Heretic
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"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 magic and battle. Grab influences, complete sacrifices, accomplish rituals, and ascend to godhood.
The Mansus Veil Weakens
You are a weak mortal who seeks forbidden knowledge and power. Your ultimate goal is to ascend and become all-powerful, but to do that you must gather knowledge points. All knowledges but marks, blade upgrades, robes, and ascension cost 2 points.
You can gain knowledge points and become stronger through a few ways, (detailed info on all of them to be found below):
- Draining influences that spawn randomly around the station (1 point each, 2 points with Codex Cicatrix). Siphoning an influence with the Codex Cicatrix will place a visible marker on you that outs you as a Heretic!
- Sacrificing crew members your dark patrons hunger for (2 points for regular sacrifices, 3 points for Head of Staff). Sacrificing another Heretic yields 3 points (4 points if they are a Head of Staff), and they do not need to be your target. Blood Cultists are special and can always be sacrificed for 3 points regardless of whether they are a target, and also grant one of three special rewards.
- Automatically gaining 1 knowledge point every 20 minutes
- Completing your Ritual of Knowledge (4 points, once per round). Also levels up your passive to tier 3.
Файл:Rune Active.gif Sacrificing
The Mansus desires only a select few Heathens (non-heretics) at any moment.
At the start of the round you will be assigned five sacrifice targets. You will only be able to sacrifice these targets. Your patrons will not accept just any old assistant.
- One target will be a Head of Staff. Heads of staff are worth an additional point! (3 points total)
- One target will be a member of security.
- One target will be a member of your department.
- Two targets will be completely random crewmembers.
Follow your Файл:Heretic Heart.gif Living Heart to your target of choice and incapacitate them through any means necessary. If your target's in critical, sleeping, 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 will then be sent back to the station and lose all memory of whoever sacrificed them, so your ass is covered on that front. Additionally, several of their organs will be dumped on the ground and replaced with annoying "corrupted" organs within the victim, so that you can use them in rituals later.
Anyone who you have sacrificed in the past loses a lot of their ability to retaliate against you in the future; A sacrifice victim who attacks you or is attacked by you while you are wearing a Focus will vomit out one of their chest organs immediately (with a small cooldown between this effect triggering) which has a 50/50 chance of incapacitating them almost immediately and killing them fairly quickly.
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.
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!
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.
An already harvested influence. Notice the glow.
Using a
Codex Cicatrix to harvest an influence will reward double the knowledge points (2 points instead of 1), however it will place a visible marker on your head that outs you as a Heretic. This is not subtle.
Transmutation Rune

Your main source of incantantions. 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.
Файл:Heretic Aura.gif Point of No Return: The Heretic Aura
This is the most important turning point for any Heretic. When you either craft your Path-Specific Robes or accrue 10 knowledge points (whichever comes first), the following permanent changes occur:
- You lose the ability to Blade Break (emergency teleport by activating blade in-hand).
- The blade crafting limit is removed, so you can now create as many blades as you want.
- You gain a permanent visible aura (similar to blood cult halos) that identifies you as a Heretic to everyone. This makes you valid to kill, even on MRP servers.
If you choose Feast of Owls (reject ascension for points) or pick the Lock Path, you will not receive the aura.
Once the aura appears, there is no hiding what you are. Plan accordingly.
Research Tree
Main and side knowledge
Once you have some power points, it's time to research! Open up your Antag Info UI (Action button, top left) and look at the third tab. The research menu forms a branching tree (see info 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.
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On the left, you can see an example of what the Flesh Heretic UI looks like. All unlocked upgrades for this path are displayed here (again, just as an example). Looking into the image: the left part is the main research tree, the right shows additional, or side knowledge. Every time the heretic makes progress towards the main path, they are given a choice between one of a draft of 3 randomized side knowledges (these are granted for free). Each path has at least a couple of guaranteed side knowledges (Rust Will always get the Rust-Sower Grenade, Blade will always gain access to the no-slip boots and so on). As you go down the tree, you have an increased chance for fishing for a main knowledge spell. Not every knowledge will be immediately available for purchase on the shop, different rows will be unlocked as you progress towards the main path. |
Passive Abilities
Upon selecting a path, the Heretic will receive a passive ability that can be upgraded a couple of times.
Crafting your robes upgrades your passive to Tier 2, which unlocks the Ritual of Knowledge. This ritual requires a set of random items; completing it grants 4 Knowledge Points and the final passive upgrade.
Alternatively, performing an Ascension will immediately max out your power.
An example of Flesh Path passive abilities menu:
For more info about paths and their research tress, click here.
Heretic items
Eventually, you'll have to start using proper magic, which the following rituals and items will help with:
Файл:Eldritch Necklace.gif Amber Focus
To cast more advanced spells, you must focus by wearing an Amber Focus or holding an open Codex Cicatrix. You may transmute other items into them with your Starting Knowledge.
Some more powerful heretical equipment also functions as a focus - namely, path-specific robes (when the hood is flipped up), the Moonlight Amulet, and various other items. Ascending also disables the need for a focus.
Файл:Blades.gif The Heretic Blade
The Sickly Blade will be your first unlocked research. It can be created by transmuting a common knife (this includes even Shivs, which are made by wrapping Glass Shards with Cloth) 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, Cosmos, and Rust limit you to two blades, Flesh limits you to three, and Blade limits you to four. Try not to lose them! This blade limit is removed once you craft your Path Robes or accrue 10 knowledge points (see Point of No Return).
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. The ability to blade break is lost once your Path Robes are crafted or you accrue 10 knowledge points.
For more info, click here for the full list of blades and their effects.
Файл:Heretic Robes.gif The Heretic Robe
Heretic robes are unlocked as you progress through the research tree, the node is called Armorer Ritual.
To craft them, you'll need to bring various materials to a transmutation rune. Each path has its own robe, and each robe has its own effect.
For more info, click here for the full list of robes and their effects.
Файл:Eldritch Flask.png Miscellaneous items
Heretics have various useful items that can be used by non-Heretics as well! Among them: potions, books, amulets and boots.
(Tip: You can fish in pierced realms to find useful items even without being a Heretic.)
For more info, click here for the full list of other items.
Objectives
In order to ascend, you have these tasks to fulfill:
- Research at least 10 knowledge from the Mansus. You start with 8 researched.
- Sacrifice at least 5 crewmembers.
All Heretics spawn with the same objectives. 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!
