Clockwork Cult: Difference between revisions

Jump to navigation Jump to search
2,405 bytes added ,  20:48, 24 April 2023
Corrects the spelling of Nar'sie
(Corrects the spelling of Nar'sie)
(37 intermediate revisions by 11 users not shown)
Line 11: Line 11:
|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 mech
|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 = This is the guide
|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!!"
}}
}}
'''Gamemode in rotation'''


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.
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.
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==
== 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.


Line 29: Line 28:


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.


Line 48: Line 42:


[[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 various ways through different items and structures. 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!
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 kJ''' unlocks the Script tier.
'''25 MJ''' unlocks the Script tier.
'''40 kJ''' 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 over watch, 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.


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.
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."
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."
It is also able to break lights on the station at will, as well as control the functions of any cogged APC.


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.'''
*'''The <span style="color:#FF0000">red</span> 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 <span style='color:#FF0000'>red</span> 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 <span style="color:#FF00DC">pink</span> 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 <span style='color:#FF00DC'>pink</span> 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 <span style="color:#00FF21">green</span> 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 <span style='color:#00FF21'>green</span> 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 <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
! style='background-color:#E6A500;' width='150px'|Duration(s)
! style="background-color:#E6A500;" width="150px" |Duration(s)
! style='background-color:#E6A500;' width='400px'|Description
! style="background-color:#E6A500;" width="400px" |Description
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Arkhalted.png]]
![[File:Arkhalted.png]]
Line 115: Line 100:
|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, radiation, resistant to cold, cannot bleed, don't breathe, don't hunger, don't get lit on fire, can't be dismembered, can't be embedded, deal more damage on punching and have a chance to stun, have 15% flat damage reduction against all sources.'' For obvious reasons, this makes you stick out like a sore thumb, so you may consider disguiseing 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, 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.
*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.
== 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
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Power Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! style='background-color:#E6A500;' width='659px'|Description
! style="background-color:#E6A500;" width="659px" |Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style="background-color:#E6A500;" width="70px" |Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Abscond.png]]
![[File:Abscond.png]]
Line 151: Line 130:
![[File:Kindle.png]]
![[File:Kindle.png]]
|'''Kindle'''
|'''Kindle'''
|125 J
|150 J
|Charges the invoker's clockwork slab with energy. Attacking a tile that you can see with the slab will fire a short-range (2 tiles) projectile towards it; if the projectile hits a non-servant, they will be stunned and muted. ''Note that damage reduces the duration of the stun!'' This scripture is your main way of subduing targets for conversion.
|Charges the invoker's clockwork slab with energy. Attacking a tile that you can see with the slab will fire a short-range (2 tiles) projectile towards it; if the projectile hits a non-servant, they will be stunned and muted. ''Note that damage reduces the duration of the stun!'' This scripture is your main way of subduing targets for conversion. This can be cast whilst moving, however it will slow you down.
|3 seconds
|5 seconds
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
Line 159: Line 138:
|'''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, so make sure to destroy it once you're done using it.
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
Line 168: Line 147:
|'''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
|- style="text-align: center;"
|- style="text-align: center;"
Line 176: Line 155:
|25 J
|25 J
|Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead.
|Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead.
|3 seconds  
|3 seconds
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
Line 184: Line 163:
|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 of servants above them, this is an efficient but slow form of healing.
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
Line 191: Line 170:
|'''Integration Cog'''
|'''Integration Cog'''
|10 J
|10 J
|Creates an integration cog in your hand. This is a stealthy and 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!
|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 20 J per second when in a powered APC, or 10 J per second if the APC lacks power.
|1 second
|1 second
|1
|1
Line 207: Line 186:
|Wraith Spectacles
|Wraith Spectacles
|50 J
|50 J
|Creates a pair of glasses that, when worn, allow you to see through walls. While worn, they slowly cause eye damage; this eye damage naturally heals when the glasses aren't in use.
|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.
|1 second  
|1 second
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
Line 223: Line 202:
|-
|-
|}
|}
 
====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'|Component Cost
! 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
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Judicial.png]]
![[File:Judicial.png]]
|Judicial Marker
|Judicial Marker
|N/A
|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
Line 244: Line 221:
![[File:Vanguard.png]]
![[File:Vanguard.png]]
|Linked Vanguard
|Linked Vanguard
|N/A
|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
Line 250: Line 227:
|-
|-
|}
|}
 
===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 '''50 kW''' 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
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Power Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! 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
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Ocularwarden.png]]
![[File:Ocularwarden.png]]
Line 280: Line 254:
For each point of damage done, one point of global vitality is created.<br>
For each point of damage done, one point of global vitality is created.<br>
It will also destroy the bodies of any non-servants on top of it and produce a burst of an extra 100 vitality.<br>
It will also destroy the bodies of any non-servants on top of it and produce a burst of an extra 100 vitality.<br>
If a servant who is AFK is placed on the vitality matrix, it will attempt to offer their body.<br>
Finally, it will consume vitality to heal servants, and can revive dead ones for 150 vitality. Note that servants can only be revived in this way once per minute.
Finally, it will consume vitality to heal servants, and can revive dead ones for 150 vitality. Note that servants can only be revived in this way once per minute.
|6 seconds
|6 seconds
Line 288: Line 263:
|250 J
|250 J
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
It can be used to consume brass, metal, glass sheets, plus metal rods, to create power directly.<br>
It can be used to consume brass, metal, plasteel, floor tiles and metal rods, to create power directly.<br>
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br>
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br>
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
Line 301: Line 276:
|Creates a judicial visor, which can be worn as eyewear.<br>
|Creates a judicial visor, which can be worn as eyewear.<br>
When worn, it can be used by a servant to create a 3x3 judicial marker at the target location, which slightly stuns everyone nearby and applies Belligerent, reducing their movement speed. After three seconds, the marker explodes, causing brute damage to anyone standing on top of it.<br>
When worn, it can be used by a servant to create a 3x3 judicial marker at the target location, which slightly stuns everyone nearby and applies Belligerent, reducing their movement speed. After three seconds, the marker explodes, causing brute damage to anyone standing on top of it.<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, judicial visors' marks explode slightly faster<br>
The visor has a 30-second cooldown.
The visor has a 30-second cooldown.
|1 second
|1 second
Line 308: Line 284:
|Clockwork Armaments
|Clockwork Armaments
|250 J
|250 J
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!<br>
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian weapon too, absolutely free!<br>
The armor and spear can be called separately:<br><br>
The armor and weapon can be called separately:<br><br>
- The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor.<br><br>
*The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor. The armor has a base effectiveness of 60 against melee attacks, 70 against ballistic attacks, 0 against laser attacks, 0 against energy attacks, and 60 against bomb attacks.
- The spear appears in your hand, and can be called and dismissed at will. It does 15 damage (10% armor penetration) by default, plus five extra burn. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the armor's effectiveness increases by 10 against melee and ballistic attacks, 25 against energy attacks, and 10 against bomb attacks, while becoming space and fireproof.<br><br>
*The weapon appears in your hand, and can be called and dismissed at will. You have the choice between a few weapons:
**[[File:Ratvarian_spear.png|16px]]'''Spear:''' Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
**[[File:Ratvarian_hammer.png|16px]]'''Battle-Hammer:''' Does 15 damage and knocks back non-servants but is ineffective against armor, can be thrown to deal 10 damage and the same knockback on non-servants. Antimagic will protect against the knockback on throw but not in melee.
**[[File:Ratvarian_sword.png|16px]]'''Longsword:''' Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again. Can be thrown for 20 damage.
**[[File:Bow_clockwork.png|16px]]'''Bow:''' A ranged weapon, its arrows deal 16 burn damage and can embed in their target to deal more burn damage over time. Creates more arrows by itself fairly quickly.
|2 seconds
|2 seconds
|1
|1
Line 317: Line 299:
![[File:Spatialgateway.gif]]
![[File:Spatialgateway.gif]]
|Spatial Gateway
|Spatial Gateway
|400 W
|400 J
|Creates a one-way gateway to a target conscious servant or clockwork obelisk. By default, it has only one use, and lasts for 4 seconds.<br>
|Creates a one-way gateway to a target conscious servant or clockwork obelisk. By default, it has only one use, and lasts for 4 seconds. Each servant adjacent to the invoker when the gateway is created will give the gateway 1 additional use and 4 additional seconds of lifespan.<br>
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
|8 seconds
|8 seconds
Line 324: Line 306:
|-
|-
|}
|}
 
===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 '''100 kW''' of power 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
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Power Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! 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
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
![[File:Clockworkmarauder.gif]]
Line 343: Line 322:
|8 kJ
|8 kJ
|Creates a shell for a clockwork marauder, a combat construct capable of deflecting projectiles with its shield. Repeated use in a short period of time causes the recital to take longer.
|Creates a shell for a clockwork marauder, a combat construct capable of deflecting projectiles with its shield. Repeated use in a short period of time causes the recital to take longer.
<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, marauders will gain 1 maximum charge to their shields and deal 15 damage per hit, up from 12.
|8 seconds
|8 seconds
|1
|1
Line 351: Line 332:
|Creates a sigil that functions as a power access point, providing power to all structures nearby that require it. It draws this from the global pool.<br>
|Creates a sigil that functions as a power access point, providing power to all structures nearby that require it. It draws this from the global pool.<br>
Servant cyborgs can use it to recharge.<br>
Servant cyborgs can use it to recharge.<br>
Small explosions in its vicinity will slightly charge it.
If it is hit by the light range of an explosion, it will produce '''500 J'''.
|7 seconds
|7 seconds
|1
|1
Line 377: Line 358:
|-
|-
|}
|}
 
==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; floors can be removed after prying at it with a crowbar for several seconds (though this would only typically be done by crew on station).<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
! style='background-color:#E6A500;' width='73px'|Name
! style="background-color:#E6A500;" width="73px" |Name
! style='background-color:#E6A500;' width='40px'|Health
! style="background-color:#E6A500;" width="40px" |Health
! style='background-color:#E6A500;' width='560px'|Description
! style="background-color:#E6A500;" width="560px" |Description
! style='background-color:#E6A500;' width='280px'|Usage Tip
! style="background-color:#E6A500;" width="280px" |Usage Tip
! style='background-color:#E6A500;' width='80px'|Construction Value
! style="background-color:#E6A500;" width="80px" |Construction Value
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockfloor.png]]
![[File:Clockfloor.png]]
Line 402: Line 378:
|A clockwork floor produced by brass or a replica fabricator. Reebe is covered in an indestructible variety.<br>
|A clockwork floor produced by brass or a replica fabricator. Reebe is covered in an indestructible variety.<br>
Replica fabricators can swap between these and clockwork walls at a power cost.<br>
Replica fabricators can swap between these and clockwork walls at a power cost.<br>
|Servants standing on clockwork floors heal 3 toxin damage per second.
|Servants standing on clockwork floors heal 3 toxin damage per second. If located on station, cultists will teleport to them much more rapidly than other tile types.
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
Line 446: Line 422:
|N/A
|N/A
|A clockwork wall produced with brass or by a replica fabricator.<br>
|A clockwork wall produced with brass or by a replica fabricator.<br>
Replica Fabricators can deconstruct clockwork walls for a refund of 1 kJ power.
Replica Fabricators can deconstruct clockwork walls for a refund of 1 kJ.
|Serves as a durable barrier. Can be superheated by the Eminence to prevent mechs from destroying them.
|Serves as a durable barrier. Can be superheated by the Eminence to prevent mechs from destroying them.
|5
|5
Line 464: Line 440:
If the target has x-ray vision, it will attack them through walls. If the target is carrying a bible, it will target the bible first.<br>
If the target has x-ray vision, it will attack them through walls. If the target is carrying a bible, it will target the bible first.<br>
It deals 15 damage per second, reduced by 5% for each tile between the target and warden, and 10% for each dense object.
It deals 15 damage per second, reduced by 5% for each tile between the target and warden, and 10% for each dense object.
|Ocular wardens, while lethal and powerful, are very easily smashed. Placing them behind barricades will make them more durable, but less damaging.
|Ocular wardens, while lethal and powerful, are very easily smashed and vulnerable to EMP. Placing them behind barricades will make them more durable, but less damaging.
|15
|15
|- style="text-align: center;"
|- style="text-align: center;"
Line 472: Line 448:
|Creates a mania motor, which causes minor damage and a variety of negative mental effects in nearby non-servant humans, potentially up to and including conversion.<br>
|Creates a mania motor, which causes minor damage and a variety of negative mental effects in nearby non-servant humans, potentially up to and including conversion.<br>
The effects will linger even if targets leave its range or the mania motor is turned off, though both of these things will cause the effects to fall off much more rapidly.<br>
The effects will linger even if targets leave its range or the mania motor is turned off, though both of these things will cause the effects to fall off much more rapidly.<br>
It requires 150 J/sec to run.
It requires 150 J per second to run.
|Mania motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking.
|Mania motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking.
|20
|20
Line 483: Line 459:
Spatial Gateway functions like the scripture of the same name; however, it has 5 uses, and lasts 10 seconds, in addition to being two-way.<br>
Spatial Gateway functions like the scripture of the same name; however, it has 5 uses, and lasts 10 seconds, in addition to being two-way.<br>
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
It requires 50 J of power to send a broadcast, and 2 kJ to open a gateway.
It requires 50 J to send a broadcast, and 2 kJ to open a gateway.
|Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
|Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
|20
|20
|-
|-
|}
|}
 
===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>
Line 496: Line 470:
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
! style='background-color:#E6A500;' width='73px'|Name
! style="background-color:#E6A500;" width="73px" |Name
! style='background-color:#E6A500;' width='40px'|Health
! style="background-color:#E6A500;" width="40px" |Health
! style='background-color:#E6A500;' width='560px'|Description
! style="background-color:#E6A500;" width="560px" |Description
! style='background-color:#E6A500;' width='280px'|Usage Tip
! style="background-color:#E6A500;" width="280px" |Usage Tip
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Brass lever.png]]
![[File:Brass lever.png]]
Line 508: Line 481:
|75
|75
|The most simple sender. Activates when clicked.
|The most simple sender. Activates when clicked.
|It's a lever. There's nothing else to it.
| It's a lever. There's nothing else to it.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Pressure sensor.png]]
![[File:Pressure sensor.png]]
Line 520: Line 493:
|15
|15
|Repeaters can be toggled on and off. When active, they will send a signal once every second.
|Repeaters can be toggled on and off. When active, they will send a signal once every second.
|Useful for traps that perform well when they receive signals at constant intervals.
| Useful for traps that perform well when they receive signals at constant intervals.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Brass skewer.png]]
![[File:Brass skewer.png]]
Line 527: Line 500:
|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 spear. They can resist to pull themselves off after 30 seconds, but can be helped off by another person after 6.<br>
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. Can also be easily hidden with certain objects or Brass chairs.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Steam vent.png]]
![[File:Steam vent.png]]
|Receiver - Steam Vent
|Receiver - Steam Vent
|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.  
|Especially powerful when combined with wraith spectacles!
|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
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='605px'|Description
! style="background-color:#E6A500;" width="605px" |Description
! style='background-color:#E6A500;' width='274px'|Usage Tip
! style="background-color:#E6A500;" width="274px" |Usage Tip
|- style="text-align: center;"
|- style="text-align: center;"
![[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-servants lacking eye protection.<br>
|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, after a brief delay.<br>
|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, in addition to consuming the Matrix.
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 can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.<br>
|Sigils of Transmission will power Clockwork Structures within 2 tiles.<br>
While active, it will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants.<br>
When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
The Sigil can be charged with Brass Sheets at a rate of '''250J''' per sheet.<br>
|Only Clockwork Obelisks and Mania Motors use the Sigil of Transmission to power themselves.
Using a Replica Fabricator on it will rapidly charge that Fabricator.
|When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
|-
|-
|}
|}
 
===Constructs===
=== Constructs ===
 
{| 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='73px'|Name
! style="background-color:#E6A500;" width="73px" |Name
! style='background-color:#E6A500;' width='40px'|Health
! style="background-color:#E6A500;" width="40px" |Health
! style='background-color:#E6A500;' width='520px'|Description
! style="background-color:#E6A500;" width="520px" |Description
! style='background-color:#E6A500;' width='320px'|Playstyle Tips
! style="background-color:#E6A500;" width="320px" |Playstyle Tips
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
![[File:Clockworkmarauder.gif]]
Line 599: Line 566:
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]]
Line 606: Line 573:
|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.<br>
They can wield and use any kind of weapon, but can't fire guns, move slowly, and die fast.
Activating a cogscarab shell during a non-clockwork cult round will allow you infinite power and the ability to recite scripture. This is for players to learn the ins and outs of the gamemode in a safe environment!
|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.
Most effective at repairing doors leading to the Ark during the final defense.
|-
|-
|}
|}
 
===Cyborgs===
=== Cyborgs ===
 
{| 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='73px'|Module
! style="background-color:#E6A500;" width="73px" |Module
! style='background-color:#E6A500;' width='280px'|Scripture
! style="background-color:#E6A500;" width="280px" |Scripture
! style='background-color:#E6A500;' width='120px'|Other Tools
! style="background-color:#E6A500;" width="120px" |Other Tools
! style='background-color:#E6A500;' width='480px'|Playstyle Tips
! style="background-color:#E6A500;" width="480px" | Playstyle Tips
|- style="text-align: center;"
|- style="text-align: center;"
![[File:RatvarStandard.png]]
![[File:RatvarStandard.png]]
|Standard
|Standard
|Judicial Marker, Linked Vanguard
|Judicial Marker, Linked Vanguard
|Ratvarian Spear, Cyborg Fabricator
| Ratvarian Spear, Cyborg Fabricator
|Your main strength is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers. However, you also have the basic construction and crit-stabilising abilities that come with your module.  
|Your main strength is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers. However, you also have the basic construction and crit-stabilising abilities that come with your module.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:RatvarEngineering.png]]
![[File:RatvarEngineering.png]]
|Engineering
|Engineering
|Replicant, Sigil of Transmission
|Replicant, Sigil of Transmission
|Cyborg Fabricator
| Cyborg Fabricator
|As you have only relatively basic tools, your use is to, more or less, create 5 layers of clockwork walls around the clockcult's base.<br>
|As you have only relatively basic tools, your use is to, more or less, create 5 layers of clockwork walls around the clockcult's base.<br>
In addition, you are capable of producing power for clockwork structures and other cyborgs.
In addition, you are capable of producing power for clockwork structures and other cyborgs.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:RatvarJanitor.png]]
![[File:RatvarJanitor.png]]
|Janitor
| Janitor
|Replicant, Sigil of Transgression, Ocular Warden, Mania Motor
|Replicant, Sigil of Transgression, Ocular Warden, Mania Motor
|Cyborg Fabricator
|Cyborg Fabricator
Line 643: Line 608:
![[File:RatvarMedical.png]]
![[File:RatvarMedical.png]]
|Medical
|Medical
|Linked Vanguard, Sentinel's Compromise, Vitality Matrix, Mending Mantra, Fellowship Armory
| Linked Vanguard, Sentinel's Compromise, Vitality Matrix, Mending Mantra, Fellowship Armory
|Ratvarian Spear
|Ratvarian Spear
|As a Medical cyborg, you exist to heal and defend other Servants; with Sentinel's Compromise you are extremely able to revive allies during combat.<br>
| As a Medical cyborg, you exist to heal and defend other Servants; with Sentinel's Compromise you are extremely able to revive allies during combat.<br>
You're a combat medic; with Linked Vanguard and Sentinel's Compromise, you are very difficult to kill or disable while attacking with your spear.
You're a combat medic; with Linked Vanguard and Sentinel's Compromise, you are very difficult to kill or disable while attacking with your spear.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:RatvarPeacekeeper.png]]
![[File:RatvarPeacekeeper.png]]
|Peacekeeper
| Peacekeeper
|Belligerent, Judicial Marker
|Belligerent, Judicial Marker
|Ratvarian Spear
|Ratvarian Spear
Line 669: Line 634:
|-
|-
|}
|}
 
==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. 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!
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.
 
===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.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.
 
=== [[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 [[Beyond the impossible|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]]
Line 711: Line 664:




 
{{Antagonists}}
{{Jobs}}
[[Category: Jobs]]
{{Game modes}}
[[Category:Game Modes]]
[[Category: Jobs]] [[Category:Game Modes]]
236

edits

Navigation menu