Heretics

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ENEMY STAFF

Heretic
Access: Wherever your job has access to
Additional Access: Wherever you can break into or teleport to.
Difficulty: HARD
Supervisors: F̸̪̞͊͒̉ǒ̴͓̘r̸̲̮̎̾͝ǵ̶͙̭̅͝ọ̴͊̓̀t̷̬̋͗͒t̶͍̓̑̕e̵̩͓͆͂̌n̴̡͚̦͌̀͠ ̸͈̼̠̾͑g̵̟͚̖̽̈͗ő̸͌͘ͅd̸̨͙͕̅s̵̹̜͈̓̊
Duties: Find influences, notice they all have been taken. Sacrifice people and ascend as a vessel of your god
Guides: This is the guide.
Quote: ADMINS HALP HOW DO I SACRIFICE PEOPLE


"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.

Basics

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, 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 station, 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 draw runes and research.
  • The Living Heart, used to transmute and find your targets.
  • Mansus Grasp, a modular spell 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 are the easy way to gain power points. Whenever there are heretics aboard Space Station 13, influences will randomly spawn across the station 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. 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.


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.

Eventually, you'll need to start using proper magics. By hitting any empty tile with your codex, 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 codex 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 Heretic 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 with the Mansus Grasp, your blade will be upgraded by your research over time. If you lose your blade, simply transmute a new one.


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 target, and can then squeeze your living heart by using it in-hand to get a vague idea of where your target is. Kill them, drag them back to a rune, and transmute their body to messily sacrifice them and earn a power point.

Between influences and sacrifices, you'll eventually unlock more and more abilities; the last ability will be your ascension, which guarantees a greentext and 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.

Paths

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 station 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

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.


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 flings opponents away from you.

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.
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 blade applies ash marks on hit. Touch a marked person with your grasp to deal stamina damage and burning.
The burning spreads to other people, becoming a bit stronger each time.

Your blade applies flesh marks on hit. Touch a marked person with your grasp to make them bleed profusely.

Your blade applies rust marks on hit. Touch a marked person with your grasp to deal 0-200 damage to items they are carrying.


Curse of Corrosion Curse of Blindness Curse of Paralysis Raw Ritual Blood Siphon Aggressive Spread Curse of Corrosion



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.

Transmute a pair of eyes, a knife and a pool of blood with an object that the victim has touched to curse them with 2 minutes of complete blindness.

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.

A touch spell that steals a bit of life from others to heal you.

Spreads rust to nearby turfs. Destroys already rusted walls.

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.
Transmute 3 corpses to ascend. While on rust tiles, your healing is tripled. Rust also spreads from the ritual's rune.

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)
  • 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 and Ritual knife. 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.





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 *̶̨̩̣̥͇̜̼̫̍̊̅̑̑͒̏̔̚@̵̄̎̏̍̈̒̓͜£̵̡̧̜̹͔̖̘̪̮͔̈́̇̋̌̽͠"̷̢̧͚̜̫̜͈͇̮̮͎̆́̽̐̌͜͝ͅ#̷̢̢͍̰̭̺̠̮̟̟̓̈́̊͊̀̓̿͐̓̀̎͜͠%̶̰͉̙̜̝͕͔̘͗̎̾̈́̉̈́̀̓͊̆͘̕#̸̢͙̤̯̏͗̉͛̚͝}̴͖̭̤̣̦̀͗͜€̷̨̳͓͈̣̹̘͕̬̝̓́̾͑̚̚¤̷̧̢̢͖̻̘͕͍̮̰̘͉͕̻͇̀̄̈́̓̕̚



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