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	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=938</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=938"/>
		<updated>2026-10-30T05:26:19Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Martial Arts =&lt;br /&gt;
&lt;br /&gt;
Martial Arts are combat styles that people can learn and use in-game (illegally or non illegally) which grants them special combat abilities that are usually done through a certain action combo, but can also be passive abilities or action based.&lt;br /&gt;
&lt;br /&gt;
These abilities can range from new defensive measures such as deflecting projectiles to combo attacks that can quickly incapacitate an assailant or deal significant damage in comparison to standard punches.&lt;br /&gt;
&lt;br /&gt;
How to acquire martial arts are just as variable as the forms that are available, some martial arts are only available to traitors, others are used by certain jobs.&lt;br /&gt;
&lt;br /&gt;
One can know multiple martial arts and are allowed to pick and choose which martial art to utilize. Some characters like changelings for example are unable to use martial arts at all.&lt;br /&gt;
&lt;br /&gt;
== Intents ==&lt;br /&gt;
&lt;br /&gt;
As said before. most martial arts rely on performing a certain action combo on the opponent. There are essentially 4 types of &amp;quot;actions&amp;quot; in the game (most martial arts only use three), which will be referred as intents from now on. Intents are a concept from SS13, where instead of just one combat mod players would have 4 modes to choose the type of interaction from. SS14 only has one mode, the combat one, but it utilizes other buttons to compensate for that. The intents themselves are available to use for everyone, but martial artists can perform combos using them, comboed intents will disappear if you switch to another opponent. Intents are:&lt;br /&gt;
&lt;br /&gt;
=== Help Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Help.png|78px|center|alt=lalalala]]&lt;br /&gt;
&lt;br /&gt;
To perform help, simply press Left Mouse Button on someone with Harm Mode turned OFF.&lt;br /&gt;
&lt;br /&gt;
Usually, if your target is a humanoid and your hands are free, this would make you hug them. If your hand is occupied, this would make you interact with the target with your held item. This can be useful in combat with items like the Heretic&#039;s Mansus Grasp, but is rarely used in martial art combos, and where it is, only unarmed actions (hugs) count.&lt;br /&gt;
&lt;br /&gt;
=== Harm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Harm.png|78px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform harm, press Left Mouse Button with Harm Mode turned ON.&lt;br /&gt;
Usually, you will attempt to punch at the place of your cursor, be it with your bare hands or with a held item. If you are holding a gun, you will shoot at the place of your cursor with it. Attacking with a melee weapon or shooting a gun does not count as a successful Harm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
=== Disarm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Disarm.png|78px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform disarm, press Right Mouse Button with Harm Mode turned ON.&lt;br /&gt;
If you are unarmed, you will try to shove at the place of your cursor. Shoving will push affected characters, dealing some Stamina damage. If you are armed with a melee weapon, you will swing it, attacking everyone you hit and taking some stamina damage yourself. Swinging a weapon is not a real &amp;quot;Disarm&amp;quot;, and does not count as a successful Disarm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
Using disarm on yourself while laying down will make you stand back up and take some stamina damage, this effect will work even if you have a weapon in-hand.&lt;br /&gt;
&lt;br /&gt;
=== Grab Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Grab.png|78px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform grab, Grab someone with Harm Mode turned ON.&lt;br /&gt;
&lt;br /&gt;
If you have a free hand, you will start grabbing the target. If you&#039;ve already grabbed them, this will reinforce the grab. Your chances of escaping from the grab rely on your and your opponent&#039;s weights. There are three stages of grabs:&lt;br /&gt;
Soft grab is easy to escape from and works similar to regular pulling for the most part.&lt;br /&gt;
&lt;br /&gt;
Hard grab is relatively hard to escape. Martial artists will instantly hard grab you if you&#039;re knocked down. You can throw someone you&#039;re holding in a hard grab the same way throw a regular item, dealing some stamina damage.&lt;br /&gt;
&lt;br /&gt;
Choke harm takes both your hands (you can still punch the opponent with your head), but mutes, and prevents the opponent from breathing and is very hard to escape. You can table-slam someone you&#039;re holding in a choke grab by performing a harm intent on a nearby table and dealing some stamina damage.&lt;br /&gt;
&lt;br /&gt;
== A list of all the martial arts in-game ==&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=937</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=937"/>
		<updated>2026-10-30T05:18:03Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Martial Arts =&lt;br /&gt;
&lt;br /&gt;
Martial Arts are combat styles that people can learn and use in-game (illegally or non illegally) which grants them special combat abilities that are usually done through a certain action combo, but can also be passive abilities or action based.&lt;br /&gt;
&lt;br /&gt;
These abilities can range from new defensive measures such as deflecting projectiles to combo attacks that can quickly incapacitate an assailant or deal significant damage in comparison to standard punches.&lt;br /&gt;
&lt;br /&gt;
How to acquire martial arts are just as variable as the forms that are available, some martial arts are only available to traitors, others are used by certain jobs.&lt;br /&gt;
&lt;br /&gt;
One can know multiple martial arts and are allowed to pick and choose which martial art to utilize. Some characters like changelings for example are unable to use martial arts at all.&lt;br /&gt;
&lt;br /&gt;
== Intents ==&lt;br /&gt;
&lt;br /&gt;
As said before. most martial arts rely on performing a certain action combo on the opponent. There are essentially 4 types of &amp;quot;actions&amp;quot; in the game (most martial arts only use three), which will be referred as intents from now on. Intents are a concept from SS13, where instead of just one combat mod players would have 4 modes to choose the type of interaction from. SS14 only has one mode, the combat one, but it utilizes other buttons to compensate for that. The intents themselves are available to use for everyone, but martial artists can perform combos using them, comboed intents will disappear if you switch to another opponent. Intents are:&lt;br /&gt;
&lt;br /&gt;
=== Help Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Help.png|78px|center|alt=lalalala]]&lt;br /&gt;
&lt;br /&gt;
To perform help, simply press Left Mouse Button on someone with Harm Mode turned OFF.&lt;br /&gt;
&lt;br /&gt;
Usually, if your target is a humanoid and your hands are free, this would make you hug them. If your hand is occupied, this would make you interact with the target with your held item. This can be useful in combat with items like the Heretic&#039;s Mansus Grasp, but is rarely used in martial art combos, and where it is, only unarmed actions (hugs) count.&lt;br /&gt;
&lt;br /&gt;
=== Harm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Harm.png|78px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform harm, press Left Mouse Button with Harm Mode turned ON.&lt;br /&gt;
Usually, you will attempt to punch at the place of your cursor, be it with your bare hands or with a held item. If you are holding a gun, you will shoot at the place of your cursor with it. Attacking with a melee weapon or shooting a gun does not count as a successful Harm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
=== Disarm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Disarm.png|78px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform disarm, press Right Mouse Button with Harm Mode turned ON.&lt;br /&gt;
If you are unarmed, you will try to shove at the place of your cursor. Shoving will push affected characters, dealing some Stamina damage. If you are armed with a melee weapon, you will swing it, attacking everyone you hit and taking some stamina damage yourself. Swinging a weapon is not a real &amp;quot;Disarm&amp;quot;, and does not count as a successful Disarm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
Using disarm on yourself while laying down will make you stand back up and take some stamina damage, this effect will work even if you have a weapon in-hand.&lt;br /&gt;
&lt;br /&gt;
=== Grab Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Grab.png|78px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform grab, Grab someone with Harm Mode turned ON.&lt;br /&gt;
&lt;br /&gt;
If you have a free hand, you will start grabbing the target. If you&#039;ve already grabbed them, this will reinforce the grab. Your chances of escaping from the grab rely on your and your opponent&#039;s weights. There are three stages of grabs:&lt;br /&gt;
Soft grab is easy to escape from and works similar to regular pulling for the most part.&lt;br /&gt;
&lt;br /&gt;
Hard grab is relatively hard to escape. Martial artists will instantly hard grab you if you&#039;re knocked down. You can throw someone you&#039;re holding in a hard grab the same way throw a regular item, dealing some stamina damage.&lt;br /&gt;
&lt;br /&gt;
Choke harm takes both your hands (you can still punch the opponent with your head), but mutes, and prevents the opponent from breathing and is very hard to escape. You can table-slam someone you&#039;re holding in a choke grab by performing a harm intent on a nearby table and dealing some stamina damage.&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=936</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=936"/>
		<updated>2026-10-30T05:16:08Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Martial Arts =&lt;br /&gt;
&lt;br /&gt;
Martial Arts are combat styles that people can learn and use in-game (illegally or non illegally) which grants them special combat abilities that are usually done through a certain action combo, but can also be passive abilities or action based.&lt;br /&gt;
&lt;br /&gt;
These abilities can range from new defensive measures such as deflecting projectiles to combo attacks that can quickly incapacitate an assailant or deal significant damage in comparison to standard punches.&lt;br /&gt;
&lt;br /&gt;
How to acquire martial arts are just as variable as the forms that are available, some martial arts are only available to traitors, others are used by certain jobs.&lt;br /&gt;
&lt;br /&gt;
One can know multiple martial arts and are allowed to pick and choose which martial art to utilize. Some characters like changelings for example are unable to use martial arts at all.&lt;br /&gt;
&lt;br /&gt;
== Intents ==&lt;br /&gt;
&lt;br /&gt;
As said before. most martial arts rely on performing a certain action combo on the opponent. There are essentially 4 types of &amp;quot;actions&amp;quot; in the game (most martial arts only use three), which will be referred as intents from now on. Intents are a concept from SS13, where instead of just one combat mod players would have 4 modes to choose the type of interaction from. SS14 only has one mode, the combat one, but it utilizes other buttons to compensate for that. The intents themselves are available to use for everyone, but martial artists can perform combos using them, comboed intents will disappear if you switch to another opponent. Intents are:&lt;br /&gt;
&lt;br /&gt;
=== Help Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Help.png|64px|center|alt=lalalala]]&lt;br /&gt;
&lt;br /&gt;
To perform help, simply press Left Mouse Button on someone with Harm Mode turned OFF.&lt;br /&gt;
&lt;br /&gt;
Usually, if your target is a humanoid and your hands are free, this would make you hug them. If your hand is occupied, this would make you interact with the target with your held item. This can be useful in combat with items like the Heretic&#039;s Mansus Grasp, but is rarely used in martial art combos, and where it is, only unarmed actions (hugs) count.&lt;br /&gt;
&lt;br /&gt;
=== Harm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Harm.png|64px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform harm, press Left Mouse Button with Harm Mode turned ON.&lt;br /&gt;
Usually, you will attempt to punch at the place of your cursor, be it with your bare hands or with a held item. If you are holding a gun, you will shoot at the place of your cursor with it. Attacking with a melee weapon or shooting a gun does not count as a successful Harm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
=== Disarm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Disarm.png|64px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform disarm, press Right Mouse Button with Harm Mode turned ON.&lt;br /&gt;
If you are unarmed, you will try to shove at the place of your cursor. Shoving will push affected characters, dealing some Stamina damage. If you are armed with a melee weapon, you will swing it, attacking everyone you hit and taking some stamina damage yourself. Swinging a weapon is not a real &amp;quot;Disarm&amp;quot;, and does not count as a successful Disarm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
Using disarm on yourself while laying down will make you stand back up and take some stamina damage, this effect will work even if you have a weapon in-hand.&lt;br /&gt;
&lt;br /&gt;
=== Grab Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Grab.png|64px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform grab, Grab someone with Harm Mode turned ON.&lt;br /&gt;
&lt;br /&gt;
If you have a free hand, you will start grabbing the target. If you&#039;ve already grabbed them, this will reinforce the grab. Your chances of escaping from the grab rely on your and your opponent&#039;s weights. There are three stages of grabs:&lt;br /&gt;
Soft grab is easy to escape from and works similar to regular pulling for the most part.&lt;br /&gt;
&lt;br /&gt;
Hard grab is relatively hard to escape. Martial artists will instantly hard grab you if you&#039;re knocked down. You can throw someone you&#039;re holding in a hard grab the same way throw a regular item, dealing some stamina damage.&lt;br /&gt;
&lt;br /&gt;
Choke harm takes both your hands (you can still punch the opponent with your head), but mutes, and prevents the opponent from breathing and is very hard to escape. You can table-slam someone you&#039;re holding in a choke grab by performing a harm intent on a nearby table and dealing some stamina damage.&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=934</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=934"/>
		<updated>2026-10-29T07:16:55Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Martial Arts =&lt;br /&gt;
&lt;br /&gt;
Martial Arts are combat styles that characters can learn and use in-game (illegally or non illegally) which grants them special combat abilities that are usually done through a certain action combo, but can also be passive abilities or action based.&lt;br /&gt;
&lt;br /&gt;
These abilities can range from new defensive measures such as deflecting projectiles to combo attacks that can quickly incapacitate an assailant or deal significant damage in comparison to standard punches.&lt;br /&gt;
&lt;br /&gt;
How to acquire martial arts are just as variable as the forms that are available, some martial arts are only available to traitors, others are used by certain jobs.&lt;br /&gt;
&lt;br /&gt;
One can know multiple martial arts and are allowed to pick and choose which martial art to utilize. Some characters like changelings for example are unable to use martial arts at all.&lt;br /&gt;
&lt;br /&gt;
== Intents ==&lt;br /&gt;
&lt;br /&gt;
As said before. most martial arts rely on performing a certain action combo on the opponent. There are essentially 4 types of &amp;quot;actions&amp;quot; in the game (most martial arts only use three), which will be referred as intents from now on. Intents are a concept from SS13, where instead of just one combat mod players would have 4 modes to choose the type of interaction from. SS14 only has one mode, the combat one, but it utilizes other buttons to compensate for that. The intents themselves are available to use for everyone, but martial artists can perform combos using them, comboed intents will disappear if you switch to another opponent. Intents are:&lt;br /&gt;
&lt;br /&gt;
=== Help Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Help.png|64px|center|alt=lalalala]]&lt;br /&gt;
&lt;br /&gt;
To perform help, simply press Left Mouse Button on someone with Harm Mode turned OFF.&lt;br /&gt;
&lt;br /&gt;
Usually, if your target is a humanoid and your hands are free, this would make you hug them. If your hand is occupied, this would make you interact with the target with your held item. This can be useful in combat with items like the Heretic&#039;s Mansus Grasp, but is rarely used in martial art combos, and where it is, only unarmed actions (hugs) count.&lt;br /&gt;
&lt;br /&gt;
=== Harm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Harm.png|64px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform harm, press Left Mouse Button with Harm Mode turned ON.&lt;br /&gt;
Usually, you will attempt to punch at the place of your cursor, be it with your bare hands or with a held item. If you are holding a gun, you will shoot at the place of your cursor with it. Attacking with a melee weapon or shooting a gun does not count as a successful Harm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
=== Disarm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Disarm.png|64px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform disarm, press Right Mouse Button with Harm Mode turned ON.&lt;br /&gt;
If you are unarmed, you will try to shove at the place of your cursor. Shoving will push affected characters, dealing some Stamina damage. If you are armed with a melee weapon, you will swing it, attacking everyone you hit and taking some stamina damage yourself. Swinging a weapon is not a real &amp;quot;Disarm&amp;quot;, and does not count as a successful Disarm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
=== Grab Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Grab.png|64px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform grab, Grab someone with Harm Mode turned ON.&lt;br /&gt;
&lt;br /&gt;
If you have a free hand, you will start grabbing the target. If you&#039;ve already grabbed them, this will reinforce the grab. Your chances of escaping from the grab rely on your and your opponent&#039;s weights. There are three stages of grabs:&lt;br /&gt;
Soft grab is easy to escape from and works similar to regular pulling for the most part.&lt;br /&gt;
&lt;br /&gt;
Hard grab is relatively hard to escape. Martial artists will instantly hard grab you if you&#039;re knocked down. You can throw someone you&#039;re holding in a hard grab the same way throw a regular item, dealing some stamina damage.&lt;br /&gt;
&lt;br /&gt;
Choke harm takes both your hands (you can still punch the opponent with your head), but mutes, and prevents the opponent from breathing and is ver yhard to escape. You can table-slam someone you&#039;re holding in a choke grab by performing a harm intent on a nearby table and dealing some stamina damage.&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=933</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=933"/>
		<updated>2026-10-29T07:11:00Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Martial Arts =&lt;br /&gt;
&lt;br /&gt;
Martial Arts are combat styles that characters can learn and use in-game (illegally or non illegally) which grants them special combat abilities that are usually done through a certain action combo, but can also be passive abilities or action based.&lt;br /&gt;
&lt;br /&gt;
These abilities can range from new defensive measures such as deflecting projectiles to combo attacks that can quickly incapacitate an assailant or deal significant damage in comparison to standard punches.&lt;br /&gt;
&lt;br /&gt;
How to acquire martial arts are just as variable as the forms that are available, some martial arts are only available to traitors, others are used by certain jobs.&lt;br /&gt;
&lt;br /&gt;
One can know multiple martial arts and are allowed to pick and choose which martial art to utilize. Some characters like changelings for example are unable to use martial arts at all.&lt;br /&gt;
&lt;br /&gt;
== Intents ==&lt;br /&gt;
&lt;br /&gt;
As said before. most martial arts rely on performing a certain action combo on the opponent. There are essentially 4 types of &amp;quot;actions&amp;quot; in the game (most martial arts only use three), which will be referred as intents from now on. Intents are a concept from SS13, where instead of just one combat mod players would have 4 modes to choose the type of interaction from. SS14 only has one mode, the combat one, but it utilizes other buttons to compensate for that. The intents themselves are available to use for everyone, but martial artists can perform combos using them, comboed intents will disappear if you switch to another opponent. Intents are:&lt;br /&gt;
&lt;br /&gt;
=== Help Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Help.png|64px|center|alt=lalalala]]&lt;br /&gt;
&lt;br /&gt;
To perform help, simply press Left Mouse Button on someone with Harm Mode turned OFF.&lt;br /&gt;
&lt;br /&gt;
Usually, if your target is a humanoid and your hands are free, this would make you hug them. If your hand is occupied, this would make you interact with the target with your held item. This can be useful in combat with items like the Heretic&#039;s Mansus Grasp, but is rarely used in martial art combos, and where it is, only unarmed actions (hugs) count.&lt;br /&gt;
&lt;br /&gt;
=== Harm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Harm.png|64px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform harm, press Left Mouse Button with Harm Mode turned ON.&lt;br /&gt;
Usually, you will attempt to punch at the place of your cursor, be it with your bare hands or with a held item. If you are holding a gun, you will shoot at the place of your cursor with it. Attacking with a melee weapon or shooting a gun does not count as a successful Harm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
=== Disarm Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Disarm.png|64px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform disarm, press Right Mouse Button with Harm Mode turned ON.&lt;br /&gt;
If you are unarmed, you will try to shove at the place of your cursor. Shoving will push affected characters, dealing some Stamina damage. If you are armed with a melee weapon, you will swing it, attacking everyone you hit and taking some stamina damage yourself. Swinging a weapon is not a real &amp;quot;Disarm&amp;quot;, and does not count as a successful Disarm action for combo purposes.&lt;br /&gt;
&lt;br /&gt;
=== Grab Intent ===&lt;br /&gt;
&lt;br /&gt;
[[File:Grab.png|64px|center]]&lt;br /&gt;
&lt;br /&gt;
To perform grab, Grab someone with Harm Mode turned ON.&lt;br /&gt;
&lt;br /&gt;
If you have a free hand, you will start grabbing the target. If you&#039;ve already grabbed them, this will reinforce the grab. Your chances of escaping from the grab rely on your and your opponent&#039;s weights. There are three stages of grabs:&lt;br /&gt;
Soft grab is easy to escape from and works similar to regular pulling for the most part.&lt;br /&gt;
&lt;br /&gt;
Hard grab is relatively hard to escape. Martial artists will instantly hard grab you if you&#039;re knocked down. You can throw someone you&#039;re holding in a hard grab the same way throw a regular item, dealing some stamina damage.&lt;br /&gt;
&lt;br /&gt;
Choke harm takes both your hands (you can still punch the opponent with your head), but mutes, and prevents the opponent from breathing and is ver yhard to escape. You can table-slam someone you&#039;re holding in a choke grab by performing a harm intent on a nearby table.&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=931</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=931"/>
		<updated>2026-10-27T16:27:32Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
Martial Arts are combat styles that characters can learn and use in-game (illegally or non illegally) which grants them special combat abilities that are usually done through a certain action combo, but can also be passive abilities or action based.&lt;br /&gt;
&lt;br /&gt;
These abilities can range from new defensive measures such as deflecting projectiles to combo attacks that can quickly incapacitate an assailant or deal significant damage in comparison to standard punches.&lt;br /&gt;
&lt;br /&gt;
How to acquire martial arts are just as variable as the forms that are available, some martial arts are only available to traitors, others are used by certain jobs.&lt;br /&gt;
&lt;br /&gt;
One can know multiple martial arts and are allowed to pick and choose which martial art to utilize. Some characters like changelings for example are unable to use martial arts at all.&lt;br /&gt;
&lt;br /&gt;
=== Intents ===&lt;br /&gt;
&lt;br /&gt;
As said before. most martial arts rely on performing a certain action combo on the opponent. There are essentially 4 types of &amp;quot;actions&amp;quot; in the game (most martial arts only use three), which will be referred as intents from now on. Intents are a concept from SS13, where instead of just one combat mod players would have 4 modes to choose the type of interaction from. SS14 only has one mode, the combat one, but it utilizes other buttons to compensate for that. The intents themselves are available to use for everyone, but martial artists can perform combos using them, comboed intents will disappear if you switch to another opponent. Intents are:&lt;br /&gt;
&lt;br /&gt;
==== Help Intent ====&lt;br /&gt;
&lt;br /&gt;
[[File:Help.png | thumb | 5500px |center | alt=lalalala ]]&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=930</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=930"/>
		<updated>2026-10-27T16:27:14Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
Martial Arts are combat styles that characters can learn and use in-game (illegally or non illegally) which grants them special combat abilities that are usually done through a certain action combo, but can also be passive abilities or action based.&lt;br /&gt;
&lt;br /&gt;
These abilities can range from new defensive measures such as deflecting projectiles to combo attacks that can quickly incapacitate an assailant or deal significant damage in comparison to standard punches.&lt;br /&gt;
&lt;br /&gt;
How to acquire martial arts are just as variable as the forms that are available, some martial arts are only available to traitors, others are used by certain jobs.&lt;br /&gt;
&lt;br /&gt;
One can know multiple martial arts and are allowed to pick and choose which martial art to utilize. Some characters like changelings for example are unable to use martial arts at all.&lt;br /&gt;
&lt;br /&gt;
=== Intents ===&lt;br /&gt;
&lt;br /&gt;
As said before. most martial arts rely on performing a certain action combo on the opponent. There are essentially 4 types of &amp;quot;actions&amp;quot; in the game (most martial arts only use three), which will be referred as intents from now on. Intents are a concept from SS13, where instead of just one combat mod players would have 4 modes to choose the type of interaction from. SS14 only has one mode, the combat one, but it utilizes other buttons to compensate for that. The intents themselves are available to use for everyone, but martial artists can perform combos using them, comboed intents will disappear if you switch to another opponent. Intents are:&lt;br /&gt;
&lt;br /&gt;
==== Help Intent ====&lt;br /&gt;
&lt;br /&gt;
[[File:Help.png | thumb | 220px |center | alt=lalalala ]]&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=929</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=929"/>
		<updated>2026-10-27T16:26:38Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
Martial Arts are combat styles that characters can learn and use in-game (illegally or non illegally) which grants them special combat abilities that are usually done through a certain action combo, but can also be passive abilities or action based.&lt;br /&gt;
&lt;br /&gt;
These abilities can range from new defensive measures such as deflecting projectiles to combo attacks that can quickly incapacitate an assailant or deal significant damage in comparison to standard punches.&lt;br /&gt;
&lt;br /&gt;
How to acquire martial arts are just as variable as the forms that are available, some martial arts are only available to traitors, others are used by certain jobs.&lt;br /&gt;
&lt;br /&gt;
One can know multiple martial arts and are allowed to pick and choose which martial art to utilize. Some characters like changelings for example are unable to use martial arts at all.&lt;br /&gt;
&lt;br /&gt;
=== Intents ===&lt;br /&gt;
&lt;br /&gt;
As said before. most martial arts rely on performing a certain action combo on the opponent. There are essentially 4 types of &amp;quot;actions&amp;quot; in the game (most martial arts only use three), which will be referred as intents from now on. Intents are a concept from SS13, where instead of just one combat mod players would have 4 modes to choose the type of interaction from. SS14 only has one mode, the combat one, but it utilizes other buttons to compensate for that. The intents themselves are available to use for everyone, but martial artists can perform combos using them, comboed intents will disappear if you switch to another opponent. Intents are:&lt;br /&gt;
&lt;br /&gt;
==== Help Intent ====&lt;br /&gt;
&lt;br /&gt;
[[File:Help.png | thumb | center | alt=lalalala ]]&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=928</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=928"/>
		<updated>2026-10-27T16:25:06Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very High&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +M.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
[[File:reality shift.png | thumb | 220px | center | alt=are you sure you want to delve deeper? | Reality shift.]]&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible 20 minutes after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
[[File:reality fracture.png | thumb | 220px | center | alt=blub blub blub | Reality fracture.]]&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
[[File:transmutation rune.png | thumb | center | alt=lalalala | Transmutation rune.]]&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=927</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=927"/>
		<updated>2026-10-27T16:22:51Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
Martial Arts are combat styles that characters can learn and use in-game (illegally or non illegally) which grants them special combat abilities that are usually done through a certain action combo, but can also be passive abilities or action based.&lt;br /&gt;
&lt;br /&gt;
These abilities can range from new defensive measures such as deflecting projectiles to combo attacks that can quickly incapacitate an assailant or deal significant damage in comparison to standard punches.&lt;br /&gt;
&lt;br /&gt;
How to acquire martial arts are just as variable as the forms that are available, some martial arts are only available to traitors, others are used by certain jobs.&lt;br /&gt;
&lt;br /&gt;
One can know multiple martial arts and are allowed to pick and choose which martial art to utilize. Some characters like changelings for example are unable to use martial arts at all.&lt;br /&gt;
&lt;br /&gt;
=== Intents ===&lt;br /&gt;
&lt;br /&gt;
As said before. most martial arts rely on performing a certain action combo on the opponent. There are essentially 4 types of &amp;quot;actions&amp;quot; in the game (most martial arts only use three), which will be referred as intents from now on. Intents are a concept from SS13, where instead of just one combat mod players would have 4 modes to choose the type of interaction from. SS14 only has one mode, the combat one, but it utilizes other buttons to compensate for that. The intents themselves are available to use for everyone, but martial artists can perform combos using them, comboed intents will disappear if you switch to another opponent. Intents are:&lt;br /&gt;
&lt;br /&gt;
==== Help Intent ====&lt;br /&gt;
&lt;br /&gt;
[[File:Agent.png|64px]]&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Disarm.png&amp;diff=926</id>
		<title>File:Disarm.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Disarm.png&amp;diff=926"/>
		<updated>2026-10-27T16:18:48Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Grab.png&amp;diff=925</id>
		<title>File:Grab.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Grab.png&amp;diff=925"/>
		<updated>2026-10-27T16:18:26Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Harm.png&amp;diff=924</id>
		<title>File:Harm.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Harm.png&amp;diff=924"/>
		<updated>2026-10-27T16:18:10Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Help.png&amp;diff=923</id>
		<title>File:Help.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Help.png&amp;diff=923"/>
		<updated>2026-10-27T16:17:49Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=922</id>
		<title>Combat and martial arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Combat_and_martial_arts&amp;diff=922"/>
		<updated>2026-10-27T15:53:10Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: Created page with &amp;quot;== Martial Arts ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Martial Arts ==&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Xenoborgs&amp;diff=921</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Xenoborgs&amp;diff=921"/>
		<updated>2026-10-27T15:32:36Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Xenoborgs&lt;br /&gt;
|image = Xenoborg.gif&lt;br /&gt;
|superior = The Mothership Core&lt;br /&gt;
|department = Team Antagonist&lt;br /&gt;
|difficulty = High&lt;br /&gt;
|access = Limited&lt;br /&gt;
|quote = &amp;quot;RESISTANCE IS FUTILE. YOU WILL BE ASSIMILATED.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Xenoborgs are a man-machine hybrid that aims to replicate themselves. This is done by harvesting sentient brains from living beings, or cyborgs, and giving them to the Mothership to place inside empty xenoborgs.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
Your main objective is to kill and harvest all sentient brains in the station and bring them to the mothership core. These can be both real brains, and positronic brains.&lt;br /&gt;
&lt;br /&gt;
Steal power from the station using xenoborg extractors to produce xenoborg crystals to create more xenoborg bodies.&lt;br /&gt;
&lt;br /&gt;
Protect the Mothership at all costs.&lt;br /&gt;
&lt;br /&gt;
== The Mothership Core ==&lt;br /&gt;
&lt;br /&gt;
The Mothership Core is the leader and the life force of the xenoborgs, they are the only one able to make more xenoborgs, and if they are destroyed, all xenoborgs will be destroyed. The Mothership Core is unable to move from its position in the middle of the ship. The Mothership Core is capable of upgrading the Xenoborgs with borg-type-specific modules to increase their effectiveness in harvesting sentient brains.&lt;br /&gt;
&lt;br /&gt;
== Getting more xenoborgs: ==&lt;br /&gt;
&lt;br /&gt;
As the mothership, you must grow your army of borgs. To do so, you must convert all the sentient beings you can find. This can be achieved in the following manner:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;1. Have your Xenoborgs bring dead crew to your ship, placing them in the body crusher.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;2. As the mothership core, you can print Xenoborg shells by inserting materials into yourself and then using yourself as a lathe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;3. Open the empty Xenoborg with a crowbar, and remove the empty MMI inside.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;4. If the victim&#039;s brain is organic, place it in the MMI you just removed.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5. Place the MMI or the positronic brain, if the victim was a silicon, back into the Xenoborg.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;6. Optionally, rename the Xenoborg and upgrade their modules.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;7. Close the Xenoborg with the crowbar, and re-engage the lock.&lt;br /&gt;
&lt;br /&gt;
The new Xenoborg will be uncharged, yet functional. They will need to go to a recharging station to restore their full power and capabilities.&lt;br /&gt;
&lt;br /&gt;
== Xenoborg Chassis and modules. ==&lt;br /&gt;
&lt;br /&gt;
There is a total of four types of Xenoborgs. Each Borg type has certain abilities that the others lack and require teamwork to help grow the xenoborgs numbers. Each type of Xenoborg has unique modules that only fit in that specific type. The Mothership Core can produce upgrade modules designed for specific Xenoborg types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Xenoborg chassis&lt;br /&gt;
! Xenoborg Chassis !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Xenoborg modules&lt;br /&gt;
! Module !! Chassis needed !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Basic Xenoborg module || All chassis || The basic module every xenoborg comes equipped with, has a pinpointer pointing to the mothership&#039;s location, a GPS, and a material bag for collecting materials to create more xenoborgs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Tool Xenoborg module || All chassis || Another module every xenoborg comes equipped with, has basic tools except for a crowbar and a welder.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Access breaker module || Engineer chassis || A module consisting of an access breaker, a requirement for breaking into the station.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Advanced tool cyborg module || Engineer chassis || A module consisting of tools like jaws of life and etc.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Construction cyborg module || Engineer chassis || A module consisting of construction items to build xenoborg extractors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Door control Xenoborg module || Engineer chassis || A module consisting of a xenoborg door remote, a access configurator and a access breaker.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Xenoborgs&amp;diff=812</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Xenoborgs&amp;diff=812"/>
		<updated>2026-10-21T08:11:48Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Xenoborgs&lt;br /&gt;
|image = Xenoborg.gif&lt;br /&gt;
|superior = The Mothership Core&lt;br /&gt;
|department = Team Antagonist&lt;br /&gt;
|difficulty = High&lt;br /&gt;
|access = Limited&lt;br /&gt;
|quote = &amp;quot;RESISTANCE IS FUTILE. YOU WILL BE ASSIMILATED.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Xenoborgs are a man-machine hybrid that aims to replicate themselves. This is done by harvesting sentient brains from living beings, or cyborgs, and giving them to the Mothership to place inside empty xenoborgs.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
Your main objective is to kill and harvest all sentient brains in the station and bring them to the mothership core. These can be both real brains, and positronic brains.&lt;br /&gt;
&lt;br /&gt;
Steal power from the station using xenoborg extractors to produce xenoborg crystals to create more xenoborg bodies.&lt;br /&gt;
&lt;br /&gt;
Protect the Mothership at all costs.&lt;br /&gt;
&lt;br /&gt;
== The Mothership Core ==&lt;br /&gt;
&lt;br /&gt;
The Mothership Core is the leader and the life force of the xenoborgs, they are the only one able to make more xenoborgs, and if they are destroyed, all xenoborgs will be destroyed. The Mothership Core is unable to move from its position in the middle of the ship. The Mothership Core is capable of upgrading the Xenoborgs with borg-type-specific modules to increase their effectiveness in harvesting sentient brains.&lt;br /&gt;
&lt;br /&gt;
== Getting more xenoborgs: ==&lt;br /&gt;
&lt;br /&gt;
As the mothership, you must grow your army of borgs. To do so, you must convert all the sentient beings you can find. This can be achieved in the following manner:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;1. Have your Xenoborgs bring dead crew to your ship, placing them in the body crusher.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;2. As the mothership core, you can print Xenoborg shells by inserting materials into yourself and then using yourself as a lathe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;3. Open the empty Xenoborg with a crowbar, and remove the empty MMI inside.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;4. If the victim&#039;s brain is organic, place it in the MMI you just removed.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5. Place the MMI or the positronic brain, if the victim was a silicon, back into the Xenoborg.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;6. Optionally, rename the Xenoborg and upgrade their modules.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;7. Close the Xenoborg with the crowbar, and re-engage the lock.&lt;br /&gt;
&lt;br /&gt;
The new Xenoborg will be uncharged, yet functional. They will need to go to a recharging station to restore their full power and capabilities.&lt;br /&gt;
&lt;br /&gt;
== Xenoborg Chassis and modules. ==&lt;br /&gt;
&lt;br /&gt;
There is a total of four types of Xenoborgs. Each Borg type has certain abilities that the others lack and require teamwork to help grow the xenoborgs numbers. Each type of Xenoborg has unique modules that only fit in that specific type. The Mothership Core can produce upgrade modules designed for specific Xenoborg types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Xenoborg chassis&lt;br /&gt;
! Xenoborg Chassis !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Xenoborg modules&lt;br /&gt;
! Module !! Chassis needed !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Basic Xenoborg module || All chassis || The basic module every xenoborg comes equipped with, has a pinpointer pointing to the mothership&#039;s location, a GPS, and a material bag for collecting materials to create more xenoborgs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Tool Xenoborg module || All chassis || Another module every xenoborg comes equipped with, has basic tools except for a crowbar and a welder.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Access breaker module || Engineer chassis || A module consisting of an access breaker, a requirement for breaking into the station.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Advanced tool cyborg module || Engineer chassis || A module consisting of tools like jaws of life and etc.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Construction cyborg module || Engineer chassis || A module consisting of construction items to build xenoborg extractors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Door control Xenoborg module || Engineer chassis || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Xenoborgs&amp;diff=811</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Xenoborgs&amp;diff=811"/>
		<updated>2026-10-21T08:11:04Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Xenoborgs&lt;br /&gt;
|image = Xenoborg.gif&lt;br /&gt;
|superior = The Mothership Core&lt;br /&gt;
|department = Team Antagonist&lt;br /&gt;
|difficulty = High&lt;br /&gt;
|access = Limited&lt;br /&gt;
|quote = &amp;quot;RESISTANCE IS FUTILE. YOU WILL BE ASSIMILATED.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Xenoborgs are a man-machine hybrid that aims to replicate themselves. This is done by harvesting sentient brains from living beings, or cyborgs, and giving them to the Mothership to place inside empty xenoborgs.&lt;br /&gt;
&lt;br /&gt;
|| Objectives ||&lt;br /&gt;
&lt;br /&gt;
Your main objective is to kill and harvest all sentient brains in the station and bring them to the mothership core. These can be both real brains, and positronic brains.&lt;br /&gt;
&lt;br /&gt;
Steal power from the station using xenoborg extractors to produce xenoborg crystals to create more xenoborg bodies.&lt;br /&gt;
&lt;br /&gt;
Protect the Mothership at all costs.&lt;br /&gt;
&lt;br /&gt;
|| The Mothership Core ||&lt;br /&gt;
&lt;br /&gt;
The Mothership Core is the leader and the life force of the xenoborgs, they are the only one able to make more xenoborgs, and if they are destroyed, all xenoborgs will be destroyed. The Mothership Core is unable to move from its position in the middle of the ship. The Mothership Core is capable of upgrading the Xenoborgs with borg-type-specific modules to increase their effectiveness in harvesting sentient brains.&lt;br /&gt;
&lt;br /&gt;
|| Getting more xenoborgs: ||&lt;br /&gt;
&lt;br /&gt;
As the mothership, you must grow your army of borgs. To do so, you must convert all the sentient beings you can find. This can be achieved in the following manner:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;1. Have your Xenoborgs bring dead crew to your ship, placing them in the body crusher.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;2. As the mothership core, you can print Xenoborg shells by inserting materials into yourself and then using yourself as a lathe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;3. Open the empty Xenoborg with a crowbar, and remove the empty MMI inside.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;4. If the victim&#039;s brain is organic, place it in the MMI you just removed.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5. Place the MMI or the positronic brain, if the victim was a silicon, back into the Xenoborg.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;6. Optionally, rename the Xenoborg and upgrade their modules.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;7. Close the Xenoborg with the crowbar, and re-engage the lock.&lt;br /&gt;
&lt;br /&gt;
The new Xenoborg will be uncharged, yet functional. They will need to go to a recharging station to restore their full power and capabilities.&lt;br /&gt;
&lt;br /&gt;
|| Xenoborg Chassis and modules. ||&lt;br /&gt;
&lt;br /&gt;
There is a total of four types of Xenoborgs. Each Borg type has certain abilities that the others lack and require teamwork to help grow the xenoborgs numbers. Each type of Xenoborg has unique modules that only fit in that specific type. The Mothership Core can produce upgrade modules designed for specific Xenoborg types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Xenoborg chassis&lt;br /&gt;
! Xenoborg Chassis !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Xenoborg modules&lt;br /&gt;
! Module !! Chassis needed !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Basic Xenoborg module || All chassis || The basic module every xenoborg comes equipped with, has a pinpointer pointing to the mothership&#039;s location, a GPS, and a material bag for collecting materials to create more xenoborgs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Tool Xenoborg module || All chassis || Another module every xenoborg comes equipped with, has basic tools except for a crowbar and a welder.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Access breaker module || Engineer chassis || A module consisting of an access breaker, a requirement for breaking into the station.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Advanced tool cyborg module || Engineer chassis || A module consisting of tools like jaws of life and etc.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Construction cyborg module || Engineer chassis || A module consisting of construction items to build xenoborg extractors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Door control Xenoborg module || Engineer chassis || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Antagonists&amp;diff=776</id>
		<title>Antagonists</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Antagonists&amp;diff=776"/>
		<updated>2026-10-20T15:30:10Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color: #DDDDDD;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; color:red; background-color: black;&amp;quot;&lt;br /&gt;
| width=200 | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=100 | Difficulty&lt;br /&gt;
| width=100 | Requirements&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Insurgent.png|64px|link=Insurgents]]&amp;lt;br/&amp;gt;[[Insurgents]]&lt;br /&gt;
| Infiltrate the station, survive and escape on the shuttle, or die in horrific ways.&lt;br /&gt;
! Hard&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Agent.png|64px|link=Abductor]]&amp;lt;br/&amp;gt;[[Abductor]]&lt;br /&gt;
| Capture crew, steal their hearts, and experiment on them.&lt;br /&gt;
! Medium&lt;br /&gt;
! 2 Hours Overall, 1 Hours Security or 1 Hours Medical (depending on Abductor type)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blob-animated-core.gif|64px|link=Blob]]&amp;lt;br/&amp;gt;[[Blob]]&lt;br /&gt;
| Expand, overtake the station, get nuked.&lt;br /&gt;
! Very Hard&lt;br /&gt;
! 2 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br/&amp;gt;[[Changeling]]&lt;br /&gt;
| Complete your objectives. Impersonate people. Get gibbed.&lt;br /&gt;
! Hard&lt;br /&gt;
! 2 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:CosmicCultist.gif|96px|link=Cosmic Cultist]]&amp;lt;br/&amp;gt;[[Cosmic Cultist]]&lt;br /&gt;
| Serve your occult god and further their goals.&lt;br /&gt;
! Medium&lt;br /&gt;
! 2 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Heretic.gif|64px|link=Heretic]]&amp;lt;br/&amp;gt;[[Heretic]]&lt;br /&gt;
| Ascend to godhood.&lt;br /&gt;
! Very Hard&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Morph.png|64px|link=Morph]]&amp;lt;br/&amp;gt;[[Morph]]&lt;br /&gt;
| Gurgle.&lt;br /&gt;
! Medium&lt;br /&gt;
! None&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nukies.gif|64px|link=Nuclear Operative]]&amp;lt;br/&amp;gt;[[Nuclear Operative]]&lt;br /&gt;
| Get that fukken disk. Destroy the station with the Nuclear Bomb.&lt;br /&gt;
! Very Hard&lt;br /&gt;
! Operative: 5h Overall, 1h Sec &amp;lt;br&amp;gt; Corpsman: Same, +1h Chemist &amp;lt;br&amp;gt; Commander: 3h Overall, 1h Sec&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Wraith.png|64px|link=Wraith]]&amp;lt;br/&amp;gt;[[Wraith]]&lt;br /&gt;
| Achieve spookiness.&lt;br /&gt;
! Medium&lt;br /&gt;
! 10 Hours Overall as Roundstart, None as Midround&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shadow Demon.png|64px|link=Shadow Demon]]&amp;lt;br/&amp;gt;[[Shadow Demon]]&lt;br /&gt;
| Skulk around in the darkness, kill anyone unlucky enough to cross your path.&lt;br /&gt;
! Hard&lt;br /&gt;
! None&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Slaughterdemon.png|64px|link=Slaughter Demon]]&amp;lt;br/&amp;gt;[[Slaughter Demon]]&lt;br /&gt;
| Crawl through blood, slaughter and devour the crew.&lt;br /&gt;
! Hard&lt;br /&gt;
! None&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
| Create as much mayhem as possible on behalf of the Wizards Federation.&lt;br /&gt;
! Extremely Hard&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Xenomorph.png|64px|link=Xenomorph]]&amp;lt;br/&amp;gt;[[Xenomorph]]&lt;br /&gt;
| Grow. Spread. Repopulate.&lt;br /&gt;
! Medium&lt;br /&gt;
! 2 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shadowling.gif|64px|link=Shadowling]]&amp;lt;br/&amp;gt;[[Shadowlings]]&lt;br /&gt;
| Enthrall the crew, and reach your ascended form. Beware of lights.&lt;br /&gt;
! Medium&lt;br /&gt;
! 5 Hours Overall, 1 Hour as Medical, 1 Hour as Security&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Swordred.gif|64px|link=Traitor]]&amp;lt;br/&amp;gt;[[Traitor]]&lt;br /&gt;
| Complete your objectives. Die an honourable death or escape on the shuttle.&lt;br /&gt;
! Medium&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:bingles.gif|64px|link=Bingle]]&amp;lt;br/&amp;gt;[[Bingle]]&lt;br /&gt;
| Grow the pit.&lt;br /&gt;
! Medium&lt;br /&gt;
! None&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Xenoborg.gif|64px|link=Xenoborgs]]&amp;lt;br/&amp;gt;[[Xenoborgs]]&lt;br /&gt;
| Serve the mothership.&lt;br /&gt;
! Medium&lt;br /&gt;
! 3 Hours as AI for Mothership, 3 Hours as Borg for Xenoborg&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Rev.png|64px|link=Revolutionaries]]&amp;lt;br/&amp;gt;[[Head Revolutionary]]&lt;br /&gt;
| Coordinate rebels, seize control, inspire chaos, and topple station authority at any cost. Viva la revolution!&lt;br /&gt;
! Medium&lt;br /&gt;
! 2 Hours as Command&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devil.png|64px|link=Devil]]&amp;lt;br/&amp;gt;[[Devil]]&lt;br /&gt;
| Make contracts, and harvest the souls of innocent people.&lt;br /&gt;
! Medium&lt;br /&gt;
! 1 Hour as Lawyer&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Vampire.png|64px|link=Vampire]]&amp;lt;br/&amp;gt;[[Vampire]]&lt;br /&gt;
| Feed on the blood of the crew to reach your final form.&lt;br /&gt;
! Medium&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:BloodCultist.png|64px|link=Bloodcultist]]&amp;lt;br/&amp;gt;[[Blood Cultist]]&lt;br /&gt;
| Convert crew to aid in summoning the god Narsie.&lt;br /&gt;
! Medium&lt;br /&gt;
! 2 Hours&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Xenoborgs&amp;diff=769</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Xenoborgs&amp;diff=769"/>
		<updated>2026-10-20T07:50:30Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: Created page with &amp;quot;{{Notice|This page is under construction}} {{RoleBox |name = Xenoborgs |image = Xenoborg.gif |superior = The Mothership Core |department = Team Antagonist |difficulty = High |access = Limited |quote = &amp;quot;RESISTANCE IS FUTILE. YOU WILL BE ASSIMILATED.&amp;quot; }}  Xenoborgs are a man-machine hybrid that aims to replicate themselves. This is done by harvesting sentient brains from living beings, or cyborgs, and giving them to the Mothership to place inside empty xenoborgs.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Xenoborgs&lt;br /&gt;
|image = Xenoborg.gif&lt;br /&gt;
|superior = The Mothership Core&lt;br /&gt;
|department = Team Antagonist&lt;br /&gt;
|difficulty = High&lt;br /&gt;
|access = Limited&lt;br /&gt;
|quote = &amp;quot;RESISTANCE IS FUTILE. YOU WILL BE ASSIMILATED.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Xenoborgs are a man-machine hybrid that aims to replicate themselves. This is done by harvesting sentient brains from living beings, or cyborgs, and giving them to the Mothership to place inside empty xenoborgs.&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=707</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=707"/>
		<updated>2026-10-18T06:38:39Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very High&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +M.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
[[File:reality shift.png | thumb | 220px | center | alt=are you sure you want to delve deeper? | Reality shift.]]&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
[[File:reality fracture.png | thumb | 220px | center | alt=blub blub blub | Reality fracture.]]&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
[[File:transmutation rune.png | thumb | center | alt=lalalala | Transmutation rune.]]&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=706</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=706"/>
		<updated>2026-10-18T06:34:46Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very High&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +M.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
[[File:reality shift.png | thumb | center | alt=are you sure you want to delve deeper? | Reality shift.]]&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
[[File:reality fracture.png | thumb | center | alt=blub blub blub | Reality fracture.]]&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
[[File:transmutation rune.png | thumb | center | alt=lalalala | Transmutation rune.]]&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Path_of_Cosmos&amp;diff=705</id>
		<title>Path of Cosmos</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Path_of_Cosmos&amp;diff=705"/>
		<updated>2026-10-18T06:31:45Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: Created page with &amp;quot;== Cosmos Path ==  Difficulty: Hard  The Path of Cosmos revolves around are denial, teleportation, and master over space. Pick this path if you enjoy adapting to your environment and thinking outside the box.  === Pros ===  - Control the movement of foes with cosmic field.  - Teleport rapidly across the station.  - Confound opponents with barriers upon barriers.  === Cons ===  - Requires you spread your starmark to affect opponents with your cosmic field.  - Relatively l...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cosmos Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Hard&lt;br /&gt;
&lt;br /&gt;
The Path of Cosmos revolves around are denial, teleportation, and master over space. Pick this path if you enjoy adapting to your environment and thinking outside the box.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Control the movement of foes with cosmic field.&lt;br /&gt;
&lt;br /&gt;
- Teleport rapidly across the station.&lt;br /&gt;
&lt;br /&gt;
- Confound opponents with barriers upon barriers.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- Requires you spread your starmark to affect opponents with your cosmic field.&lt;br /&gt;
&lt;br /&gt;
- Relatively low damage.&lt;br /&gt;
&lt;br /&gt;
- Relatively low direct defense, highly reliant on proper use of abilities.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eternal Gate || Knife, glass sheet || Creates a cosmic blade.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Cosmos || Passive ability || Your grasp will give a star mark and create a cosmic field where you stand. Cosmic fields prevent starmarked from crossing.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mark of Cosmos || Passive ability || Your grasp will now apply the cosmic mark, teleporting them to the location the mark was placed when activated, and stunning them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cosmic Rune || Active ability || Creates two cosmic runes, allowing heretics to teleport between them and cursing heathens with a starmark.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Star blast || Active ability || Fires a slow projectile that raises where it goes, if recasted, teleports you to the orb and greates cosmic fields.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Star touch || Active ability || Starmarks and links you to the victim, blinding them and allowing you to stab them at a range, puts them to sleep if the link is unbroken&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cosmic blade || Passive ability || Your blade now starmarks victims and hits starmarked people at higher range. You can perform combos by chaining your attacks between multiple people and dealing heavy damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cosmic expansion || Active ability || Creates a 5x5 cosmic field and starmarks nearby heathens.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Creator&#039;s gift || 3 Starmarked corpses || Summons a powerful Star Gazer loyal to you. Gives you full pressure and temperature immunity as well as x-ray vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T1 Passive || Cosmic fields speed you up and regenerate your stamina.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Starwoven Cloak || Immunity to space hazards as well as free movement in no-grave environment. Allows user to tackle when standing on cosmic field.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T2 Passive || Your cosmic fields defuse bombs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T3 Passive || Your cosmic fields slow projectile down.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Path_of_Blade&amp;diff=704</id>
		<title>Path of Blade</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Path_of_Blade&amp;diff=704"/>
		<updated>2026-10-18T06:20:50Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: Created page with &amp;quot;== Blade Path ==  Difficulty: Medium  The Path of Blade is as the name suggests. You are highly competent at cutting your opponenents to ribbons. Pick this path if you want to fight, and you want to be the best at fighting.  === Pros ===  - Capable of blocking incoming attacks, retaliating with a riposte.  - Rapidly deals damage through dual wielded blades and channeled strikes.  - High defense against stuns and knockdowns.  - Highly lethal combatant in a direct combat w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Blade Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Medium&lt;br /&gt;
&lt;br /&gt;
The Path of Blade is as the name suggests. You are highly competent at cutting your opponenents to ribbons. Pick this path if you want to fight, and you want to be the best at fighting.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Capable of blocking incoming attacks, retaliating with a riposte.&lt;br /&gt;
&lt;br /&gt;
- Rapidly deals damage through dual wielded blades and channeled strikes.&lt;br /&gt;
&lt;br /&gt;
- High defense against stuns and knockdowns.&lt;br /&gt;
&lt;br /&gt;
- Highly lethal combatant in a direct combat with a single opponent.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- Requires a high degree of skill input&lt;br /&gt;
&lt;br /&gt;
- Without blades, the path loses most of its fighting power.&lt;br /&gt;
&lt;br /&gt;
- Lacks mobility options.&lt;br /&gt;
&lt;br /&gt;
- Lacks environmental protections.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| The Cutting Edge || Two knifes || Creates a sundered blade&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of the Blade || Passive Ability || Your grasp will stun targets that are lying down or facing away from you/&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mark of the Blade || Passive Ability || Your grasp will now apply the blade mark, creating flying blades that protect you from attacks when active, throw with and empty hand to use as a ranged attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Champion Hook || Passive Ability || Alt-click your target with your blade in combat mode to deal extra damage, knockdown and hook victim.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sacraments of Power || Active Ability || Grants a spell that gives you total damage immunity and some damage reflect for 5 seconds, takes 1 second to start up. People attacked by you during this effect will ignore it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Furious Steel || Active Ability || Summons three flying blades to protect you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Empowered Blades || Passive Ability || You can attack with two blades at once, you can also use your grasp to empower blades.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Wolves Among Sheep || Active Ability || Summons giant arena, forcing everyone trapped inside to fight each other in order to escape.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maelstrom of Silver || Three headless corpses || You gain a regenerating ring of blades. Your furious steel ability cooldown is halved. You deal more damage with your blades and have life steal on attacks. Knockdown and stun time is halved, you also become immune to disarms.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T1 Passive || You can perform a riposte every 20 seconds while wielding your blade.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Panoply || Immunity to electrical shocks and stun baton knockdown.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T2 Passive || Immunity to having your limbs dismembered, as well as wound resistance below 50% hp.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T3 Passive || Riposte cooldown lowered to 10 seconds.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Rusted_Path&amp;diff=703</id>
		<title>Rusted Path</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Rusted_Path&amp;diff=703"/>
		<updated>2026-10-18T06:06:06Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: Created page with &amp;quot;== Rusted Path ==  Difficulty: Medium  The Path of Rust revolves around durability, corruption and brute forcing your way through obstacles. Pick this path if you enjoy standing your ground and letting the fight come to you.  === Pros ===  - Standing on rusted tiles makes you highly durable; regenerating wounds and removing stuns.  - You are able to destroy walls, objects, mechs, structures and airlocks using your grasp with ease.  - You can instantly obliterate silicons...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rusted Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Medium&lt;br /&gt;
&lt;br /&gt;
The Path of Rust revolves around durability, corruption and brute forcing your way through obstacles. Pick this path if you enjoy standing your ground and letting the fight come to you.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Standing on rusted tiles makes you highly durable; regenerating wounds and removing stuns.&lt;br /&gt;
&lt;br /&gt;
- You are able to destroy walls, objects, mechs, structures and airlocks using your grasp with ease.&lt;br /&gt;
&lt;br /&gt;
- You can instantly obliterate silicons or synthetic crew members with your mansus grasp.&lt;br /&gt;
&lt;br /&gt;
- You have a high amount of disruption abilities to make it easier to fight in your territory&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- Extremely overt; throws stealth completely out as an option.&lt;br /&gt;
&lt;br /&gt;
- If you are not on rusted tiles, you become significantly more vulnerable.&lt;br /&gt;
&lt;br /&gt;
- Being locked to a territorial conflict makes it much easier to use destructive tools (like bombs) against you.&lt;br /&gt;
&lt;br /&gt;
- Your high amount of defenssive power is at the cost of offensive power.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Blacksmith&#039;s Tale || Knife, Trash || Creates a rusty blade.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Rust || Passive Ability || Your grasp can destroy most things non-living. It can also rust tiles or walls.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mark of Rust || Passive Ability || Your grasp will now apply the rust mark, making victims vomit uncontrollably.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Aggressive Spread || Active Ability || Spreads a rust in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Construction || Active Ability || Raises a wall of rust out of any rusted tile, knocking heathens away.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Entropic Plume || Active Ability || Sends out a wave of rust, blinding, poisoning, and forcing anyone caught in it to attack nearby non-heretics. Also spreads rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Toxic Blade || Passive Ability || Your blade now deals toxin damage and rots corpses it hits. Additionally , your grasp can now break reinforced walls.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Charge || Active Ability || Charges from a rusted tile, rusting any tile you come across, destroying walls, and hurting people.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rustbringer&#039;s Oath || Three rotten or silicon corpses || Rust spread from your ritual rune. Your rust healing is even stronger.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T1 passive || Standing on rust grants you regeneration, chem resistance, and stun resistance.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Salvaged Remains || Much greater resistances and tackle immunity when standing on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T2 Passive || Rust heals your bones. Healing increased.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T3 Passive || Rust restores your lost body parts. Healing increased.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Path_of_Lock&amp;diff=702</id>
		<title>Path of Lock</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Path_of_Lock&amp;diff=702"/>
		<updated>2026-10-18T05:52:45Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lock Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Medium&lt;br /&gt;
&lt;br /&gt;
The path of Lock revolves around access, area denial, theft and gadgets. Pick this path if you want a less confrontational playstyle and more interested in being a slippery rat.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Your mansus grasp can open any lock, unlock every termina and bypass any access restriction&lt;br /&gt;
&lt;br /&gt;
- Lock heretics get some side knowledge for free, making it the perfect path if you want to experiment with the various trinkets the shop has to offer.&lt;br /&gt;
&lt;br /&gt;
- Lock heretics don&#039;t gain visible aura after losing the ability to break blades, making it perfect for being stealthy at later stages.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- The weakest heretic path in direct combat, period.&lt;br /&gt;
&lt;br /&gt;
- Very limit direct combat benefits.&lt;br /&gt;
&lt;br /&gt;
- You have no defensive benefits or immunities.&lt;br /&gt;
&lt;br /&gt;
- No mobility or direct additional teleportation.&lt;br /&gt;
&lt;br /&gt;
- Highly reliant on sourcing power from other departments, players and the game world.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| A Steward&#039;s Secret || Knife, Crowbar || Creates a key blade.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Lock || Passive Ability || Your grasp can unlock anything.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Key Keeper&#039;s Burden || Door, ID card, Iron rod || Creates an Eldritch Card, allows you to link 2 doors to be portals for heretics, but randomly teleports heathens. It can also absorb access from an id card by eating them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Wrong Key || Screwdriver, Budget insulated gloves, wirecutter || An item that traps doors causing them to pull and crush heathens.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Burglar&#039;s Finesse || Passive Ability || Alt+click target with your blade in combat mode to steal their held item.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Opening Blade || Passive Ability || Your blade is now better at wounding and can cause weeping avulsion on attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Concierge&#039;s Rite || Crayon, Wooden plank, Multitool || Creates a labryinth handbook, a magic item that can materialize barricades that no one can pass.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unlock the Labryinth || 3 Corpses with removed hearts || Creates a labyrinth portal that rapidly summons creatures from the Mansus, loyal to you. You get pressure and temperature immunity. Your blades are even dealier. You can shapeshift into empowered creatures of Mansus. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T1 Passive || Grants you one free side knowledge for every tier.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shifting Guise || Hides you from camera vision and from people far away, muffles footsteps and conceals your voice.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T2 Passive ||  Your grasp no longer goes on cooldown from opening locks.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T3 Passive || X-ray vision.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Path_of_Lock&amp;diff=701</id>
		<title>Path of Lock</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Path_of_Lock&amp;diff=701"/>
		<updated>2026-10-18T05:52:30Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: Created page with &amp;quot;== Lock Path ==  Difficulty: Medium  The path of Lock revolves around access, area denial, theft and gadgets. Pick this path if you want a less confrontational playstyle and more interested in being a slippery rat.  === Pros ===  - Your mansus grasp can open any lock, unlock every termina and bypass any access restriction  - Lock heretics get some side knowledge for free, making it the perfect path if you want to experiment with the various trinkets the shop has to offer...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lock Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Medium&lt;br /&gt;
&lt;br /&gt;
The path of Lock revolves around access, area denial, theft and gadgets. Pick this path if you want a less confrontational playstyle and more interested in being a slippery rat.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Your mansus grasp can open any lock, unlock every termina and bypass any access restriction&lt;br /&gt;
&lt;br /&gt;
- Lock heretics get some side knowledge for free, making it the perfect path if you want to experiment with the various trinkets the shop has to offer.&lt;br /&gt;
&lt;br /&gt;
- Lock heretics don&#039;t gain visible aura after losing the ability to break blades, making it perfect for being stealthy at later stages.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- The weakest heretic path in direct combat, period.&lt;br /&gt;
&lt;br /&gt;
- Very limit direct combat benefits.&lt;br /&gt;
&lt;br /&gt;
- You have no defensive benefits or immunities.&lt;br /&gt;
&lt;br /&gt;
- No mobility or direct additional teleportation.&lt;br /&gt;
&lt;br /&gt;
- Highly reliant on sourcing power from other departments, players and the game world.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| A Steward&#039;s Secret || Knife, Crowbar || Creates a key blade.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Lock || Passive Ability || Your grasp can unlock anything.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Key Keeper&#039;s Burden || Door, ID card, Iron rod || Creates an Eldritch Card, allows you to link 2 doors to be portals for heretics, but randomly teleports heathens. It can also absorb access from an id card by eating them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Wrong Key || Screwdriver, Budget insulated gloves, wirecutter || An item that traps doors causing them to pull and crush heathens.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Burglar&#039;s Finesse || Passive Ability || Alt+click target with your blade in combat mode to steal their held item.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Opening Blade || Passive Ability || Your blade is now better at wounding and can cause weeping avulsion on attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Concierge&#039;s Rite || Crayon, Wooden plank, Multitool || Creates a labryinth handbook, a magic item that can materialize barricades that no one can pass.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unlock the Labryinth || 3 Corpses with removed hearts || Creates a labyrinth portal that rapidly summons creatures from the Mansus, loyal to you. You get pressure and temperature immunity. Your blades are even dealier. You can shapeshift into empowered creatures of Mansus. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T1 Passive || Grants you one free side knowledge for every tier. ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shifting Guise || Hides you from camera vision and from people far away, muffles footsteps and conceals your voice. ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T2 Passive ||  Your grasp no longer goes on cooldown from opening locks.||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T3 Passive || X-ray vision. ||  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=700</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=700"/>
		<updated>2026-10-18T05:07:52Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very High&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +M.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
[[File:reality shift.png | thumb | center | alt=are you sure you want to delve deeper? | Reality shift.]]&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
[[File:reality fracture.png | thumb | center | alt=blub blub blub | Reality fracture.]]&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
[[File:transmutation rune.png | thumb | center | alt=lalalala | Transmutation rune.]]&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
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		<title>Heretic</title>
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&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very High&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +M.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
[[File:reality shift.png | thumb | center | alt=are you sure you want to delve deeper? | Reality shift.]]&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
[[File:reality fracture.png | thumb | center | alt=blub blub blub | Reality fracture.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=696</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=696"/>
		<updated>2026-10-18T04:56:55Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very High&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +M.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
[[File:reality shift.png | thumb | alt=are you sure you want to delve deeper? | Reality shift.]]&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
[[File:reality fracture.png | thumb | alt=blub blub blub | Reality fracture. Notice the glow.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=695</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=695"/>
		<updated>2026-10-18T04:56:40Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very High&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +M.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
[[File:reality shift.png | thumb | alt=are you sure you want to delve deeper? | Reality shift.]]&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
[[File:reality fracture.png | thumb | alt=blub blub blub | Reality fracture. Notice the glow.]]&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Reality_shift.png&amp;diff=694</id>
		<title>File:Reality shift.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Reality_shift.png&amp;diff=694"/>
		<updated>2026-10-18T04:53:35Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Reality_fracture.png&amp;diff=693</id>
		<title>File:Reality fracture.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Reality_fracture.png&amp;diff=693"/>
		<updated>2026-10-18T04:53:13Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=692</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=692"/>
		<updated>2026-10-18T04:46:23Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very High&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +M.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=691</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=691"/>
		<updated>2026-10-18T04:46:13Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very High&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +m.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=690</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=690"/>
		<updated>2026-10-18T04:46:00Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, you need a raw prophet to link your minions mind to the mansus link. Mansus link can be accessed with +m.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Path_of_Flesh&amp;diff=689</id>
		<title>Path of Flesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Path_of_Flesh&amp;diff=689"/>
		<updated>2026-10-18T04:26:55Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Flesh Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Varies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Can turn dead humanoids into fragile but loyal ghouls.&lt;br /&gt;
&lt;br /&gt;
- Strong mark efect.&lt;br /&gt;
&lt;br /&gt;
- Access to a versatile list of summoned minions.&lt;br /&gt;
&lt;br /&gt;
- Eating organs and body parts grants various boons (depending on your path stage).&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- A high degree of your progression is obtaining additional summoned monsters.&lt;br /&gt;
&lt;br /&gt;
- You have very little utility beyond your summoned monsters.&lt;br /&gt;
&lt;br /&gt;
- You gain no inherent access to defensive, offensive or mobility spells.&lt;br /&gt;
&lt;br /&gt;
- You are mostly focused around supporting your minions.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Principle of Hunger || Knife, Blood || Creates a bloody blade.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Flesh || Passive Ability || Your grasp can raise the dead as loyal ghouls. But there&#039;s a limit on how much you can make.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mark of Flesh || Passive Ability || Your grasp will now apply the flesh mark, creating flesh mimic of the victim that attack them when triggered.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Imperfect Ritual || Corpse, Muzzle || Raises the corpse as a Voiceless Dead, a strong but silent minion.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Knitting of Flesh || Active Ability || Grants a spell that works as all surgical tools, heals minions, and provides health analysis and hud.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Raw Ritual || Eyes, Stomach, Blood || Summons a raw prophet, an entity that can link your summons minds via the mansus link. It is also a strong scout and heals heretics and monsters around it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Bleeding Steel || Passive Ability || Your bloody blades now cause heavy bleeding on attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lonely Ritual || Heart, Stomach, Lung, Pen || Summons a flesh stalker, a strong combat summon with shapeshift and cleave.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Final Hymn || Four corpses || You can now shapeshift into an extremely powerful creature. Ghoul limit increased. Knit flesh can now be used in-hand to heal ghouls in area.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T1 Passive || You heal from eating raw meant and organs, as well as become immune to diseases and damage from poisons. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Writhing Embrace || Chance to split into loyal flesh mimic upon taking damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T2 Passive || Ghoul limit increased.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T3 Passive || Medical hud.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Path_of_Flesh&amp;diff=688</id>
		<title>Path of Flesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Path_of_Flesh&amp;diff=688"/>
		<updated>2026-10-17T17:26:36Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Flesh Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Varies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Can turn dead humanoids into fragile but loyal ghouls.&lt;br /&gt;
&lt;br /&gt;
- Strong mark efect.&lt;br /&gt;
&lt;br /&gt;
- Access to a versatile list of summoned minions.&lt;br /&gt;
&lt;br /&gt;
- Eating organs and body parts grants various boons (depending on your path stage).&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- A high degree of your progression is obtaining additional summoned monsters.&lt;br /&gt;
&lt;br /&gt;
- You have very little utility beyond your summoned monsters.&lt;br /&gt;
&lt;br /&gt;
- You gain no inherent access to defensive, offensive or mobility spells.&lt;br /&gt;
&lt;br /&gt;
- You are mostly focused around supporting your minions.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Principle of Hunger ||  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| ||  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| ||  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| ||  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| ||  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|     &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Path_of_Flesh&amp;diff=687</id>
		<title>Path of Flesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Path_of_Flesh&amp;diff=687"/>
		<updated>2026-10-17T15:28:58Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: Created page with &amp;quot;== Flesh Path ==  Difficulty:     === Pros ===  -  -  -  === Cons ===  -  -  -  == Knowledge ==  {| class=&amp;quot;wikitable&amp;quot; ! Knowledge name !! Requirements/Type !! Description |-  |  ||  ||  |-  |      |}  == Armor and Passive ability ==  {| class=&amp;quot;wikitable&amp;quot; ! Name !! Effect |-  |  ||  || |-  |  ||  || |-  |      |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Flesh Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
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|  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|     &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=686</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=686"/>
		<updated>2026-10-17T15:26:03Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, Mansus link can be accessed with +m.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 2 Knowledge points and 1 side points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ritual of knowledge || 2 Side points &amp;amp; 2 Knowledge points || Special Knowledge || 3 Random items || A ritual you unlock after researching your heretic robes, gives you your T3 passive and knowledge points.&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- You are limited in how many blades you can make, most paths limit you to 2 but the blade path limits you to 4.&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual while you&#039;ve reached the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Path_of_Void&amp;diff=685</id>
		<title>Path of Void</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Path_of_Void&amp;diff=685"/>
		<updated>2026-10-17T15:17:18Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Void Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Easy&lt;br /&gt;
&lt;br /&gt;
The Path of Void focuses on stealth, cold, mobility and depressurization. Pick this path if you like being an high mobile assasin.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Your spells apply a stacking debuff that slows down targets&lt;br /&gt;
&lt;br /&gt;
- Early mobility spell&lt;br /&gt;
&lt;br /&gt;
- Highly stealthy&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- Has a difficult time defeating opponents that are immune to space hazards&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Glimmer of Winter || Knife, cold temperature || Creates a void blade&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Void || Passive ability || Your grasp will mute and chill victims.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mark of Void || Passive ability || Your grasp will now apply the void mark, freezing, muting, and void chill your target when activated.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Phase || Active ability || Teleports you to the target destination, damaging and muting nearby creatures.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Prison || Active ability || Locks your target in a frozen ball, making them unable to act, speak or be damaged. Applies a void chill when they thaw.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Pull || Active ability || Pulls nearby heathens towards you, knocking them over, damaging, and applying void chill to them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Seeking Blade || Passive ability || Your blade now freezes and applies void chill to enemies, as well as allowing you to teleport next to them by clicking them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Conduit || Active ability || Summons a void conduit that periodically pulses; breaking airlocks and windows, applying a void chill to heathens, and granting heretics immunity to low pressures. Has a maximum of 1 charge, rechargeable by breaking heretic blade.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Waltz at the End of Time || Three corpses in a cold atmosphere || Summons a winter storm on the station. Everything around you gets frozen and cursed by void chill. All your spell cooldowns are halved. You get full pressure and temperature immunity as well as thermal and night vision. You waltz in air at quickened speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T1 Passive || Immunity to low temperatures. ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Hollow Weave || Immunity to space hazards. Getting melee attacked denies the attack and makes you invisible temporarily, after that ability goes on cooldown. ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T2 Passive || Breathing immunity ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T3 Passive || Slowdown resistance ||   &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Path_of_Void&amp;diff=684</id>
		<title>Path of Void</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Path_of_Void&amp;diff=684"/>
		<updated>2026-10-16T20:03:54Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: Created page with &amp;quot;== Void Path ==  Difficulty: Easy  The Path of Void focuses on stealth, cold, mobility and depressurization. Pick this path if you like being an high mobile assasin.  === Pros ===  - Your spells apply a stacking debuff that slows down targets  - Early mobility spell  - Highly stealthy  === Cons ===  - Has a difficult time defeating opponents that are immune to space hazards  == Knowledge ==  {| class=&amp;quot;wikitable&amp;quot; ! Knowledge name !! Requirements/Type !! Description |-  |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Void Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Easy&lt;br /&gt;
&lt;br /&gt;
The Path of Void focuses on stealth, cold, mobility and depressurization. Pick this path if you like being an high mobile assasin.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Your spells apply a stacking debuff that slows down targets&lt;br /&gt;
&lt;br /&gt;
- Early mobility spell&lt;br /&gt;
&lt;br /&gt;
- Highly stealthy&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- Has a difficult time defeating opponents that are immune to space hazards&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Glimmer of Winter || Knife, cold temperature || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Void || Passive ability || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mark of Void || Passive ability || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  || &lt;br /&gt;
|     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor and Passive ability ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|     &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Ashen_Path&amp;diff=682</id>
		<title>Ashen Path</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Ashen_Path&amp;diff=682"/>
		<updated>2026-10-16T08:20:40Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ashen Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Easy&lt;br /&gt;
&lt;br /&gt;
This path revolves around fire, mobility and brutal crowd control against single opponents. Play this path if your new to Heretic, or just like hit and run playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Very potent even from the beginning of the path.&lt;br /&gt;
&lt;br /&gt;
- Easy access to mobility spells.&lt;br /&gt;
&lt;br /&gt;
- Strong mark effect.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- Has less power than most heretics beyond their starting abilities.&lt;br /&gt;
&lt;br /&gt;
- Lacks durability in long conflicts&lt;br /&gt;
&lt;br /&gt;
- Relies on hitting hard and fast before their opponent can mount proper countermeasures.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Nightwatcher&#039;s Secret || Knife, Matchstick || Creates an Ashen blade&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Ash || Passive ability || Your grasp will burn the eyes of the victim, temporarily blinding them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mark of Ash || Passive ability || Your grasp will now apply the ashen mark, burning the target, reducing all your spell cooldowns, and hopping to a nearby target when activated.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen shift || Active ability || Allows you to temporarily jaunt through walls. Has a very short range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Volcano Blast || Active ability || Fires a flaming beam towards a nearby target, burning and setting them ablaze, if they do not extinguish themself, it will spread to others.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cracked Lantern || Lantern, Flare, Ash, Lighter || Creates cracked lantern that acts as a flash that burns victims in area. Summons hint when holding it in your hand&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Fiery Blade || Passive ability || Your blade now sets target ablaze.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| NightWatcher&#039;s Rebirth || Active ability || Extinguishes yourself and intensifies nearby heathens flames, healing you for each victim.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashlord&#039;s Rite || 3 Burning corpses || Gives you full pressure, temperature and fire immunity as well as 2 spells that spread fires around you. Upgrades your Volcano blast and Nightwatcher&#039;s rebirth spell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor and Passive ability ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T1 Passive || Immunity to high temperatures. having 3 or more fire stacks on yourself will empower your ash spells. || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorched Mantle || Immunity to fire. Passive stack generation when already on fire. || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T2 Passive || Fire stacks speed you up while on fire. || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| T3 Passive || Temporary blindness a vision blur Immunity. || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Ashen_Path&amp;diff=681</id>
		<title>Ashen Path</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Ashen_Path&amp;diff=681"/>
		<updated>2026-10-16T08:10:22Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ashen Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Easy&lt;br /&gt;
&lt;br /&gt;
This path revolves around fire, mobility and brutal crowd control against single opponents. Play this path if your new to Heretic, or just like hit and run playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Very potent even from the beginning of the path.&lt;br /&gt;
&lt;br /&gt;
- Easy access to mobility spells.&lt;br /&gt;
&lt;br /&gt;
- Strong mark effect.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- Has less power than most heretics beyond their starting abilities.&lt;br /&gt;
&lt;br /&gt;
- Lacks durability in long conflicts&lt;br /&gt;
&lt;br /&gt;
- Relies on hitting hard and fast before their opponent can mount proper countermeasures.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Nightwatcher&#039;s Secret || Knife, Matchstick || Creates an Ashen blade&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Ash || Passive ability || Your grasp will burn the eyes of the victim, temporarily blinding them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mark of Ash || Passive ability || Your grasp will now apply the ashen mark, burning the target, reducing all your spell cooldowns, and hopping to a nearby target when activated.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen shift || Active ability || Allows you to temporarily jaunt through walls. Has a very short range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Volcano Blast || Active ability || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cracked Lantern || Lantern, Flare, Ash, Lighter || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Fiery Blade || Passive ability || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| NightWatcher&#039;s Rebirth || Active ability || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashlord&#039;s Rite || 3 Burning corpses || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Ashen_Path&amp;diff=680</id>
		<title>Ashen Path</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Ashen_Path&amp;diff=680"/>
		<updated>2026-10-16T08:10:04Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ashen Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: Easy&lt;br /&gt;
&lt;br /&gt;
This path revolves around fire, mobility and brutal crowd control against single opponents. Play this path if your new to Heretic, or just like hit and run playstyles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
- Very potent even from the beginning of the path.&lt;br /&gt;
&lt;br /&gt;
- Easy access to mobility spells.&lt;br /&gt;
&lt;br /&gt;
- Strong mark effect.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
- Has less power than most heretics beyond their starting abilities.&lt;br /&gt;
&lt;br /&gt;
- Lacks durability in long conflicts&lt;br /&gt;
&lt;br /&gt;
- Relies on hitting hard and fast before their opponent can mount proper countermeasures.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge name !! Requirements/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Nightwatcher&#039;s Secret || Knife, Matchstick || Creates an Ashen blade&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Grasp of Ash || Passive ability || Your grasp will burn the eyes of the victim, temporarily blinding them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mark of Ash || Passive ability || Your grasp will now apply the ashen mark, burning the target, reducing all your spell cooldowns, and hopping to a nearby target when activated.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen shift || Active ability || Allows you to temporarily jaunt through walls. Has a very short range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Volcano Blast || Active ability || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cracked Lantern || Lantern, Flare, Ash, Lighter || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Fiery Blade || Passive ability || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| NightWatcher&#039;s Rebirth || Active ability || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashlord&#039;s Rite || 3 Burning corpses || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Ashen_Path&amp;diff=679</id>
		<title>Ashen Path</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Ashen_Path&amp;diff=679"/>
		<updated>2026-10-16T07:59:03Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: Created page with &amp;quot;== Ashen Path ==  Difficulty:   -   === Pros ===  -  -  -  === Cons ===  -  -  -  == Knowledge ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ashen Path ==&lt;br /&gt;
&lt;br /&gt;
Difficulty: &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=678</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=678"/>
		<updated>2026-10-16T07:56:29Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, Mansus link can be accessed with +m.&lt;br /&gt;
&lt;br /&gt;
== Heretic Paths ==&lt;br /&gt;
&lt;br /&gt;
To start, you will need to choose a path, currently there are 7 paths:&lt;br /&gt;
&lt;br /&gt;
- The [[Ashen Path]]: Focuses on damage overtime, and early mobility. Good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Void]]: Focuses on cold, silence, and stealth. Also good for new heretics.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Flesh]]: Focuses on necromancy, and summoning. Good for Heretics that want friends.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Lock]]: Focuses on mobility, traps, access, and stealth. Good for Heretics that want to be sneaky.&lt;br /&gt;
&lt;br /&gt;
- The [[Rusted Path]]: Focuses on healing, and area control. Good for Heretics that want to be extremely tanky.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Blade]]: Focuses on pure melee power. Good for Heretics that want a bloodpath.&lt;br /&gt;
&lt;br /&gt;
- The [[Path of Cosmos]]: Focuses on teleportation and confusion. A very hard path to master.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 3 knowledge points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual with the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=677</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Heretic&amp;diff=677"/>
		<updated>2026-10-16T07:51:32Z</updated>

		<summary type="html">&lt;p&gt;Pizzaisgoodandhealthy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
{{RoleBox&lt;br /&gt;
|name = Heretic&lt;br /&gt;
|image = Heretic.gif&lt;br /&gt;
|superior = The Mansus&lt;br /&gt;
|department = Solo antagonist&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|access = Depends on your job&lt;br /&gt;
|quote = &amp;quot;Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heretics are people who have been enlightened with magical (and illegal) powers, their goal is to ascend and become all powerful, by completing all of their objectives and doing the ascension ritual on a transmutation rune. Heretics are very weak to holyness so having a chaplain onboard the station will help.&lt;br /&gt;
&lt;br /&gt;
To communicate with your summoned minions, Mansus link can be accessed with +m.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Points ==&lt;br /&gt;
&lt;br /&gt;
Knowledge points are a requirement to ascending, needing you to get 10 knowledge points or more. You can also use these Knowledge points to go your research tree becoming stronger and unlocking the final ritual once you&#039;ve gathered enough points, note that spending Knowledge points does not affect your objectives. You can either get Knowledge points overtime or by doing the following.&lt;br /&gt;
&lt;br /&gt;
=== Reality Shifts ===&lt;br /&gt;
&lt;br /&gt;
Reality Shifts are a way of getting knowledge points and spawns randomly when the shift starts. Whenever a Heretic completes a sacrifice, Shifts will randomly spawn across the station. Coming near a Shift will temporarily grant the Heretic X-ray vision making it easier to locate them. The average crew member will not be able to see these Shifts, however they will become visible after harvested. Shifts give 1 knowledge points when harvested normally, and can be harvested with a codex cicatrix or a codex morbus activated in hand to gain an additional point.&lt;br /&gt;
&lt;br /&gt;
=== Sacrificing ===&lt;br /&gt;
&lt;br /&gt;
The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift you will be assigned 4-5 sacrifice targets&lt;br /&gt;
&lt;br /&gt;
- One will be a head of staff&lt;br /&gt;
&lt;br /&gt;
- One will be a security member&lt;br /&gt;
&lt;br /&gt;
- Others will be completely random crew members&lt;br /&gt;
&lt;br /&gt;
Sacrificing a head of staff or a security member will grant 3 knowledge points, sacrificing random crew members will grant 2 instead. You cannot sacrifice non target crew members&lt;br /&gt;
&lt;br /&gt;
However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.&lt;br /&gt;
&lt;br /&gt;
To track down your victims you will need to use the Living heart skill on the left of your screen, when you see the target you must incapacitate them to make their body worthy for sacrificing, after your done with that drag their body over to a Transmutation rune and then click the rune with your Mansus grasp to sacrifice them. You can reroll your sacrifice targets by doing the Relentless heartbeat ritual.&lt;br /&gt;
&lt;br /&gt;
This is also a requirement to ascending as you will need to atleast sacrifice 4 crew members and 1 head of staff for your objectives.&lt;br /&gt;
&lt;br /&gt;
== Becoming Stronger ==&lt;br /&gt;
&lt;br /&gt;
To actually kill people, you will need several tools and abilities to kill them.&lt;br /&gt;
&lt;br /&gt;
=== Transmutations ===&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;d like it or not, you need to start using magic. To draw a Transmutation rune you need to have a writing tool like a pen or a crayon. Activate your Mansus grasp in your offhand and click on the floor to make a rune. These runes are very noticeable and take up a 3x3 area, it is highly recommended to draw these runes in rooms that are blocked off from the public like maintenance. You can also remove these runes with your pen and the activated Mansus grasp on it and you can also remove other heretic&#039;s runes even if you didn&#039;t make them.&lt;br /&gt;
&lt;br /&gt;
To transmute you simply need to click the rune and choose the ritual you want to do, then use your Mansus grasp on the rune to see what objects you require for the ritual. You can see the chosen ritual by inspecting the rune.&lt;br /&gt;
&lt;br /&gt;
Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.&lt;br /&gt;
&lt;br /&gt;
=== Abilities, and Rituals. ===&lt;br /&gt;
&lt;br /&gt;
This is a list of all the Heretic&#039;s Abilities, and Rituals they can utilize/do to aid in their ascension.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abilities/Rituals !! Cost !! Tier !! Ingredients/Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heartbeat of Mansus || 0 || Roundstart || Target&#039;s Corpse || Sacrifice your Target (or another heretic) for knowledge points and your objectives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Phylactery of Damnation || 0 || Roundstart || Blood, Beaker || Creates a cursed beaker that can siphon blood from a distance for curses. The victim feels the blood being drawn out.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Feast of Owls || 0 || Roundstart || Your soul || Gives 5 knowledge points but forsakes your ascension.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Cicatrix || 0 || Roundstart || Book, Pen, Organ/limb || Creates a cursed book that can extract Reality shifts more effectively and can act as an focus&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Relentless Heartbeat || 0 || Roundstart || Heart, Book, Pen, Jumpsuit || Grants you a new set of ritual targets, up to five.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Amber Focus || 0 || Roundstart || Glass sheet, Eyes || Grants you a Focus that can be worn on the neck. Focuses allow you to cast more advanced spells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Living Heart || 0 || Roundstart || Active Ability || Locates your sacrifice target, but is loud. Be careful when you use it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Cloak of Shadow || 0 || Roundstart || Active Ability || Hides your identity, makes you immune to stuns, and makes you faster, but you interact slower and if you take enough damage it will expire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mansus Grasp || 0 || Roundstart || Active Ability || Iconic spell of the heretic that garbles target&#039;s speech, knocks them down, and deals 40 stamina damage. It has additional effects based on your path, cannot be used through clicking the mob with the context menu, but using it in harm mode works. Note that Mansus grasp cannot miss.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Heretic Robes || 1 || Special Knowledge || Table, Suit with sensors, Mask, Unique ingredient based on your path. || A set of robes that act as the Heretic&#039;s armor, Each path has different effects and different robes.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ether of the Newborn || 1 || T1 Side || Vomit Puddle, Glass shard || Creates a one use potion that heals everything, diseases, wounds, but the cost is 1 minute of sleep.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Void Cloak || 1 || T1 Side || Bedsheet, Glass shard, Winter coat || Creates a weak armor that is invisible when the hood is up and grants focus and space immunity when the hood is down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Eyes || 1 || T1 Side || Eyes, Glass shard, Flare || Creates an eldritch medallion that gives thermal vision and acts as a focus.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Priest&#039;s Ritual || 1 || T1 Side || Glass shard, Water tank || Creates a flask of eldritch essence, heals heretics but poisons non heretics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Scorching Shark || 1 || T1 Side || Three ash, Liver, Three sheets of Phoron || Summons 3 sharks, fast but weak monsters that ignite anyone they bite.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Realignment || 1 || T1 Side || Active Ability || On use removes stuns, knockdowns, and restraints from you, as well as giving you resistance to stuns, pacifies you temporarily.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mask of Madness || 1 || T1 Side || Mask, Stun baton, Liver || Gives flash immunity and eye protection, instills great fear upon heathens. Can be toggled to give night vision.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Eldritch Coin || 1 || T1 Side || 1 Bar of Gold/Silver || When thrown has a 50% chance to either bolt a door or open a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mysteries of Creation || 1 || T1 Side || Spear, Cold temperature || Creates a spear, a weapon that can be thrown at people to freeze them into ice cubes, can be recalled unless destroyed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Unfathomable Curiosity || 1 || T2 Side || Utility belt, 3 Rods, Lungs || Creates a waist bag that goes on the beltslot, provides alot of storage space, focus, and acts as a shield.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Carving Knife || 1 || T2 Side || Knife, Glass shard, Paper || Creates a knife that can be used on a tile to set a trap of your chosen, the traps activates when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Codex Morbus || 1 || T2 Side || Codex Cicatrix, Corpse || Creates a more enhanced version of the Codex cicatrix, can draw from runes faster and curse crew members.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Greaves of the Prophet || 1 || T2 Side || Magboots, Combat boots, Two silver bars || Creates a pair of greaves, that act as magboots, no-slips, and jackboots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mawed crucible || 1 || T2 Side || Table, Watertank || Creates a cauldron that can be used to brew potions, must be refilled with organs or body parts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Through the Boundary || 1 || T2 Side || 2 Heretic blades, 2 Id cards, 2 Bars of gold || Creates a sword that inflicts people with random marks and hits from a long range.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rusted Ritual || 1 || T2 Side || Pool of Vomit, 15 Cable coil, 5 Sheets of steel || Creates a rust walker that spreads rust and heals while on rust.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Shattered Ritual || 1 || T2 Side || Corpse, Latex gloves, Armor || Summons a shattered risen, a creature that has high health and regeneration, has two strong items they cannot drop.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Lionhunter&#039;s Rifle || 1 || T2 Side || Wood plank, PDA, Organ or limb || Creates a weak gun that can be aimed at targets by right clicking them in harm mode which empowers the projectile massively.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Rust Sower Grenade || 1 || T2 Side || Grenade casing, Rag, 2 Trash || Creates a grenade that spread smoke, instakilling silicons and blinding organics caught in it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Crimson Cleave || 2 || T3 Side || Active Ability || Makes people bleed heavily in a moderate area, heals for every target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Forest Abomination || 2 || T3 Side || Active Ability || Upgrades cloak of shadow, spreads a disorienting fog wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Mind Grasp || 2 || T3 Side || Active Ability || Upgrades your mansus grasp, it now affects anyone in a large area around you.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Space Phase || 2 || T3 Side || Active Ability || A spell that allows you to move freely through space, can only be used in low pressure environments and outdoors.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Maid in the Mirror || 2 || T3 Side || Five glass sheets, Jumpsuit, Lungs || Summons a creature that can go into glass to become incorporeal, and freeze targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Sharp Medal || 2 || T3 Side || 2 hands, eyes, knife || Amulet that gives focus and allows you to throw your blades like boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ashen Ritual || 2 || T3 Side || Bonfire, book || Summons a creature that has a long range jaunt and a deadly laser blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of no return: The Heretic Aura (in slang and literally) ==&lt;br /&gt;
&lt;br /&gt;
This is the most important turning point for any Heretic. When you either craft your path-specific Robes or acquire 10 Knowledge points or researching path-specific blade upgrade (whichever comes first), the following changes occur permanently:&lt;br /&gt;
&lt;br /&gt;
- You lose the ability to Blade break (emergency teleport when using your blade in-hand)&lt;br /&gt;
&lt;br /&gt;
- You gain an aura that identifies you as a Heretic and marks you valid to kill.&lt;br /&gt;
&lt;br /&gt;
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.&lt;br /&gt;
&lt;br /&gt;
Once the aura appears there is no hiding what you are, plan accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Ascension ===&lt;br /&gt;
&lt;br /&gt;
This is the end. When you&#039;ve finally researched your final ritual, completed all of your objectives. You must do the final ritual, the requirements to the ritual depends on your path. Either requiring you to have three corpses with specific conditions or four corpses for the Path of Flesh.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve done the ritual there will be a broadcast message announcing your ascension to everyone on the station, you will unlock powers that can basically annihilate any normal person.&lt;br /&gt;
&lt;br /&gt;
== Other stuff about Heretics ==&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
- All heretic blades have the ability to teleport you randomly when using it in-hand, beware that this breaks your blades. Broken blades can be recovered by doing the blade ritual with the max limit of blades.&lt;br /&gt;
&lt;br /&gt;
- Your blade and mansus grasp has the ability to act as surgical tools, allowing you to get organs that you need for your rituals or healing yourself as a last resort.&lt;br /&gt;
&lt;br /&gt;
- It is highly recommend you make the Codex cicatrix as it&#039;ll allow you to draw from shifts and gain more knowledge points, you can also remove runes by using the codex cicatrix on a rune.&lt;br /&gt;
&lt;br /&gt;
- Monkeys and other animals can be used for rituals, it is recommended as no one will suspect you dragging a monkey into maints instead of a dead crew member.&lt;br /&gt;
&lt;br /&gt;
- As a Heretic minion you can us +m to communicate with your master to plan accordingly even if far away.&lt;br /&gt;
&lt;br /&gt;
- Eldritch flask can act as a cryostasis beaker allowing you to make dangerous mixes that are easily triggered.&lt;br /&gt;
&lt;br /&gt;
- Need vomit? just spin around or do a flip multiple times in quick succesion to make yourself vomit!&lt;br /&gt;
&lt;br /&gt;
- Be wary of other Heretics, they worship false gods and will sacrifice you for knowledge just as easily they would on normal heathens, you can sacrifice them to the Mansus aswell. Let the strongest god win.&lt;br /&gt;
&lt;br /&gt;
- You can enchant with your Codex cicatrix and a transmutation rune. Info on [[enchanting]] (no page on enchanting yet sorry) here.&lt;br /&gt;
&lt;br /&gt;
- Your cloak of shadow can prove useful when getting away from a seccie, when cloak of shadow is in use it will speed you up and make you immune to any sort of stun, but beware as taking enough damage will remove your cloak.&lt;br /&gt;
&lt;br /&gt;
- You can heal Holy damage by standing on a transmutation rune, standing on rust as a rust heretic, being near raw prophets as a flesh heretic, drinking from the eldritch flask, using nightwatcher&#039;s rebirth ashen ability, hitting people with your blades as a ascended blade heretic.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
- Holiness is a very viable weapon that can be used against heretics, the chaplain can either bonk a heretic that has robes on or a heretic that has crossed the point of no return with their nullrod or bible, holy water can also damage heretics when splashed on them&lt;/div&gt;</summary>
		<author><name>Pizzaisgoodandhealthy</name></author>
	</entry>
</feed>