Cult 101 - You and how to die the right way

IMPORTANT NOW STUFF!!!:
Their is a lot of complexity to cult so don’t expect to under stand everything. Immediately after conversion pocket up the ritual dagger made at your feet upon converting. Top left you will get a button to talk to all cult (it works like comms but only cultists can hear (unless someone is within whisper distance when you talk on it)). Make sure to communicate if they tell you to go to A or B, go their. Their are weapons you can get from runed metal buildings, and spells you can get from runes. I would get the first mentioned armor and sword if you are expecting to fight, or the top 2 spells if you are still undiscovered cult. Their may or may not be a leader when you join (they have the loud voice in cult comms). They have a single use spell that can teleport everyone to their location.

Armor:

  • True Nar’sian Hardened Armor: Great armor with no slowdown.
  • Flagellant’s Robe: Makes you very fast, but you take more damage.

Tools:

  • Eldritch Longsword: made at the forge has 30 damage and very good block chance.
  • Veil Shifter: a 4 use teleport wand. When used in hand teleports you about a screens length forward up or down a bit. Extremely good to escape security.

Spells: Bloodspells using this tab you can prepare 2 spells. Using the Empower Rune (see runes) you can prepare up to 4 spells.

  • Stun: A immediate long stun and mute. Gives enough time to remove radios and cuff. Use on mindshielded crew only causes bleeding.
  • Electromagnetic Pulse: A large area EMP great against stun batons and lasers.
  • Twisted Construction: Very important spell to turn borgs into cult constructs, airlocks into runed doors, and iron/plastasteel into runed metal.
  • Conceal Presence: Very important early spell to hide runes and maintain secrecy.
  • Blood Rites: Many successful cultists in nar nar heaven have song praise for this song and its healing capacities. When used on ground blood provides a team heal.

How to win:

  1. Sacrifice target by using a Offer rune with 3 cultists. The target is going to be a high member of the crew or a security member.
  2. Use your ritual dagger to create the narsie(Ritual of Dimensional Rending). This large 3x3 ritual can only be done in certain places (see your objective tab). Starting this will announce to everyone in the station that you are trying to kill them all. Except strong resistance from non-cult crew. You are also granted shields surrounding your ritual spot.Rune_large
  3. Stand on this lovely rune, usually all the cult people will yell at you to do so until 9 cultists are on it. Using Rune of the Spirit Realm it is possible to eek out the last few cultists required to summon. When 9 cultists are on it clicking it will spawn nar-sie, and give you the winning greentext.
    Narsie

Runes: all runes are made by holding your ritual daggerRitual_knife and clicking on the draw rune tab

  • Sacrifice_rune Offering: put non-cultists here with 2 cultist surrounding it you will convert most crew, but if they are mindsheilded 3 cultists are needed and the victims will turn into a soul shard.
    Soulstone
  • Empowerrune Empower: lets you prepare up to 4 spells instead of 2.
  • Teleport_rune Teleport: lets you teleport to any other teleport rune. Really good to put at every base or near where you would want others to go to.
  • Manifest_rune Rune of the Spirit Realm: A incredibly important rune with 2 functions. It can summon a ghost cult which is incredibly valuable for the nar nar ritual, and offer ritual since it allows you to convert with a single person. The second effect allows you to act like an observer and ghost around, and is mostly useful to find the target or asses some situation.

Runed Metal: Made by using twisted construct on plastasteel or iron(1-1 ratio with plastasteel much less from iron). Runed Metal buildings start a creep around so should only be done in hidden areas or during the loud phase.

  • Forge Forge: Very important this makes your sword and armor a must have for any cult base.
  • Pylon Pylon: Very good as well provides a large healing aura that provides passive heals to every cultist in its area. Up to 3 of these can stack and create a robust healing zone.
  • Runed_airlock Runed door: Very good provides a good blocker to non-cultists. Takes a while for anyone to break and any non-cultist that try’s to open it will get stunned, hurt, and blinded all in consequential amounts.
  • Archives Archives: useful to make the veil shifter.
  • Altar Alter: useful to make constructs to house souls from soul shards.

How to stay hidden: Base somewhere in maints and put your base behind at least one fake wall and usually somewhere near a maintance opening (so its closer to drag people into). Do not make any runed buildings until you have enough cultists to take the heat. Make sure every person you stun is out of sight then quickly cuff then remove their headset (in that order). Use conceal presence as to leave no trace should an early detective find your blossoming base.

How to go loud: Ramp up production and get as much runed metal to spam pylons and forges to fuel the upcoming battles. Every cultist should be armed. Another base should be built if the time allows. Start making offer runes in the middle of the hallways and some empower to get more stun spells. Mass convert as much of the crew as you can and remove resistance. Avoid killing crew and prefer using stun spells to save everyone the hassle.

the wikis page on cult
Their are more spells and runes I have not mentioned on the wiki, but I rarely see them or them ever be useful. Honorable mention to the revive rune, cult bola, and shadowshackles.

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I lav the emoji images

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Wow I wish I had this when I was learning this for this antag!