Clockwork Cult: Difference between revisions
(Undo revision 33873 by UselessTheremin (talk)) Tag: Undo |
(Messed with wording, clarified that the angry mech that is crushing you is actually going for the Ark, removed a mention of component costs, updated false claims about conversion traps, gave up hope on this page, linked to my guide) |
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|difficulty = Medium to Hard | |difficulty = Medium to Hard | ||
|superior = Ratvar | |superior = Ratvar | ||
|duties = Forget to toggle your chameleon jumpsuit, don't set up any power generation, get crushed by an angry | |duties = Forget to toggle your chameleon jumpsuit, don't set up any power generation, watch the Ark get crushed by an angry Gygax every single round | ||
|guides = | |guides = https://forums.yogstation.net/threads/bring-him-back-the-best-cult-rebased.17618/ | ||
|quote = "What's this lantern thi-" "QVR, URNGUR'A!!" | |quote = "What's this lantern thi-" "QVR, URNGUR'A!!" | ||
}} | }} | ||
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==Introduction and Key Points== | ==Introduction and Key Points== | ||
Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing. | Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing. | ||
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While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible. | While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible. | ||
===The Clockwork Slab [[File:clockwork_slab.gif]]=== | ===The Clockwork Slab [[File:clockwork_slab.gif]]=== | ||
If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times. | If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times. | ||
The clockwork slab has several functions: | The clockwork slab has several functions: | ||
*'''Recital''' lets you recite ''scripture,'' the clockwork cult's special powers and abilities. Most structures come from scripture. | *'''Recital''' lets you recite ''scripture,'' the clockwork cult's special powers and abilities. Most structures come from scripture. | ||
*'''Recollection''' displays an in-game guide for being a servant. You can toggle freely between this and Recital. | *'''Recollection''' displays an in-game guide for being a servant. You can toggle freely between this and Recital. | ||
*'''Up to Five Quickbind action buttons''' allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button. | *'''Up to Five Quickbind action buttons''' allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button. | ||
Clockwork slabs also generate a very small amount of power every second. ''Every human servant should have a slab!'' They're the key to any cult's success and you should have one at all times. | Clockwork slabs also generate a very small amount of power every second. ''Every human servant should have a slab!'' They're the key to any cult's success and you should have one at all times. | ||
===Your HUD=== | ===Your HUD=== | ||
As a servant, you'll have several elements on your HUD that are all very important. | As a servant, you'll have several elements on your HUD that are all very important. | ||
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[[File:Hierophant_network.png|32px]] The '''Hierophant Network''' is '''''INCREDIBLY IMPORTANT!''''' Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you. | [[File:Hierophant_network.png|32px]] The '''Hierophant Network''' is '''''INCREDIBLY IMPORTANT!''''' Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you. | ||
===Power=== | ===Power=== | ||
Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in joules. Just any power doesn't work for servants' tools, though. Power can be generated in three ways, the first being adding Integration Cogs (Also known as "Cogging") APCs. The second method, though wildly more inefficient than cogging APCs, is to consume materials with a replica fabricator. The third method is to make small explosions on top of a Sigil of Transmission, though the efficiency of this method can vary. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant. | Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in joules. Just any power doesn't work for servants' tools, though. Power can be generated in three ways, the first being adding Integration Cogs (Also known as "Cogging") APCs. The second method, though wildly more inefficient than cogging APCs, is to consume materials with a replica fabricator. The third method is to make small explosions on top of a Sigil of Transmission, though the efficiency of this method can vary. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant. | ||
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'''25 MJ''' unlocks the Script tier. | '''25 MJ''' unlocks the Script tier. | ||
'''40 MJ''' unlocks the Application tier. | '''40 MJ''' unlocks the Application tier. | ||
===The Eminence=== | ===The Eminence=== | ||
The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader. | The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader. | ||
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Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber. | Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber. | ||
==The City of Cogs and the Ark== | ==The City of Cogs and the Ark== | ||
Here is a map of the City of Cogs: | Here is a map of the City of Cogs: | ||
[[File:City_of_cogs_with_key.png|500px]] | [[File:City_of_cogs_with_key.png|500px]] | ||
*'''The <span style="color:#4800FF">dark indigo</span> room contains the Ark, which you need to defend.''' | *'''The <span style="color:#4800FF">dark indigo</span> room contains the Ark, which you need to defend.''' | ||
*'''The <span style="color:#FF6A00">orange</span> room contains camera observation consoles, which let you watch the station from afar and warp there.''' | *'''The <span style="color:#FF6A00">orange</span> room contains camera observation consoles, which let you watch the station from afar and warp there.''' | ||
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*The <span style="color:#00FFFF">teal</span> room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds. | *The <span style="color:#00FFFF">teal</span> room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds. | ||
*'''The large area between the red area and all of the other rooms is empty space to build in.''' This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between! | *'''The large area between the red area and all of the other rooms is empty space to build in.''' This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between! | ||
Spread about the City of Cogs, in the area you will eventually need to defend, is randomized loot in order to assist you and your team in their goals. This loot can be various different items, ranging from the remains of a past warrior to materials and cogscarab shells. | Spread about the City of Cogs, in the area you will eventually need to defend, is randomized loot in order to assist you and your team in their goals. This loot can be various different items, ranging from the remains of a past warrior to materials and cogscarab shells. | ||
===The Ark=== | ===The Ark=== | ||
The Ark spawns at roundstart at the northernmost point in Reebe. As a servant, your ultimate goal is to defend it until activation (which occurs automatically.) ''Defend the Ark with your life'' - if the Ark is destroyed, ''the round ends instantly with a cult loss.'' If it completes its summoning, however, it will result in a cult win and a brief period of revelation during which the cult and its servants are made unstoppable by the presence of Ratvar. | The Ark spawns at roundstart at the northernmost point in Reebe. As a servant, your ultimate goal is to defend it until activation (which occurs automatically.) ''Defend the Ark with your life'' - if the Ark is destroyed, ''the round ends instantly with a cult loss.'' If it completes its summoning, however, it will result in a cult win and a brief period of revelation during which the cult and its servants are made unstoppable by the presence of Ratvar. | ||
The Ark has five "phases", listed below. In each phase, you can examine the Ark or check your global info alert to see the remaining time until its activation. | The Ark has five "phases", listed below. In each phase, you can examine the Ark or check your global info alert to see the remaining time until its activation. | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style="background-color:#E6A500;" width="96px" |Appearance | ! style="background-color:#E6A500;" width="96px" |Appearance | ||
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|If you've made it to this point, congratulations; your victory is almost certainly assured by now. At this point, the crew has likely been butchered, converted, or both, and there is little to no resistance remaining to attempt to stop the Ark. During this lull, you should heal or revive any dead or dying servants, destroy any enemy corpses with vitality matrices, repair structures, and ensure nobody sneaks up on the Ark. | |If you've made it to this point, congratulations; your victory is almost certainly assured by now. At this point, the crew has likely been butchered, converted, or both, and there is little to no resistance remaining to attempt to stop the Ark. During this lull, you should heal or revive any dead or dying servants, destroy any enemy corpses with vitality matrices, repair structures, and ensure nobody sneaks up on the Ark. | ||
|} | |} | ||
==Declaring War [[File:Herald_beacon.png]]== | ==Declaring War [[File:Herald_beacon.png]]== | ||
If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this: | If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this: | ||
*All servants are transformed from their current race into modified clockwork golems that are ''immune to high pressure, low pressure, no pressure, radiation, cold, bleeding, suffocation, hunger, fire, dismemberment, embedded shrapnel,'' deal more damage on punching with a chance to stun, and have 15% flat damage reduction against all sources. For obvious reasons, this transformation makes you stick out like a sore thumb, so you may consider disguising since you can wear clothes unlike other golems. Lastly, '''You can't fire guns''' | |||
*All servants are transformed from their current race into modified clockwork golems that are ''immune to high pressure, low pressure, radiation, | |||
*Holy Water can still deconvert you. | *Holy Water can still deconvert you. | ||
*Clockwork slabs become supercharged and recite all scripture 30% faster. | *Clockwork slabs become supercharged and recite all scripture 30% faster. | ||
*Every power cost is invisibly reduced by 50% of its original value. | *Every power cost is invisibly reduced by 50% of its original value. | ||
*When the initial preparation phase is finished, the portals to Reebe will open immediately with no 5 minute grace period. | *When the initial preparation phase is finished, the portals to Reebe will open immediately with no 5 minute grace period. | ||
==Scripture== | ==Scripture== | ||
Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open. | Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open. | ||
Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 25 kJ of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 40 kJ of power is stockpiled or another servant is converted. | Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 25 kJ of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 40 kJ of power is stockpiled or another servant is converted. | ||
===Driver Scripture=== | ===Driver Scripture=== | ||
These scriptures are unlocked by default and have no unlock requirement. | These scriptures are unlocked by default and have no unlock requirement. | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style="background-color:#E6A500;" width="32px" |Icon | ! style="background-color:#E6A500;" width="32px" |Icon | ||
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|'''Sigil of Submission''' | |'''Sigil of Submission''' | ||
|125 J | |125 J | ||
|Creates a sigil of submission beneath you. It is glowing and obvious, so make sure to hide it or not place it until you're ready; it's a dead giveaway! When a non-servant is held over this sigil for eight seconds while another servant is nearby (this is important - it will not work otherwise), they will be converted into a servant if they're an eligible target. | |Creates a sigil of submission beneath you. It is glowing and obvious, so if on the station, make sure to hide it or not place it until you're ready; it's a dead giveaway! When a non-servant is held over this sigil for eight seconds while another servant is nearby (this is important - it will not work otherwise), they will be converted into a servant if they're an eligible target. | ||
<br> | <br> | ||
Like all sigils, it can be destroyed by clicking on it with harm intent, | Like all sigils, it can be destroyed by clicking on it with harm intent, which you may use to hide your tracks. | ||
|6 seconds | |6 seconds | ||
|1 | |1 | ||
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|'''Hateful Manacles''' | |'''Hateful Manacles''' | ||
|25 J | |25 J | ||
|Charges the invoker's slab with energy. While charged, you can hit any non-servant with it to start handcuffing them like a normal pair of handcuffs. Restraints made in this way fall apart once they're removed. | |Charges the invoker's slab with energy. While charged, you can hit any non-servant with it to start handcuffing them like a normal pair of handcuffs. Restraints made in this way fall apart once they're removed. Ultimately slower than putting on mundane restraints, if you have any. | ||
|1.5 seconds | |1.5 seconds | ||
|1 | |1 | ||
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|Charges the invoker's slab with energy. While charged, you can use it on any servant within your sight range (including yourself) to heal all of their brute, burn, and oxygen damage. However, half of all the damage healed is redone in the form of toxin damage, which isn't healed. This also removes all holy water from the body - the only thing that can deconvert you! | |Charges the invoker's slab with energy. While charged, you can use it on any servant within your sight range (including yourself) to heal all of their brute, burn, and oxygen damage. However, half of all the damage healed is redone in the form of toxin damage, which isn't healed. This also removes all holy water from the body - the only thing that can deconvert you! | ||
<br> | <br> | ||
Because Reebe's floors heal toxin damage | Because Reebe's floors and other converted brass floors heal toxin damage for servants on them, this is an efficient form of healing, though half of it comes slowly. | ||
|3 seconds | |3 seconds | ||
|1 | |1 | ||
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|'''Integration Cog''' | |'''Integration Cog''' | ||
|10 J | |10 J | ||
|Creates an integration cog in your hand. This is a | |Creates an integration cog in your hand. This is a slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself! | ||
<br> | <br> | ||
Generates 10 J per second when in a powered APC, or 5 J per second if the APC lacks power. | Generates 10 J per second when in a powered APC, or 5 J per second if the APC lacks power. | ||
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|Wraith Spectacles | |Wraith Spectacles | ||
|50 J | |50 J | ||
|Creates a pair of glasses that, when worn, | |Creates a pair of glasses that, when worn, grant X-ray vision to you. While worn, they slowly cause eye damage; this eye damage magically heals at an accelerated rate when the glasses aren't in use. | ||
<br> | <br> | ||
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite. | [[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite. | ||
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|- | |- | ||
|} | |} | ||
====Cyborg Scripture==== | ====Cyborg Scripture==== | ||
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them. | Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them. | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style="background-color:#E6A500;" width="32px" |Image | ! style="background-color:#E6A500;" width="32px" |Image | ||
! style="background-color:#E6A500;" width="80px" |Name | ! style="background-color:#E6A500;" width="80px" |Name | ||
! style="background-color:#E6A500;" width="140px" | | ! style="background-color:#E6A500;" width="140px" |Cyborg Module | ||
! style="background-color:#E6A500;" width="660px" |Description | ! style="background-color:#E6A500;" width="660px" |Description | ||
! style="background-color:#E6A500;" width="70px" |Invocation Time | ! style="background-color:#E6A500;" width="70px" |Invocation Time | ||
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![[File:Judicial.png]] | ![[File:Judicial.png]] | ||
|Judicial Marker | |Judicial Marker | ||
| | |Standard | ||
|Charges the invoker's slab with judicial force for the next five seconds. You can click on any turf within range to place a judicial marker that functions identically to the one produced by a judicial visor. | |Charges the invoker's slab with judicial force for the next five seconds. You can click on any turf within range to place a judicial marker that functions identically to the one produced by a judicial visor. | ||
|3 seconds | |3 seconds | ||
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![[File:Vanguard.png]] | ![[File:Vanguard.png]] | ||
|Linked Vanguard | |Linked Vanguard | ||
| | |Standard, Medical, Miner | ||
|Functions similarly to the Vanguard scripture, but doesn't activate immediately; instead, it charges your slab with defensive force for the next five seconds. You can use this slab on another servant from range to grant both yourself and them Vanguard. | |Functions similarly to the Vanguard scripture, but doesn't activate immediately; instead, it charges your slab with defensive force for the next five seconds. You can use this slab on another servant from range to grant both yourself and them Vanguard. | ||
|3 seconds | |3 seconds | ||
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|- | |- | ||
|} | |} | ||
===Script Scripture=== | ===Script Scripture=== | ||
Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least '''25 MJ''' to unlock. | Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least '''25 MJ''' to unlock. | ||
Scripture names in ''italics'' signify important scripture necessary to success. | Scripture names in ''italics'' signify important scripture necessary to success. | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style="background-color:#E6A500;" width="32px" |Image | ! style="background-color:#E6A500;" width="32px" |Image | ||
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|- | |- | ||
|} | |} | ||
===Application Scripture=== | ===Application Scripture=== | ||
Below is a list of all Application scripture. Application scriptures require the cult to have '''40 MJ''' of power or a single conversion to unlock. | Below is a list of all Application scripture. Application scriptures require the cult to have '''40 MJ''' of power or a single conversion to unlock. | ||
Scripture names in ''italics'' signify important scripture necessary to success. | Scripture names in ''italics'' signify important scripture necessary to success. | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style="background-color:#E6A500;" width="32px" |Image | ! style="background-color:#E6A500;" width="32px" |Image | ||
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|- | |- | ||
|} | |} | ||
==Structures, Sigils, Objects, Constructs, and Cyborgs== | ==Structures, Sigils, Objects, Constructs, and Cyborgs== | ||
This is a listing of the various structures and constructs available to the Servants of Ratvar. | This is a listing of the various structures and constructs available to the Servants of Ratvar. | ||
===Structures=== | ===Structures=== | ||
Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health. | Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health. | ||
All structures can be unsecured from the floor with a wrench.<br> | All structures can be unsecured from the floor with a wrench.<br> | ||
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps. | This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps. | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style="background-color:#E6A500;" width="32px" |Image | ! style="background-color:#E6A500;" width="32px" |Image | ||
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|- | |- | ||
|} | |} | ||
===Traps=== | ===Traps=== | ||
Traps are useful objects produced with brass sheets. There are two types of trap: '''sender''' and '''receiver.'''<br> | Traps are useful objects produced with brass sheets. There are two types of trap: '''sender''' and '''receiver.'''<br> | ||
'''Senders''' are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.<br> | '''Senders''' are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.<br> | ||
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Senders and receivers can be linked by attacking them with a clockwork slab. The Eminence can also trigger traps by clicking on them.<br> | Senders and receivers can be linked by attacking them with a clockwork slab. The Eminence can also trigger traps by clicking on them.<br> | ||
Traps are built from brass sheets, and can be instantly deconstructed with a wrench. | Traps are built from brass sheets, and can be instantly deconstructed with a wrench. | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style="background-color:#E6A500;" width="32px" |Image | ! style="background-color:#E6A500;" width="32px" |Image | ||
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|A deadly spear trap. When not extended, it's difficult to see, appearing only a small, dark circle on the floor.<br> | |A deadly spear trap. When not extended, it's difficult to see, appearing only a small, dark circle on the floor.<br> | ||
When activated, it will become dense and block passage. If someone is standing on it, it will impale them, dealing heavy damage and hoisting them into the air.<br> | When activated, it will become dense and block passage. If someone is standing on it, it will impale them, dealing heavy damage and hoisting them into the air.<br> | ||
People impaled on skewers can use items and weapons, but not destroy the | People impaled on skewers can use items and weapons, but not destroy the skewer. They can resist to pull themselves off after 30 seconds, but can be helped off by another person after 6. If this process is interrupted, they slide back down the skewer, taking additional damage.<br> | ||
Cyborgs will not be impaled, but will take massive damage.<br> | Cyborgs will not be impaled, but will take massive damage.<br> | ||
There must be a gap of one tile between any two skewers. | There must be a gap of one tile in all directions between any two skewers. | ||
|Combines well with pressure sensors, for obvious reasons. | |Combines well with pressure sensors, for obvious reasons. Very effective when spammed on Reebe or blended in with bare plating. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Steam vent.png]] | ![[File:Steam vent.png]] | ||
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|100 | |100 | ||
|A vent that taps into the machinery of Reebe and vents excess steam when toggled.<br> | |A vent that taps into the machinery of Reebe and vents excess steam when toggled.<br> | ||
While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it. It has no other effects.<br> | While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it, extinguishing fire. It has no other effects.<br> | ||
Steam vents cannot be placed directly adjacent to each other on cardinal directions; diagonally adjacent is fine. | Steam vents cannot be placed directly adjacent to each other on cardinal directions; diagonally adjacent is fine. | ||
| | |Works best when combined with wraith spectacles or when the crew is throwing fire around. | ||
|- | |- | ||
|} | |} | ||
===Sigils=== | ===Sigils=== | ||
Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand. | Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand. | ||
You can stack multiple sigils of different types on a single tile, which allows you to create conversion traps, damage traps, or damaging conversion traps. | You can stack multiple sigils of different types on a single tile, which allows you to create conversion traps, damage traps, or damaging conversion traps. | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style="background-color:#E6A500;" width="32px" |Image | ! style="background-color:#E6A500;" width="32px" |Image | ||
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![[File:Sigiloftransgression.png]] | ![[File:Sigiloftransgression.png]] | ||
|Sigil of Transgression | |Sigil of Transgression | ||
|Sigils of Transgression are nearly invisible, and, when crossed by a non-Servant, will lock that non-Servant in place for about 7 seconds while emitting a bright flash that will temporarily blind non- | |Sigils of Transgression are nearly invisible, and, when crossed by a non-Servant, will lock that non-Servant in place for about 7 seconds while emitting a bright flash that will temporarily blind non-Servants lacking eye protection.<br> | ||
The Sigil does not mute the target, and is immediately consumed when stunning a target. | The Sigil does not mute the target, and is immediately consumed when stunning a target. | ||
|Try stacking a Sigil of Submission and a Sigil of Transgression for a conversion trap. | |Try stacking a Sigil of Submission and a Sigil of Transgression for a conversion or alarm trap. It won't convert them without a Servant adjacent. | ||
Great with ocular wardens and mania motors. | |||
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Vitalitymatrix.png]] | ![[File:Vitalitymatrix.png]] | ||
|Vitality Matrix | |Vitality Matrix | ||
|Vitality Matrices, when crossed by a non-Servant, will drain them of health, which fills all Matrices with Vitality | |Vitality Matrices, when crossed by a non-Servant, will drain them of health, which fills all Matrices with Vitality. It can also disintegrate non-Servant corpses for a burst of Vitality.<br> | ||
When crossed by a Servant, however, it will use drained Vitality to rapidly heal them of all damage until it runs out of Vitality. It cannot do both at once.<br> | When crossed by a Servant, however, it will use drained Vitality to rapidly heal them of all damage until it runs out of Vitality. It cannot do both at once.<br> | ||
The Vitality Matrix can also revive dead Servants at a cost of 20 Vitality plus all of that Servant's non-oxygen damage in Vitality | The Vitality Matrix can also revive dead Servants at a cost of 20 Vitality plus all of that Servant's non-oxygen damage in Vitality. | ||
|Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss. | |Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss and death. Use Sentinel's Compromise for more trivial injuries. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Sigil of submission.png]] | ![[File:Sigil of submission.png]] | ||
|Sigil of Submission | |Sigil of Submission | ||
|Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 8 seconds if they remain on the Sigil for that time.<br> | |Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 8 seconds if they remain on the Sigil for that time and a Servant is next to them.<br> | ||
|Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network. | |Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Sigiloftransmission.png]] | ![[File:Sigiloftransmission.png]] | ||
|Sigil of Transmission | |Sigil of Transmission | ||
|Sigils of Transmission | |Sigils of Transmission will power Clockwork Structures within 2 tiles.<br> | ||
When crossed by a Servant cyborg, it will attempt to recharge that cyborg. | |||
|Only Clockwork Obelisks and Mania Motors use the Sigil of Transmission to power themselves. | |||
|- | |- | ||
|} | |} | ||
===Constructs=== | ===Constructs=== | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
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Once shield health expires, the shield shatters, and projectiles will damage it normally.<br> | Once shield health expires, the shield shatters, and projectiles will damage it normally.<br> | ||
Marauders regain one shield health every 20 seconds. | Marauders regain one shield health every 20 seconds. | ||
|As a marauder, you are the front line. Try to prioritize protecting your fellow servants. Don't be afraid to give your life. | |As a marauder, you are the front line. Try to prioritize protecting your fellow servants. Don't be afraid to give your life, although you were built at great expense. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Scarab.png]] | ![[File:Scarab.png]] | ||
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|Cogscarabs are friendly helper drones that cannot leave Reebe. Two shells spawn in the camera room at the start of the round, and can be activated by any ghost. You cannot obtain cogscarabs in any other way, meaning these two are the only two.<br> | |Cogscarabs are friendly helper drones that cannot leave Reebe. Two shells spawn in the camera room at the start of the round, and can be activated by any ghost. You cannot obtain cogscarabs in any other way, meaning these two are the only two.<br> | ||
Scarabs are outfitted with a full set of tools and a replica fabricator. Their primary goal is to build defenses, and they are physically incapable of leaving the City of Cogs.<br> | Scarabs are outfitted with a full set of tools and a replica fabricator. Their primary goal is to build defenses, and they are physically incapable of leaving the City of Cogs.<br> | ||
They can wield and use any kind of weapon, but can't fire guns, move slowly, and die fast. | They can wield and use any kind of weapon, but can't fire guns, move slowly, and die fast. | ||
|Your entire purpose is to build. If power generation is insufficient, make do by cannibalizing unnecessary structures for brass. | |Your entire purpose is to build. If power generation is insufficient, make do by cannibalizing unnecessary structures for brass. | ||
|- | |- | ||
|} | |} | ||
===Cyborgs=== | ===Cyborgs=== | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
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|- | |- | ||
|} | |} | ||
==Cult Strategy== | ==Cult Strategy== | ||
The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science, Genetics monsters, and RCD's. One of your primary objectives should be to disrupt the production of such devices before the five minute grace period. The armory can be easily looted with an accomplice to eliminate the security robot, genetics and cargo can be subverted or destroyed, Research can be wiped with a screwdriver and teleports to three rooms, and recovery of these assets can be prevented with a trip to engineering storage. Your teleport is basically free, abuse this as often as possible. armory weapons are much more powerful and concealable then anything you get early in the round. Giving a taser to a convert and setting them on their friends isn't the worst way to round up more converts. | |||
The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science, Genetics monsters, and RCD's. One of your primary objectives should be to disrupt the production of such devices before the five minute grace period. The armory can be easily looted with an accomplice to eliminate the security robot, genetics and cargo can be subverted or destroyed, Research can be wiped with a screwdriver and teleports to three rooms, and recovery of these assets can be prevented with a trip to engineering storage. | |||
A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as means to divide up the invading crew, and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise your numbers just grew by one, and theirs down by one! | A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as means to divide up the invading crew, and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise your numbers just grew by one, and theirs down by one! | ||
You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target. | You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target. | ||
==Threats to the Enlightened== | ==Threats to the Enlightened== | ||
Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum. | Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum. | ||
===[[Blood Cult|Nar-Sian Dogs]] [[File:Cultist.png]]=== | ===[[Blood Cult|Nar-Sian Dogs]] [[File:Cultist.png]]=== | ||
The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants. | The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants. | ||
===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]]=== | ===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]]=== | ||
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|chaplain's holy weapon]] weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and [[Chaplain#GET_BEHIND_ME_NAR-NAR_RATVAR|holy water]] will purge the light of Ratvar from even the most powerful servant's mind, given time. | Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|chaplain's holy weapon]] weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and [[Chaplain#GET_BEHIND_ME_NAR-NAR_RATVAR|holy water]] will purge the light of Ratvar from even the most powerful servant's mind, given time. | ||
It should be one of the servants' top priorities to [[Guide to toxins|damage]] and [[Armory|hamper]] Security. The [[Warden]] and the [[Head of Security]] can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implant, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to surgery with a friend to surgically remove the implant in order to convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident. | It should be one of the servants' top priorities to [[Guide to toxins|damage]] and [[Armory|hamper]] Security. The [[Warden]] and the [[Head of Security]] can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implant, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to surgery with a friend to surgically remove the implant in order to convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident. | ||
==Ratvar== | ==Ratvar== | ||
<center> | <center> | ||
[[File:Ratvar.gif]] | [[File:Ratvar.gif]] | ||
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{{Antagonists}} | {{Antagonists}} | ||
[[Category: Jobs]] | [[Category: Jobs]] | ||
[[Category:Game Modes]] | [[Category:Game Modes]] |
Revision as of 22:19, 5 April 2021
ENEMY STAFF | |
Servant of Ratvar |
Access: Maintenance Additional Access: Anywhere you can Warp or fabricate to Difficulty: Medium to Hard Supervisors: Ratvar Duties: Forget to toggle your chameleon jumpsuit, don't set up any power generation, watch the Ark get crushed by an angry Gygax every single round Guides: https://forums.yogstation.net/threads/bring-him-back-the-best-cult-rebased.17618/ Quote: "What's this lantern thi-" "QVR, URNGUR'A!!" |
Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him.
If you're one of these servants and you have no idea what to do, you've come to the right place.
Introduction and Key Points
Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
As a servant, you start on a z-level entirely separate from the station, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the station crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the station, as well as disguises, spare materials, and an infirmary for healing yourself and fellow servants. Most importantly, it houses the Ark of the Clockwork Justiciar, which you will need to defend.
From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence, and all servants will be transported to and prevented from leaving Reebe; then, after a five-minute grace period, portals will open up on the station and allow the crew access to Reebe, from an area in the south that no servants can access. As a servant, your goal is to build defenses and sabotage the station to protect the Ark until it activates.
While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible.
The Clockwork Slab
If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times.
The clockwork slab has several functions:
- Recital lets you recite scripture, the clockwork cult's special powers and abilities. Most structures come from scripture.
- Recollection displays an in-game guide for being a servant. You can toggle freely between this and Recital.
- Up to Five Quickbind action buttons allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button.
Clockwork slabs also generate a very small amount of power every second. Every human servant should have a slab! They're the key to any cult's success and you should have one at all times.
Your HUD
As a servant, you'll have several elements on your HUD that are all very important.
The global records display can be found in the top-right corner. Hovering over it will give you a short rundown of the status of the entire cult, including number of servants, stored power, and the Ark time left for its current phase. You should refer to this often to get a feeling for the state of your cult.
The Hierophant Network is INCREDIBLY IMPORTANT! Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you.
Power
Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in joules. Just any power doesn't work for servants' tools, though. Power can be generated in three ways, the first being adding Integration Cogs (Also known as "Cogging") APCs. The second method, though wildly more inefficient than cogging APCs, is to consume materials with a replica fabricator. The third method is to make small explosions on top of a Sigil of Transmission, though the efficiency of this method can vary. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant.
Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture! 25 MJ unlocks the Script tier. 40 MJ unlocks the Application tier.
The Eminence
The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader.
The Eminence can travel between the station and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted. Note that it can't understand anything said stationside unless war is declared, meaning that while it can see movements and planning, it cannot overhear what people are discussing.
By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses."
Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.
The City of Cogs and the Ark
Here is a map of the City of Cogs:
- The dark indigo room contains the Ark, which you need to defend.
- The orange room contains camera observation consoles, which let you watch the station from afar and warp there.
- The red area is where the crew will warp in once the Ark activates. You cannot access it and must build under the assumption that the crew will enter from there.
- The pink room contains the Herald's Beacon. If enough servants vote to activate it by interacting with it, the servants will become much stronger but forfeit their stealth by alerting the crew to their presence early. Think carefully before deciding if you want to activate the beacon, but be quick; you only have five minutes to decide! This room also contains the incredibly useful Eminence Spire. This will allow a fellow servant to give up his mortal body to become Ravtar's closest connection to the mortal plane, The Eminence. The Eminece is a ghost-like invisible presence with the sole purpose of organizing and ordering the Servants. You can vote against a Servant becoming The Eminence if you interact the Spire after he/she has used it. There are also three cogscarab shells here; any ghost can activate one to become a cogscarab, which is a tiny little clockwork construction drone built to build and reinforce! They can't recite scripture or leave Reebe, however.
- The green room contains a list of frequencies as well as six intercoms that can be tuned to any frequency. Use this to spy on Security, Command, or other departments.
- The teal room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds.
- The large area between the red area and all of the other rooms is empty space to build in. This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between!
Spread about the City of Cogs, in the area you will eventually need to defend, is randomized loot in order to assist you and your team in their goals. This loot can be various different items, ranging from the remains of a past warrior to materials and cogscarab shells.
The Ark
The Ark spawns at roundstart at the northernmost point in Reebe. As a servant, your ultimate goal is to defend it until activation (which occurs automatically.) Defend the Ark with your life - if the Ark is destroyed, the round ends instantly with a cult loss. If it completes its summoning, however, it will result in a cult win and a brief period of revelation during which the cult and its servants are made unstoppable by the presence of Ratvar.
The Ark has five "phases", listed below. In each phase, you can examine the Ark or check your global info alert to see the remaining time until its activation.
Declaring War
If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this:
- All servants are transformed from their current race into modified clockwork golems that are immune to high pressure, low pressure, no pressure, radiation, cold, bleeding, suffocation, hunger, fire, dismemberment, embedded shrapnel, deal more damage on punching with a chance to stun, and have 15% flat damage reduction against all sources. For obvious reasons, this transformation makes you stick out like a sore thumb, so you may consider disguising since you can wear clothes unlike other golems. Lastly, You can't fire guns
- Holy Water can still deconvert you.
- Clockwork slabs become supercharged and recite all scripture 30% faster.
- Every power cost is invisibly reduced by 50% of its original value.
- When the initial preparation phase is finished, the portals to Reebe will open immediately with no 5 minute grace period.
Scripture
Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open.
Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 25 kJ of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 40 kJ of power is stockpiled or another servant is converted.
Driver Scripture
These scriptures are unlocked by default and have no unlock requirement.
Cyborg Scripture
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.
Script Scripture
Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least 25 MJ to unlock.
Scripture names in italics signify important scripture necessary to success.
Application Scripture
Below is a list of all Application scripture. Application scriptures require the cult to have 40 MJ of power or a single conversion to unlock.
Scripture names in italics signify important scripture necessary to success.
Structures, Sigils, Objects, Constructs, and Cyborgs
This is a listing of the various structures and constructs available to the Servants of Ratvar.
Structures
Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.
All structures can be unsecured from the floor with a wrench.
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.
Traps
Traps are useful objects produced with brass sheets. There are two types of trap: sender and receiver.
Senders are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.
Receivers are the traps themselves, like brass skewers, that cause various things to occur when they receive a signal from a sender.
Senders and receivers can be linked by attacking them with a clockwork slab. The Eminence can also trigger traps by clicking on them.
Traps are built from brass sheets, and can be instantly deconstructed with a wrench.
Sigils
Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand.
You can stack multiple sigils of different types on a single tile, which allows you to create conversion traps, damage traps, or damaging conversion traps.
Constructs
Cyborgs
Cult Strategy
The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science, Genetics monsters, and RCD's. One of your primary objectives should be to disrupt the production of such devices before the five minute grace period. The armory can be easily looted with an accomplice to eliminate the security robot, genetics and cargo can be subverted or destroyed, Research can be wiped with a screwdriver and teleports to three rooms, and recovery of these assets can be prevented with a trip to engineering storage. Your teleport is basically free, abuse this as often as possible. armory weapons are much more powerful and concealable then anything you get early in the round. Giving a taser to a convert and setting them on their friends isn't the worst way to round up more converts.
A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as means to divide up the invading crew, and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise your numbers just grew by one, and theirs down by one!
You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target.
Threats to the Enlightened
Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum.
Nar-Sian Dogs
The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.
Security and the Chaplain
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.
It should be one of the servants' top priorities to damage and hamper Security. The Warden and the Head of Security can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implant, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to surgery with a friend to surgically remove the implant in order to convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
Ratvar
Once you've defended the Ark for enough time, Ratvar will come forth.
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
Few things are capable of challenging Ratvar's sheer power.
One of them is Nar-Sie.
If Ratvar and Nar-Sie encounter one another,
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
Antagonists on Yogstation | |
Individual Antagonists | Traitor, Internal Affairs, Changeling, Vampire, Wizard |
Team Antagonists | Blood Brothers, Nuclear Operative, Blood Cult, Clockwork Cult, Gangster, Heretic, Darkspawn |
Mid-Round Antagonists | Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Obsessed, Eldritch Horror |
Rare Antagonists | Devil |