Introduction Greetings. I am Vhbraz. I enjoy playing antagonist roles, and the Bloodcult gamemode (Not to be confused with Godcult A.K.A. Deity) is a personal favorite of mine. Unfortunately, its mechanics are somewhat obscure and the wiki page is severely outdated and lacking in information, which leads cultists to commit poor decisions due to confusion and ignorance. By making this guide, I wish to hopefully open a new page in the book of robust bay cultists by detailing how Bay's Bloodcult mechanics such as your spells and runes work, and how they can be most effectively used in achieving success. First Steps So, you readied up at roundstart and you were chosen by RNGesus to become a cultist, or maybe you were converted by a member of the cult. Whichever is the case, congratulations on your enlightenment and praise Nar'Sie. You are now an active antagonist in one of the server's most chaotic and, if done properly, fun gamemode. Your main objective here is to open a gateway to the realm of the Geometer of Blood, eventually summoning it onboard the ship. Your first step is coordinate with your cultists to find out who are your allies using the Communicate verb. You can identify them via this symbol which floats near their character sprites. Finding out who are your allies and what role they occupy in the Torch is paramount for your success. You also gain access to the Cult language, Which looks like this and can be spoken using a ",f". It's important to note that this language CAN be translated via the telecommunications servers or through integrated circuit translators. After you find out who are your fellow acolytes, It's time to act. It should be noted that stealth is your biggest ally and you should always avoid being detected when possible. You'll want to defile low-visibility areas of the ship such as the old-brig or the shuttles in order to gain access to more powerful runes as the ship becomes more and more defiled. If it's your first time playing as cultist, take your time and try to ask advice to more experienced players, and, if in doubt, send the admins an a-help. Cult Magic As a cultist, you have access to an array of powerful runes and spells that will allow you to accomplish your objectives. You will only unlock more spells as the ship becomes defiled and as you convert more people to the cult of Nar'Sie. It is important to note that those spells come with a cost: You lose a bit of blood every time you use any of your spells. You can partially mitigate this by always making runes with a tome on your hand, with full cult attire of/and ontop of defiled tiles. Drawing runes like that will not only cost you less blood but they will also be done faster. Do not draw too many runes at once or you WILL start to suffer brain damage due to bloodloss, but you shouldn't have to worry too much about that unless you are defiling huge sections of the ship at once. How to regain blood: There are many ways to regain blood aboard the ship. Having a fellow acolyte in medical who can provide you with Sugar-Iron pills is great, but it doesn't always happens. One of the best ways to regain lost blood without arousing suspicion is by consuming food, especially liquid MREs due to their high iron content. You CAN get away with going to the infirmary once or twice if you have a good excuse (Maintenance drones), but don't count on it. Runes and Spells: What do they do? You start the game with a selection of 11 spells and runes, and you gain more as the ship is further defiled. For your convenience I will arrange them in 4 Tiers. I heavily suggest gaining access to Tier 2 runes BEFORE attempting to convert people. This will allow you to use the Offering rune in case they resist becoming an acolyte. It's important to add that spectating players (ghosts) will be able to do multiple actions such as making noises of glass breaking and making the lights flicker. More powerful actions for ghosts, such as whispering to cult members will also be unlocked as the veil grows thinner and thinner. Tier 1 (Was going to spoil each tier but apparently it messed up the images inside so *shrug) Tier 1 spells and runes are the standard ones you receive at round start, and despite that, they are also some of the most powerful. - Communicate Communicate works like a glorified radio. You are able to anonymously communicate with your fellow cultists no matter where they are, and even at different Z-Levels. People close to you WILL be able to hear you speaking in cult and WILL see you cutting your finger and drawing the rune. It looks like this: - Imbue (EMP) This rune is somewhat powerful and I'm amazed it's never used. As the name implies, it causes an EMP. In order to use it, you need to place a sheet of paper ontop of the drawn rune and activate it. Afterwards, you need to attack someone with the now-imbued piece of paper, and It'll trigger an extremely short-range EMP blast which WILL hit you aswell, so, make sure not to be wearing any electronics when you use it. - Imbue (STUN) This rune is probably one of the most powerful runes you have, and again it rarely if ever sees action. It works in the same way as the Imbue (EMP) rune does, but instead of EMPing people, it applies a somewhat lengthy stun (Roughly 10 seconds?) to your target, which should be enough time to handcuff, tie or kill them. Keep some of those ready for use in your pockets. You'll thank me later. - Rune: Astral Journey This is a quite powerful rune for gathering information. It allows you to enter a ghost-like status and roam the ship as if you were a ghost. It is important to note that you take constant burn damage while using this rune (Similarly to teleport) and you must be careful not to enter a paincrit state. It is, however, very useful on short-bursts to gain intel regarding the ship's status. (Or just to mess around in D-Chat.) - Rune: Convert Pretty self-explanatory. This rune is your bread-and-butter in converting new acolytes. Keep in mind you can't force-convert using this and the victim has to accept the conversion. The victim will take constant albeit small burn damage for each second they're ontop of the rune and being converted. Until you unlock Tier 2 runes and Offering, I suggest only using this on people who wish to join the cult. You can later try to force people to join it, and in case that doesn't works out, you can sacrifice them for a free soul stone shard. Also keep in mind that you can't force-convert on Bay's Bloodcult. Force-conversion is exclusive to the sadly now removed Deity gamemode. - Rune: Defile This is your bread-and-butter rune and the one you'll be using the most. It allows you to defile tiles in a 3x3 radius, including walls. The usage of this rune is paramount to gain access to new spells, and you should ALWAYS be focusing on defiling areas of the ship. They also reduce the blood cost of new runes and allow you to draw them faster. This bonus STACKS with the same bonus offered by the cult robes. Defiled tiles look like this, and are extremely ominous: - Rune: Obscure This is a very niche but useful rune. It will hide any runes that are adjacent to it, making them invisible until you use the Reveal rune. - Rune: Reveal The opposite of the Obscure rune. It will reveal any runes adjacent to it. - Rune: Summon Tome If you ever happen to lose your tome, you need to use this rune and you'll gain another one from thin air. Very useful if you happen to lose yours. - Rune: Teleport Your second most useful rune after Defile. It allows you to gain access to any other teleport runes, even through Z-levels. You usually want to place one or two of those in your base, and MANY of those all around the ship to give you an advantage over security. I recommend using Obscure after you place them. - Rune: Wall Not a very useful rune in my opinion, but it's great when you need some kind of barrier in a pinch. It summons a "Red Mist" which blocks all projectiles, energy and laser beams, and movement. It's also quite fragile. Cultists can click on the mist and disable it, and click on the rune again in order to bring it back up and to repair it. Keep in mind you lose blood every time you re-activate it. It looks like this: Tier 2 Tier 2 spells and runes aren't very powerful and they are mostly only useful for niche situations. There are a few good ones here, though. - Rune: Blood Drain This rune allows you to suck blood from humanoids (Including monkeys!) when placed on it. I don't think it's a very strong rune, but it can be very useful in a pinch. - Rune: EMP Does exactly what it says. It creates a medium-range EMP explosion once it's activated. Make sure not to be wearing any electronics when you use it, unless you don't mind them getting toast. If you get brigged, it's fairly useful but... Why wouldn't you use teleport instead? - Rune: Mass Defile Good rune when you're in group. It works exactly like defile, but with two twists: It defiles a bigger area (7x7 if I recon correctly) and it requires 3 cultists to pull it off. Keep in mind you need to keep defiling terrain until you get to Tier 4, which will allow you to summon Nar'Sie. - Rune: Offering The best rune in tier 2 easily. Offering gives you a way to deal with people who don't want to become acolytes and refuse to be converted. It requires 3 cultists to pull off and the victim needs to be in the middle. Naturally, you'll want to have them cuffed so they don't leave the top of the rune. Once you activate it, the victim will begin to burn. Once the victim dies, they will leave behind a filled Soul Stone Shard , which are used to build constructs once you reach Tier 3. You can also harm the victim with weapons in order to make this faster. It will work as long as they are ontop of the rune when they die and as long as the two other cultists are still with you. - Rune: Summon Robes This rune automatically changes your clothing articles to rune robes. It does not destroy your previous garments, but it automatically moves your gear from your normal clothes to your robes. Robes have many benefits: They allow you to draw runes faster and for less blood, just like defiled tiles. They also stack. It's important to note that this rune is a bit broken: In order to gain all the four articles of clothing ( Shoes, Backpack, Helmet, Vest) you need to have clothes equipped there beforehand, or else the cult attire won't spawn. Make sure to be wearing some kind of hat and a hazard vest or a jacket before using this spell, else you won't get the full attire and you will not be at your full potential. Tier 3 After defiling roughly the same amount of tiles again, you will unlock Tier 3. Tier 3 runes and spells are few but pretty powerful. They aren't much of a game changer, though. - Rune: Blood Boil This rune is pretty useless. All it does is quickly deal a lot of burn damage to the person on top of it. It also requires three cultists. - Rune: Confuse A pretty powerful defensive rune. It works just like a flashbang does, stunning and applying the confusion effect in a radius around it. It doesn't affects cultists, though, which makes it extremely powerful against security raids. - Rune: Revive I wasn't able to get this rune to work while private-testing. It didn't seem to be able to revive dead cultists or players, even with a group of three cultists. I'll update it if I find more information regarding it. - Rune: Summon Shell Easily the best rune in Tier 3. It allows you to build construct shells, and fill them with an active soul-shard. I'll get into more detail regarding constructs later on. Keep in mind you'll need ten sheets of steel to build a construct. - Rune: Summon Weapon Another good rune. You'll need a full robe set in order to use this one. It spawns the infamous cult sword. Dealing a whopping 30 brute damage per hit, it's extremely robust and can easily kill hostiles. Be careful with friendly fire, though. Tier 4 This is it. The final tier. You gain access to a single Rune here, which is... - Rune: Tear Reality This rune will allow you to bring Nar'Sie into this dimension. You will need Five cultists to activate it, and a few more to defend it. This runes takes a total of FIVE MINUTES to activate, during which all cultists summoning it must remain still and close to it. You will need to have a very well defended base and a few extra cultists or constructs to help you defend it. Did I mention the location of your base gets announced aswell? Yeah. Good luck. Constructs: Soul Stone Shards and You Constructs are one of the most useful things you can build as an acolyte of Nar'Sie. They are player controlled and are much like the ship-bound syntethics. In order to build them, you'll require a filled soul shard and an empty shell. Soul Stone Shards Those handy little things can be acquired when you kill someone via the Offering rune, or when you touch a dead body with an empty Soul Stone Shard. Keep in mind empty shards can only be produced by artificers. Construct Shells Construct shells can be built once you have reached Tier 3 runes and spells. They require ten sheets of steel to be built, and a full Soul Stone Shard to be activated. Construct TypesAs a construct, you can detect living beings through walls and have night vision. You are slightly slower than a human and bound to the will of your summoner. There are three main types of constructs. Artificer: Artificers are the support and builder construct. They are surrounded by a dark aura that works exactly like a flashdark, and is generally the first type of construct you should build. Why? Because they can build empty soul stone shards, which allow you to trap souls in them without having to waste half an hour with the Offering rune. They can also build more shells for free, and are able to build defiled walls, pylons and floors. Wraith: Wraiths are a combat construct. They are also surrounded by a dark aura, much like the Artificer's and this is a construct you should avoid because it's power is currently broken in-game. It has high damage attacks and a very useful skill: Phase shift. In theory, that would allow you to become ethereal and go through walls at will. In practice, it does nothing and is currently not working. Juggernaut: Juggernauts are a demolition construct. They too are surrounded by a dark aura. Unlike the Wraith, he has a working power which enables him to put down a one-tile temporary shield. It is the slowest construct, but is the most robust in terms of damage and resistance. It can also easily punch through bulkheads, reinforced or not. Epilogue Nar'Sie, the Geometer of Blood Hopefully this guide clears out many of the doubts regarding the more obscure mechanics of Bloodcult. Please keep in mind this was written with a certain degree of subjectivity and might not be completely accurate. This guide was also written with a focus on the mechanical aspects of the gamemode, and as such not everything here is set on stone. Feel free to improvise and adapt, but remember that unlike other antags, you do have a set objective (which you arguably don't have to follow if you manage to make the round fun enough without it). Feel free to write any comments, questions or suggestions below. I might also attempt to edit this guide to correct any oopsies I might have commited, so, keep an eye out for that.