security! | ||
− | [[file:reality_fracture.gif]] '''Influences''' are the easy way to gain power points. Whenever there are heretics aboard | + | ===[[file:reality_fracture.gif]] '''Influences'''=== |
+ | '''Influences''' are the easy way to gain power points. Whenever there are heretics aboard the NSV, influences will randomly spawn across the ship at the start of the round. Initially, influences flicker with bursts of energy similar to electricity, have randomized names, and can only be seen by heretics. To harvest an influence, simply hit it with your codex and remain still for a short period. After being harvested, the influence will lose it's electric-like bursts, gain a yellow glow with a rainbow border originating from the middle, change their name to '''pierced reality''', and become visible to the entire crew disappearing after 15 minutes. Influences can only be harvested once, so don't waste time trying to collect those that other heretics have already taken! | ||
− | [[file:reality_fracture_harvested.gif]] An already harvested influence. Notice the glow. | + | [[file:reality_fracture_harvested.gif]] An already harvested influence, will disappear after 15 minutes have passed. Notice the glow. |
+ | ===[[File:Heretic_forbidden_book.png]] '''Codex Cicatrix'''=== | ||
Once you have some power points, it's time to '''research'''! Simply use your codex in-hand to open the research menu and spend your points on abilities. The research menu forms a branching tree (see below), and your first selection will be to commit to a '''path''' that defines your initial abilities and final ascension. You can earn abilities from other paths to a limited degree, but overall your chosen path will heavily influence your playstyle. | Once you have some power points, it's time to '''research'''! Simply use your codex in-hand to open the research menu and spend your points on abilities. The research menu forms a branching tree (see below), and your first selection will be to commit to a '''path''' that defines your initial abilities and final ascension. You can earn abilities from other paths to a limited degree, but overall your chosen path will heavily influence your playstyle. | ||
− | |||
+ | ===[[File:heretic_rune.png|32px]] '''Transmutation'''=== | ||
+ | Eventually, you'll need to start using proper magics. By using your mansus '''inhand''', you'll begin to draw a '''transmutation rune'''. These runes are green and take up a 3x3 area, and while they can go under other objects, it's best to keep them clear for transmutation purposes. You can remove runes by hitting them with your mansus grasp again, and freely use other heretics' runes. To '''transmute''', simply click the rune with an empty hand while the appropriate object(s) are on top of it, making sure that nothing else is in the way. | ||
− | + | The most important use of your rune is '''sacrificing'''. To get a sacrifice target, drop your living heart onto a rune and transmute it with nothing else present, making sure your codex is in your inventory. You'll be given a list of targets to choose from, and can then squeeze your living heart by using it in-hand to get a vague idea of where your chosen target is. Kill them, drag them back to a rune, and transmute their body to messily sacrifice them and earn two power points. | |
+ | Between influences and sacrifices, you'll eventually unlock more and more abilities; the last ability will be your '''ascension''', which gives you massively powerful benefits or transformations. Once you've ascended, all that's left is to unleash your fury upon the crew! Use all of your powers to slaughter everybody who dares stand up to you, or just bask in your dark glory. | ||
− | |||
− | + | ===[[file:heretic_blade.png]] '''Heretic Blade'''=== | |
− | + | The '''Heretic Blade''' will be your first unlocked research. It can be created by transmuting a common knife or equivalent with a secondary ingredient based on your path, and serves as a powerful melee weapon and can be broken for an emergency teleport to a random part of the ship. As with the Mansus Grasp, your blade will be upgraded by your research over time. If you lose your blade, simply transmute a new one. | |
+ | |||
+ | ==Paths of The Mansus== | ||
There are different aspects of the arcane to which you can devote yourself. While all rituals and spells can be learned, your first and most important choice will decide how your weapon [[file:heretic_blade.png]] and grasp [[file:mansus_grasp.gif]] will evolve, and how your final ascension will transform you. | There are different aspects of the arcane to which you can devote yourself. While all rituals and spells can be learned, your first and most important choice will decide how your weapon [[file:heretic_blade.png]] and grasp [[file:mansus_grasp.gif]] will evolve, and how your final ascension will transform you. | ||
+ | |||
{| border="2" cellspacing="1" cellpadding="2" class="wikitable" | {| border="2" cellspacing="1" cellpadding="2" class="wikitable" | ||
! style="background-color:green" width='140px'|Path | ! style="background-color:green" width='140px'|Path | ||
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|Nightwatcher's secret | |Nightwatcher's secret | ||
|The Path of Ash revolves around fire, mobility, crowd control and being a sneaky fucker that can jaunt while handcuffed. It grants the most forgiving abilities for a new heretic, such as the aforementioned jaunt and a potential mass heal, and is highly recommended for first-timers. It doesn't have the most powerful abilities until the later game, but it is still enjoyable. Ascending gives you the power to burn down the ship in a living tornado of flame. | |The Path of Ash revolves around fire, mobility, crowd control and being a sneaky fucker that can jaunt while handcuffed. It grants the most forgiving abilities for a new heretic, such as the aforementioned jaunt and a potential mass heal, and is highly recommended for first-timers. It doesn't have the most powerful abilities until the later game, but it is still enjoyable. Ascending gives you the power to burn down the ship in a living tornado of flame. | ||
+ | |||
|- | |- | ||
!Path of Rust | !Path of Rust | ||
|Blacksmith's Tale | |Blacksmith's Tale | ||
|The Path of Rust is about healing, corruption and brute forcing through all obstacles, at the cost of stealth. Rust gives you abilities that can one shot silicons, fry any electronics, destroy any turfs and take down any non-living being, while creating rusted tiles and healing while standing on them. Rust also grants access to some pretty powerful spells, making it a difficulty middle ground. Ascending grants you unparalleled healing and survivability. | |The Path of Rust is about healing, corruption and brute forcing through all obstacles, at the cost of stealth. Rust gives you abilities that can one shot silicons, fry any electronics, destroy any turfs and take down any non-living being, while creating rusted tiles and healing while standing on them. Rust also grants access to some pretty powerful spells, making it a difficulty middle ground. Ascending grants you unparalleled healing and survivability. | ||
+ | |||
|- | |- | ||
!Path of Flesh | !Path of Flesh | ||
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|The Path of Flesh focuses on resurrection and summoning player-controlled minions. Heretics on this path gain almost no offensive or defensive abilities and rely heavily on stockpiling corpses, but Flesh offers many fun and powerful tools to those who can make it to the end, making it the hardest path overall for inexperienced heretics. Ascending allows you to shed your human form and become something much greater. | |The Path of Flesh focuses on resurrection and summoning player-controlled minions. Heretics on this path gain almost no offensive or defensive abilities and rely heavily on stockpiling corpses, but Flesh offers many fun and powerful tools to those who can make it to the end, making it the hardest path overall for inexperienced heretics. Ascending allows you to shed your human form and become something much greater. | ||
|} | |} | ||
− | + | ||
+ | ==Abilities== | ||
Below is a table with all your abilities. Upon choosing a path, you begin at the top of the tree, moving straight downwards; the first few abilities you unlock are thus based on your path. However, some abilities are located between paths, and can be unlocked by moving sideways once you're adjacent to them. With enough points, you can theoretically unlock all of these 'neutral' abilities, as well as dipping into other paths' abilities, but you can only ever unlock '''one Mark''' and '''one Blade/Steel''' ability, and you can only unlock '''the ascension that matches your starting path'''. | Below is a table with all your abilities. Upon choosing a path, you begin at the top of the tree, moving straight downwards; the first few abilities you unlock are thus based on your path. However, some abilities are located between paths, and can be unlocked by moving sideways once you're adjacent to them. With enough points, you can theoretically unlock all of these 'neutral' abilities, as well as dipping into other paths' abilities, but you can only ever unlock '''one Mark''' and '''one Blade/Steel''' ability, and you can only unlock '''the ascension that matches your starting path'''. | ||
In the below tree, '''dark''' colored abilities can only be obtained by starting on the corresponding path, '''green''' abilities are "neutral" abilities that you can use to cross paths, and '''light''' colored abilities can be earned by any path by first going through the neutral ones. | In the below tree, '''dark''' colored abilities can only be obtained by starting on the corresponding path, '''green''' abilities are "neutral" abilities that you can use to cross paths, and '''light''' colored abilities can be earned by any path by first going through the neutral ones. | ||
− | + | ===<center><u>[[File:Heretic_forbidden_book.png]] '''The Heretic Ability Tree''' [[File:Heretic_forbidden_book.png]]</u></center>=== | |
{| style="text-align: center; border-spacing: 0px;" | {| style="text-align: center; border-spacing: 0px;" | ||
|-style='background-color:#2aab2a;' | |-style='background-color:#2aab2a;' | ||
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+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
|-style='background-color:#2aab2a;' | |-style='background-color:#2aab2a;' | ||
| | | | ||
− | |style='background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:mansus_grasp.gif]] <br>Your mansus grasp now | + | |style='background-color:#a1a1a1; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:mansus_grasp.gif]] <br>Your mansus grasp now blinds opponents. |
| | | | ||
|style='background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:mansus_grasp.gif]] <br>Your mansus grasp now raises dead players into ghouls, ONCE per player. They look like husks and have 25 HP. | |style='background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:mansus_grasp.gif]] <br>Your mansus grasp now raises dead players into ghouls, ONCE per player. They look like husks and have 25 HP. | ||
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| | | | ||
+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
|-style='background-color:#6EE270;' | |-style='background-color:#6EE270;' | ||
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|style='border-right:solid 10px #c1c1c1;'|'''Priest's Ritual''' | |style='border-right:solid 10px #c1c1c1;'|'''Priest's Ritual''' | ||
+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
|-style='background-color:#6EE270;' | |-style='background-color:#6EE270;' | ||
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|style='background-color:#f58da2; border-right:dashed 2px;' |[[file:poppy.png]] <br>Transmute a corpse and a poppy into a voiceless death: mute ghouls with 50hp, but no voice. <br> Limit of 2 at a time. | |style='background-color:#f58da2; border-right:dashed 2px;' |[[file:poppy.png]] <br>Transmute a corpse and a poppy into a voiceless death: mute ghouls with 50hp, but no voice. <br> Limit of 2 at a time. | ||
|style=' border-right:dashed 2px;'|[[file:heretic_armor.gif]] <br>Transmute a table (built) and a gasmask to create a suit of armor. The suit more or less halves damage received. | |style=' border-right:dashed 2px;'|[[file:heretic_armor.gif]] <br>Transmute a table (built) and a gasmask to create a suit of armor. The suit more or less halves damage received. | ||
− | |style='background-color:#eb7541; border-right:dashed 2px;' |You slowly heal while standing on rusted tiles. | + | |style='background-color:#eb7541; border-right:dashed 2px;' |[[file:Rusty_wall.png]] <br>You slowly heal while standing on rusted tiles. |
|style='border-right:solid 10px #c1c1c1'|[[file:heretic_flask.png]] <br>Transmute a tank of water into a flask(50u) of eldritch water. Heals a bit of everything, harms others a bit in everything. | |style='border-right:solid 10px #c1c1c1'|[[file:heretic_flask.png]] <br>Transmute a tank of water into a flask(50u) of eldritch water. Heals a bit of everything, harms others a bit in everything. | ||
+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
− | |-style='background-color:#2aab2a;' | + | |-style='background-color:#2aab2a;' |
| | | | ||
|style='background-color:#c1c1c1; border-style: solid; border-width: 2px 2px 2px 2px' |'''Mark of Ash''' | |style='background-color:#c1c1c1; border-style: solid; border-width: 2px 2px 2px 2px' |'''Mark of Ash''' | ||
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+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
− | |-style='background-color:#2aab2a;' | + | |-style='background-color:#2aab2a;' |
| | | | ||
− | |style='background-color:#c1c1c1; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:ash_blade.png]] <br>Your | + | |style='background-color:#c1c1c1; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:ash_blade.png]] <br>Your mansus applies ash marks on touch. Attack a marked person with your blade to deal stamina damage and burning. <br> The burning spreads to other people, becoming a bit stronger each time. |
| | | | ||
− | |style='background-color:#f58da2; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:flesh_blade.png]] <br>Your | + | |style='background-color:#f58da2; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:flesh_blade.png]] <br>Your mansus applies flesh marks on touch. Attack a marked person with your blade to make them bleed profusely. |
| | | | ||
− | |style='background-color:#eb7541; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:rust_blade.png]] <br>Your | + | |style='background-color:#eb7541; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:rust_blade.png]] <br>Your mansus applies rust marks on touch. Attack a marked person with your blade to deal 0-200 damage to items they are carrying. |
| | | | ||
+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
− | |-style='background-color:#6EE270;' | + | |-style='background-color:#6EE270;' |
|style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|'''Curse of Corrosion''' | |style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|'''Curse of Corrosion''' | ||
− | |style='background-color:#c1c1c1; border-right:dashed 2px;'|''' | + | |style='background-color:#c1c1c1; border-right:dashed 2px;'|'''Mask of Madness''' |
|style=' border-right:dashed 2px;'|'''Curse of Paralysis''' | |style=' border-right:dashed 2px;'|'''Curse of Paralysis''' | ||
|style='background-color:#f58da2; border-right:dashed 2px;'|'''Raw Ritual''' | |style='background-color:#f58da2; border-right:dashed 2px;'|'''Raw Ritual''' | ||
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|style='border-right:solid 10px #c1c1c1;'|'''Curse of Corrosion''' | |style='border-right:solid 10px #c1c1c1;'|'''Curse of Corrosion''' | ||
+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
− | |-style='background-color:#6EE270;' | + | |-style='background-color:#6EE270;' |
− | |style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|[[file:decal_bio | + | |style='border-left:solid 10px #eb7541; border-right:dashed 2px;'|[[file:decal_bio.png]] <br>Transmute a knife, a spill of blood, a heart, left and right arm, and an item that the victim touched to curse them for 2 minutes of vomiting and slight organ damage. |
− | |style='background-color:#c1c1c1; border-right:dashed 2px;' |[[file: | + | |style='background-color:#c1c1c1; border-right:dashed 2px;' |[[file:Mad_mask.png]] <br>Transmute a pair of eyes, a screwdriver and a pool of blood to create a Mask of Madness. It causes passive stamina damage and hallucinations to everyone around the wearer. Can be forced on a non believer to make him unable to take it off... |
|style=' border-right:dashed 2px;'|[[file:wheelchair.png]] <br>Transmute a knife, pool of blood, left and right leg, a hatchet and an item that the victim touched to curse them for 5 minutes of leg paralysis. | |style=' border-right:dashed 2px;'|[[file:wheelchair.png]] <br>Transmute a knife, pool of blood, left and right leg, a hatchet and an item that the victim touched to curse them for 5 minutes of leg paralysis. | ||
|style='background-color:#f58da2; border-right:dashed 2px;' |[[file:raw_prophet.png]] <br>Transmute eyes, a left arm, right arm and a pool of blood into a Raw Prophet. Raw prophets have increased seeing range, as well as Xray. But are very fragile and weak. | |style='background-color:#f58da2; border-right:dashed 2px;' |[[file:raw_prophet.png]] <br>Transmute eyes, a left arm, right arm and a pool of blood into a Raw Prophet. Raw prophets have increased seeing range, as well as Xray. But are very fragile and weak. | ||
− | |style=' border-right:dashed 2px;'|[[file:blood_siphon | + | |style=' border-right:dashed 2px;'|[[file:blood_siphon.gif]] <br>A touch spell that steals a bit of life from others to heal you. |
− | |style='background-color:#eb7541; border-right:dashed 2px;' |[[File:corrode | + | |style='background-color:#eb7541; border-right:dashed 2px;' |[[File:corrode.gif]]<br>Spreads rust to nearby turfs. Destroys already rusted walls. |
− | |style='border-right:solid 10px #c1c1c1'|[[file:decal_bio | + | |style='border-right:solid 10px #c1c1c1'|[[file:decal_bio.png]] <br>Transmute a knife, a spill of blood, a heart, left and right arm, and an item that the victim touched to them for 2 minutes of vomiting and slight organ damage. |
− | |-style='background-color:#2aab2a;' | + | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> |
+ | |||
+ | |-style='background-color:#2aab2a;' | ||
| | | | ||
|style='background-color:#c1c1c1; border-style: solid; border-width: 2px 2px 2px 2px' |'''Fiery Blade''' | |style='background-color:#c1c1c1; border-style: solid; border-width: 2px 2px 2px 2px' |'''Fiery Blade''' | ||
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+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
− | |-style='background-color:#2aab2a;' | + | |-style='background-color:#2aab2a;' |
| | | | ||
|style='background-color:#c1c1c1; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:ash_blade.png]] <br>Your blade adds firestacks to those you attack. | |style='background-color:#c1c1c1; border-style: solid; border-width: 0px 2px 2px 2px' |[[File:ash_blade.png]] <br>Your blade adds firestacks to those you attack. | ||
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|style='border-right:solid 10px #c1c1c1;'|'''Cleave''' | |style='border-right:solid 10px #c1c1c1;'|'''Cleave''' | ||
+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
|-style='background-color:#6EE270;' | |-style='background-color:#6EE270;' | ||
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|style='background-color:#c1c1c1; border-right:dashed 2px;' |[[file:onfire.gif]] <br>Drains nearby alive people that are engulfed in flames. It heals 10 of each damage type per person. If a person is in critical condition it finishes them off. | |style='background-color:#c1c1c1; border-right:dashed 2px;' |[[file:onfire.gif]] <br>Drains nearby alive people that are engulfed in flames. It heals 10 of each damage type per person. If a person is in critical condition it finishes them off. | ||
|style=' border-right:dashed 2px;'|[[file:ashman.png]] <br>Transmute a pile of ash, a head and a book to summon an ashman. Ashmen have ashen shift, and a spell that lets them send off a great wave of fire. | |style=' border-right:dashed 2px;'|[[file:ashman.png]] <br>Transmute a pile of ash, a head and a book to summon an ashman. Ashmen have ashen shift, and a spell that lets them send off a great wave of fire. | ||
− | |style='background-color:#f58da2; border-right:dashed 2px;' |[[file: | + | |style='background-color:#f58da2; border-right:dashed 2px;' |[[file:stalker.png]] <br>Transmute a knife, a flower, a pen and a piece of paper to summon a Stalker. Stalkers can shapeshift into different creatures to blend in, inheriting their stats. |
|style=' border-right:dashed 2px;'|[[file:rust_walker.png]] <br>Transmute a vomit pool, a head and a book to summon a Rust Walker. Rust walkers can walk around and shoot waves of rust. | |style=' border-right:dashed 2px;'|[[file:rust_walker.png]] <br>Transmute a vomit pool, a head and a book to summon a Rust Walker. Rust walkers can walk around and shoot waves of rust. | ||
|style='background-color:#eb7541; border-right:dashed 2px;' |[[file:rust_wave.gif]] <br>A spell that sends off a harmless projectile which rusts and damages the terrain. | |style='background-color:#eb7541; border-right:dashed 2px;' |[[file:rust_wave.gif]] <br>A spell that sends off a harmless projectile which rusts and damages the terrain. | ||
|style='border-right:solid 10px #c1c1c1'|[[file:cleave.png]] <br>A ranged spell that gives bleeding wounds to the target and those around them. | |style='border-right:solid 10px #c1c1c1'|[[file:cleave.png]] <br>A ranged spell that gives bleeding wounds to the target and those around them. | ||
+ | <!-- ///////////////////////////////////// End of row /////////////////////////////////// --> | ||
|-style='background-color:#2aab2a;' | |-style='background-color:#2aab2a;' | ||
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|- | |- | ||
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|style='background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px' |[[file:terror_of_the_night_armsy.png]]<br>Transmute 3 corpses to ascend as Lord of the night or summon a terror of the night. | |style='background-color:#e34363; border-style: solid; border-width: 0px 2px 2px 2px' |[[file:terror_of_the_night_armsy.png]]<br>Transmute 3 corpses to ascend as Lord of the night or summon a terror of the night. | ||
|[[File:heretic_rune.png]] | |[[File:heretic_rune.png]] | ||
− | |style='background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px' |Transmute 3 corpses to ascend. While on rust tiles, your healing is tripled. Rust also spreads from the ritual's rune. | + | |style='background-color:#c5673e; border-style: solid; border-width: 0px 2px 2px 2px' |[[file:Rusty_reinforced_wall.png]]<br>Transmute 3 corpses to ascend. While on rust tiles, your healing is tripled. Rust also spreads from the ritual's rune. |
|[[File:heretic_rune.png]] | |[[File:heretic_rune.png]] | ||
|} | |} | ||
− | + | ||
+ | ==Tips== | ||
+ | |||
*Remember that you first need to get a target before you can do any sacrificing... to get a target put your living heart on your transmutation rune with nothing else present on the rune and use the rune. and then just use the living heart in your hand to track them and sacrifice their DEAD body. (people seem to think you can just sacrifice anybody you kill) | *Remember that you first need to get a target before you can do any sacrificing... to get a target put your living heart on your transmutation rune with nothing else present on the rune and use the rune. and then just use the living heart in your hand to track them and sacrifice their DEAD body. (people seem to think you can just sacrifice anybody you kill) | ||
+ | *every living heart has their own target. So amass a few and you will have a much wider selection of targets. | ||
*If you ever lose your Codex, you can transmute a new one by combining a bible, human skin, a pen and a pair of eyes. | *If you ever lose your Codex, you can transmute a new one by combining a bible, human skin, a pen and a pair of eyes. | ||
*If you ever lose your Living Heart, you can transmute a new one by combining a normal heart, a poppy (check the chapel!) and a blood splatter. | *If you ever lose your Living Heart, you can transmute a new one by combining a normal heart, a poppy (check the chapel!) and a blood splatter. | ||
*If your transmutations are failing, make sure your codex is on your person! | *If your transmutations are failing, make sure your codex is on your person! | ||
*Many unlockable transmutations require body parts or whole corpses. You can get these from your victims, as well as by raiding the Morgue, or with the correct access, turning monkeys into catatonic humans. | *Many unlockable transmutations require body parts or whole corpses. You can get these from your victims, as well as by raiding the Morgue, or with the correct access, turning monkeys into catatonic humans. | ||
+ | *A Knife counts as any of the following items: Kitchen knife, Bone dagger, Survival Knife, Combat knife, Carrot shiv, Butchers cleaver, Venom knife, Ritual knife and shank. Any of them can be used to create your heretic blade. | ||
*Even if you never fight other heretics, you're inherently at odds with them. Each influence can only be harvested once, so the heretic that goes the fastest and grabs the most influences first has to do less killing and sacrificing to reach their ascensions. | *Even if you never fight other heretics, you're inherently at odds with them. Each influence can only be harvested once, so the heretic that goes the fastest and grabs the most influences first has to do less killing and sacrificing to reach their ascensions. | ||
*As a heretic, access is more important than ever! The more areas you can easily access, the more influences you'll be able to snag. Getting all access can be a godsend, and knowing how to either hack or talk your way into other departments can help you beat other heretics to the free points. | *As a heretic, access is more important than ever! The more areas you can easily access, the more influences you'll be able to snag. Getting all access can be a godsend, and knowing how to either hack or talk your way into other departments can help you beat other heretics to the free points. | ||
*Even after ascension, you aren't completely invincible. Don't get too hasty and end up eating a barrage of deadly lasers to the face. | *Even after ascension, you aren't completely invincible. Don't get too hasty and end up eating a barrage of deadly lasers to the face. | ||
+ | *Silicons are unable to see your powers and Influences, use this to your advantage. | ||
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{{Jobs}} | {{Jobs}} | ||
{{Game modes}} | {{Game modes}} | ||
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[[Category:Jobs]] | [[Category:Jobs]] | ||
[[Category:Game Modes]] | [[Category:Game Modes]] | ||
[[Category:Guides]] | [[Category:Guides]] |
Latest revision as of 11:16, 2 June 2021
"Forgotten, devoured, gutted. Humanity has forgotten the eldritch forces of decay, but the mansus veil has weakened. We will make them taste fear again..."
So you're a heretic? Well, get ready for some magic and battle. Grab those influences, make some sacrifices, and ascend to godhood.
The Mansus Opens[edit | edit source]
You are a nasty little bookworm in search of truth and power, and you have arrived on a ship ripe with opportunities. The ultimate goal of a heretic, aside from completing their standard traitor objectives, is to gain power points to unlock their abilities.
You can increase your power in two ways: harvesting magic energies from the eldritch influences around the ship, or by sacrificing any crew members your dark patrons may hunger for. To aid this task, you start with two items and a spell:
- The Codex Cicatrix, used to research.
- The Living Heart, used to transmute and find your targets, allows you to select from three targets.
- Mansus Grasp, a modular spell, used to draw runes (use inhand) and that without upgrades, lets you touch a target to cause knockdown and light burn damage on a 15 second cooldown. As you grow in power, your Grasp will gain additional effects.
All of these are critical to your ascension, so don't lose them, and keep them hidden from security!
Influences[edit | edit source]
Influences are the easy way to gain power points. Whenever there are heretics aboard the NSV, influences will randomly spawn across the ship at the start of the round. Initially, influences flicker with bursts of energy similar to electricity, have randomized names, and can only be seen by heretics. To harvest an influence, simply hit it with your codex and remain still for a short period. After being harvested, the influence will lose it's electric-like bursts, gain a yellow glow with a rainbow border originating from the middle, change their name to pierced reality, and become visible to the entire crew disappearing after 15 minutes. Influences can only be harvested once, so don't waste time trying to collect those that other heretics have already taken!
An already harvested influence, will disappear after 15 minutes have passed. Notice the glow.
Codex Cicatrix[edit | edit source]
Once you have some power points, it's time to research! Simply use your codex in-hand to open the research menu and spend your points on abilities. The research menu forms a branching tree (see below), and your first selection will be to commit to a path that defines your initial abilities and final ascension. You can earn abilities from other paths to a limited degree, but overall your chosen path will heavily influence your playstyle.
Transmutation[edit | edit source]
Eventually, you'll need to start using proper magics. By using your mansus inhand, you'll begin to draw a transmutation rune. These runes are green and take up a 3x3 area, and while they can go under other objects, it's best to keep them clear for transmutation purposes. You can remove runes by hitting them with your mansus grasp again, and freely use other heretics' runes. To transmute, simply click the rune with an empty hand while the appropriate object(s) are on top of it, making sure that nothing else is in the way.
The most important use of your rune is sacrificing. To get a sacrifice target, drop your living heart onto a rune and transmute it with nothing else present, making sure your codex is in your inventory. You'll be given a list of targets to choose from, and can then squeeze your living heart by using it in-hand to get a vague idea of where your chosen target is. Kill them, drag them back to a rune, and transmute their body to messily sacrifice them and earn two power points.
Between influences and sacrifices, you'll eventually unlock more and more abilities; the last ability will be your ascension, which gives you massively powerful benefits or transformations. Once you've ascended, all that's left is to unleash your fury upon the crew! Use all of your powers to slaughter everybody who dares stand up to you, or just bask in your dark glory.
Heretic Blade[edit | edit source]
The Heretic Blade will be your first unlocked research. It can be created by transmuting a common knife or equivalent with a secondary ingredient based on your path, and serves as a powerful melee weapon and can be broken for an emergency teleport to a random part of the ship. As with the Mansus Grasp, your blade will be upgraded by your research over time. If you lose your blade, simply transmute a new one.
Paths of The Mansus[edit | edit source]
There are different aspects of the arcane to which you can devote yourself. While all rituals and spells can be learned, your first and most important choice will decide how your weapon and grasp will evolve, and how your final ascension will transform you.
Path | Name | Description |
---|---|---|
Path of Ash | Nightwatcher's secret | The Path of Ash revolves around fire, mobility, crowd control and being a sneaky fucker that can jaunt while handcuffed. It grants the most forgiving abilities for a new heretic, such as the aforementioned jaunt and a potential mass heal, and is highly recommended for first-timers. It doesn't have the most powerful abilities until the later game, but it is still enjoyable. Ascending gives you the power to burn down the ship in a living tornado of flame. |
Path of Rust | Blacksmith's Tale | The Path of Rust is about healing, corruption and brute forcing through all obstacles, at the cost of stealth. Rust gives you abilities that can one shot silicons, fry any electronics, destroy any turfs and take down any non-living being, while creating rusted tiles and healing while standing on them. Rust also grants access to some pretty powerful spells, making it a difficulty middle ground. Ascending grants you unparalleled healing and survivability. |
Path of Flesh | Principle of Hunger | The Path of Flesh focuses on resurrection and summoning player-controlled minions. Heretics on this path gain almost no offensive or defensive abilities and rely heavily on stockpiling corpses, but Flesh offers many fun and powerful tools to those who can make it to the end, making it the hardest path overall for inexperienced heretics. Ascending allows you to shed your human form and become something much greater. |
Abilities[edit | edit source]
Below is a table with all your abilities. Upon choosing a path, you begin at the top of the tree, moving straight downwards; the first few abilities you unlock are thus based on your path. However, some abilities are located between paths, and can be unlocked by moving sideways once you're adjacent to them. With enough points, you can theoretically unlock all of these 'neutral' abilities, as well as dipping into other paths' abilities, but you can only ever unlock one Mark and one Blade/Steel ability, and you can only unlock the ascension that matches your starting path.
In the below tree, dark colored abilities can only be obtained by starting on the corresponding path, green abilities are "neutral" abilities that you can use to cross paths, and light colored abilities can be earned by any path by first going through the neutral ones.
The Heretic Ability Tree [edit | edit source]
Path of Ash | Path of Flesh | Path of Rust |
| |||
---|---|---|---|---|---|---|
Locksmith's Secret | Principle of Hunger | Blacksmith's Tale |
| |||
Follow the ashen path. Transmute a knife with a match for an ashen blade. |
Follow the flesh path. Transmute a knife and a pool of blood into a flesh blade. |
Follow the rust path. Transmute a knife and a trash item into a rusty blade. |
| |||
Grasp of Ash | Grasp of Flesh | Grasp of Rust |
| |||
Your mansus grasp now blinds opponents. |
Your mansus grasp now raises dead players into ghouls, ONCE per player. They look like husks and have 25 HP. |
Your mansus grasp now deal 500 damage to inorganic matter. Rusts any surface it's used on, and destroys any surface that is already rusty. |
| |||
Priest's Ritual | Ashen Shift | Ashen Eyes | Imperfect Ritual | Armorer’s ritual | Leeching Walk | Priest's Ritual
|
Transmute a tank of water into a flask(50u) of eldritch water. Heals a bit of everything, harms others a bit in everything. |
A jaunt spell that makes you immaterial and pass through walls. Very short duration, you will only manage 5-6 tiles in a straight line. |
Transmute a shard of glass with eyes organ to produce an amulet of heatvision. You can see better in the dark, and can see living beings through walls. |
Transmute a corpse and a poppy into a voiceless death: mute ghouls with 50hp, but no voice. Limit of 2 at a time. |
Transmute a table (built) and a gasmask to create a suit of armor. The suit more or less halves damage received. |
File:Rusty wall.png You slowly heal while standing on rusted tiles. |
Transmute a tank of water into a flask(50u) of eldritch water. Heals a bit of everything, harms others a bit in everything.
|
Mark of Ash | Mark of Flesh | Mark of Rust |
| |||
Your mansus applies ash marks on touch. Attack a marked person with your blade to deal stamina damage and burning. The burning spreads to other people, becoming a bit stronger each time. |
Your mansus applies flesh marks on touch. Attack a marked person with your blade to make them bleed profusely. |
Your mansus applies rust marks on touch. Attack a marked person with your blade to deal 0-200 damage to items they are carrying. |
| |||
Curse of Corrosion | Mask of Madness | Curse of Paralysis | Raw Ritual | Blood Siphon | Aggressive Spread | Curse of Corrosion
|
File:Decal bio.png Transmute a knife, a spill of blood, a heart, left and right arm, and an item that the victim touched to curse them for 2 minutes of vomiting and slight organ damage. |
File:Mad mask.png Transmute a pair of eyes, a screwdriver and a pool of blood to create a Mask of Madness. It causes passive stamina damage and hallucinations to everyone around the wearer. Can be forced on a non believer to make him unable to take it off... |
Transmute a knife, pool of blood, left and right leg, a hatchet and an item that the victim touched to curse them for 5 minutes of leg paralysis. |
Transmute eyes, a left arm, right arm and a pool of blood into a Raw Prophet. Raw prophets have increased seeing range, as well as Xray. But are very fragile and weak. |
File:Blood siphon.gif A touch spell that steals a bit of life from others to heal you. |
File:Corrode.gif Spreads rust to nearby turfs. Destroys already rusted walls. |
File:Decal bio.png Transmute a knife, a spill of blood, a heart, left and right arm, and an item that the victim touched to them for 2 minutes of vomiting and slight organ damage.
|
Fiery Blade | Bleeding Steel | Toxic Blade |
| |||
Your blade adds firestacks to those you attack. |
Your blade causes additional bleeding to those you attack. |
Your blade causes toxic damage to those you attack. |
||||
Cleave | Fiery Rebirth | Ashen Ritual | Lonely Ritual | Rusted Ritual | Wave of Rust | Cleave
|
A ranged spell that gives bleeding wounds to the target and those around them. |
Drains nearby alive people that are engulfed in flames. It heals 10 of each damage type per person. If a person is in critical condition it finishes them off. |
Transmute a pile of ash, a head and a book to summon an ashman. Ashmen have ashen shift, and a spell that lets them send off a great wave of fire. |
Transmute a knife, a flower, a pen and a piece of paper to summon a Stalker. Stalkers can shapeshift into different creatures to blend in, inheriting their stats. |
Transmute a vomit pool, a head and a book to summon a Rust Walker. Rust walkers can walk around and shoot waves of rust. |
A spell that sends off a harmless projectile which rusts and damages the terrain. |
A ranged spell that gives bleeding wounds to the target and those around them.
|
Ashlord's Rite | Priest’s Final Hymn | Rustbringer’s Oath |
| |||
Transmute 3 corpses to ascend and become immune to fire/cold and space. You gain two spells: to surround yourself with fire for a minute, and to send off a massive fire wave like ashmen. |
Transmute 3 corpses to ascend as Lord of the night or summon a terror of the night. |
File:Rusty reinforced wall.png Transmute 3 corpses to ascend. While on rust tiles, your healing is tripled. Rust also spreads from the ritual's rune. |
Tips[edit | edit source]
- Remember that you first need to get a target before you can do any sacrificing... to get a target put your living heart on your transmutation rune with nothing else present on the rune and use the rune. and then just use the living heart in your hand to track them and sacrifice their DEAD body. (people seem to think you can just sacrifice anybody you kill)
- every living heart has their own target. So amass a few and you will have a much wider selection of targets.
- If you ever lose your Codex, you can transmute a new one by combining a bible, human skin, a pen and a pair of eyes.
- If you ever lose your Living Heart, you can transmute a new one by combining a normal heart, a poppy (check the chapel!) and a blood splatter.
- If your transmutations are failing, make sure your codex is on your person!
- Many unlockable transmutations require body parts or whole corpses. You can get these from your victims, as well as by raiding the Morgue, or with the correct access, turning monkeys into catatonic humans.
- A Knife counts as any of the following items: Kitchen knife, Bone dagger, Survival Knife, Combat knife, Carrot shiv, Butchers cleaver, Venom knife, Ritual knife and shank. Any of them can be used to create your heretic blade.
- Even if you never fight other heretics, you're inherently at odds with them. Each influence can only be harvested once, so the heretic that goes the fastest and grabs the most influences first has to do less killing and sacrificing to reach their ascensions.
- As a heretic, access is more important than ever! The more areas you can easily access, the more influences you'll be able to snag. Getting all access can be a godsend, and knowing how to either hack or talk your way into other departments can help you beat other heretics to the free points.
- Even after ascension, you aren't completely invincible. Don't get too hasty and end up eating a barrage of deadly lasers to the face.
- Silicons are unable to see your powers and Influences, use this to your advantage.
As any student of Histories knows, the Mansus has no walls.
Mortals have classified the Mansus into three loosely-defined Paths.
Ash, Flesh and Rust.
We bid you Ẅ̸̻̰̗͍̪͔́̌̕ḛ̴͔̖̈̀͒l̶͚͇̺̤̊̀̽͒̚͘c̴̭̮̐͛͛̈́o̵̱̹̔̊̏̽̅́̏ṃ̶̓͐́̋͝e̵̛̺̬͉͘͜ to our *̶̨̩̣̥͇̜̼̫̍̊̅̑̑͒̏̔̚@̵̄̎̏̍̈̒̓͜£̵̡̧̜̹͔̖̘̪̮͔̈́̇̋̌̽͠"̷̢̧͚̜̫̜͈͇̮̮͎̆́̽̐̌͜͝ͅ#̷̢̢͍̰̭̺̠̮̟̟̓̈́̊͊̀̓̿͐̓̀̎͜͠%̶̰͉̙̜̝͕͔̘͗̎̾̈́̉̈́̀̓͊̆͘̕#̸̢͙̤̯̏͗̉͛̚͝}̴͖̭̤̣̦̀͗͜€̷̨̳͓͈̣̹̘͕̬̝̓́̾͑̚̚¤̷̧̢̢͖̻̘͕͍̮̰̘͉͕̻͇̀̄̈́̓̕̚
Game Modes on | |
In Rotation | Traitor, Incursion, Galactic Conquest, Blood Cult, Wizard, Monkey, Nuclear Emergency, Bloodling, Extended |
Overmap | Patrol, Shakedown, Armada, Courier, Galactic Conquest |
Special Modes | Planetary Assault |
Removed | Gang War, Devil, Overthrow, Legacy Modes, Revolution, Changeling |