Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Heretic: Difference between revisions

From Traumastation Wiki
No edit summary
No edit summary
Line 178: Line 178:
- You gain an aura that identifies you as a Heretic and marks you valid to kill.
- You gain an aura that identifies you as a Heretic and marks you valid to kill.


If you choose [[#Feast of Owls|Feast of Owls]]
If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.
 
Once the aura appears there is no hiding what you are, plan accordingly.
 
=== Ascension ===
 
This is the end. When you'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.
 
When you'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.

Revision as of 07:33, 16 October 2026

Notice: This page is under construction
Heretic
SUPERIORS: The Mansus
CLASSIFICATION: Solo antagonist
RISK FACTOR: Very Hard
CLEARANCE: Depends on your job
"Forgotten, devoured, gutted, humanity has forgotten the eldritch forces of decay, but the Mansus veil has weakend, we will make them taste fear again."

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.

To communicate with your summoned minions, Mansus link can be accessed with +m.

Knowledge Points

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'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.

Reality Shifts

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.

Sacrificing

The primary method of getting knowledge points is by sacrificing crew members. Your victims are random and could be fellow heretics.

At the start of the shift you will be assigned 4-5 sacrifice targets

- One will be a head of staff

- One will be a security member

- Others will be completely random crew members

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

However other heretics are an exception, you can sacrifice another heretic to gain 3 knowledge points.

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.

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.

Becoming Stronger

To actually kill people, you will need several tools and abilities to kill them.

Transmutations

Whether you'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's runes even if you didn't make them.

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.

Transmutation Rituals allow you to create powerful artifacts, weapons, monsters, and many other tools that will guide you to the path of ascension.

Abilities, and Rituals.

This is a list of all the Heretic's Abilities, and Rituals they can utilize/do to aid in their ascension.

Abilities/Rituals Cost Tier Ingredients/Type Description
Heartbeat of Mansus 0 Roundstart Target's Corpse Sacrifice your Target (or another heretic) for knowledge points and your objectives.
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.
Feast of Owls 0 Roundstart Your soul Gives 5 knowledge points but forsakes your ascension.
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
Relentless Heartbeat 0 Roundstart Heart, Book, Pen, Jumpsuit Grants you a new set of ritual targets, up to five.
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.
Living Heart 0 Roundstart Active Ability Locates your sacrifice target, but is loud. Be careful when you use it.
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.
Mansus Grasp 0 Roundstart Active Ability Iconic spell of the heretic that garbles target'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.
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's armor, Each path has different effects and different robes.
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.
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.
Ashen Eyes 1 T1 Side Eyes, Glass shard, Flare Creates an eldritch medallion that gives thermal vision and acts as a focus.
Priest's Ritual 1 T1 Side Glass shard, Water tank Creates a flask of eldritch essence, heals heretics but poisons non heretics.
Scorching Shark 1 T1 Side Three ash, Liver, Three sheets of Phoron Summons 3 sharks, fast but weak monsters that ignite anyone they bite.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
Lionhunter'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.
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.
Crimson Cleave 2 T3 Side Active Ability Makes people bleed heavily in a moderate area, heals for every target.
Forest Abomination 2 T3 Side Active Ability Upgrades cloak of shadow, spreads a disorienting fog wherever you go.
Mind Grasp 2 T3 Side Active Ability Upgrades your mansus grasp, it now affects anyone in a large area around you.
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.
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.
Sharp Medal 2 T3 Side 2 hands, eyes, knife Amulet that gives focus and allows you to throw your blades like boomerangs.
Ashen Ritual 2 T3 Side Bonfire, book Summons a creature that has a long range jaunt and a deadly laser blast.

Point of no return: The Heretic Aura (in slang and literally)

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:

- You lose the ability to Blade break (emergency teleport when using your blade in-hand)

- You gain an aura that identifies you as a Heretic and marks you valid to kill.

If you choose Feast of Owls (reject ascension for points) or pick the Lock path, you will not receive the aura.

Once the aura appears there is no hiding what you are, plan accordingly.

Ascension

This is the end. When you'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.

When you'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.

Contents