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Cosmic Cultist

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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

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

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

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

Untiered

Beckon The Monument

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

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

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

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


Chantry Ritual

Begins a conversion of a borg into a cult construct, Encasing them into a chantry and alerting the crew of its location. The chantry can be broken during the ritual to cancel it

Tier 1 Influences

Abberant Lapse

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

Can be used on yourself


Null Glare

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

Passive influence. Eliminates the need for you to eat and drink

Tier 2 Influences

Force Ingress

Use a concentrated blast of power to force a secure doorway open.

Empowered cultists can force open bolted doors


Unbound Step

Passive influence. Allows you to walk in space as if you are standing on the ground

Tier 3 Influences

Vacuous Imposition

You negate any incoming damage for a short time.

For the duration of the invulnerability you are 35% slower


Astral Nova

Hurl a large and disruptive blast of astral energy.


Astral Stride

Passive influence. Increases your movement speed by 10%


Vacuous Vitality

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