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The placement of the monument is one of the most important things to a cult, so be careful with where you use the ability
The placement of the monument is one of the most important things to a cult, so be careful with where you use the ability
Some things to keep in mind when placing the monument:
'''Preferably in easily accessible place'''
Having a monument locked behind an access door can lead to a much slower cult progression and trouble if the cultist with access is caught
'''Crowded or public spaces are a bad idea'''
Getting caught, especially early might be a death sentence for the cult. Try to find a place where conversion won't be interrupted


== <big>Growing your power</big> ==
== <big>Growing your power</big> ==
Line 16: Line 26:


==== Empowered cultists ====
==== Empowered cultists ====
After absorbing a malign rift you become empowered. Being empowered allows you to get double the entropy from the Siphon Entropy, makes your other abilities stronger and allows you to start a Chantry Ritual on a cyborg
After absorbing a malign rift you become empowered. Being empowered allows you to get double the entropy from the Siphon Entropy, makes you immune to space and your cultist abilities become stronger. Unlocks the ability for you to start a Chantry Ritual on a cyborg and Malign Fragmentation on AI upload console


== <big>Glyphs and you</big> ==
== <big>Glyphs and you</big> ==
Line 27: Line 37:


Requires two cultists around to activate. Converts a non-mindshielded person into a cultist, healing them to full health in the process
Requires two cultists around to activate. Converts a non-mindshielded person into a cultist, healing them to full health in the process
Target needs to have a mind to be converted, so it cannot convert people that are currently shunted


<big>Glyph of Projection</big> [[File:Glyph Projection.png|frameless]]
<big>Glyph of Projection</big> [[File:Glyph Projection.png|frameless]]
Line 80: Line 92:
|Works like the crusher weapons. Right click while wielded to send a projectile (10 {{DMG|Cold}} and 5 {{DMG|Asphyxiation}}) and mark an enemy. Attack the marked enemy to deal 15 {{DMG|Cold}} and 10 {{DMG|Asphyxiation}} additional damage
|Works like the crusher weapons. Right click while wielded to send a projectile (10 {{DMG|Cold}} and 5 {{DMG|Asphyxiation}}) and mark an enemy. Attack the marked enemy to deal 15 {{DMG|Cold}} and 10 {{DMG|Asphyxiation}} additional damage
|}
|}
<big>Glyph of Warding</big> [[File:Glyph Warding.png|frameless]]
<big>Glyph of Warding</big> [[File:Glyph Warding.png|frameless]]


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|40% to everything
|40% to everything
0% stun resistance
0% stun resistance
|10% slowdown. Has an inbuilt light
|10% slowdown. Has an inbuilt light and a helmet
|-
|
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|-
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== <big>Cosmic Influences and Cultist abilities</big> ==
== <big>Cosmic Influences and Cultist abilities</big> ==
Influences are additional passive and active abilties that you can get at the monument for the gathered entropy
Influences are additional passive and active abilties that you can get at the monument for the gathered entropy
{| class="wikitable"
|+
!Icon
!Ability
!Tier
!Cost
!Description
|-
|'''[[File:Beckon The Monument.png|frameless]]'''
|'''Beckon The Monument'''
|0
|0
|Call forth The Monument into realspace. Keep it hidden and safe from non-cultists!
The first activation shows you where the monument would be placed. The second places it
|-
|'''[[File:Shunt Subjectivity.png|frameless]]'''
|'''Shunt Subjectivity'''
|0
|0
|Shunt your target's mind out of their body and unto the cosmic dark, temporarily rendering their body mindless.
Has a short doafter after which it stuns the target for a long time. Has a long cooldown
|-
|'''[[File:Siphon Entropy.png|frameless]]'''
|'''Siphon Entropy'''
|0
|0
|Silently siphon entropy from your target, dealing some damage in the process.
Interacting with the monument moves all of your stored entropy to it
|-
|'''[[File:Abberant Lapse.png|frameless]]'''
|'''Abberant Lapse'''
|1
|10
|Lapse your target's corporeal form, temporarily rendering it immutable, impassible, and frozen in place.
Can be used on yourself
|-
|'''[[File:Null Glare.png|frameless]]'''
|'''Null Glare'''
|1
|12
|Emit a horrific pulse of cosmic light, slowing and disorienting everyone around you.
Flash-like effect that is blocked by sunglasses and alternatives. Cyborgs and IPC's get stunned for half of the duration of the flash
|-
|'''[[File:Eschew Metabolism.png|frameless]]'''
|'''Eschew Metabolism'''
|1
|8
|Passive influence. Eliminates the need for you to eat and drink
|-
|'''[[File:Force Ingress.png|frameless]]'''
|'''Force Ingress'''
|2
|14
|Use a concentrated blast of power to force a secure doorway open.
Empowered cultists can force open bolted doors
|-
|'''[[File:Unbound Step.png|frameless]]'''
|'''Unbound Step'''
|2
|14
|Passive influence. Allows you to walk in space as if you are standing on the ground
|-
|'''[[File:Beckon The Monument.png|frameless]]'''
|'''Relocate The''' '''Monument'''
|2
|0
|Relocates the monument once.
Cult steward gets this ability when monument progresses to tier 2
|-
|[[File:Malign Fragmentation.png|frameless]]
|'''Null Fragmentation'''
|2
|0
|Transfer your malign empowerment into a digital system, such as an AI Upload Console or borg chassis, corrupting it in the process.
Trying to use it on borg starts the chantry ritual, encasing the borg in vacuous chantry and alerting the crew of it's location. The chantry must be protected for around three minutes before the borg becomes Entropic Colossus


==== Untiered ====
Obtained by becoming empowered, spends your empowerment
Beckon The Monument [[File:Beckon The Monument.png|frameless]]
|-
 
|'''[[File:Vacuous Imposition.png|frameless]]'''
Shunt Subjectivity [[File:Shunt Subjectivity.png|frameless]]
|'''Vacuous Imposition'''
 
|3
Siphon Entropy [[File:Siphon Entropy.png|frameless]]
|20
 
|You negate any incoming damage for a short time.
Chantry Ritual
For the duration of the invulnerability you are 35% slower
 
|-
==== Tier 1 Influences ====
|'''[[File:Astral Nova.png|frameless]]'''
Abberant Lapse [[File:Abberant Lapse.png|frameless]]
|Astral Nova
 
|3
Null Glare [[File:Null Glare.png|frameless]]
|20
 
|Hurl a large and disruptive blast of astral energy.
Eschew Metabolism [[File:Eschew Metabolism.png|frameless]]
Stuns and damages non-cultists along it's way
 
|-
==== Tier 2 Influences ====
|'''[[File:Astral Stride.png|frameless]]'''
Force Ingress [[File:Force Ingress.png|frameless]]
|Astral Stride
 
|3
Unbound Step [[File:Unbound Step.png|frameless]]
|18
 
|Passive influence. Increases your movement speed by 10%
==== Tier 3 Influences ====
|-
Vacuous Imposition [[File:Vacuous Imposition.png|frameless]]
|'''[[File:Vacuous Vitality.png|frameless]]'''
 
|'''Vacuous Vitality'''
Astral Nova [[File:Astral Nova.png|frameless]]
|3
 
|20
Astral Stride [[File:Astral Stride.png|frameless]]
|Passive influence. Fills you with healing chemical as long as you are near the monument
 
|}
Vacuous Vitality [[File:Vacuous Vitality.png|frameless]]


== <big>Fighting the cosmic cult</big> ==
== <big>Fighting the cosmic cult</big> ==

Latest revision as of 23:10, 25 May 2025

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COSMIC CULT STAFF

Cosmic Cultist

Aliases and Nicknames: Coscult, cultists
Difficulty: Easy to Hard
Requirements: 12 hours of playtime
Access: Whatever your job got
Extended Access: None
Supervisors: The Unknown
Subordinates: None
Duties: USHER IN THE END, EMPOWER THE MONUMENT, SIPHON ENTROPY
Guides: This is the guide


Starting a cult

After the game starts, you will have some time to prepare and plan before one of the initial cultists gets Beckon the Monument ability by a vote.

The placement of the monument is one of the most important things to a cult, so be careful with where you use the ability

Some things to keep in mind when placing the monument:

Preferably in easily accessible place

Having a monument locked behind an access door can lead to a much slower cult progression and trouble if the cultist with access is caught

Crowded or public spaces are a bad idea

Getting caught, especially early might be a death sentence for the cult. Try to find a place where conversion won't be interrupted

Growing your power

By siphoning the entropy of the crew and converting new cultists you raise the progression of the monument. As soon as a certain thresholds are reached the monument moves to a new tier, allowing for stronger abilities, new glyphs and making the presence of the cult stronger

Second Tier

You recieve a message, after which you have two minutes until the monument reaches second tier. As soon as it does, the malign rifts appear around the station, converting objects they touch into cult alternatives. Absorbing a malign rift will Empower you

Third Tier

At third tier the cultists are revealed by a and the monument becomes visible to non-cultists. After a short time the cultists can start beckoning the unknown which is the cultist win condition. After the beckoning starts the cultists need to protect the monument until the unknow is summoned, with each conversion during that time lowering time needed until the summon happens

Empowered cultists

After absorbing a malign rift you become empowered. Being empowered allows you to get double the entropy from the Siphon Entropy, makes you immune to space and your cultist abilities become stronger. Unlocks the ability for you to start a Chantry Ritual on a cyborg and Malign Fragmentation on AI upload console

Glyphs and you

You can scribe glyphs at the monument and click or interact to activate them. Activating the glyphs deals asphyxation damage to all nearby cultists as a cost, so be careful not to crit your friends. There are six Glyphs in total, with two unlocking at each tier of the monument

Tier 1 Glyphs

Glyph of Knowledge

"Knowledge. Instills the spark of indelible knowledge. Able to convert most to join our ranks."

Requires two cultists around to activate. Converts a non-mindshielded person into a cultist, healing them to full health in the process

Target needs to have a mind to be converted, so it cannot convert people that are currently shunted

Glyph of Projection

"Projection. Allows us to ascend in a temporary astral form to spy on those around us."

Allows you to scout around the station like a ghost. Your projection is invisible to other people

Tier 2 Glyphs

Glyph of Blades

"Blades. Transmutes and extrudes sharp objects into more lethal weaponry."

Converts sharp objects (knives, glass shards and etc) into cosmic cult weaponry. The weapon randomly chooses between:

Icon Item Damage Notes
Entropic Blade 11 Slash

12 Cold

12 Asphyxiation

15 Structural

The most basic cult weapon. No special effects
Vacuous Lance 11 Piercing

12 Cold

12 Asphyxiation

15 Structural

Can be thrown for medium damage
Astral Razor 3 Piercing

3 Slash

6 Cold

6 Asphyxiation

15 Structural

Works like the crusher weapons. Right click while wielded to send a projectile (10 Cold and 5 Asphyxiation) and mark an enemy. Attack the marked enemy to deal 15 Cold and 10 Asphyxiation additional damage


Glyph of Warding

"Warding. Transmutes pressure-resistant clothing into entropic garb."

Converts pressure resistant clothing (EVA, Emergency EVA suits, Hardsuits and etc) into cult armor

Icon Item Protections Notes
Entropic Armor 40% to everything

0% stun resistance

10% slowdown. Has an inbuilt light and a helmet

Tier 3 Glyphs

Glyph of Truth

"Truth. Instills the pure, indelible truth. Able to convert absolutely anyone to join our ranks."

Same as the Glyph of Knowledge, but can convert mindshielded people now

Glyph of Cessation

"Cessation. Transmutes a portable atmospherics scrubber into a Vacuous Spire for our use."

Converts portable scrubber into Vacuous Spire. The spire passively converts the atmosphere in the room into Entropy motes when wrenched

Cosmic Influences and Cultist abilities

Influences are additional passive and active abilties that you can get at the monument for the gathered entropy

Icon Ability Tier Cost Description
Beckon The Monument 0 0 Call forth The Monument into realspace. Keep it hidden and safe from non-cultists!

The first activation shows you where the monument would be placed. The second places it

Shunt Subjectivity 0 0 Shunt your target's mind out of their body and unto the cosmic dark, temporarily rendering their body mindless.

Has a short doafter after which it stuns the target for a long time. Has a long cooldown

Siphon Entropy 0 0 Silently siphon entropy from your target, dealing some damage in the process.

Interacting with the monument moves all of your stored entropy to it

Abberant Lapse 1 10 Lapse your target's corporeal form, temporarily rendering it immutable, impassible, and frozen in place.

Can be used on yourself

Null Glare 1 12 Emit a horrific pulse of cosmic light, slowing and disorienting everyone around you.

Flash-like effect that is blocked by sunglasses and alternatives. Cyborgs and IPC's get stunned for half of the duration of the flash

Eschew Metabolism 1 8 Passive influence. Eliminates the need for you to eat and drink
Force Ingress 2 14 Use a concentrated blast of power to force a secure doorway open.

Empowered cultists can force open bolted doors

Unbound Step 2 14 Passive influence. Allows you to walk in space as if you are standing on the ground
Relocate The Monument 2 0 Relocates the monument once.

Cult steward gets this ability when monument progresses to tier 2

Null Fragmentation 2 0 Transfer your malign empowerment into a digital system, such as an AI Upload Console or borg chassis, corrupting it in the process.

Trying to use it on borg starts the chantry ritual, encasing the borg in vacuous chantry and alerting the crew of it's location. The chantry must be protected for around three minutes before the borg becomes Entropic Colossus

Obtained by becoming empowered, spends your empowerment

Vacuous Imposition 3 20 You negate any incoming damage for a short time.

For the duration of the invulnerability you are 35% slower

Astral Nova 3 20 Hurl a large and disruptive blast of astral energy.

Stuns and damages non-cultists along it's way

Astral Stride 3 18 Passive influence. Increases your movement speed by 10%
Vacuous Vitality 3 20 Passive influence. Fills you with healing chemical as long as you are near the monument

Fighting the cosmic cult

Cultists can be deconverted using Ardent Censer, that Chaplain and Mystagogue start with. The deconversion takes a bit of time and backfires in case it was used on non-cultists

Chaplain and mystagogue are immune to most cult abilities

Roles on DeltaV
Command Captain · Head of Personnel · Head of Security · Chief Engineer · Mystagogue · Chief Medical Officer · Logistics Officer · Chief Justice · Administrative Assistant
Justice Department Chief Justice · Clerk · Prosecutor · Lawyer
Security Head of Security · Warden · Security Officer · Prison Guard · Corpsman · Detective · Security Cadet
Engineering Chief Engineer · Atmospheric Technician · Station Engineer · Technical Assistant
Epistemics Mystagogue · Psionic Mantis · Chaplain · Roboticist · Scientist · Research Assistant
Medical Chief Medical Officer · Medical Doctor · Paramedic · Chemist · Surgeon · Psychologist · Medical Intern
Logistics Logistics Officer · Cargo Technician · Salvage Specialist · Courier · Cargo Assistant
Service Head of Personnel · Janitor · Bartender · Botanist · Chef · Service Worker · Boxer · Clown · Martial Artist · Mime · Musician · Reporter · Passenger · Zookeeper · Librarian · Gladiator · Prisoner
Sillicon Cyborg · Personal AI
Antagonists Traitor · Nuclear Operative · Space Ninja · Thief · Paradox Anomaly · Revenant · Space Dragon · Listening Post Operative · Zombie · Cosmic Cultist