Еретик: различия между версиями
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Так ты еретик? Что ж, приготовься к магии и битвам. Возьми эти влияния, сделай несколько жертвоприношений и вознеситесь к божественности.. | Так ты еретик? Что ж, приготовься к магии и битвам. Возьми эти влияния, сделай несколько жертвоприношений и вознеситесь к божественности.. | ||
==[[File:madness_rune.png]] | ==[[File:madness_rune.png]] The Mansus Veil Weakens== | ||
You are a nasty little bookworm in search of truth and power, and you have arrived on a station ripe with opportunities. The ultimate goal of a heretic is to research knowledge of the Mansus. Every knowledge gained grants you new abilities and unlocks new rituals until you become all powerful. | |||
You can gain knowledge points and become stronger through a few ways: | |||
* Harvest knowledge by draining pierces in reality located around the station of power | |||
* Wait for new knowledge to be revealed to you over time | |||
* Sacrificing crew members your dark patrons may hunger for. | |||
To aid you in acquiring forbidden powers, you start with some important knowledge: | |||
* | * '''Break of Dawn''', which grants you the [[File:mansus_grasp.gif]] '''Mansus Grasp''', a modular spell that, without upgrades, lets you touch a target to cause four seconds of garbled speech, five second [[Status_Effects#Knockdown|knockdown]], 80 [[Health#Stamina|stamina damage]] and light brute damage, on a 10 second cooldown. As you grow in power, your Grasp will gain additional effects. This counts as magic, so don't try using it on anyone with [[Chaplain|anti-magic]]. | ||
*[[ | * '''The Living Heart''', which grants you a [[file:heart.png]] '''Living Heart'''. This knowledge turns your ''actual'' heart (if your [[Plasmaman|species]] [[Ethereals|has one]]) into a Living Heart, which allows you to track your sacrifice targets. You gain the ability to '''pulse''' your Living Heart, which directs you to one of your sacrifice targets. {{Leftclick}} the action will let you chose which to track, while {{Rightclick}} will skip selection and track your last chosen target. Be careful - pulsing your heart will produce an audible heartbeat that people nearby may hear. If you lose your heart due ''[[Security_Officer|an accident]]'', you will need to complete a ritual to regain it. | ||
*''' | * '''Amber Focus''', which allows you to create a Focus. Focuses are necessary in order for you to cast your more advanced spells, so try to keep one handy just in case. | ||
*''' | * '''Heartbeat of the Mansus''', which allows you to sacrifice your targets to the Mansus. Bring one of your targets back to a rune in critical condition or dead and invoke the rune. This will send your sacrifice to the Shadow Realm and reward you with 2 knowledge points (or 3, if they're a head of staff!). | ||
These basic knowledges are critical to acquiring enough power to ascend, so get familiar. | |||
[[ | ===[[file:heart.png]] Sacrificing=== | ||
The Mansus desires only a select few crewmembers at any moment. | |||
At the start of the round you will be assigned four sacrifice targets. You can reroll these with an optional knowledge later on, but until then, you're stuck with those. | |||
* One target will be a Head of Staff. Heads of staff are worth an additional point! | |||
* One target will be a member of security. | |||
* One target will be a member of your department. | |||
* One target will be a completely random crewmember. | |||
You will ONLY be able to sacrifice these targets. Your patrons will not accept just ''any'' old assistant. | |||
[[file: | Follow your [[file:heart.png]] '''Living Heart''' to your target of choice and incapacitate them through any means necessary. | ||
If your target's in critical or dead, they're ready to sacrifice. Drag them over a [[File:heretic_rune.png|32px]] '''transmutation rune''' and invoke the rune to sacrifice them. | |||
Whenever a target is sacrificed, they're healed up and sent to a SHADOW REALM, forced to dodge the Hands of the Mansus to fight for their survival. They'll also lose their memory of whoever sacrificed them, so your ass is covered on that front. | |||
However, if you mess up the target something fierce and they're unable to be revived, they'll make a huge mess over your rune. Keep your sacrifices in good condition, or leave behind a large amount of evidence that you're on the hunt! | |||
===[[file:reality_fracture.gif]] Eldritch Influences=== | |||
'''Influences''' are the easy way to gain power points. Whenever there are heretics aboard Space Station 13, influences will randomly spawn across the station. In this state, influences are only visible to heretics. These are untapped and ripe for the picking. | |||
{{Rightclick}} on an influence with an empty hand to harvest it, but be careful - anyone examining you may notice something's afoot. | |||
After being harvested, the influence vanish temporally. Soon after, it will reappear and change its appearance, becoming a '''pierced reality'''. More importantly, '''<u>it will become visible to the entire crew.</u>''' 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.) | |||
Using a [[file:heretic_forbidden_book.png]] Codex Cicatrix to harvest an influence will reward double the knowledge points. Risk for reward! | |||
===[[file:codex_open.png]] Heretical Research=== | |||
Once you have some power points, it's time to '''research'''! Open up your Antag Info UI (Action button, top left) and visit the second tab. 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 play-style. | |||
===[[File:heretic_rune.png|64px]] Transmutation is the Key=== | |||
Eventually, you'll need to start using proper magics. To draw a '''transmutation rune''', you'll need a writing tool, such as a pen or crayon. Activate [[File:mansus_grasp.gif]] '''Mansus Grasp''' in your offhand and click on the floor to begin drawing a 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 using your [[File:mansus_grasp.gif]] '''Mansus Grasp''' on it, and you can also 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. Transmutation Rituals allow you to create powerful artifacts, demonic monsters, and many useful tools that will help you progress towards ultimate power. | |||
The [[file:heretic_forbidden_book.png]] Codex Cicatrix can also draw and remove runes, and does it as a faster rate than doing it by hand. | |||
=== | ===Focus is Necessary=== | ||
''' | To cast more advanced spells, you must be wearing a focus. A focus can be made by transmuting a glass sheet and a pair of eyes. '''This necklace must be worn''' to gain its effects. | ||
Some more powerful heretic equipment also functions as a focus - Namely, the Ominous Armor from the Armorer's Ritual (when the hood is flipped up). | |||
===[[file:heretic_blade.png]] The Heretic Blade=== | |||
The Sickly Blade will be your first unlocked research. It can be created by transmuting a common knife with a secondary ingredient based on your path, and serves as a powerful melee weapon as well as a one time use escape tool. | |||
All paths have their own kind of blade, which only differ in appearance and name without any additional research. As with the [[File:mansus_grasp.gif]] '''Mansus Grasp''', your blade will be upgraded by your research over time. Said upgrades will differ depending on the path you choose. | |||
==[[file:alert_rune.png]] | You are limited in the amounts of blades you can create at a time - Ash, Void, and Rust limit you to two blades, and Flesh limits you to three. Try not to lose them! | ||
Additionally, you can '''break''' your blade by activating it in-hand to teleport to a random, (mostly) safe location in a pinch. Better to lose your weapon and live another day than die fighting. | |||
=== Objectives: === | |||
All heretics spawn with the same objectives. | |||
* Research heretic knowledge. You start with 4. | |||
* Sacrifice multiple people. | |||
* Sacrifice a head of staff. | |||
Some heretic paths will also gain additional objectives. | |||
* Summon a number of monsters. (This only counts heretic monsters, NOT ghouls!) | |||
To purchase your Ascension, you must complete all of your objectives! | |||
==[[file:alert_rune.png]] Paths of Decay== | |||
There are different aspects of the arcane to which you can devote yourself. While most all rituals and spells can be learned by a single heretic, 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" | |||
! style="background-color:green" width='140px'|Path | |||
! style="background-color:green" width='140px'|Name | |||
! style="background-color:green" width='830px'|Description | |||
|- | |||
!Path of Ash | |||
|Nightwatcher's Secret | |||
|The Path of Ash revolves around fire, mobility, and crowd control. It grants multiple tools that are very forgiving for a new heretic, including a short range jaunt that works while handcuffed and a mask that slowly saps nearby non-heretics of sanity and soul, and is highly recommended for first-timers. While its abilities may not be the strongest until later in the round, they are very easy to get the ball rolling with and difficult to stop. Ascending gives you the power to burn down the station in a living tornado of flame. | |||
|- | |- | ||
! | !Path of Flesh | ||
| | |Principle of Hunger | ||
| | |The Path of Flesh focuses on summoning player-controlled minions and demons to do your bidding. Heretics on this path gain almost no offensive or defensive abilities, and rely heavily on stockpiling corpses and organs to complete rituals. Despite this, it offers many fun and powerful tools to those who can make it to the end, making it a difficult (but satisfying) path overall for inexperienced heretics. Ascending allows you to shed your human form and become something ''much'' greater. | ||
|- | |- | ||
! | !Path of Void | ||
| | |Glimmer of Winter | ||
| | |The Path of Void focuses on stealth, silence and the freezing cold. While the path offers very little utility early on, they quickly gain the ability to silence and freeze their victims, opening the window to silently ambush targets with no other items or chemicals required. It also offers full immunity to freezing temperatures, an invisible armored cloak (with pockets!), and later a targeted blink that damages anything nearby. The path has access to many strong transmuted items, but requires smart use to realize their full potential, making it moderately difficult but a good beginner choice. Ascending silences those around you and makes you the eye of a deadly blizzard. | ||
|- | |- | ||
! | !Path of the Blade | ||
| | |The Cutting Edge | ||
| | |The Path of the Blade empowers you to become master of one-on-one combatant. The path lacks many spells or utility, especially early on, but as you grow in power, your blades gain the ability to counter attack and even dual wield. Blade heretics can summon orbiting knives that will protect them entirely from any attacks, including stun batons. Additionally, blade heretics have a few tools to make getting the jump on your victims easier. Ascending grants you a whirlwind of knives to protect you from all kinds of attacks, as well as greatly enhancing your abilities in combat, especially with your curved blades. | ||
|- | |- | ||
! | !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 grants you the ability to destroy silicons and mechs in one strike, fry any electronics, and demolish any walls or doors. Most of your abilities will create rust - standing over rust grants you healing and resilience. While you will become immensely resistant standing on rusted tiles, you have very little in the way of tools otherwise, making it a moderately difficult path to take. Ascending grants you unparalleled healing and survivability when standing over rust and spreads a tide of rust over the station from your rune. | ||
|} | |} | ||
==[[File:Bg ecult.png]] | ==[[File:Bg ecult.png]] 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'''. | |||
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. | |||
Keep in mind that the mark ability, blade/steel ability, and your final ascension all cost TWO points each. | |||
===Starting Knowledge=== | |||
{| border="2" cellspacing="1" cellpadding="2" class="wikitable" | |||
! style="background-color:green" width='140px'|Name | |||
! style="background-color:green" width='830px'|Description | |||
|- | |||
!Break of Dawn | |||
|Grants you the Mansus Grasp, a powerful and upgradable disabling spell that can be cast without a focus. | |||
|- | |||
!The Living Heart | |||
|Grants you the Living Heart, transforming your heart into a Living Heart, which allows you to track your sacrifice targets. If you lose your Living Heart, you can transmute a new one with a poppy and a pool of blood while standing on a rune. If your heart is cybernetic, you will additionally need to supply an organic heart in the ritual. If your [[Plasmaman|species]] [[Ethereals|doesn't]] have a heart, one of your other organs will be used instead - check your research tab in-game to see which. | |||
|- | |||
!Heartbeat of the Mansus | |||
|Allows you to sacrifice targets who are in critical or worse condition to the Mansus. If you have no targets, you can stand on a rune and invoke it to acquire some. | |||
|- | |||
!Amber Focus | |||
|Allows you to transmute a sheet of glass and a pair of eyes into an Amber Focus. This is a small neck-worn item that allows you to cast more advanced heretic spells while worn. | |||
|- | |||
|} | |||
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==[[File:Light Bulb.png|32px]] | ==[[File:Light Bulb.png|32px]] Советы== | ||
*В отличие от большинства других одиночных антагонистов, еретики вначале слабы, но со временем становятся сильнее. Лучше всего не привлекать к себе слишком много внимания, пока вы не разблокируете более мощные заклинания и снаряжение. | *В отличие от большинства других одиночных антагонистов, еретики вначале слабы, но со временем становятся сильнее. Лучше всего не привлекать к себе слишком много внимания, пока вы не разблокируете более мощные заклинания и снаряжение. |
Версия от 08:15, 13 мая 2022
ФАНАТИКИ | ||
Еретик Heretic | Руководители: Забытые Боги Сложность: ОЧЕНЬ СЛОЖНО Обязанности: Искать влияния, осознать что все они были уже взяты. Приносить в жертву людей и вознестись как сосуд твоего бога. Руководства: Этот гайд. Доступ: Везде где ваша работа имеет доступ. Дополнительный доступ: Везде куда вы сможете вломиться или телепортироваться. |
Цитата: АДМИНЫ ПАМАГИТЕ КАК МНЕ ПРИНОСИТЬ ЛЮДЕЙ В ЖЕРТВЫ |
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"Забытый, съеденный, выпотрошенный. Человечество забыло о жуткой силе разложения, но завеса мансуса ослабла. Мы заставим их снова вкусить страх..."
Так ты еретик? Что ж, приготовься к магии и битвам. Возьми эти влияния, сделай несколько жертвоприношений и вознеситесь к божественности..
The Mansus Veil Weakens
You are a nasty little bookworm in search of truth and power, and you have arrived on a station ripe with opportunities. The ultimate goal of a heretic is to research knowledge of the Mansus. Every knowledge gained grants you new abilities and unlocks new rituals until you become all powerful.
You can gain knowledge points and become stronger through a few ways:
- Harvest knowledge by draining pierces in reality located around the station of power
- Wait for new knowledge to be revealed to you over time
- Sacrificing crew members your dark patrons may hunger for.
To aid you in acquiring forbidden powers, you start with some important knowledge:
- Break of Dawn, which grants you the Mansus Grasp, a modular spell that, without upgrades, lets you touch a target to cause four seconds of garbled speech, five second knockdown, 80 stamina damage and light brute damage, on a 10 second cooldown. As you grow in power, your Grasp will gain additional effects. This counts as magic, so don't try using it on anyone with anti-magic.
- The Living Heart, which grants you a Living Heart. This knowledge turns your actual heart (if your species has one) into a Living Heart, which allows you to track your sacrifice targets. You gain the ability to pulse your Living Heart, which directs you to one of your sacrifice targets. the action will let you chose which to track, whileНажатие левой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.will skip selection and track your last chosen target. Be careful - pulsing your heart will produce an audible heartbeat that people nearby may hear. If you lose your heart due an accident, you will need to complete a ritual to regain it.Нажатие правой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.
- Amber Focus, which allows you to create a Focus. Focuses are necessary in order for you to cast your more advanced spells, so try to keep one handy just in case.
- Heartbeat of the Mansus, which allows you to sacrifice your targets to the Mansus. Bring one of your targets back to a rune in critical condition or dead and invoke the rune. This will send your sacrifice to the Shadow Realm and reward you with 2 knowledge points (or 3, if they're a head of staff!).
These basic knowledges are critical to acquiring enough power to ascend, so get familiar.
Sacrificing
The Mansus desires only a select few crewmembers at any moment.
At the start of the round you will be assigned four sacrifice targets. You can reroll these with an optional knowledge later on, but until then, you're stuck with those.
- One target will be a Head of Staff. Heads of staff are worth an additional point!
- One target will be a member of security.
- One target will be a member of your department.
- One target will be a completely random crewmember.
You will ONLY be able to sacrifice these targets. Your patrons will not accept just any old assistant.
Follow your Living Heart to your target of choice and incapacitate them through any means necessary. If your target's in critical or dead, they're ready to sacrifice. Drag them over a transmutation rune and invoke the rune to sacrifice them.
Whenever a target is sacrificed, they're healed up and sent to a SHADOW REALM, forced to dodge the Hands of the Mansus to fight for their survival. They'll also lose their memory of whoever sacrificed them, so your ass is covered on that front.
However, if you mess up the target something fierce and they're unable to be revived, they'll make a huge mess over your rune. Keep your sacrifices in good condition, or leave behind a large amount of evidence that you're on the hunt!
Eldritch Influences
Influences are the easy way to gain power points. Whenever there are heretics aboard Space Station 13, influences will randomly spawn across the station. In this state, influences are only visible to heretics. These are untapped and ripe for the picking.
on an influence with an empty hand to harvest it, but be careful - anyone examining you may notice something's afoot.
After being harvested, the influence vanish temporally. Soon after, it will reappear and change its appearance, becoming a pierced reality. More importantly, it will become visible to the entire crew. 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. Notice the glow.)
Using a Codex Cicatrix to harvest an influence will reward double the knowledge points. Risk for reward!
Heretical Research
Once you have some power points, it's time to research! Open up your Antag Info UI (Action button, top left) and visit the second tab. 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 play-style.
Transmutation is the Key
Eventually, you'll need to start using proper magics. To draw a transmutation rune, you'll need a writing tool, such as a pen or crayon. Activate Mansus Grasp in your offhand and click on the floor to begin drawing a 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 using your Mansus Grasp on it, and you can also 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. Transmutation Rituals allow you to create powerful artifacts, demonic monsters, and many useful tools that will help you progress towards ultimate power.
The Codex Cicatrix can also draw and remove runes, and does it as a faster rate than doing it by hand.
Focus is Necessary
To cast more advanced spells, you must be wearing a focus. A focus can be made by transmuting a glass sheet and a pair of eyes. This necklace must be worn to gain its effects.
Some more powerful heretic equipment also functions as a focus - Namely, the Ominous Armor from the Armorer's Ritual (when the hood is flipped up).
The Heretic Blade
The Sickly Blade will be your first unlocked research. It can be created by transmuting a common knife with a secondary ingredient based on your path, and serves as a powerful melee weapon as well as a one time use escape tool.
All paths have their own kind of blade, which only differ in appearance and name without any additional research. As with the Mansus Grasp, your blade will be upgraded by your research over time. Said upgrades will differ depending on the path you choose.
You are limited in the amounts of blades you can create at a time - Ash, Void, and Rust limit you to two blades, and Flesh limits you to three. Try not to lose them!
Additionally, you can break your blade by activating it in-hand to teleport to a random, (mostly) safe location in a pinch. Better to lose your weapon and live another day than die fighting.
Objectives:
All heretics spawn with the same objectives.
- Research heretic knowledge. You start with 4.
- Sacrifice multiple people.
- Sacrifice a head of staff.
Some heretic paths will also gain additional objectives.
- Summon a number of monsters. (This only counts heretic monsters, NOT ghouls!)
To purchase your Ascension, you must complete all of your objectives!
Paths of Decay
There are different aspects of the arcane to which you can devote yourself. While most all rituals and spells can be learned by a single heretic, 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, and crowd control. It grants multiple tools that are very forgiving for a new heretic, including a short range jaunt that works while handcuffed and a mask that slowly saps nearby non-heretics of sanity and soul, and is highly recommended for first-timers. While its abilities may not be the strongest until later in the round, they are very easy to get the ball rolling with and difficult to stop. Ascending gives you the power to burn down the station in a living tornado of flame. |
Path of Flesh | Principle of Hunger | The Path of Flesh focuses on summoning player-controlled minions and demons to do your bidding. Heretics on this path gain almost no offensive or defensive abilities, and rely heavily on stockpiling corpses and organs to complete rituals. Despite this, it offers many fun and powerful tools to those who can make it to the end, making it a difficult (but satisfying) path overall for inexperienced heretics. Ascending allows you to shed your human form and become something much greater. |
Path of Void | Glimmer of Winter | The Path of Void focuses on stealth, silence and the freezing cold. While the path offers very little utility early on, they quickly gain the ability to silence and freeze their victims, opening the window to silently ambush targets with no other items or chemicals required. It also offers full immunity to freezing temperatures, an invisible armored cloak (with pockets!), and later a targeted blink that damages anything nearby. The path has access to many strong transmuted items, but requires smart use to realize their full potential, making it moderately difficult but a good beginner choice. Ascending silences those around you and makes you the eye of a deadly blizzard. |
Path of the Blade | The Cutting Edge | The Path of the Blade empowers you to become master of one-on-one combatant. The path lacks many spells or utility, especially early on, but as you grow in power, your blades gain the ability to counter attack and even dual wield. Blade heretics can summon orbiting knives that will protect them entirely from any attacks, including stun batons. Additionally, blade heretics have a few tools to make getting the jump on your victims easier. Ascending grants you a whirlwind of knives to protect you from all kinds of attacks, as well as greatly enhancing your abilities in combat, especially with your curved blades. |
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 grants you the ability to destroy silicons and mechs in one strike, fry any electronics, and demolish any walls or doors. Most of your abilities will create rust - standing over rust grants you healing and resilience. While you will become immensely resistant standing on rusted tiles, you have very little in the way of tools otherwise, making it a moderately difficult path to take. Ascending grants you unparalleled healing and survivability when standing over rust and spreads a tide of rust over the station from your rune. |
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.
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.
Keep in mind that the mark ability, blade/steel ability, and your final ascension all cost TWO points each.
Starting Knowledge
Name | Description |
---|---|
Break of Dawn | Grants you the Mansus Grasp, a powerful and upgradable disabling spell that can be cast without a focus. |
The Living Heart | Grants you the Living Heart, transforming your heart into a Living Heart, which allows you to track your sacrifice targets. If you lose your Living Heart, you can transmute a new one with a poppy and a pool of blood while standing on a rune. If your heart is cybernetic, you will additionally need to supply an organic heart in the ritual. If your species doesn't have a heart, one of your other organs will be used instead - check your research tab in-game to see which. |
Heartbeat of the Mansus | Allows you to sacrifice targets who are in critical or worse condition to the Mansus. If you have no targets, you can stand on a rune and invoke it to acquire some. |
Amber Focus | Allows you to transmute a sheet of glass and a pair of eyes into an Amber Focus. This is a small neck-worn item that allows you to cast more advanced heretic spells while worn. |
Дерево способностей еретиков
Path of Ash | Path of Flesh | Path of Void | Path of the Blade | Path of Rust | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Nightwatcher's Secret | Principle of Hunger | Glimmer of Winter | The Cutting Edge | Blacksmith's Tale
| ||||||
Follow the ashen path. Transmute a knife with a match for an ashen blade. Limit of two at a time. |
Follow the flesh path Transmute a knife and a pool of blood into a flesh blade. Limit of three at a time. |
Follow the void path. Transmute a knife in a sub-zero temperature into a void blade. Limit of two at a time. |
Follow the path of blades. Transmute a knife with two bars of silver into a darkened blade. Limit of five at a time. |
Follow the rust path. Transmute a knife and a trash item into a rusty blade. Limit of two at a time.
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Grasp of Ash | Grasp of Flesh | Grasp of Void | Grasp of the Blade | Grasp of Rust | ||||||
Your mansus grasp now temporarily blinds the people you use it on. |
Your mansus grasp now raises dead players into ghouls, ONCE per player. They look like husks and have 25 HP. |
Your mansus grasp now temporarily mutes your victim 8 seconds and lowers their body temperature. |
Your mansus grasp deals additional damage and stuns your victim if they are lying down or facing away from you. |
Your mansus grasp now deal 500 damage to inorganic matter. Нажатие правой кнопки мыши. Эффект не зависит от того, включён режим боя или нет. | ||||||
Priest's Ritual | Ashen Shift | Ashen Eyes | Imperfect Ritual | Void Cloak | Aristocrat's Way | Shattered Ritual | Dance of the Brand | Armorer’s ritual | Leeching Walk | Priest's Ritual
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Transmute a tank of water into a flask (50u) of Eldritch water. When consumed, the water will heal a bit of everything for heretics, and hurt a bit of everything for non-heretics. |
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 glass shard, any item of clothing that you can fit over your uniform and any type of bedsheet. Creates a cloak that can become invisible at will. It has extra storage space, hiding items you store in it as well as being invisible in strip searches. The cloak is somewhat armored. DOES NOT MAKE YOU INVISIBLE, JUST ITSELF. |
You no longer need to breathe, and become immune to cold temperatures. You can still take damage from lack of pressure. |
Transmute a corpse with a soul, a pair of latex or nitrile gloves, and any outer-suit clothing (such as armor) into a ghoul. These ghouls have 125 maximum health, but cannot hold any items. Instead, they have two powerful melee weapons for fists. Limit of one at a time. | Being attacked while wielding a Darkened Blade in either hand will deliver a free, instant counterattack to the attacker. This effect can only trigger once every 20 seconds. | Transmute a table (built) and a gasmask to create a suit of eldritch robes. The robes more or less halves damage received. A hood is included as well, which functions as a focus for spells. |
You slowly heal and gain passive resistance to baton knockdown while standing on rusted tiles. |
Transmute a tank of water into a flask(50u) of eldritch water. When consumed, the water will heal a bit of everything for heretics, and hurt a bit of everything for non-heretics.
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Mark of Ash | Mark of Flesh | Mark of Void | Mark of the Blade | Mark of Rust | ||||||
Your grasp applies ash mark on hit. 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 grasp applies flesh mark on hit. Attack a marked person with your blade to make them bleed profusely. |
Your grasp applies void mark on hit. Attack a marked person with your blade to lower their body temperature significantly. |
Your grasp applies a blade mark on hit. Blade marked victims will be trapped in the room the mark was applied in, making them unable to leave for the duration of the mark. Attacking a marked person with your blade will remove this, but grant you an orbiting knife for 1 minute that will protect you from all attacks. This knife is consumed on use. |
Your grasp applies rust mark on hit. Attack a marked person with your blade to deal 0-200 damage to items they are carrying. | ||||||
Ritual of Knowledge (Ash) | Ritual of Knowledge (Flesh) | Ritual of Knowledge (Void) | Ritual of Knowledge (Blade) | Ritual of Knowledge (Rust) | ||||||
You learn a special, one-time-only ritual that requires 4 different items, from various organs to candles to stun batons, in various quantities. Performing this ritual instantly grants you 4 knowledge points. | You learn a special, one-time-only ritual that requires 4 different items, from various organs to candles to stun batons, in various quantities. Performing this ritual instantly grants you 4 knowledge points. | You learn a special, one-time-only ritual that requires 4 different items, from various organs to candles to stun batons, in various quantities. Performing this ritual instantly grants you 4 knowledge points. | You learn a special, one-time-only ritual that requires 4 different items, from various organs to candles to stun batons, in various quantities. Performing this ritual instantly grants you 4 knowledge points. | You learn a special, one-time-only ritual that requires 4 different items, from various organs to candles to stun batons, in various quantities. Performing this ritual instantly grants you 4 knowledge points. | ||||||
Curse of Corrosion | Mask of Madness | Curse of Paralysis | Raw Ritual | Blood Siphon | Void Phase | Carving Knife | Stance of the Scarred Duellist | Mawed Crucible | Aggressive Spread | Curse of Corrosion |
Transmute wirecutters, a pool of vomit, a heart, and an item that the victim touched with bare hands to curse them with 2 minutes of vomiting and slight organ damage. |
Transmute a mask, four candles, a liver, and a stun baton 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 left and right leg, a hatchet and an item that the victim touched with bare hands to curse them with 5 minutes of leg paralysis. |
Transmute eyes, a left arm, right arm and a pool of blood into a Raw Prophet. Raw prophets have x-ray vision, a long jaunt, and the ability to increase their vision range. They also can blind foes and create a telepathic network between you and any of your allies. They are weak and fragile, but every consecutive attack will deal increased damage. |
A ranged spell that steals a bit of life from your target, healing your bruises and restoring blood. Additionally, you have a chance of transferring wounds you are experiencing to the target. |
You gain a long range blink that allows you to instantly teleport to a targeted location. Teleporting causes AoE damage around you and your targeted location. |
Transmute a knife,a glass shard and a piece of paper to create a Carving Knife. The knife, while also being a strong throwing weapon, allows you to create up to 3 carvings on the floor that have various effects on nonbelievers who walk over them. The runes are detailed later in this page. |
You gain increased resistance to blood loss from wounds and complete immunity to having limbs dismembered. Additionally, when you fall below 50% of your maximum health, you gained increases resistance to receiving any wounds, and resistance to baton knockdown. | Transmute a table with a water tank to create a Mawed Crucible. The Crucible allows you to create potions of various effects (detailed later in this page). It starts with enough liquid to create 1 potion, but it can be refilled with organs/body parts. |
Spreads rust to nearby turfs. Already rusted walls are destroyed. |
Transmute wirecutters, a pool of vomit, a heart, and an item that the victim touched with bare hands to curse them with 2 minutes of vomiting and slight organ damage. |
Fiery Blade | Bleeding Steel | Seeking Blade | Swift Blades | Toxic Blade | ||||||
Your blade adds firestacks to those you attack. |
Your blade causes additional bleeding to those you attack. |
You can now use your blade on a distant marked target to move to them and attack them. |
Attacking someone with a darkened blade in both hands will now attack with both at once, delivering two attacks in rapid succession. The second attack will be slightly less damaging. |
Your blade causes toxic damage to those you attack. | ||||||
Rusted Ritual | Fiery Rebirth | Ashen Ritual | Lonely Ritual | Cleave | Void Pull | Maid in the Mirror | Furious Steel | Lionhunter's Rifle | Entropic Plume | Rusted Ritual
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Transmute a vomit pool, a head and a book to summon a Rust Walker. Rust walkers can shoot large waves of rust and spread rust around them. They also heal on rust. Rust Walkers are somewhat fragile, but strong in combat. |
A spell that drains nearby living 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 can jaunt, cause bleeding wounds, and can release large waves of fire. They are somewhat fragile, but still strong in combat. |
Transmute a tail, a stomach, a tongue, a pen and a piece of paper to summon a Stalker. Stalkers can shapeshift into different creatures to blend in, inheriting their stats. They also have the ability to EMP and jaunt, and are strong combatants. |
A ranged spell that deals fire damage and grants severe bleeding wounds to the target and those around them. |
An AoE spell that damages all enemies adjacent to you. Nearby enemies are also knocked down and stunned, and distant enemies are dragged closer to you. |
Transmute five sheets of titanium, a flash, a suit of armor, and a pair of lungs to create a Maid in the Mirror. Maid in the Mirrors are decent combatants that are also able to become incorporeal by entering and exiting reflective surfaces, such as mirrors. They are weakened from being examined by non-heretics, making them ideal for scouting and ambushing. | A spell that summons three orbiting knives around you. These knives will protect you from all attacks, but are consumed on use. Additionally, you can click to fire the knives, consuming them but dealing damage and causing bleeding. | Transmute any ballistic weapon, such as an improvised pipegun, with hide from any animal, a piece of wood, and a camera to create a Lionhunter Rifle. This rifle has three shots and can be fired like a normal, albeit weak bolt-action rifle. However, you can click on distant targets to charge the projectile, firing a much more damaging and debilitating bullet that will hone in on the target and travel through walls. | A spell that sends out a disorienting plume of pure entropy that blinds, poisons and makes enemies strike each other. It also rusts any tiles it affects. |
Transmute a vomit pool, a head and a book to summon a Rust Walker. Rust walkers can shoot large waves of rust and spread rust around them. They also heal on rust. Rust Walkers are somewhat fragile, but strong in combat. |
Ashlord's Rite | Priest’s Final Hymn | Waltz at the End of Time | Maelstrom of Silver | Rustbringer’s Oath | ||||||
Transmute 3 husked or burning corpses to Ascend. You become immune to environmental dangers. You also gain two spells: One of which surrounds yourself with fire constantly for a minute, and the other sends off a massive wave of fire. |
Transmute 4 corpses to Ascend. Your Grasp ability can create 3 additional ghouls, and the Imperfect Ritual can create 4 additional Voiceless Dead. More importantly, you gain the ability to transform into a Lord of the Night and back at will. You can eat arms to heal in this form. |
Transmute 3 corpses in a frozen area to Ascend. You now automatically silence people around you. Additionally, a deadly snow storm is summoned around you and everywhere you walk. The storm does not harm you or your summoned minions. |
Transmute 3 headless corpses to Ascend. You have a constantly regenerating ring of knives which will protect you but are consumed on use. Your Darkened Blades will also deal much more damage, and gain slight lifesteal. Additionally, you will also gain full stun and wound immunity, and your Furious Steel spell will have a reduced cooldown. | Transmute 3 corpses on the Bridge of the station to Ascend. While on rust tiles, your healing is tripled and you become resistant to a wide variety of effects (stuns, shoves, shocks, pressure, temperature, airloss, piercing, explosions, radiation, etc). Rust also spreads from the ritual's rune, covering the station slowly. |
Optional Knowledge
There are also a few optional, dead end knowledges you can research to help improve your ability to progress towards ascension.
Name | Requirement | Description |
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The Relentless Heartbeat | Mask of Madness, Raw Prophet, Void Phase, or Aggressive Spread | Allows you to transmute a harebell, a book, and any jumpsuit while standing on a rune to reroll your sacrifice targets. This grants you four new sacrifice targets (not guaranteed to be different from your old ones, though). |
Codex Cicatrix | Ashen Passage, Imperfect Ritual, Aristocrat's Way, or Leeching Walk, | Allows you to transmute a bible, a fountain pen, and hide from any animal (humans included) to create a Codex Cicatrix. The Codex Cicatrix augments much of your basic abilities. Draining influences with the Codex rewards double the points, drawing runes with it scribes three times as fast, and it can be used to remove runes with ease, among other useful tools. |
Lionhunter Rifle Ammunition | Lionhunter's Rifle | Allows you to transmute hide from any animal with three ballistic ammunition casings, such as shotgun shots (used or unused) to create another clip of ammunition - three rounds - for the Lionhunter Rifle. |
Carvings
Carvings are special runes that can be etched into the floor using the Carving Knife, an item gained from researching the Tier 2 Flesh-Void side path. These carvings act as traps that trigger when a victim steps onto one. You can have up to a maximum of 3 carvings placed at any time, and having carvings placed grants you an ability to destroy all carvings should you ever need to replace them.
Crucible Potions
Crucible Potions (or brews) are unique consumable items that are created from a Mawed Crucible, a structure gained from researching the Tier 2 Void-Rust side path. Each kind of potion grants a special buff to you once used. A crucible can make up to 5 individual potions before needing to be refilled with body parts or organs.
Советы
- В отличие от большинства других одиночных антагонистов, еретики вначале слабы, но со временем становятся сильнее. Лучше всего не привлекать к себе слишком много внимания, пока вы не разблокируете более мощные заклинания и снаряжение.
- Для многих разблокируемых трансмутаций требуются части тела или целые трупы. Вы можете получить их от своих жертв, а также совершив набег на Морг или при правильном доступе превратив обезьян в кататонических людей.
- Если вы потеряете свой кодекс, вы можете сделать новый, трансмутировав Библию, пару глаз, ручку и немного человеческой кожи (лучше надеяться, что повар позволит вам использовать мясорубку).
- Даже если вы никогда не сражаетесь с другими еретиками, вы по своей природе не в ладах с ними. Каждое влияние может быть собрано только один раз, поэтому еретик, который идет быстрее всех и первым получает наибольшее количество влияний, должен совершать меньше убийств и жертв, чтобы достичь вознесения.
- Влияния могут появляться практически в любом месте на станции, начиная от главных коридоров и общественных туалетов и заканчивая офисами штаба и зонами ограниченной безопасности на Бриге . Лучше всего проверить каждую область, к которой вы можете получить доступ, общественную и отдел.
- Если вы не можете найти какие-либо влияния, глядя в окна, попробуйте добраться до консоли камеры безопасности, либо взломав пост охраны, либо построив свой собственный. Просто переключайтесь между камерами и отмечайте любые влияния, которые вы видите. Делая это, следите за своей спиной, вы же не хотите, чтобы вас арестовал офицер, пока вы отвлекаетесь!
- Если ваше Живое Сердце говорит, что ваша цель находится «на другом плане существования!», Это либо означает, что ваша цель не находится на том же уровне, что и вы (проверьте лаву), либо прячется в шкафчике/ящике. В этих ситуациях было бы лучше всего найти медицинский пинпоинтер, чтобы найти их местоположение, предполагая, что у неё включены датчики на костюме. Если ничего не помогает, попробуйте найти их вручную.
- Если ваши трансмутации терпят неудачу, убедитесь, что ваш кодекс находится при вас!
- Для еретика доступ важнее, чем когда-либо! Чем к большему количеству областей вы можете легко получить доступ, тем больше влияния вы сможете получить. Получение полного доступа может оказаться настоящей находкой, а знание того, как взломать или заговорить в других отделах, может помочь вам обойти других еретиков и получить бесплатные очки.
- Удостоверение парамедика очень ценно, так как дает хотя бы базовый доступ к большому количеству шлюзов по всей станции. Имея один из них (будь то сам фельдшером или украв его у коллеги), гораздо легче достичь влияния.
- Рисование новых рун требует, чтобы вы стояли на месте в течение очень долгого времени. Нарисуйте свои руны заранее, чтобы не держаться за тело намного дольше и уйти быстрее. У вас может не быть времени нарисовать руну, если служба безопасности плетется у вас на хвосте.
- Для первых одного или двух жертвоприношений, убивайте с использованием другого оружия, вы сможете скрыть тот факт, что вы еретик на раннем этапе. Даже если вас поймает охрана, не будет никаких предметов, которые сразу сообщат службе безопасности, что вы еретик. Таким образом, вы сможете использовать свои способности, чтобы сбежать из пермабрига, если окажетесь там.
- Горнило пасти можно свернуть/развернуть, используя на нем ваш Кодекс, что позволяет вам перемещать его при необходимости.
- Вы можете создать два клинка, как большинство еретиков, или три, как плоть. Носите с собой в сумке дополнительный запас на случай, если вам понадобится сбежать из щекотливой ситуации.
- Разделочный нож, хотя и полезен для создания защитных ловушек, также является надежным метательным оружием с высокой вероятностью внедрения. Сделайте несколько из них для хорошего оружия дальнего боя!
- Изучение «Пути аристократа» позволяет вам выходить в открытый космос только в пожарном костюме и шлеме, поскольку они устойчивы к давлению. Полезно, если ваша работа не имеет доступа к реальным скафандрам / скафандрам.
- Энтропический шлейф заставляет любого живого моба, попавшего в шлейф, случайным образом атаковать других близлежащих мобов, в том числе Бипски и других секьюритронов . Используйте против них питомцев-роботов!
- Даже после вознесения вы не полностью непобедимы. Не торопитесь иначе съедите шквал смертоносных лазеров в лицо.
- Пронзенные реальности причиняют вред не-еретикам в зависимости от того, как вы с ними взаимодействуете. Осмотр их как нееретика наносит 10 повреждений мозга. Взаимодействие с ними в качестве нееретика имеет шанс 1/4 того, что ваша рука будет съедена им. Взаимодействие с ними в качестве нееретика с использованием телекинеза заставит вашу голову буквально взорваться очень эффектным образом.
- В начале вы можете полагаться на определенное импровизированное оружие . Вы можете создавать глаза-фонарики для использования в определенных ритуалах и создавать заточки, обернув ткань (разрезанные простыни) вокруг осколка стекла, чтобы преобразовать свой клинок.
- Живи или умри, жертвы, которых ты отправишь в царство теней, никогда не вспомнят, что ты это сделал. Это означает, что для того, чтобы избежать обнаружения, самое главное сделать так, чтобы никто больше не знал о вас.
- Ваш Ритуал Знания — отличный способ получить массу очков, не привлекая слишком много внимания (вероятно). Завершение его как можно скорее — хороший способ быстро получить много силы.
- По умолчанию ничего на вас не уличает. Если служба безопасности подозревает вас, но не может повесить на вас ничего еретического, вместо этого вы можете выдать себя за предателя.
- Обезьяны и люди-обезьяны (созданные путем введения обезьяне мутадона) являются отличными, обычно не вызывающими подозрений источниками органов или трупов для ваших еретических ритуалов.
- Охрана собирается проверить ваше ритуальное убежище? Помните, что ваша хватка может мгновенно разрушить круг, не оставив после себя никаких доказательств того, что вы замышляли что-то нехорошее.
- Помните, что другие игроки тоже могут слышать ваше Живое Сердце. Не используйте его в общественных местах, если люди не отвлекаются.
- Сдвиг пепла и Пустотная фаза — невероятно мощные инструменты побега. Если у вас есть что-то из этого, возможно, было бы разумно всегда держать янтарный фокус где-то на себе на случай чрезвычайных ситуаций.
- Бойтесь шприца. Mute Toxin в одиночку лишит вас возможности использовать заклинания.
- Ритуалы призыва могут быть невероятно мощными, если на вашей стороне хороший игрок.
Игровые режимы на SS220 /tg/station | ||||||||||