|Alternative names||Nar-Sie, The Tower|
|Duties||Commanding the God Cultists, converting and/or murdering non-believers, unleashing a zombie plague onto the ship.|
The Deity is the primary antagonist of Deity mode. It derives its power from its God Cultists and the unholy Structures they build.
Starting a Cult 101
Deity is a complicated role if only because it heavily relies on teamwork. In short, the Deity regenerates power, the Cultists create shrines, and these actions create a feedback loop that makes both the Cultists and the Deity more and more powerful as time goes on. The way this works is simple: shrines allow the Deity to regenerate to higher and higher limits of power. The Deity can use this power to purchase upgrades for either itself, or its Cultists. So it is the job of the Cultists to create and protect these shrines while the Deity reaps the reward, and gifts the Cultists in kind. As time goes on the Deity can unlock phenomena, which are alternate click modes that allow them to do powerful things to the world, like create a portal or summon a gateway to hell.
There is no goal for Deity mode, though there are powerful end game items to shoot for, so what the Deity chooses to do is entirely up to them. Perhaps they are a master of wizards, training their apprentices on the station or maybe they are a god of sacrifice, requiring virgin blood to sate their unholy desires. Whatever the Deity chooses to do, its best to choose what form best suits their needs before getting too far into playing
Shaping up into Godhood
The best way to describe forms is like classes in a role-playing game; they provide certain benefits, have different progression paths, but generally do the same things. Forms provide different cultist spells, shrine structures, phenomena, and even appearances, but like classes, they have the same goals and requirements for success. To choose a Deity form, all the Deity has to do is click on themselves and a menu will appear. Choosing a form is permanent however, so they must choose wisely. Currently there are three forms, though more may appear in the future. Here is some good information about them:
A literal sun god, the Starlight Herald's strengths are in its minions: the Herald can give one of its minions Heraldry via a phenomena. This gives them good armor and spells that help them enforce the Herald's will and allows them to use the sun god statue. The sun god statue will heal all the Cultists in the area around it, though it needs to recharge by having Cultists nearby when it is first activated. The Herald also has access to the gateway which can be used to sacrifice non-believers and use their souls to summon powerful creatures with varying immunities to damage types along with powerful spells. The deity even have the ability to possess their Heraldified minion themselves: with the cost of having 3 gateways active, the Herald can use the Divine Right phenomena on their herald to start a slow process of possession. After this is complete however they become a literal demi-god; immune to all damage and with a group of loyal minions, this is their end game.
The strategy behind the Herald is to get a lot of regeneration as soon as possible: gateways cost 15 points per second to maintain, and as a result, to get your endgame requires either a large pool of points or a huge amount of regeneration. The latter is easier to maintain and is less reliant on structures then the first, but still requires a huge down payment that may not be entirely feasible. Having a Heraldified minion up is a big boon so that should be the first purchase for all Starlight Heralds, but besides that they should rely on common deity tactics (as will be discussed later) to get to their end game plan.
Geometer of Blood
The Deity version of Cult, this form is all about blood and violence. It is the hardest form to date due to its upfront and oftentimes disturbing and/or strange rituals. It does however have a few good ways to get power, either by stabbing peoples on an altar with the sacrificial dagger, dripping blood on a blood stone, or killing folks with the bone axe. Each of these give a boon of power based on how violent they are: the blood stone being the least power, and the bone axe being the most, but this is not the only way to get power and traditional shrine building methods will still make up a huge amount of their power. This deity also has the ability, in addition to the regular cult powers, to give a forge to its cultists, which will equip them with standard Cultist robes and weaponry.
The best strategy for Nar-Sie is to quietly convert and sacrifice for as long as possible: even with your forge and powers you will find your cult to be pretty weak to ranged fire but the more cultists you have, the better your spells, artifact, and forged goods are. Only go loud when it is advantageous to do so, or when you are forced to. Monkeys offer good sources of power with the sacrificial dagger and when in doubt having a manned blood stone, while slow, can eek out enough power to help.
Quite basically this is the spell form: this form has a multitude of different powerful spells that it can unlock to give to its cultists and a fair bit of phenomena to boot as well. The side effect of this is that most of the spells this form can grant have a charge attached to them instead of a cooldown that can only be recharged at a unique buildable shrine structure, the fountain. Similarly the phenomena available to the deity are extremely powerful but extremely costly, so the Tower must build a lot of shrines in order to better exert their control, more so than the other forms. This form also gains a minuscule amount of points for every spell cast by their cultists, so encouraging spell slinging is very important.
Being successful as the Tower requires patience and planning. Having spread out shrines is necessary as the cultists need the fountains to recharge their spells. This does however make it much harder for the cultists to defend the shrines, so shrewd placements is a must. The best course of action would be to get each level of each school of magic as soon as possible, all the schools provide valuable flexibility for your cultists and you so concentrating on one shoots the Tower's gameplan in the foot.
After choosing your form, it is best to understand how exactly shrines work: shrines come in two parts, the altar and the dressings. The altar is the only building that a cultist can build on its own; all other structures require them to be built near an altar.