Clockwork Cult: Difference between revisions

399 bytes added ,  23:48, 13 November 2016
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|1 Belligerent Eye
|1 Belligerent Eye
|2 Belligerent Eyes
|2 Belligerent Eyes
|Creates a Judicial Visor, which can create a Judicial Marker at any location in view.<br>
|Creates a Judicial Visor, which protects from flashes and can create a Judicial Marker at any location in view.<br>
Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.  
Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.  
|1s
|1s
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|1 Vanguard Cogwheel
|1 Vanguard Cogwheel
|2 Vanguard Cogwheels
|2 Vanguard Cogwheels
|Charges your slab with healing power to heal a target Servant of all brute and burn damage and purge holy water from them.<br>
|Charges the invoker's slab with healing power to heal a target Servant of all brute and burn damage and purge holy water from them.<br>
However, this causes 50% of the total damage that Servant had as toxin damage.
However, this causes 50% of the total damage that Servant had as toxin damage.
|3s
|3s
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|N/A
|N/A
|1 Geis Capacitor
|1 Geis Capacitor
|Charges your slab with divine energy to bind and start converting the next target attacked in melee within 10 seconds.<br>
|Charges the invoker's slab with divine energy to bind and start converting the next target attacked in melee within 10 seconds.<br>
The bound target '''can resist''' and may escape if they manage to resist quickly enough.<br>
The bound target '''can resist''' and may escape if they manage to resist quickly enough.<br>
'''Each human or silicon Servant above 5 increases the conversion time by 0.5 seconds, up to a maximum of 10 seconds.'''
'''Each human or silicon Servant above 5 increases the conversion time by 0.5 seconds, up to a maximum of 10 seconds.'''
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=== Structures ===
=== Structures ===
Clockwork Structures with effects become up to 50% less effective(at 25% of maximum Health) as they lose Health.
Most Clockwork Structures can be unsecured from the floor with a wrench, though this will damage them for about 25% of their maximum Health.<br>
This only applies to actual structures; windows, tables, and walls all have their own deconstruction/unsecuring steps.


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
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![[File:Wallgear.png]]
![[File:Wallgear.png]]
|Wall Gear
|Wall Gear
|50
|150
|A Wall Gear produced with brass, by a Clockwork Proselytizer, or by breaking down a Clockwork Wall.<br>
|A Wall Gear produced with brass, by a Clockwork Proselytizer, or by breaking down a Clockwork Wall.<br>
Wall Gears can be climbed, like tables, and unwrenched from the floor.
Wall Gears can be climbed, like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver.
|Wall Gears can be Proselytized to reform them into brass sheets or plated with brass to construct a Clockwork Wall.
|Wall Gears can be plated with brass to construct a Clockwork Wall.
|3
|3
|- style="text-align: center;"
|- style="text-align: center;"
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![[File:Judicialvisor.png]]
![[File:Judicialvisor.png]]
|Judicial Visor
|Judicial Visor
|Judicial Visors can create a Judicial Marker at any location in view.<br>
|Judicial Visors can create a 3x3 Judicial Marker at any location in view.<br>
Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.  
Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.  
|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 Geis.
|Judicial Visors protect from flashes and the Judicial Marker stun is long enough to convert with Geis if done quickly.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Wraithspectacles.png]]
![[File:Wraithspectacles.png]]