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.
Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
As a servant, you start on a z-level entirely separate from the station, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the station crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the station, as well as disguises, spare materials, and an infirmary for healing yourself and fellow servants. Most importantly, it houses the Ark of the Clockwork Justiciar, which you will need to defend.
From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence, and all servants will be transported to and prevented from leaving Reebe; then, after a five-minute grace period, portals will open up on the station and allow the crew access to Reebe, from an area in the south that no servants can access. As a servant, your goal is to build defenses and sabotage the station to protect the Ark until it activates.
While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible.
The Clockwork Slab
If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times.
The clockwork slab has several functions:
Recital lets you recite scripture, the clockwork cult's special powers and abilities. Most structures come from scripture.
Recollection displays an in-game guide for being a servant. You can toggle freely between this and Recital.
Up to Five Quickbind action buttons allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button.
Clockwork slabs also generate a very small amount of power every second. Every human servant should have a slab! They're the key to any cult's success and you should have one at all times.
Your HUD
As a servant, you'll have several elements on your HUD that are all very important.
The global records display can be found in the top-right corner. Hovering over it will give you a short rundown of the status of the entire cult, including number of servants, stored power, and the Ark time left for its current phase. You should refer to this often to get a feeling for the state of your cult.
The Hierophant Network is INCREDIBLY IMPORTANT! Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you.
Power
Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in joules. Just any power doesn't work for servants' tools, though. Power can be generated in three ways, the first being adding Integration Cogs (Also known as "Cogging") APCs. The second method, though wildly more inefficient than cogging APCs, is to consume materials with a replica fabricator. The third method is to make small explosions on top of a Sigil of Transmission, though the efficiency of this method can vary. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant.
Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture!
25 MJ unlocks the Script tier.
40 MJ unlocks the Application tier.
The Eminence
The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as 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:
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.
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.
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.
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.
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
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
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
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
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 harm intent, which you may use to hide your tracks.
6 seconds
1
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
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
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
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
Replicant
25 J
Creates a new clockwork slab.
1.5 seconds
1
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.
If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite.
1 second
1
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 harm intent.
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 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
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
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
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
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
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. If the herald's beacon is activated, judicial visors' marks explode slightly faster
The visor has a 30-second cooldown.
1 second
1
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.
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:
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. 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.
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.
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.
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
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
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.
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
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
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
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
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
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
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
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
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
200
A windoor produced with brass or by a replica fabricator.
Brass windoors only allow servants to pass.
3
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
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
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
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
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
Sender - Lever
75
The most simple sender. Activates when clicked.
It's a lever. There's nothing else to it.
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.
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.
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.
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
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.
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
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.
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
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.
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
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.
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.
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.
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.
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.
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.
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.
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.
It should be one of the servants' top priorities to damage and hamper Security. The Warden and the Head of Security can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implant, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to surgery with a friend to surgically remove the implant in order to convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
Ratvar
Once you've defended the Ark for enough time, Ratvar will come forth.
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
Few things are capable of challenging Ratvar's sheer power.