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If you're one of these servants and you have no idea what to do, you've come to the right place.
If you're one of these servants and you have no idea what to do, you've come to the right place.


== Introduction and Key Points ==
==Introduction and Key Points==


Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
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While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible.
While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible.


=== The Clockwork Slab [[File:clockwork_slab.gif]] ===
===The Clockwork Slab [[File:clockwork_slab.gif]]===


If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times.
If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times.


The clockwork slab has several functions:
The clockwork slab has several functions:
* '''Recital''' lets you recite ''scripture,'' the clockwork cult's special powers and abilities. Most structures come from scripture.
 
* '''Recollection''' displays an in-game guide for being a servant. You can toggle freely between this and Recital.
*'''Recital''' lets you recite ''scripture,'' the clockwork cult's special powers and abilities. Most structures come from scripture.
* '''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.
*'''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.
Clockwork slabs also generate a very small amount of power every second. ''Every human servant should have a slab!'' They're the key to any cult's success and you should have one at all times.


=== Your HUD ===
===Your HUD===


As a servant, you'll have several elements on your HUD that are all very important.
As a servant, you'll have several elements on your HUD that are all very important.
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[[File:Hierophant_network.png|32px]] The '''Hierophant Network''' is '''''INCREDIBLY IMPORTANT!''''' Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you.
[[File:Hierophant_network.png|32px]] The '''Hierophant Network''' is '''''INCREDIBLY IMPORTANT!''''' Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you.


=== Power ===
===Power===


Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in Watts like normal electricity. Just any power doesn't work for servants' tools, though. Power can be generated in various ways through different items and structures. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant.
Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in joules. Just any power doesn't work for servants' tools, though. Power can be generated in various ways through different items and structures. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant.


Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture!
Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture!
'''50 kW''' unlocks the Script tier.
'''25 kJ''' unlocks the Script tier.
'''100 kW''' unlocks the Application tier,
'''40 kJ''' unlocks the Application tier.


=== The Eminence ===
===The Eminence===


The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader.
The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader.
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Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.
Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.


== The City of Cogs and the Ark ==
==The City of Cogs and the Ark==


Here is a map of the City of Cogs:
Here is a map of the City of Cogs:
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[[File:City_of_cogs_with_key.png|500px]]
[[File:City_of_cogs_with_key.png|500px]]


* '''The <span style='color:#4800FF'>dark indigo</span> room contains the Ark, which you need to defend.'''
*'''The <span style="color:#4800FF">dark indigo</span> room contains the Ark, which you need to defend.'''
* '''The <span style='color:#FF6A00'>orange</span> room contains camera observation consoles, which let you watch the station from afar and warp there. There are also two ''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:#FF6A00">orange</span> room contains camera observation consoles, which let you watch the station from afar and warp there.'''
* '''The <span style='color:#FF0000'>red</span> area is where the crew will warp in once the Ark activates. You cannot access it and must build under the assumption that the crew will enter from there.
*'''The <span style="color:#FF0000">red</span> area is where the crew will warp in once the Ark activates. You cannot access it and must build under the assumption that the crew will enter from there.'''
* The <span style='color:#FF00DC'>pink</span> room contains the '''Herald's Beacon'''. If enough servants vote to activate it by interacting with it, the servants will become much stronger ''but forfeit their stealth by alerting the crew to their presence early.'' Think carefully before deciding if you want to activate the beacon, but be quick; you only have five minutes to decide! This room also contains the incredibly useful '''Eminence Spire'''. This will allow a fellow servant to give up his mortal body to become Ravtar's closest connection to the mortal plane, '''The Eminence'''. The Eminece is a ghost-like invisible presence with the sole purpose of organizing and ordering the Servants. You can vote against a Servant becoming The Eminence if you interact the Spire after he/she has used it. More info on The Eminence later.
*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:#0094FF'>blue</span> room contains a wardrobe, mirror, and dresser for disguising yourself, in addition to five spare clockwork slabs.
*The <span style="color:#00FF21">green</span> room contains a list of frequencies as well as six intercoms that can be tuned to any frequency. Use this to spy on Security, Command, or other departments.
* The <span style='color:#00FF21'>green</span> room contains a list of frequencies as well as four intercoms that can be tuned to any frequency. Use this to spy on Security, Command, or other departments.
*The <span style="color:#00FFFF">teal</span> room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds.
* The <span style='color:#00FFFF'>teal</span> room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds.
*'''The large area between the red area and all of the other rooms is empty space to build in.''' This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between!
* '''The large area between the red area and all of the other rooms is empty space to build in.''' This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between!


=== The Ark ===
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 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.
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{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='96px'|Appearance
! style="background-color:#E6A500;" width="96px" |Appearance
! style='background-color:#E6A500;' width='150px'|Duration(s)
! style="background-color:#E6A500;" width="150px" |Duration(s)
! style='background-color:#E6A500;' width='400px'|Description
! style="background-color:#E6A500;" width="400px" |Description
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Arkhalted.png]]
![[File:Arkhalted.png]]
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|}
|}


== Declaring War [[File:Herald_beacon.png]] ==
==Declaring War [[File:Herald_beacon.png]]==


If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this:
If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this:
* All servants are transformed from their current race into modified clockwork golems that are ''immune to high pressure, low pressure, radiation, resistant to cold, cannot bleed, don't breathe, don't hunger, don't get lit on fire, can't be dismembered, can't be embedded, deal more damage on punching and have a chance to stun, have 15% flat damage reduction against all sources.'' For obvious reasons, this makes you stick out like a sore thumb, so you may consider disguiseing since you can wear clothes unlike other golems. Lastly, '''You can't fire guns'''
* 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.


== Scripture ==
*All servants are transformed from their current race into modified clockwork golems that are ''immune to high pressure, low pressure, radiation, resistant to cold, cannot bleed, don't breathe, don't hunger, don't get lit on fire, can't be dismembered, can't be embedded, deal more damage on punching and have a chance to stun, have 15% flat damage reduction against all sources.'' For obvious reasons, this makes you stick out like a sore thumb, so you may consider disguiseing since you can wear clothes unlike other golems. Lastly, '''You can't fire guns'''
*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 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 50 kW of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 100 kW of power is stockpiled or another servant is converted.
Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 25 kJ of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 40 kJ of power is stockpiled or another servant is converted.


=== Driver Scripture ===
===Driver Scripture===


These scriptures are unlocked by default and have no unlock requirement.
These scriptures are unlocked by default and have no unlock requirement.


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Icon
! style="background-color:#E6A500;" width="32px" |Icon
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Power Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! style='background-color:#E6A500;' width='659px'|Description
! style="background-color:#E6A500;" width="659px" |Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style="background-color:#E6A500;" width="70px" |Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Abscond.png]]
![[File:Abscond.png]]
|'''Abscond'''
|'''Abscond'''
|5 W + 95 W if pulling a mob
|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.
|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
|5 seconds
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![[File:Kindle.png]]
![[File:Kindle.png]]
|'''Kindle'''
|'''Kindle'''
|125 W
|150 J
|Charges the invoker's clockwork slab with energy. Attacking a tile that you can see with the slab will fire a short-range (2 tiles) projectile towards it; if the projectile hits a non-servant, they will be stunned and muted. ''Note that damage reduces the duration of the stun!'' This scripture is your main way of subduing targets for conversion.
|Charges the invoker's clockwork slab with energy. Attacking a tile that you can see with the slab will fire a short-range (2 tiles) projectile towards it; if the projectile hits a non-servant, they will be stunned and muted. ''Note that damage reduces the duration of the stun!'' This scripture is your main way of subduing targets for conversion. This can be cast whilst moving, however it will slow you down.
|3 seconds
|5 seconds
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigil_of_submission.png]]
![[File:Sigil_of_submission.png]]
|'''Sigil of Submission'''
|'''Sigil of Submission'''
|125 W
|125 J
|Creates a sigil of submission beneath you. It is glowing and obvious, so make sure to hide it or not place it until you're ready; it's a dead giveaway! When a non-servant is held over this sigil for eight seconds while another servant is nearby (this is important - it will not work otherwise), they will be converted into a servant if they're an eligible target.
|Creates a sigil of submission beneath you. It is glowing and obvious, so make sure to hide it or not place it until you're ready; it's a dead giveaway! When a non-servant is held over this sigil for eight seconds while another servant is nearby (this is important - it will not work otherwise), they will be converted into a servant if they're an eligible target.
<br>
<br>
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![[File:Hateful_manacles.png]]
![[File:Hateful_manacles.png]]
|'''Hateful Manacles'''
|'''Hateful Manacles'''
|25 W
|25 J
|Charges the invoker's slab with energy. While charged, you can hit any non-servant with it to start handcuffing them like a normal pair of handcuffs. Restraints made in this way fall apart once they're removed.
|Charges the invoker's slab with energy. While charged, you can hit any non-servant with it to start handcuffing them like a normal pair of handcuffs. Restraints made in this way fall apart once they're removed.
|1.5 seconds  
|1.5 seconds
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Vanguard.png]]
![[File:Vanguard.png]]
|'''Vanguard'''
|'''Vanguard'''
|25 W
|25 J
|Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead.
|Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead.
|3 seconds  
|3 seconds
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sentinels_compromise.png]]
![[File:Sentinels_compromise.png]]
|Sentinel's Compromise
|Sentinel's Compromise
|100 W
|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!
|Charges the invoker's slab with energy. While charged, you can use it on any servant within your sight range (including yourself) to heal all of their brute, burn, and oxygen damage. However, half of all the damage healed is redone in the form of toxin damage, which isn't healed. This also removes all holy water from the body - the only thing that can deconvert you!
<br>
<br>
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![[File:Integration_cog.png]]
![[File:Integration_cog.png]]
|'''Integration Cog'''
|'''Integration Cog'''
|10 W
|10 J
|Creates an integration cog in your hand. This is a stealthy and slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself!
|Creates an integration cog in your hand. This is a stealthy and slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself!
<br>
<br>
Generates 5 W per second when in an APC, as long as the APC has the power to supply that amount.
Generates 10 J per second when in a powered APC, or 5 J per second if the APC lacks power.
|1 second
|1 second
|1
|1
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![[File:clockwork_slab.gif]]
![[File:clockwork_slab.gif]]
|Replicant
|Replicant
|25 W
|25 J
|Creates a new clockwork slab.
|Creates a new clockwork slab.
|1.5 seconds
|1.5 seconds
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![[File:Wraithspectacles.png]]
![[File:Wraithspectacles.png]]
|Wraith Spectacles
|Wraith Spectacles
|50 W
|50 J
|Creates a pair of glasses that, when worn, allow you to see through walls. While worn, they slowly cause eye damage; this eye damage naturally heals when the glasses aren't in use.
|Creates a pair of glasses that, when worn, allow you to see through walls. While worn, they slowly cause eye damage; this eye damage naturally heals when the glasses aren't in use.
<br>
<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite.
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite.
|1 second  
|1 second
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigiloftransgression.png]]
![[File:Sigiloftransgression.png]]
|Sigil of Transgression
|Sigil of Transgression
|50 W
|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.
|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.
<br>
<br>
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|}
|}


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


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Component Cost
! style="background-color:#E6A500;" width="140px" |Component Cost
! style='background-color:#E6A500;' width='660px'|Description
! style="background-color:#E6A500;" width="660px" |Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style="background-color:#E6A500;" width="70px" |Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Judicial.png]]
![[File:Judicial.png]]
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|}
|}


=== Script Scripture ===
===Script Scripture===


Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least '''50 kW''' to unlock.
Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least '''50 kJ''' to unlock.


Scripture names in ''italics'' signify important scripture necessary to success.
Scripture names in ''italics'' signify important scripture necessary to success.


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Power Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! style='background-color:#E6A500;' width='660px'|Description
! style="background-color:#E6A500;" width="660px" |Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style="background-color:#E6A500;" width="70px" |Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Ocularwarden.png]]
![[File:Ocularwarden.png]]
|Ocular Warden
|Ocular Warden
|250 W
|250 J
|Creates an ocular warden, a fragile defensive turret that deals burn damage to non-servants within a three-tile radius.<br>
|Creates an ocular warden, a fragile defensive turret that deals burn damage to non-servants within a three-tile radius.<br>
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>
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>
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![[File:Vitalitymatrix.png]]
![[File:Vitalitymatrix.png]]
|Vitality Matrix
|Vitality Matrix
|1 kW
|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.<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>
For each point of damage done, one point of global vitality is created.<br>
For each point of damage done, one point of global vitality is created.<br>
It will also destroy the bodies of any non-servants on top of it and produce a burst of an extra 100 vitality.<br>
It will also destroy the bodies of any non-servants on top of it and produce a burst of an extra 100 vitality.<br>
If a servant who is AFK is placed on the vitality matrix, it will attempt to offer their body.<br>
Finally, it will consume vitality to heal servants, and can revive dead ones for 150 vitality. Note that servants can only be revived in this way once per minute.
Finally, it will consume vitality to heal servants, and can revive dead ones for 150 vitality. Note that servants can only be revived in this way once per minute.
|6 seconds
|6 seconds
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![[File:Clockworkproselytizer.png]]
![[File:Clockworkproselytizer.png]]
|''Replica Fabricator''
|''Replica Fabricator''
|250 W
|250 J
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
It can be used to consume brass, metal, glass sheets, plus metal rods, to create power directly.<br>
It can be used to consume brass, metal, glass sheets, plus metal rods, to create power directly.<br>
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br>
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br>
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
Use it in-hand to produce five brass sheets at a cost of 1.25 kW of power. This is your main way of getting construction materials.<br>
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>
Servants start with a fabricator by default. Note that power is drawn from the globally-available pool.
Servants start with a fabricator by default. Note that power is drawn from the globally-available pool.
|2 seconds
|2 seconds
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![[File:Judicialvisor.png]]
![[File:Judicialvisor.png]]
|Judicial Visor
|Judicial Visor
|400 W
|400 J
|Creates a judicial visor, which can be worn as eyewear.<br>
|Creates a judicial visor, which can be worn as eyewear.<br>
When worn, it can be used by a servant to create a 3x3 judicial marker at the target location, which slightly stuns everyone nearby and applies Belligerent, reducing their movement speed. After three seconds, the marker explodes, causing brute damage to anyone standing on top of it.<br>
When worn, it can be used by a servant to create a 3x3 judicial marker at the target location, which slightly stuns everyone nearby and applies Belligerent, reducing their movement speed. After three seconds, the marker explodes, causing brute damage to anyone standing on top of it.<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, judicial visors' marks explode slightly faster<br>
The visor has a 30-second cooldown.
The visor has a 30-second cooldown.
|1 second
|1 second
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![[File:Ratvarspear.png]]
![[File:Ratvarspear.png]]
|Clockwork Armaments
|Clockwork Armaments
|250 W
|250 J
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!<br>
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!<br>
The armor and spear can be called separately:<br><br>
The armor and spear can be called separately:<br><br>
- The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor.<br><br>
- The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor. The armor has a base effectiveness of 60 against melee attacks, 70 against ballistic attacks, -25 against laser attacks, 0 against energy attacks, and 60 against bomb attacks.
<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the armor's effectiveness increases by 10 against melee, ballistic and laser attacks, 25 against energy attacks, and 10 against bomb attacks, while becoming space and fireproof.<br><br>
- The spear appears in your hand, and can be called and dismissed at will. It does 15 damage (10% armor penetration) by default, plus five extra burn. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
- The spear appears in your hand, and can be called and dismissed at will. It does 15 damage (10% armor penetration) by default, plus five extra burn. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
|2 seconds
|2 seconds
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![[File:Spatialgateway.gif]]
![[File:Spatialgateway.gif]]
|Spatial Gateway
|Spatial Gateway
|400 W
|400 J
|Creates a one-way gateway to a target conscious servant or clockwork obelisk. By default, it has only one use, and lasts for 4 seconds.<br>
|Creates a one-way gateway to a target conscious servant or clockwork obelisk. By default, it has only one use, and lasts for 4 seconds.<br>
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
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|}
|}


=== Application Scripture ===
===Application Scripture===


Below is a list of all Application scripture. Application scriptures require the cult to have '''100 kW''' of power to unlock.
Below is a list of all Application scripture. Application scriptures require the cult to have '''100 kJ''' of power to unlock.


Scripture names in ''italics'' signify important scripture necessary to success.
Scripture names in ''italics'' signify important scripture necessary to success.


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Power Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! style='background-color:#E6A500;' width='660px'|Description
! style="background-color:#E6A500;" width="660px" |Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style="background-color:#E6A500;" width="70px" |Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
![[File:Clockworkmarauder.gif]]
|Clockwork Marauder
|Clockwork Marauder
|8000 W
|8 kJ
|Creates a shell for a clockwork marauder, a combat construct capable of deflecting projectiles with its shield. Repeated use in a short period of time causes the recital to take longer.
|Creates a shell for a clockwork marauder, a combat construct capable of deflecting projectiles with its shield. Repeated use in a short period of time causes the recital to take longer.
<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, marauders will gain 1 maximum charge to their shields and deal 15 damage per hit, up from 12.
|8 seconds
|8 seconds
|1
|1
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![[File:Sigiloftransmission.png]]
![[File:Sigiloftransmission.png]]
|''Sigil of Transmission''
|''Sigil of Transmission''
|200 W
|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.<br>
|Creates a sigil that functions as a power access point, providing power to all structures nearby that require it. It draws this from the global pool.<br>
Servant cyborgs can use it to recharge.<br>
Servant cyborgs can use it to recharge.<br>
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![[File:Maniamotor.png]]
![[File:Maniamotor.png]]
|Mania Motor
|Mania Motor
|750 W
|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.<br>
|Creates a mania motor, which causes minor damage and a variety of negative mental effects in nearby non-servant humans, potentially up to and including conversion.<br>
The effects will linger even if targets leave its range or the mania motor is turned off, though both of these things will cause the effects to fall off much more rapidly.<br>
The effects will linger even if targets leave its range or the mania motor is turned off, though both of these things will cause the effects to fall off much more rapidly.<br>
It consumes 150 W of power per second while active.
It consumes 150 J/sec while active.
|8 seconds
|8 seconds
|2
|2
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![[File:Clockworkobelisk.png]]
![[File:Clockworkobelisk.png]]
|Clockwork Obelisk
|Clockwork Obelisk
|300 W
|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.<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>
Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.<br>
Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.<br>
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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>
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>
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
It requires 50 W of power to send a broadcast, and 2 kW to open a gateway.
It requires 50 J to send a broadcast, and 2 kJ to open a gateway.
|8 seconds
|8 seconds
|2
|2
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|}
|}


== Structures, Sigils, Objects, Constructs, and Cyborgs ==
==Structures, Sigils, Objects, Constructs, and Cyborgs==


This is a listing of the various structures and constructs available to the Servants of Ratvar.
This is a listing of the various structures and constructs available to the Servants of Ratvar.


=== Structures ===
===Structures===


Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.
Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.
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{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='73px'|Name
! style="background-color:#E6A500;" width="73px" |Name
! style='background-color:#E6A500;' width='40px'|Health
! style="background-color:#E6A500;" width="40px" |Health
! style='background-color:#E6A500;' width='560px'|Description
! style="background-color:#E6A500;" width="560px" |Description
! style='background-color:#E6A500;' width='280px'|Usage Tip
! style="background-color:#E6A500;" width="280px" |Usage Tip
! style='background-color:#E6A500;' width='80px'|Construction Value
! style="background-color:#E6A500;" width="80px" |Construction Value
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockfloor.png]]
![[File:Clockfloor.png]]
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|N/A
|N/A
|A clockwork wall produced with brass or by a replica fabricator.<br>
|A clockwork wall produced with brass or by a replica fabricator.<br>
Replica Fabricators can deconstruct clockwork walls for a refund of 1 kW power.
Replica Fabricators can deconstruct clockwork walls for a refund of 1 kJ.
|Serves as a durable barrier. Can be superheated by the Eminence to prevent mechs from destroying them.
|Serves as a durable barrier. Can be superheated by the Eminence to prevent mechs from destroying them.
|5
|5
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|Creates a mania motor, which causes minor damage and a variety of negative mental effects in nearby non-servant humans, potentially up to and including conversion.<br>
|Creates a mania motor, which causes minor damage and a variety of negative mental effects in nearby non-servant humans, potentially up to and including conversion.<br>
The effects will linger even if targets leave its range or the mania motor is turned off, though both of these things will cause the effects to fall off much more rapidly.<br>
The effects will linger even if targets leave its range or the mania motor is turned off, though both of these things will cause the effects to fall off much more rapidly.<br>
It requires 150 W of power per second to run.
It requires 150 J per second to run.
|Mania motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking.
|Mania motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking.
|20
|20
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Spatial Gateway functions like the scripture of the same name; however, it has 5 uses, and lasts 10 seconds, in addition to being two-way.<br>
Spatial Gateway functions like the scripture of the same name; however, it has 5 uses, and lasts 10 seconds, in addition to being two-way.<br>
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
It requires 50 W of power to send a broadcast, and 2 kW to open a gateway.
It requires 50 J to send a broadcast, and 2 kJ to open a gateway.
|Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
|Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
|20
|20
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|}
|}


=== Traps ===
===Traps===


Traps are useful objects produced with brass sheets. There are two types of trap: '''sender''' and '''receiver.'''<br>
Traps are useful objects produced with brass sheets. There are two types of trap: '''sender''' and '''receiver.'''<br>
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{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='73px'|Name
! style="background-color:#E6A500;" width="73px" |Name
! style='background-color:#E6A500;' width='40px'|Health
! style="background-color:#E6A500;" width="40px" |Health
! style='background-color:#E6A500;' width='560px'|Description
! style="background-color:#E6A500;" width="560px" |Description
! style='background-color:#E6A500;' width='280px'|Usage Tip
! style="background-color:#E6A500;" width="280px" |Usage Tip
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Brass lever.png]]
![[File:Brass lever.png]]
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|}
|}


=== Sigils ===
===Sigils===


Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand.
Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand.
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{| 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]]
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|Sigils of Transmission can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.<br>
|Sigils of Transmission can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.<br>
While active, it will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants.<br>
While active, it will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants.<br>
The Sigil can be charged with Brass Sheets at a rate of '''250W''' per sheet.<br>
The Sigil can be charged with Brass Sheets at a rate of '''250J''' per sheet.<br>
Using a Replica Fabricator on it will rapidly charge that Fabricator.
Using a Replica Fabricator on it will rapidly charge that Fabricator.
|When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
|When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
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|}
|}


=== Constructs ===
===Constructs===


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='73px'|Name
! style="background-color:#E6A500;" width="73px" |Name
! style='background-color:#E6A500;' width='40px'|Health
! style="background-color:#E6A500;" width="40px" |Health
! style='background-color:#E6A500;' width='520px'|Description
! style="background-color:#E6A500;" width="520px" |Description
! style='background-color:#E6A500;' width='320px'|Playstyle Tips
! style="background-color:#E6A500;" width="320px" |Playstyle Tips
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
![[File:Clockworkmarauder.gif]]
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|}
|}


=== Cyborgs ===
===Cyborgs===


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='73px'|Module
! style="background-color:#E6A500;" width="73px" |Module
! style='background-color:#E6A500;' width='280px'|Scripture
! style="background-color:#E6A500;" width="280px" |Scripture
! style='background-color:#E6A500;' width='120px'|Other Tools
! style="background-color:#E6A500;" width="120px" |Other Tools
! style='background-color:#E6A500;' width='480px'|Playstyle Tips
! style="background-color:#E6A500;" width="480px" |Playstyle Tips
|- style="text-align: center;"
|- style="text-align: center;"
![[File:RatvarStandard.png]]
![[File:RatvarStandard.png]]
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|Judicial Marker, Linked Vanguard
|Judicial Marker, Linked Vanguard
|Ratvarian Spear, Cyborg Fabricator
|Ratvarian Spear, Cyborg Fabricator
|Your main strength is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers. However, you also have the basic construction and crit-stabilising abilities that come with your module.  
|Your main strength is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers. However, you also have the basic construction and crit-stabilising abilities that come with your module.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:RatvarEngineering.png]]
![[File:RatvarEngineering.png]]
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|}
|}


== Cult Strategy ==
==Cult Strategy==


The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science, Genetics monsters, and RCD's. One of your primary objectives should be to disrupt the production of such devices before the five minute grace period. The armory can be easily looted with an accomplice to eliminate the security robot, genetics and cargo can be subverted or destroyed, Research can be wiped with a screwdriver and teleports to three rooms, and recovery of these assets can be prevented with a trip to engineering storage.  Your teleport is basically free, abuse this as often as possible.  armory weapons are much more powerful and concealable then anything you get early in the round. Giving a taser to a convert and setting them on their friends isn't the worst way to round up more converts.
The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science, Genetics monsters, and RCD's. One of your primary objectives should be to disrupt the production of such devices before the five minute grace period. The armory can be easily looted with an accomplice to eliminate the security robot, genetics and cargo can be subverted or destroyed, Research can be wiped with a screwdriver and teleports to three rooms, and recovery of these assets can be prevented with a trip to engineering storage.  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.
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You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target.
You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target.


== Threats to the Enlightened ==
==Threats to the Enlightened==


Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum.
Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum.


=== [[Blood Cult|Nar-Sian Dogs]] [[File:Cultist.png]] ===
===[[Blood Cult|Nar-Sian Dogs]] [[File:Cultist.png]]===


The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.
The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.


=== [[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]] ===
===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]]===


Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|chaplain's holy weapon]] weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and [[Chaplain#GET_BEHIND_ME_NAR-NAR_RATVAR|holy water]] will purge the light of Ratvar from even the most powerful servant's mind, given time.
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|chaplain's holy weapon]] weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and [[Chaplain#GET_BEHIND_ME_NAR-NAR_RATVAR|holy water]] will purge the light of Ratvar from even the most powerful servant's mind, given time.
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It should be one of the servants' top priorities to [[Guide to toxins|damage]] and [[Armory|hamper]] Security. The [[Warden]] and the [[Head of Security]] can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implant, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to surgery with a friend to [[Beyond the impossible|surgically remove the implant in order to convert them]]. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
It should be one of the servants' top priorities to [[Guide to toxins|damage]] and [[Armory|hamper]] Security. The [[Warden]] and the [[Head of Security]] can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implant, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to surgery with a friend to [[Beyond the impossible|surgically remove the implant in order to convert them]]. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.


== Ratvar ==
==Ratvar==


<center>
<center>
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{{Antagonists}}
{{Jobs}}
[[Category: Jobs]]  
{{Game modes}}
[[Category:Game Modes]]
[[Category: Jobs]] [[Category:Game Modes]]

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