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|img = servant_of_ratvar.png
|img = servant_of_ratvar.png
|jobtitle = Servant of Ratvar
|jobtitle = Servant of Ratvar
|access = Whatever you have
|access = Maintenance
|additional = Anyone that you can use a Spatial Gateway to get to
|additional = Anywhere you can Warp or fabricate to
|difficulty = Low to Unwinnable
|difficulty = Medium to Hard
|superior = Ratvar
|superior = Ratvar
|duties = Make a cache, complain about not having any stuns, even though you do, make a cache, fail to convert a borg you used the visor on, make a cache
|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 = "Ratvar is a dumb na-" "QVR, URNGUR'A!!"
|quote = "What's this lantern thi-" "QVR, URNGUR'A!!"
}}
}}
'''Gamemode in rotation'''


While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. Unfortunately, his exile to Reebe - a plane of complete nothingness - makes celestial warfare somewhat difficult. To these ends, he has enslaved mortals to do his bidding and ensure the downfall of the Geometer.
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.


Assuming you're one of those slaves, 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==
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.


==Summary==
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.


Assuming you've had experience with Nar-Sie and their cult, you might assume that Ratvar's servants operate in a similar fashion. In this, you would be both correct and incorrect. While both cults rely on forced conversion tactics and ultimately serve their respective gods, the similarities end there. The Ratvarian cult is focused primarily on subtlety, sabotage, and base-building, whereas the Nar-Sian cult is focused on sowing chaos, paranoia, and dissent among the crew's ranks.
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.''


In addition, unlike Nar-Sie, Ratvar is capable of converting silicon lifeforms. Cyborgs and AIs are both valid targets for conversion. Converted cyborgs will have yellow eyes, visible immediately unless headlights are on (and even then a close examination reveals them), but AIs have no indication unless carded.
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]]===
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.


Ratvar's servants have to fulfill his will. Typical goals include:
The clockwork slab has several functions:
* Summoning Ratvar.
*'''Recital''' lets you recite ''scripture,'' the clockwork cult's special powers and abilities. Most structures come from scripture.
* Ensuring that a certain number of servants escape on the shuttle.
*'''Recollection''' displays an in-game guide for being a servant. You can toggle freely between this and Recital.
* Converting all silicon lifeforms on the station.
*'''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.


Luckily, you are not alone in this. As a servant, you have a wide variety of tools at your disposal.
[[File:Clockinfo.png|32px]] 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 Clockwork Slab [[File:clockwork_slab.gif]] ===
[[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===
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.


If you've had experience with the Nar-Sian cult, then you can think of the clockwork slab as Ratvar's equivalent of the arcane tome. However, the slab boasts superior utility, and slightly superior portability, to the tome. All initial servants start with a clockwork slab and can create more through scripture (more on that later).
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 over watch, coordinator, and leader.


The clockwork slab has five functions:
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.
* '''Recital''', which shows tiers of scripture to utilize.
* '''Recollection''', which displays in-game documentation and tutorial.
* '''The Hierophant Network action button''', which allows discreet communication between all Servants.
* '''The Guvax and Vanguard action buttons''', which allow quickly invoking the Guvax and Vanguard scriptures when holding the slab.
* '''Can be examined''' to see all components in the slab, plus the total components ''available'' to the slab when including the global cache.


Clockwork slabs will generate a component every 90 seconds(plus 30 seconds for each additional human or silicon Servant above 5), provided they're being held by a mob or are in a mob's storage. Generating a component also prevents all other slabs held by that mob from generating components; spread slabs out, don't hold multiple.
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."


Using a slab on another slab, a person holding a slab, or a Tinkerer's Cache will transfer all components in the slab to the target slab, the person's highest-component slab, or the global cache, respectively.<br>Components placed in a slab will also be placed in the global cache automatically.
It is also able to break lights on the station at will, as well as control the functions of any cogged APC.


''Every human Servant should have a slab!'' Slabs are key to the success of Ratvar's agenda.
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:


=== New Servant Checklist ===
[[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:#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:#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:#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!
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.


So the round started, and you're a Servant? Good! There's a few things that you should do before you begin purging all those pesky untruths. Any unfamiliar terms are covered later in the page.
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.
* Use your slab's Hierophant Network button to alert your teammates of your rank, position, etc.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
* Develop a base for your operations, preferably after coordinating on placement with other Servants - include a Tinkerer's Cache, then an Ocular Warden and some Clockwork Floors/Walls once [[Clockwork_Cult#Script_Scripture|Scripts]] are unlocked.
! style="background-color:#E6A500;" width="96px" |Appearance
* Start expanding your ranks by forced conversion; stun, cuff, remove radio, and apply Guvax.
! style="background-color:#E6A500;" width="150px" |Duration(s)
* Increase your component generation with Clockwork Walls adjacent to Tinkerer's Caches and Tinkerer's Daemons within those Caches.
! style="background-color:#E6A500;" width="400px" |Description
* Stay in touch with your teammates via Hierophant Network, and be prepared to help them if things go south.
|- style="text-align: center;"
 
![[File:Arkhalted.png]]
== Components, Scripture, and CV ==
Build Phase<br>
Servants of Ratvar don't sacrifice their own blood to use rituals. Instead, they use something called ''components''. In a literal sense, these are parts of Ratvar's body that have rusted and fallen free during his imprisonment. Despite this, the parts hold power on their own and are utilized by Ratvar's servants to power their rites - what they call ''scripture''. Scripture has multiple tiers; each tier is unlocked as the cult's power grows. For instance, [[Clockwork_Cult#Application_Scripture|Applications]] are unlocked through having at least 8 servants, 100 CV worth of structures, and 3 caches.
Prep Phase
 
|30-35 minutes (charge-up)<br>5 minutes (grace period)
There are five component types:
|The Ark starts in this state, during which it is silent. This entire phase marks the time during which the servants should build fortifications and actively prepare to defend the Ark. After the first phase passes, there is a 30-second warning for all servants to get back to Reebe. Once this time is up, ''all servants will become marked and visible to all non-servants, and a station-wide announcement will inform the crew of the Ark's presence.'' There is then a five-minute grace period during which neither side can attack, for servants to finalize preparations and the crew to get ready for the assault.
* '''Belligerent Eyes''', which possess the power to focus on certain things and grant malevolent sentience.
|- style="text-align: center;"
* '''Vanguard Cogwheels''', which are almost indestructible and serve in protection.
![[File:Arkopening.gif]]
* '''Guvax Capacitors''', which can manipulate the mind.
Defense Phase
* '''Replicant Alloy''', which is very strong but can be melted and molded by force of will. It is also often used to fuel machinery used by the Servants of Ratvar.
|4 minutes
* '''Hierophant Ansibles''', which can send massive amounts of data in an instant.
|When this phase begins, portals to Reebe will open up everywhere across the station in nearly every room over a one-minute timespan. Crew can enter these portals to emerge in one of the three spawn rooms, and cannot return to the station. This phase consists of the crew's first massive assault on Reebe, and is generally the hardest phase as the crew is at full strength.
 
|- style="text-align: center;"
Most scripture consumes a certain amount of components of a certain type. These components are drawn directly from the clockwork slab used, or from the global cache accessed by Tinkerer's Caches. The global cache can store any number of components, but scripture will prioritize drawing components from the slab used before the global cache.
![[File:Arkactive.gif]]
 
Assault Phase
When a tier of scripture is locked or unlocked, all servants will be immediately alerted.
|4 minutes
 
|This timespan marks the middle of the crew's attack period. Any stragglers from the station have likely ended up on Reebe by this point (as well as anyone who took extra time to arm themselves) and will be actively trying to kill you. If you managed to fend off the initial assault, the worst should be over, but always keep an eye out for one-man armies.
You might be wondering, "What's CV and why do we need 200 of it? Will it kill my children?" No, it won't, but it's still important. "CV" is the abbreviation for "Construction Value", which is gained by building Ratvarian structures or turfs. For instance, the Tinkerer's Cache (an extremely important structure) grants 10 CV. It is also granted by clockwork floors and walls - which are useful in their own right - and is a required threshold to gain more powerful scripture.
|- style="text-align: center;"
 
![[File:Arkclosing.gif]]
=== Global Records ===
Cleanup Phase
 
|2 minutes
You may be thinking that this is a lot of information to keep track of; it is,and that is why you have the '''Global Records''' alert, which appears in the top left.<br>
|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.
Mousing over that alert will show you a variety of information on the cult's status, including the number of servants, number of Tinkerer's Caches, CV, if Tinkerer's Daemons are active, if an unconverted AI exists, what Generals can be invoked, and what tiers of scripture are unlocked.
|}
 
==Declaring War [[File:Herald_beacon.png]]==
=== Driver Scripture ===
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'''
Below is a list of all Driver scripture. Driver scriptures are unlocked by default and have no unlock requirement.
*Holy Water can still deconvert you.
 
*Clockwork slabs become supercharged and recite all scripture 30% faster.
Scripture names in ''italics'' signify important scripture necessary to success.
*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.
{| 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" |Icon
! 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" |Power Cost
! style='background-color:#E6A500;' width='140px'|Component Requirement
! style="background-color:#E6A500;" width="659px" |Description
! style='background-color:#E6A500;' width='580px'|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;"
!N/A
![[File:Abscond.png]]
|Belligerent
|'''Abscond'''
|N/A
|5 J + 95 J if pulling a mob
|1 Belligerent Eye
|Returns you to Reebe. If you're dragging a mob behind you, extra power will be spent in order to bring the mob with you to Reebe.
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
|5 seconds
Every few seconds, the invoker utters an invocation that forces all non-Servants nearby to walk instead of run.<br>
The invocation also does minor damage, up to a maximum of 30 damage per recital.
|Every 2s up to 30s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Judicialvisor.png]]
![[File:Kindle.png]]
|Judicial Visor
|'''Kindle'''
|1 Belligerent Eye
|150 J
|2 Belligerent Eyes
|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.
|Creates a Judicial Visor, which can create balls of Ratvar's Flame. Using Ratvar's Flame at any range will create a Judicial Marker at the chosen location.<br>
|5 seconds
Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.  
|1s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
!N/A
![[File:Sigil_of_submission.png]]
|Vanguard
|'''Sigil of Submission'''
|N/A
|125 J
|1 Vanguard Cogwheel
|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.
|The invoker gains 20 seconds of stun immunity.<br>
<br>
At the end of the 20 seconds, 25% of all stuns absorbed by the Vanguard affect the invoker. If the invoker was stunned above a certain threshold, they will instead go unconscious for 50% of all stuns they absorbed.
Like all sigils, it can be destroyed by clicking on it with combat mode on, which you may use to hide your tracks.
|3s
|6 seconds
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
!N/A
![[File:Hateful_manacles.png]]
|Sentinel's Compromise
|'''Hateful Manacles'''
|1 Vanguard Cogwheel
|25 J
|2 Vanguard Cogwheels
|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.
|Heals a target Servant of all brute and burn damage, but does 50% of the total damage that servant had as toxin damage.
|1.5 seconds
|3s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
!N/A
![[File:Vanguard.png]]
|''Guvax''
|'''Vanguard'''
|N/A
|25 J
|1 Guvax Capacitor
|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.
|Converts all directly adjacent unshielded creatures, including cyborgs and AIs, to Ratvar's cause.<br>
|3 seconds
Also purges holy water from nearby Servants, including the invoker.<br>
'''Each human or silicon Servant above 5 increases the invoke time by 1 second, up to a maximum of 20 seconds.'''
|5s +1s per excess Servant
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
!N/A
![[File:Sentinels_compromise.png]]
|Taunting Tirade
|Sentinel's Compromise
|1 Guvax Capacitor
|100 J
|2 Guvax Capacitors
|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!
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
<br>
Every few seconds, the invoker utters an invocation that causes weakeness, confusion and dizziness in all non-Servants nearby.<br>
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.
'''Unlike other chanted scripture, Taunting Tirade gives the invoker ''5 seconds to move'' after finishing each invocation.'''
|3 seconds
|Every 6s up to 30s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkslab.png]]
![[File:Integration_cog.png]]
|Replicant
|'''Integration Cog'''
|N/A
|10 J
|1 Replicant Alloy
|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!
|Creates a Clockwork Slab and attempts to put it in the invoker's hands.
<br>
|N/A
Generates 20 J per second when in a powered APC, or 10 J per second if the APC lacks power.
|1 second
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Tinkererscache.png]]
![[File:clockwork_slab.gif]]
|''Tinkerer's Cache''
|Replicant
|1 Replicant Alloy
|25 J
'''For every 5 Caches;'''<br>
|Creates a new clockwork slab.
1 Belligerent Eye<br>
|1.5 seconds
1 Vanguard Cogwheel<br>
1 Guvax Capacitors<br>
1 Hierophant Ansible
|2 Replicant Alloy
'''For every 5 Caches'''<br>
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
1 Guvax Capacitors<br>
1 Hierophant Ansible
|Creates a Tinkerer's Cache, which can store any number of components, which it will share with all other Caches and Slabs.<br>
''Provided at least one Tinkerer's Caches exists'', Clockwork Slabs will draw components from the global cache after drawing the maximum it can from its own components.<br>
Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 90 seconds.<br>
'''Caches cost additional resources to construct for ''every 5 existing Caches''.'''
|5s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Wraithspectacles.png]]
![[File:Wraithspectacles.png]]
|Wraith Spectacles
|Wraith Spectacles
|N/A
|50 J
|1 Hierophant Ansible
|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.
|Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision.<br>
<br>
Wraith Spectacles will, however, damage your vision if worn for more than a minute without periods of rest.
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite.
|1s
|1 second
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigiloftransgression.png]]
![[File:Sigiloftransgression.png]]
|Sigil of Transgression
|Sigil of Transgression
|1 Hierophant Ansible
|50 J
|2 Hierophant Ansibles
|Creates a sigil of transgression below you. It's nearly invisible, and when a non-servant crosses it, they will be stunned for around ten seconds and blinded.
|Creates a nearly invisible Sigil that, when crossed by a non-Servant, will lock them in place for about 7 seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection.<br>
<br>
The Sigil does not mute the target, and, due to how it stuns, they can easily be pushed off of it.<br>
Like all sigils, it can be destroyed by clicking on it with combat mode on.
You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression.
|5 seconds
|5s
|1
|-
|}
====Cyborg Scripture====
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"
! style="background-color:#E6A500;" width="32px" |Image
! style="background-color:#E6A500;" width="80px" |Name
! style="background-color:#E6A500;" width="140px" |Cyborg Module
! style="background-color:#E6A500;" width="660px" |Description
! style="background-color:#E6A500;" width="70px" |Invocation Time
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
![[File:Judicial.png]]
|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.
|3 seconds
|1
|- style="text-align: center;"
![[File:Vanguard.png]]
|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.
|3 seconds
|1
|1
|-
|-
|}
|}
 
===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 at least '''5 Human or Silicon Servants''' and a '''Tinkerer's Cache'''.


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'|Component Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! style='background-color:#E6A500;' width='140px'|Component Requirement
! style="background-color:#E6A500;" width="660px" |Description
! style='background-color:#E6A500;' width='580px'|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]]
|Ocular Warden
|Ocular Warden
|
|250 J
1 Belligerent Eye<br>
|Creates an ocular warden, a fragile defensive turret that deals burn damage to non-servants within a three-tile radius.<br>
1 Replicant Alloy
The warden does approx. 15 damage per second, reduced by 5% for every tile between the warden and its target, and 10% for every dense object between them.<br>
|
Wardens have 25 max integrity, and cannot be placed within three tiles of one another.
2 Belligerent Eyes<br>
|10 seconds
1 Replicant Alloy
|Creates an Ocular Warden, which will automatically damage a target non-Servant that it can see within 3 tiles of it.<br>
Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.
|12s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Cogscarabshell.png]]
![[File:Vitalitymatrix.png]]
|Cogscarab
|Vitality Matrix
|
|1 kJ
1 Belligerent Eye<br>
|Creates a vitality matrix, a hard-to-see sigil that will drain the health of non-servants that stand on it in the form of toxin damage.<br>
1 Hierophant Ansible
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>
2 Belligerent Eyes<br>
If a servant who is AFK is placed on the vitality matrix, it will attempt to offer their body.<br>
1 Hierophant Ansible
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.
|Produces an Cogscarab Shell, which can be powered by a soul vessel to produce a Cogscarab, which is fragile, but has an inbuilt proselytizer that can convert rods, metal, and plasteel to alloy, access to the Hierophant Network, and a set of basic, but fast, tools.<br>
|6 seconds
The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one.
|5s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Fellowshiparmor.png]]
![[File:Clockworkproselytizer.png]]
|Fellowship Armory
|''Replica Fabricator''
|
|250 J
1 Vanguard Cogwheel<br>
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
1 Replicant Alloy
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>
2 Vanguard Cogwheels<br>
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
1 Replicant Alloy
Use it in-hand to produce five brass sheets at a cost of 1.25 kJ. This is your main way of getting construction materials.<br>
|Equips all Servants directly adjacent to the invoker with powerful but obvious brass armor.<br>
Servants start with a fabricator by default. Note that power is drawn from the globally-available pool.
The armor includes a suit, helmet, gauntlets, and boots, and anything a servant is wearing in those slots will prevent it from being equipped.<br>
|2 seconds
The helmet, armor, and gauntlets provide massive melee and bullet protection, but a weakness to lasers.<br>
'''Each nearby living Servant decreases the invocation time by 1 second.'''
|10s -1s per other Servant
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigilofsubmission.png]]
![[File:Judicialvisor.png]]
|Sigil of Submission
|Judicial Visor
|
|400 J
1 Belligerent Eye<br>
|Creates a judicial visor, which can be worn as eyewear.<br>
1 Guvax Capacitor
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>
1 Belligerent Eye<br>
The visor has a 30-second cooldown.
2 Guvax Capacitors
|1 second
|Creates a Sigil that, when crossed by a non-Servant, will attempt to convert them after 7 seconds if they remain on the Sigil for that time.<br>
The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first.<br>
Both successful and unsuccessful conversion attempts will stun and mute the target.
|6s
|1
|- style="text-align: center;"
![[File:Soulvessel.png]]
|Soul Vessel
|
1 Vanguard Cogwheel<br>
1 Guvax Capacitor
|
1 Vanguard Cogwheel<br>
2 Guvax Capacitors
|Creates a Soul Vessel, a clockwork cube that can be used as a posibrain.<br>
You can attack a dead or unconscious non-Servant human with the Soul Vessel to capture their consciousness as an alternative to using it in-hand to attract a spirit.<br>
The Soul Vessel can also be placed in Cogscarab and Anima Fragment shells.
|2s
|1
|- style="text-align: center;"
![[File:Clockworkproselytizer.png]]
|''Clockwork Proselytizer''
|
1 Guvax Capacitor<br>
1 Replicant Alloy
|
1 Guvax Capacitor<br>
2 Replicant Alloy
|Creates a Clockwork Proselytizer, which can be used to convert walls, floors, windows, and doors into Clockwork variants at a cost of Replicant Alloy.<br>
The Proselytizer can also repair clockwork structures, form some damaged objects into Replicant Alloy, and convert Clockwork Floors into Clockwork Walls and vice versa.<br>
To refill the Proselytizer, use it on a Tinkerer's Cache, strike it with Replicant Alloy, or strike Replicant Alloy with it.<br>
Use the Proselytizer in-hand to reform its stored alloy into usable component alloy.
|2s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Ratvarspear.png]]
![[File:Ratvarspear.png]]
|Function Call
|Clockwork Armaments
|
|250 J
1 Replicant Alloy<br>
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian weapon too, absolutely free!<br>
1 Hierophant Ansible
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. 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.
2 Replicant Alloy<br>
<br>
1 Hierophant Ansible
[[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>
|Provides the invoker with the ability to call forth a Ratvarian spear '''once every 3 minutes''' at any time, with the spear lasting for 3 minutes.<br>
*The weapon appears in your hand, and can be called and dismissed at will. You have the choice between a few weapons:
The spear does moderate damage in melee, with bonus damage to cyborgs and cultists.<br>
**[[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.
You can impale human targets for '''massive damage''' with the spear by pulling them, then attacking.<br>
**[[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.
Throwing the spear at a mob will do '''massive damage''', break the spear, and stun the target.<br>
**[[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.
|2s
**[[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
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Spatialgateway.gif]]
![[File:Spatialgateway.gif]]
|Spatial Gateway
|Spatial Gateway
|
|400 J
1 Vanguard Cogwheel<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>
1 Hierophant Ansible
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
|
|8 seconds
1 Vanguard Cogwheel<br>
|At least 1
2 Hierophant Ansibles
|Creates a one-way Gateway to a target conscious servant or Clockwork Obelisk with '''1 use''' and a duration of '''4 seconds ''per Servant who helped invoke it'''''.<br>
Spatial Gateways to Clockwork Obelisks receive doubled duration and uses.
|8s
|Minimum 1
|-
|-
|- style="text-align: center;"
!N/A
|Volt Void
|
1 Guvax Capacitor<br>
1 Hierophant Ansible
|
1 Guvax Capacitor<br>
2 Hierophant Ansibles
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
Drains power from all APCs, SMES units, power cells, lights, and cyborgs who can see the invoker.<br>
If the invoker drains too much power, they will begin to take damage based on how much they're draining. Augmented limbs will be healed instead, unless above a much higher threshold.<br>
If standing on a Sigil of Tranmission, most of the power drained will be funneled to it.
|Every 1s up to 30s
|1
|}
|}
 
===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 at least '''8 Human or Silicon Servants''', '''3 Tinkerer's Caches''', and '''100 CV'''.


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'|Component Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! style='background-color:#E6A500;' width='140px'|Component Requirement
! style="background-color:#E6A500;" width="660px" |Description
! style='background-color:#E6A500;' width='580px'|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;"
![[File:Tinkerersdaemon.png]]
|''Tinkerer's Daemon''
|
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
1 Guvax Capacitors<br>
1 Replicant Alloy<br>
1 Hierophant Ansible
|
3 Belligerent Eyes<br>
3 Vanguard Cogwheels<br>
3 Guvax Capacitors<br>
3 Replicant Alloy<br>
3 Hierophant Ansibles
|Produces a Tinkerer's Daemon, which if placed in a Tinkerer's Cache, will increase component generation of either a selected component type or a random type.<br>
Tinkerer's Daemons produce components every 20 seconds(plus a small amount based on the amount of the produced component) while in a cache if active.<br>
'''''Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.'''''
|8s
|1
|- style="text-align: center;"
![[File:Sigilofaccession.png]]
|Sigil of Accession
|
2 Belligerent Eyes<br>
1 Guvax Capacitor<br>
1 Hierophant Ansible
|
3 Belligerent Eyes<br>
1 Guvax Capacitor<br>
1 Hierophant Ansible
|Creates a Sigil much like a Sigil of Submission, except it remains even after converting most targets and will penetrate mindshields, converting even through them.<br>
Converting a mindshielded target in this fashion consumes the Sigil as normal, however.<br>
Sigils of Accession are otherwise identical to Sigils of Submission in function.
|7s
|1
|- style="text-align: center;"
![[File:Vitalitymatrix.png]]
|Vitality Matrix
|
2 Vanguard Cogwheels<br>
1 Guvax Capacitor<br>
1 Hierophant Ansible
|
3 Vanguard Cogwheels<br>
1 Guvax Capacitor<br>
1 Hierophant Ansible
|Creates a hard-to-see Sigil that, when crossed by a non-Servant, will start to drain them of health, filling the Sigil with Vitality, after a brief delay.<br>
When crossed by a Servant, however, it will use the 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. It will still heal dead servants even if it lacks the vitality to revive them, so be careful where you drag your bodies.
|7s
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
![[File:Clockworkmarauder.gif]]
|Memory Allocation
|Clockwork Marauder
|
|8 kJ
1 Belligerent Eye<br>
|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.
1 Vanguard Cogwheel<br>
<br>
2 Guvax Capacitors
[[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
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
3 Guvax Capacitors
|Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilant fighter similar to the alien holoparasites employed by the Syndicate;<br> It lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health.<br>
Marauders gain Fatigue as they are attacked, in addition to taking damage. Marauders cannot move too far from their hosts, and will gain Fatigue at an increasing rate as they grow farther away.<br>
Marauders may Block melee attacks, negating the damage from them, and may immediately Counter Blocked attacks, attacking whoever tried to attack them.<br>
At maximum Fatigue, the marauder is forced to return to its host and will be unable to manifest until its Fatigue is at zero.
|15s
|1
|- style="text-align: center;"
![[File:Animashell.png]]
|Anima Fragment
|
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
2 Replicant Alloy
|
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
3 Replicant Alloy
|Produces an Anima Fragment Shell, which can be powered by a soul vessel to produce an Anima Fragment, which has medium health, powerful melee attacks, and high speed, but temporarily slows down when attacked.<br>
The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one.
|7s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigiloftransmission.png]]
![[File:Sigiloftransmission.png]]
|Sigil of Transmission
|''Sigil of Transmission''
|
|200 J
1 Vanguard Cogwheel<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>
1 Guvax Capacitor<br>
Servant cyborgs can use it to recharge.<br>
2 Hierophant Ansibles
If it is hit by the light range of an explosion, it will produce '''500 J'''.
|
|7 seconds
1 Vanguard Cogwheel<br>
1 Guvax Capacitor<br>
3 Hierophant Ansibles
|Creates a Sigil that will power directly adjacent Clockwork Structures. It starts with '''2500W''' of power.<br>
Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining.<br>
The Sigil of Transmission is the only Sigil to have no effect whatsoever when crossed.
|7s
|1
|1
|- style="text-align: center;"
![[File:Mendingmotor.png]]
|Mending Motor
|
3 Vanguard Cogwheels<br>
1 Guvax Capacitor<br>
1 Replicant Alloy
|
4 Vanguard Cogwheels<br>
1 Guvax Capacitor<br>
1 Replicant Alloy
|Creates a Mending Motor, a powerful prism that will heal nearby clockwork mobs, structures, and Servant cyborgs. It starts with '''2500W''' of power in alloy.<br>
It is very inefficient and will consume large amounts of both power and alloy if there are large numbers of damaged clockwork mobs, structures, or Servant cyborgs nearby.<br>
Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to '''2500W''' of power.<br>
It requires '''200W''' of power to repair clockwork mobs, '''250W''' of power to repair clockwork structures, and '''300W''' of power to repair Servant cyborgs.
|8s
|2
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Maniamotor.png]]
![[File:Maniamotor.png]]
|Mania Motor
|Mania Motor
|
|750 J
1 Replicant Alloy<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>
3 Guvax Capacitors<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>
1 Hierophant Ansible
It consumes 150 J/sec while active.
|
|8 seconds
1 Replicant Alloy<br>
4 Guvax Capacitors<br>
1 Hierophant Ansible
|Creates a Mania Motor, which will cause brain damage and hallucinations in nearby non-Servant humans. The brain damage and hallucinations get progressively worse as targets near the Motor. <br>
It will also try to convert humans directly adjacent to the motor; if it fails, it will first force them to touch it, then put them to sleep until they manage to move away or become a valid target for conversion.<br>
It requires '''150W''' of power to run, '''450W''' of power to successfully convert non-Servant humans, and '''150W''' of power to force unconvertable humans to sleep.
|8s
|2
|- style="text-align: center;"
![[File:Interdictionlens.png]]
|Interdiction Lens
|
1 Belligerent Eye<br>
3 Replicant Alloy<br>
1 Hierophant Ansible
|
1 Belligerent Eye<br>
4 Replicant Alloy<br>
1 Hierophant Ansible
|Creates an Interdiction Lens, which imposes an Interdiction Field on the nearby area as long as it remains active.<br>
The Interdiction Field will drain power from APCs, SMES units, and non-Servant cyborgs and transfer that power into any nearby Sigils of Transmission, then immediately disrupt all cameras and radios in the Field.<br>
It requires '''100W''' of power to run and '''50W''' of power per disrupted object.<br>
'''If it finds no disruptable objects and drains no power, it will shut off for ''2 minutes''.'''
|8s
|2
|2
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkobelisk.png]]
![[File:Clockworkobelisk.png]]
|Clockwork Obelisk
|Clockwork Obelisk
|
|300 J
1 Vanguard Cogwheel<br>
|Creates a clockwork obelisk, which has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.<br>
1 Replicant Alloy<br>
Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.<br>
3 Hierophant Ansibles
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>
|
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.<br>
1 Vanguard Cogwheel<br>
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
1 Replicant Alloy<br>
It requires 50 J to send a broadcast, and 2 kJ to open a gateway.
4 Hierophant Ansibles
|8 seconds
|Creates a Clockwork Obelisk, which can Hierophant Broadcast or create a Spatial Gateway. It also serves as a target for Spatial Gateways.<br>
Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br>
Spatial Gateway functions as the Script, but with a duration of 10 seconds and 5 uses, in addition to being '''two-way''', allowing passage ''from either side of the Gateway''.<br>
Two-way Gateways are both a bonus and a malus; 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.<br>
Spatial Gateways to a Clockwork Obelisk receive double duration and uses.<br>
It requires '''50W''' of power to Hierophant Broadcast and '''2000W''' of power to create a Spatial Gateway.
|8s
|2
|2
|-
|-
|}
|}
==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; 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>
=== Revenant Scripture ===
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.
 
Below is a list of all Revenant scripture. Revenant scriptures require at least '''10 Human or Silicon Servants''', '''4 Tinkerer's Caches''', and '''200 CV'''.
 
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='80px'|Name
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='160px'|Component Cost
! style="background-color:#E6A500;" width="73px" |Name
! style='background-color:#E6A500;' width='160px'|Component Requirement
! style="background-color:#E6A500;" width="40px" |Health
! style='background-color:#E6A500;' width='580px'|Description
! style="background-color:#E6A500;" width="560px" |Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style="background-color:#E6A500;" width="280px" |Usage Tip
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="80px" |Construction Value
|- style="text-align: center;"
|- style="text-align: center;"
!Invoke Inath-Neq, the Resonant Cogwheel
![[File:Clockfloor.png]]
|
|Clockwork Floor
6 Vanguard Cogwheels<br>
|N/A
3 Replicant Alloy<br>
|A clockwork floor produced by brass or a replica fabricator. Reebe is covered in an indestructible variety.<br>
3 Guvax Capacitors<br>
Replica fabricators can swap between these and clockwork walls at a power cost.<br>
3 Hierophant Ansibles<br>
|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.
|
6 Vanguard Cogwheels<br>
3 Replicant Alloy<br>
3 Guvax Capacitors<br>
3 Hierophant Ansibles<br>
|Invoking '''Inath-Neq''' gives all Servants within 7 tiles of the invoker invulnerability and stun immunity for '''15 seconds'''.<br>
Those affected by '''Inath-Neq''''s power are totally invincible until the scripture runs out.<br>
After being invoked, '''Invoke Inath-Neq, the Resonant Cogwheel''' goes on cooldown for 5 minutes.
|15s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
!Invoke Nezbere, the Brass Eidolon
![[File:Brass window single.png]]
|
|Brass Window
3 Belligerent Eyes<br>
|80
3 Vanguard Cogwheels<br>
|A window produced with brass or by a replica fabricator.
6 Replicant Alloy<br>
|Provides a very small amount of CV and is a reasonable barrier.
3 Guvax Capacitors<br>
|
3 Belligerent Eyes<br>
3 Vanguard Cogwheels<br>
6 Replicant Alloy<br>
3 Guvax Capacitors<br>
|Invoking '''Nezbere''' causes all Ocular Wardens to have increased damage and range, all Clockwork Proselytizers to not require alloy, all Tinkerer's Daemons to produce twice as fast, and all powered Clockwork Structures to not require power for '''1 minute'''.<br>
'''Nezbere''' cannot be invoked while Ratvar is woken, as Ratvar provides all of the listed effects.<br>
After being invoked, '''Invoke Nezbere, the Brass Eidolon''' goes on cooldown for 5 minutes.
|15s
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
!Invoke Sevtug, the Formless Pariah
![[File:Brass window.png]]
|
|Brass Window
3 Belligerent Eyes<br>
|120
3 Vanguard Cogwheels<br>
|A full-tile window produced with brass or by a replica fabricator.
6 Guvax Capacitors<br>
|Provides a small amount of CV and is a reasonable barrier.
3 Hierophant Ansibles<br>
|2
|
3 Belligerent Eyes<br>
3 Vanguard Cogwheels<br>
6 Guvax Capacitors<br>
3 Hierophant Ansibles<br>
|Invoking '''Sevtug''' will cause all non-servant humans on the same zlevel as the invoker to take massive brain damage, become confused, hallucinate, and be dizzy.<br>
Mindshield implants and holy weapons will reduce, but not eliminate, its effects.<br>
'''Sevtug''' cannot be invoked while Ratvar is woken, as Ratvar is quite likely to find and convert everyone this could affect.<br>
After being invoked, '''Invoke Sevtug, the Formless Pariah''' goes on cooldown for 5 minutes.
|15s
|3
|- style="text-align: center;"
|- style="text-align: center;"
!Invoke Nzcrentr, the Eternal Thunderbolt
![[File:Brass table.png]]
|
|Brass Table
3 Belligerent Eyes<br>
|200
3 Replicant Alloy<br>
|A brass table produced with brass or by a replica fabricator.<br>
3 Guvax Capacitors<br>
Brass Tables can be removed by welding them, then wrenching or screwdrivering them.
6 Hierophant Ansibles<br>
|Provides a small amount of CV and a place to store items.
|
|2
3 Belligerent Eyes<br>
3 Replicant Alloy<br>
3 Guvax Capacitors<br>
6 Hierophant Ansibles<br>
|Invoking '''Nzcrentr''' will, after a '''9 second delay''', cause the invoker to release massive bolts of lightning at all non-Servants they can see.<br>
If the invoker is rendered unconscious or dead, they will be gibbed instead of releasing lightning.<br>
'''Nzcrentr''''s lightning does between 40 and 60 damage, in addition to stunning for 8 seconds.<br>
After being invoked, '''Invoke Nzcrentr, the Eternal Thunderbolt''' goes on cooldown for 5 minutes.
|15s
|1
|-
|}
 
=== Judgement Scripture ===
 
Below is the Judgement scripture.
The Judgement scripture requires at least '''12 Human or Silicon Servants''', '''5 Tinkerer's Caches''', '''300 CV''', and that '''all active AIs must be Servants'''.
 
Scripture names in ''italics'' signify important scripture necessary to success.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='96px'|Appearances
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#E6A500;' width='160px'|Component Requirement
! style='background-color:#E6A500;' width='484px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
!
![[File:Wallgear.png]]
[[File:Arkopening.gif]]<br>Ark Opening<br>[[File:Arkactive.gif]]<br>Ark Active<br>[[File:Arkclosing.gif]]<br>Ark Approaching
|Wall Gear
|'''''Ark of the Clockwork Justiciar'''''
|100
|
|A gear produced with brass, by a replica fabricator, or by breaking down a clockwork wall.<br>
10 Belligerent Eyes<br>
Wall gears can be climbed like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver.
10 Vanguard Cogwheels<br>
|Wall gears are essentially clockwork girders, can be plated with brass to construct a clockwork wall.
10 Replicant Alloy<br>
|3
10 Guvax Capacitors<br>
10 Hierophant Ansibles<br>
|
10 Belligerent Eyes<br>
10 Vanguard Cogwheels<br>
10 Replicant Alloy<br>
10 Guvax Capacitors<br>
10 Hierophant Ansibles<br>
|Summons the '''Ark of the Clockwork Justiciar''', a massive Spatial Gateway to Reebe, the Celestial Derelict.<br>
If the Ark survives for 5 minutes, it will activate, either summoning '''Ratvar, the Clockwork Justiciar''' to come forth through it to spread His light across this realm, provided the objective was to summon Him, or unleash a massive, converting burst that will show the station the light of Ratvar.<br>
It will periodically give indication of its general position to everyone on the station as well as being loud enough to be heard throughout the entire sector<br>
'''''Protect it at all costs.'''''
|15s
|4
|-
|}
 
== Structures, Sigils, Objects, and Constructs ==
 
This is a listing of the various structures and constructs available to the Servants of Ratvar.
 
=== Structures ===
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='73px'|Name
! style='background-color:#E6A500;' width='40px'|Health
! style='background-color:#E6A500;' width='560px'|Description
! style='background-color:#E6A500;' width='280px'|Usage Tip
! style='background-color:#E6A500;' width='120px'|Construction Value
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockfloor.png]]
![[File:Brass windoor.png]]
|Clockwork Floor
|Brass Windoor
|N/A
|200
|A Clockwork Floor produced by a Clockwork Proselytizer.<br>
|A windoor produced with brass or by a replica fabricator.
Can be Proselytized into a Clockwork Wall for a cost of 40 alloy.
|Brass windoors only allow servants to pass.
|Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar.
|3
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockwall.png]]
![[File:Clockwall.png]]
|Clockwork Wall
|Clockwork Wall
|N/A
|N/A
|A Clockwork Wall produced by a Clockwork Proselytizer.<br>
|A clockwork wall produced with brass or by a replica fabricator.<br>
Can be Proselytized into a Clockwork Floor for a refund of 40 alloy.
Replica Fabricators can deconstruct clockwork walls for a refund of 1 kJ.
|Clockwork Walls will cause Tinkerer's Caches to generate components gradually.
|Serves as a durable barrier. Can be superheated by the Eminence to prevent mechs from destroying them.
|5
|5
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Wallgear.png]]
![[File:Pinion airlock.png]]
|Wall Gear
|Pinion Airlock
|50
|240
|A Wall Gear produced by breaking down a Clockwork Wall.<br>
|A Pinion airlock produced with brass or by a replica fabricator.<br>
Wall Gears can be climbed, like tables, and unwrenched from the floor.
Pinion airlocks can be removed by wrenching them, then crowbarring the gear off.
|Wall Gears can be Proselytized to reform them into alloy.
|Pinion Airlocks are difficult to remove and only allow servants to pass.
|0
|5
|- style="text-align: center;"
![[File:Tinkererscache.png]]
|''Tinkerer's Cache''
|80
|Tinkerer's Caches can store any number of components, which are considered to be in a ''Global Cache''.<br>
''Provided at least one Tinkerer's Cache exists'', Clockwork Slabs will draw components from the global cache after drawing the maximum they can from their own components.<br>
Using a Clockwork Slab on a Cache will transfer all of the components in the slab to the global cache.
|Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 90 seconds.
|10
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Ocularwarden.png]]
![[File:Ocularwarden.png]]
|Ocular Warden
|Ocular Warden
|25
|25
|Ocular Wardens will automatically damage a target non-Servant that can see it within 3 tiles of it.<br>
|Ocular Wardens will automatically damage a target non-servant that can see it within 3 tiles of it.<br>
If the target has x-ray vision, it will attack them through walls.
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>
|Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.
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 and vulnerable to EMP. Placing them behind barricades will make them more durable, but less damaging.
|15
|15
|- style="text-align: center;"
![[File:Mendingmotor.png]]
|Mending Motor
|150
|Mending Motors will heal nearby clockwork mobs, structures, and Servant cyborgs while active, and start with '''2500W''' of power in alloy.<br>
Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to '''2500W''' of power.<br>
It requires '''200W''' of power to repair clockwork mobs, '''250W''' of power to repair clockwork structures, and '''300W''' of power to repair Servant cyborgs.
|Mending Motors, while quite inefficient, are still more efficient at repairs than Clockwork Proselytizers.
|20
|- style="text-align: center;"
![[File:Interdictionlens.png]]
|Interdiction Lens
|100
|Interdiction Lenses will drain power from APCs, SMES units, and non-Servant cyborgs and transfer that power into any nearby Sigils of Transmission, then immediately attempt to disrupt all cameras and radios in the Field.<br>
It requires '''100W''' of power to run and '''50W''' of power per disrupted object.
|If it finds no disruptable objects and drains no power, it will shut off for ''2 minutes''.
|25
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Maniamotor.png]]
![[File:Maniamotor.png]]
|Mania Motor
|Mania Motor
|80
|100
|Mania Motors will cause brain damage and hallucinations in nearby non-Servant humans. The brain damage and hallucinations get progressively worse as targets near the Motor.<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>
Humans directly adjacent to the motor will be converted.<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 '''150W''' of power to run, '''450W''' of power to successfully convert non-Servant humans, and '''150W''' of power to force unconvertable humans to sleep.
It requires 150 J per second to run.
|Mania Motors are exceptionally good at protecting bases, as they cripple offensives with ease.
|Mania motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking.
|20
|20
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkobelisk.png]]
![[File:Clockworkobelisk.png]]
|Clockwork Obelisk
|Clockwork Obelisk
|200
|150
|Clockwork Obelisks can Hierophant Broadcast or create Spatial Gateways, and serve as a target for Spatial Gateways.<br>
|Has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.<br>
Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br>
Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.<br>
Spatial Gateway opens a two-way gateway to a target Servant or Obelisk.<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>
It requires '''50W''' of power to Hierophant Broadcast and '''2000W''' of power to create a Spatial Gateway.
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
|Two-way Gateways are both a bonus and a malus; 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.
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.
|20
|20
|-
|-
|}
|}
===Traps ===
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>
'''Receivers''' are the traps themselves, like brass skewers, that cause various things to occur when they receive a signal from a sender.<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.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style="background-color:#E6A500;" width="32px" |Image
! style="background-color:#E6A500;" width="73px" |Name
! style="background-color:#E6A500;" width="40px" |Health
! style="background-color:#E6A500;" width="560px" |Description
! style="background-color:#E6A500;" width="280px" |Usage Tip
|- style="text-align: center;"
![[File:Brass lever.png]]
|Sender - Lever
|75
|The most simple sender. Activates when clicked.
| It's a lever. There's nothing else to it.
|- style="text-align: center;"
![[File:Pressure sensor.png]]
|Sender - Pressure Sensor
|5
|Pressure sensors trigger when a non-servant walks over them. They are mostly translucent in-game.<br>
|When built, pressure sensors will link with any receivers they're built on top of, to save time.
|- style="text-align: center;"
![[File:Brass repeater.png]]
|Sender - Repeater
|15
|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.
|- style="text-align: center;"
![[File:Brass skewer.png]]
|Receiver - Brass Skewer
|40
|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>
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>
There must be a gap of one tile in all directions between any two skewers.
|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;"
![[File:Steam vent.png]]
|Receiver - Steam Vent
| 100
| 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, 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.
|Works best when combined with wraith spectacles or when the crew is throwing fire around.
|-
|}
===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 ===
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 at 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.
|You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression.
|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.
|- style="text-align: center;"
Great with ocular wardens and mania motors.
![[File:Sigilofsubmission.png]]
|Sigil of Submission
|Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 7 seconds if they remain on the Sigil for that time.<br>
The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first and avoids conversion.
|Both successful and unsuccessful conversion attempts will stun and mute the target.
|- 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 the Sigil 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 the 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.
| It will still heal dead servants even if it lacks the vitality to revive them, so be careful where you drag your bodies.
|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:Sigilofaccession.png]]
![[File:Sigil of submission.png]]
|Sigil of Accession
|Sigil of Submission
|Sigil of Accession are much like Sigils of Submission, except they remain after converting most targets.<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>
Converting a mindshielded target in this fashion consumes the Sigil as normal, however.<br>
|Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network.
Sigils of Accession are otherwise identical to Sigils of Submission in function.
|Sigils of Accession are slightly more efficient than Guvax for conversion time, though they're unlocked much later.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigiloftransmission.png]]
![[File:Sigiloftransmission.png]]
|Sigil of Transmission
|Sigil of Transmission
|Sigils of Transmission will power directly adjacent Clockwork Structures and start with '''2500W''' of power.<br>
|Sigils of Transmission will power Clockwork Structures within 2 tiles.<br>
Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining.<br>
When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
|The Sigil of Transmission is the only Sigil to have no effect whatsoever when crossed.
|Only Clockwork Obelisks and Mania Motors use the Sigil of Transmission to power themselves.
|-
|-
|}
|}
 
===Constructs===
=== Objects ===
 
{| 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="73px" |Name
! style='background-color:#E6A500;' width='605px'|Description
! style="background-color:#E6A500;" width="40px" |Health
! style='background-color:#E6A500;' width='275px'|Usage Tip
! style="background-color:#E6A500;" width="520px" |Description
! style="background-color:#E6A500;" width="320px" |Playstyle Tips
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Judicialvisor.png]]
![[File:Clockworkmarauder.gif]]
|Judicial Visor
|Clockwork Marauder
|Judicial Visors can create balls of Ratvar's Flame. Using Ratvar's Flame at any range will create a Judicial Marker at the chosen location.<br>
|120
Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.  
|Clockwork marauders are created by the scripture of the same name, and are well-rounded defensive constructs.<br>
|Early on, use Judicial Visors on targets that have just been affected by Sigils of Transgression to stun them for long enough to convert with Guvax.
They have a unique mechanic, called ''shield health.'' Using their shield, marauders can block projectiles.<br>
Each projectile the marauder is hit by has a 100% chance to be blocked, and will consume one shield health, regardless of damage.<br>
Once shield health expires, the shield shatters, and projectiles will damage it normally.<br>
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, although you were built at great expense.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Wraithspectacles.png]]
![[File:Scarab.png]]
|Wraith Spectacles
|Cogscarab
|Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision.<br>
|50
Wraith Spectacles can be worn for about a minute before they start to inflict permanent vision damage.
|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>
|Use Wraith Spectacles to quickly check if anyone is near your base before exiting.
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.
|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===
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style="background-color:#E6A500;" width="32px" |Image
! style="background-color:#E6A500;" width="73px" |Module
! style="background-color:#E6A500;" width="280px" |Scripture
! style="background-color:#E6A500;" width="120px" |Other Tools
! style="background-color:#E6A500;" width="480px" | Playstyle Tips
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Fellowshiparmor.png]]
![[File:RatvarStandard.png]]
|Clockwork Armor
|Standard
|Clockwork Armor provides exceptional(80%) melee protection at the cost of a slight increase(15%) in laser damage.
|Judicial Marker, Linked Vanguard
|Clockwork Gauntlets provide shock protection.
| 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.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Ratvarspear.png]]
![[File:RatvarEngineering.png]]
|Ratvarian Spear
|Engineering
|Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.<br>
|Replicant, Sigil of Transmission
Attacking a pulled human with the spear will do massive damage to them and stun.<br>
| Cyborg Fabricator
Throwing the spear will do massive damage and stun the target.
|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>
|Ratvarian Spears last for 3 minutes once summoned.<br>
In addition, you are capable of producing power for clockwork structures and other cyborgs.
Throw the spear at a cyborg, walk up to it, prepare Guvax, and use the Judicial Visor on it to secure a conversion.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkproselytizer.png]]
![[File:RatvarJanitor.png]]
|''Clockwork Proselytizer''
| Janitor
|Clockwork Proselytizers can be used to convert a number of objects, including floors and walls, to Clockwork variants.<br>
|Replicant, Sigil of Transgression, Ocular Warden, Mania Motor
Clockwork Proselytizers can also be used to repair clockwork structures at a rate of 2 liquified alloy to 1 health.<br>
|Cyborg Fabricator
Use the Proselytizer in-hand to reform its stored alloy into usable component alloy.
|As a Janitor cyborg, you use is similar to an Engineering cyborg, except you create active defenses instead of passive ones.<br>
|Clockwork Proselytizers start with 90 liquified alloy.
Use all of your tools to reinforce a clockcult base in conjunction with an Engineering cyborg or a helpful human Servant.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Soulvessel.png]]
![[File:RatvarMedical.png]]
|Soul Vessel
|Medical
|Soul Vessels can be placed in Cyborg Shells, Cogscarab Shells, and Anima Fragment Shells once filled.<br>
| Linked Vanguard, Sentinel's Compromise, Vitality Matrix, Mending Mantra, Fellowship Armory
You can attack a dead or unconscious non-Servant human with the Soul Vessel to capture their consciousness as an alternative to using it in-hand to attract a spirit.
|Ratvarian Spear
|Soul Vessels can be used as a teleport target for Spatial Gateway.
| 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.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Cogscarabshell.png]]
![[File:RatvarPeacekeeper.png]]
|Cogscarab Shell
| Peacekeeper
|Cogscarab Shells can be powered by a soul vessel to produce a Cogscarab, which is weak, but has an inbuilt proselytizer that can convert metal to alloy and a set of fast tools.
|Belligerent, Judicial Marker
|The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one.
|Ratvarian Spear
|- style="text-align: center;"
|You exist to fucking murder any enemies of Ratvar; with your combination of scripture, you are extremely suited to disabling and killing large numbers of enemies.
![[File:Animashell.png]]
|Anima Fragment Shell
|Anima Fragment Shells can be powered by a soul vessel to produce an Anima Fragment, which has medium health, powerful melee attacks, and high speed, but temporarily slows down when attacked.
|The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one.
|- style="text-align: center;"
![[File:Tinkerersdaemon.png]]
|''Tinkerer's Daemon''
|Produces a Tinkerer's Daemon, which if placed in a Tinkerer's Cache, will increase component generation of either a selected component type or a random type.<br>
Tinkerer's Daemons produce components every 20 seconds(plus a small amount based on the amount of the produced component) while in a cache if active.
|Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.<br>
Use them to augment generation of components that are being heavily used.
|-
|}
 
=== Constructs ===
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='73px'|Name
! style='background-color:#E6A500;' width='40px'|Health
! style='background-color:#E6A500;' width='520px'|Description
! style='background-color:#E6A500;' width='320px'|Playstyle Tips
|- style="text-align: center;"
![[File:Cogscarab.png]]
|Cogscarab
|50
|Cogscarabs are weak and unsuited to direct combat, but can communicate with :b, have a Proselytizer that can consume rods, metal, and plasteel, and a set of fast tools.
|Use your Proselytizer to repair damaged structures and construct Clockwork Walls and Floors.<br>
Use your tools to repair windows and walls that non-Servants are trying to enter through.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Animafragment.gif]]
![[File:RatvarService.png]]
|Anima Fragment
|Service
|90
|Replicant, Tinkerer's Cache, Spatial Gateway, Fellowship Armory, Clockwork Obelisk
|Anima Fragments are exceptionally fast and do high damage, but slow down when they take any form of damage.
|Truesight Lens
|Use your exceptional speed to dodge as many attacks as possible while getting as many hits in as possible; any damage you take is effectively death.
|As a Service borg, you exist to assist other Servants; you can hand out slabs, make caches, equip allies with armor, and create gateways to allies or obelisks.<br>
Your biggest strength is probably communication; with a Clockwork Obelisk, you can talk in extremely large text, which is wonderful for coordinating Servants.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
![[File:RatvarMiner.png]]
|Clockwork Marauder
|Miner
|300
|Linked Vanguard, Spatial Gateway
|Clockwork Marauders exist to defend their host, and can Block melee attack and may immediately Counter Blocked attacks, attacking whoever attacked them.<br>
|Ratvarian Spear, Truesight Lens
Damage taken by a Marauder causes it Fatigue, which forces it to return to its host if Fatigue reaches 100.<br>
|As a Miner cyborg, you're mostly defensive combat-based; you're able to avoid stuns with Linked Vanguard and your own kinetic accelerator.<br>
When forced to return, Marauders become unable to manifest in any way until fatigue reaches 0.
With your Truesight Lens, you can spot people assembling outside a clockcult base, or notice people with the Chameleon mutation fading out, allowing you to attack them before they realize you know they're there.
|Stay close to your host; if you're directly adjacent to them, you gradually lose Fatigue.<br>
Block attacks to your host whenever possible.<br>
Use :b to communicate with your host.
|-
|-
|}
|}
==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.


== Threats to the Enlightened ==
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.
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]]===
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.


=== [[Cult|Nar-Sian Dogs]] [[File:Cultist.png]] ===
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==
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 heretical priests is ever-present. A tactical security raid can demolish the most well-prepared of servant hideouts, 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 infiltrate Security. The servants can use the Sigil of Accession to nullify the loyalty implant of a single target and convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
 
== Ratvar ==
 
<center>
<center>
[[File:Ratvar.gif]]
[[File:Ratvar.gif]]
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{{Antagonists}}
{{Jobs}}
[[Category: Jobs]]
{{Game modes}}
[[Category:Game Modes]]
[[Category: Jobs]] [[Category:Game Modes]]

Latest revision as of 15:12, 8 May 2024

ENEMY STAFF
Servant of ratvar.png
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: [1]
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.

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 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.

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.

Clockinfo.png 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.

Hierophant network.png 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 over watch, 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."

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.

The City of Cogs and the Ark

Here is a map of the City of Cogs:

City of cogs with key.png

  • 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.

Appearance Duration(s) Description
Arkhalted.png

Build Phase
Prep Phase

30-35 minutes (charge-up)
5 minutes (grace period)
The Ark starts in this state, during which it is silent. This entire phase marks the time during which the servants should build fortifications and actively prepare to defend the Ark. After the first phase passes, there is a 30-second warning for all servants to get back to Reebe. Once this time is up, all servants will become marked and visible to all non-servants, and a station-wide announcement will inform the crew of the Ark's presence. There is then a five-minute grace period during which neither side can attack, for servants to finalize preparations and the crew to get ready for the assault.
Arkopening.gif

Defense Phase

4 minutes When this phase begins, portals to Reebe will open up everywhere across the station in nearly every room over a one-minute timespan. Crew can enter these portals to emerge in one of the three spawn rooms, and cannot return to the station. This phase consists of the crew's first massive assault on Reebe, and is generally the hardest phase as the crew is at full strength.
Arkactive.gif

Assault Phase

4 minutes This timespan marks the middle of the crew's attack period. Any stragglers from the station have likely ended up on Reebe by this point (as well as anyone who took extra time to arm themselves) and will be actively trying to kill you. If you managed to fend off the initial assault, the worst should be over, but always keep an eye out for one-man armies.
Arkclosing.gif

Cleanup Phase

2 minutes 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 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:

  • 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.

Icon Name Power Cost Description Invocation Time Invokers Required
Abscond.png Abscond 5 J + 95 J if pulling a mob Returns you to Reebe. If you're dragging a mob behind you, extra power will be spent in order to bring the mob with you to Reebe. 5 seconds 1
Kindle.png Kindle 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. This can be cast whilst moving, however it will slow you down. 5 seconds 1
Sigil of submission.png Sigil of Submission 125 J 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.


Like all sigils, it can be destroyed by clicking on it with combat mode on, which you may use to hide your tracks.

6 seconds 1
Hateful manacles.png Hateful Manacles 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. Ultimately slower than putting on mundane restraints, if you have any. 1.5 seconds 1
Vanguard.png Vanguard 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. 3 seconds 1
Sentinels compromise.png Sentinel's Compromise 100 J 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!


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 1
Integration cog.png Integration Cog 10 J 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!


Generates 20 J per second when in a powered APC, or 10 J per second if the APC lacks power.

1 second 1
Clockwork slab.gif Replicant 25 J Creates a new clockwork slab. 1.5 seconds 1
Wraithspectacles.png Wraith Spectacles 50 J 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.


Herald beacon.png If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite.

1 second 1
Sigiloftransgression.png Sigil of Transgression 50 J Creates a sigil of transgression below you. It's nearly invisible, and when a non-servant crosses it, they will be stunned for around ten seconds and blinded.


Like all sigils, it can be destroyed by clicking on it with combat mode on.

5 seconds 1

Cyborg Scripture

Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.

Image Name Cyborg Module Description Invocation Time Invokers Required
Judicial.png 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. 3 seconds 1
Vanguard.png 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. 3 seconds 1

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.

Image Name Power Cost Description Invocation Time Invokers Required
Ocularwarden.png Ocular Warden 250 J Creates an ocular warden, a fragile defensive turret that deals burn damage to non-servants within a three-tile radius.

The warden does approx. 15 damage per second, reduced by 5% for every tile between the warden and its target, and 10% for every dense object between them.
Wardens have 25 max integrity, and cannot be placed within three tiles of one another.

10 seconds 1
Vitalitymatrix.png Vitality Matrix 1 kJ Creates a vitality matrix, a hard-to-see sigil that will drain the health of non-servants that stand on it in the form of toxin damage.

For each point of damage done, one point of global vitality is created.
It will also destroy the bodies of any non-servants on top of it and produce a burst of an extra 100 vitality.
If a servant who is AFK is placed on the vitality matrix, it will attempt to offer their body.
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 1
Clockworkproselytizer.png Replica Fabricator 250 J Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.

It can be used to consume brass, metal, plasteel, floor tiles and metal rods, to create power directly.
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.
Use it in-hand to produce five brass sheets at a cost of 1.25 kJ. This is your main way of getting construction materials.
Servants start with a fabricator by default. Note that power is drawn from the globally-available pool.

2 seconds 1
Judicialvisor.png Judicial Visor 400 J Creates a judicial visor, which can be worn as eyewear.

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.
Herald beacon.png If the herald's beacon is activated, judicial visors' marks explode slightly faster
The visor has a 30-second cooldown.

1 second 1
Ratvarspear.png Clockwork Armaments 250 J Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian weapon too, absolutely free!

The armor and weapon can be called separately:

  • 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.


Herald beacon.png 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.

  • The weapon appears in your hand, and can be called and dismissed at will. You have the choice between a few weapons:
    • Ratvarian spear.pngSpear: 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.
      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.
    • Ratvarian hammer.pngBattle-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.
    • Ratvarian sword.pngLongsword: 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.
    • Bow clockwork.pngBow: 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 1
Spatialgateway.gif Spatial Gateway 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. Each servant adjacent to the invoker when the gateway is created will give the gateway 1 additional use and 4 additional seconds of lifespan.

Spatial gateways opened to clockwork obelisks have doubled duration and uses.

8 seconds At least 1

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.

Image Name Power Cost Description Invocation Time Invokers Required
Clockworkmarauder.gif Clockwork Marauder 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.


Herald beacon.png 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 1
Sigiloftransmission.png Sigil of Transmission 200 J 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.

Servant cyborgs can use it to recharge.
If it is hit by the light range of an explosion, it will produce 500 J.

7 seconds 1
Maniamotor.png Mania Motor 750 J 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.

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.
It consumes 150 J/sec while active.

8 seconds 2
Clockworkobelisk.png Clockwork Obelisk 300 J Creates a clockwork obelisk, which has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.

Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.
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.
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.
Spatial gateways opened to an obelisk received doubled duration and uses.
It requires 50 J to send a broadcast, and 2 kJ to open a gateway.

8 seconds 2

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; 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).
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.

Image Name Health Description Usage Tip Construction Value
Clockfloor.png Clockwork Floor N/A A clockwork floor produced by brass or a replica fabricator. Reebe is covered in an indestructible variety.

Replica fabricators can swap between these and clockwork walls at a power cost.

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
Brass window single.png Brass Window 80 A window produced with brass or by a replica fabricator. Provides a very small amount of CV and is a reasonable barrier. 1
Brass window.png Brass Window 120 A full-tile window produced with brass or by a replica fabricator. Provides a small amount of CV and is a reasonable barrier. 2
Brass table.png Brass Table 200 A brass table produced with brass or by a replica fabricator.

Brass Tables can be removed by welding them, then wrenching or screwdrivering them.

Provides a small amount of CV and a place to store items. 2
Wallgear.png Wall Gear 100 A gear produced with brass, by a replica fabricator, or by breaking down a clockwork wall.

Wall gears can be climbed like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver.

Wall gears are essentially clockwork girders, can be plated with brass to construct a clockwork wall. 3
Brass windoor.png Brass Windoor 200 A windoor produced with brass or by a replica fabricator. Brass windoors only allow servants to pass. 3
Clockwall.png Clockwork Wall N/A A clockwork wall produced with brass or by a replica fabricator.

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. 5
Pinion airlock.png Pinion Airlock 240 A Pinion airlock produced with brass or by a replica fabricator.

Pinion airlocks can be removed by wrenching them, then crowbarring the gear off.

Pinion Airlocks are difficult to remove and only allow servants to pass. 5
Ocularwarden.png Ocular Warden 25 Ocular Wardens will automatically damage a target non-servant that can see it within 3 tiles of it.

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.
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 and vulnerable to EMP. Placing them behind barricades will make them more durable, but less damaging. 15
Maniamotor.png Mania Motor 100 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.

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.
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. 20
Clockworkobelisk.png Clockwork Obelisk 150 Has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.

Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.
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.
Spatial gateways opened to an obelisk received doubled duration and uses.
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. 20

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.

Image Name Health Description Usage Tip
Brass lever.png Sender - Lever 75 The most simple sender. Activates when clicked. It's a lever. There's nothing else to it.
Pressure sensor.png Sender - Pressure Sensor 5 Pressure sensors trigger when a non-servant walks over them. They are mostly translucent in-game.
When built, pressure sensors will link with any receivers they're built on top of, to save time.
Brass repeater.png Sender - Repeater 15 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.
Brass skewer.png Receiver - Brass Skewer 40 A deadly spear trap. When not extended, it's difficult to see, appearing only a small, dark circle on the floor.

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.
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.
Cyborgs will not be impaled, but will take massive damage.
There must be a gap of one tile in all directions between any two skewers.

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.
Steam vent.png Receiver - Steam Vent 100 A vent that taps into the machinery of Reebe and vents excess steam when toggled.

While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it, extinguishing fire. It has no other effects.
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, 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.

Image Name Description Usage Tip
Sigiloftransgression.png 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.

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 or alarm trap. It won't convert them without a Servant adjacent.

Great with ocular wardens and mania motors.

Vitalitymatrix.png Vitality Matrix 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.

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.
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 and death. Use Sentinel's Compromise for more trivial injuries.
Sigil of submission.png 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 and a Servant is next to them.
Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network.
Sigiloftransmission.png Sigil of Transmission Sigils of Transmission will power Clockwork Structures within 2 tiles.

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

Image Name Health Description Playstyle Tips
Clockworkmarauder.gif Clockwork Marauder 120 Clockwork marauders are created by the scripture of the same name, and are well-rounded defensive constructs.

They have a unique mechanic, called shield health. Using their shield, marauders can block projectiles.
Each projectile the marauder is hit by has a 100% chance to be blocked, and will consume one shield health, regardless of damage.
Once shield health expires, the shield shatters, and projectiles will damage it normally.
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, although you were built at great expense.
Scarab.png Cogscarab 50 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.

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.
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.

Most effective at repairing doors leading to the Ark during the final defense.

Cyborgs

Image Module Scripture Other Tools Playstyle Tips
RatvarStandard.png Standard Judicial Marker, Linked Vanguard 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.
RatvarEngineering.png Engineering Replicant, Sigil of Transmission 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.

In addition, you are capable of producing power for clockwork structures and other cyborgs.

RatvarJanitor.png Janitor Replicant, Sigil of Transgression, Ocular Warden, Mania Motor Cyborg Fabricator As a Janitor cyborg, you use is similar to an Engineering cyborg, except you create active defenses instead of passive ones.

Use all of your tools to reinforce a clockcult base in conjunction with an Engineering cyborg or a helpful human Servant.

RatvarMedical.png Medical Linked Vanguard, Sentinel's Compromise, Vitality Matrix, Mending Mantra, Fellowship Armory 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.

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.

RatvarPeacekeeper.png Peacekeeper Belligerent, Judicial Marker Ratvarian Spear You exist to fucking murder any enemies of Ratvar; with your combination of scripture, you are extremely suited to disabling and killing large numbers of enemies.
RatvarService.png Service Replicant, Tinkerer's Cache, Spatial Gateway, Fellowship Armory, Clockwork Obelisk Truesight Lens As a Service borg, you exist to assist other Servants; you can hand out slabs, make caches, equip allies with armor, and create gateways to allies or obelisks.

Your biggest strength is probably communication; with a Clockwork Obelisk, you can talk in extremely large text, which is wonderful for coordinating Servants.

RatvarMiner.png Miner Linked Vanguard, Spatial Gateway Ratvarian Spear, Truesight Lens As a Miner cyborg, you're mostly defensive combat-based; you're able to avoid stuns with Linked Vanguard and your own kinetic accelerator.

With your Truesight Lens, you can spot people assembling outside a clockcult base, or notice people with the Chameleon mutation fading out, allowing you to attack them before they realize you know they're there.

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.

Security and the Chaplain Generic hos.pngGeneric 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 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

Ratvar.gif

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

Jobstemp.png

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