Clockwork Cult: Difference between revisions

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→‎The Eminence: adds further eminence abilities
(Messed with wording, clarified that the angry mech that is crushing you is actually going for the Ark, removed a mention of component costs, updated false claims about conversion traps, gave up hope on this page, linked to my guide)
m (→‎The Eminence: adds further eminence abilities)
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|superior = Ratvar
|superior = 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
|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 = https://forums.yogstation.net/threads/bring-him-back-the-best-cult-rebased.17618/
|guides = [https://forums.yogstation.net/threads/bring-him-back-the-best-cult-rebased.17618/]
|quote = "What's this lantern thi-" "QVR, URNGUR'A!!"
|quote = "What's this lantern thi-" "QVR, URNGUR'A!!"
}}
}}
Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him.
Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him.


If you're one of these servants and you have no idea what to do, you've come to the right place.
If you're one of these servants and you have no idea what to do, you've come to the right place.
==Introduction and Key Points==
==Introduction and Key Points==
Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
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'''40 MJ''' unlocks the Application tier.
'''40 MJ''' unlocks the Application tier.
===The Eminence===
===The Eminence===
The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as 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 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.
The Eminence can travel between the station and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted. Note that it can't understand anything said stationside unless war is declared, meaning that while it can see movements and planning, it cannot overhear what people are discussing.


By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses."
By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses."
It is also able to break lights on the station at will, as well as control the functions of any cogged APC.


Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.
Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.
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|Creates an integration cog in your hand. This is a slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself!
|Creates an integration cog in your hand. This is a slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself!
<br>
<br>
Generates 10 J per second when in a powered APC, or 5 J per second if the APC lacks power.
Generates 20 J per second when in a powered APC, or 10 J per second if the APC lacks power.
|1 second
|1 second
|1
|1
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|250 J
|250 J
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
It can be used to consume brass, metal, glass sheets, plus metal rods, to create power directly.<br>
It can be used to consume brass, metal, plasteel, floor tiles and metal rods, to create power directly.<br>
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br>
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br>
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
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|Clockwork Armaments
|Clockwork Armaments
|250 J
|250 J
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!<br>
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian weapon too, absolutely free!<br>
The armor and spear can be called separately:<br><br>
The armor and weapon can be called separately:<br><br>
- The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor. The armor has a base effectiveness of 60 against melee attacks, 70 against ballistic attacks, 0 against laser attacks, 0 against energy attacks, and 60 against bomb attacks.
*The 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.
<br>
<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the armor's effectiveness increases by 10 against melee and ballistic attacks, 25 against energy attacks, and 10 against bomb attacks, while becoming space and fireproof.<br><br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the armor's effectiveness increases by 10 against melee and ballistic attacks, 25 against energy attacks, and 10 against bomb attacks, while becoming space and fireproof.<br><br>
- The 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 weapon appears in your hand, and can be called and dismissed at will. You have the choice between a few weapons:
**[[File:Ratvarian_spear.png|16px]]'''Spear:''' Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
**[[File:Ratvarian_hammer.png|16px]]'''Battle-Hammer:''' Does 15 damage and knocks back non-servants but is ineffective against armor, can be thrown to deal 10 damage and the same knockback on non-servants. Antimagic will protect against the knockback on throw but not in melee.
**[[File:Ratvarian_sword.png|16px]]'''Longsword:''' Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again. Can be thrown for 20 damage.
**[[File:Bow_clockwork.png|16px]]'''Bow:''' A ranged weapon, its arrows deal 16 burn damage and can embed in their target to deal more burn damage over time. Creates more arrows by itself fairly quickly.
|2 seconds
|2 seconds
|1
|1
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|Spatial Gateway
|Spatial Gateway
|400 J
|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<br>
|Creates a one-way gateway to a target conscious servant or clockwork obelisk. By default, it has only one use, and lasts for 4 seconds. Each servant adjacent to the invoker when the gateway is created will give the gateway 1 additional use and 4 additional seconds of lifespan.<br>
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
|8 seconds
|8 seconds
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If the target has x-ray vision, it will attack them through walls. If the target is carrying a bible, it will target the bible first.<br>
If the target has x-ray vision, it will attack them through walls. If the target is carrying a bible, it will target the bible first.<br>
It deals 15 damage per second, reduced by 5% for each tile between the target and warden, and 10% for each dense object.
It deals 15 damage per second, reduced by 5% for each tile between the target and warden, and 10% for each dense object.
|Ocular wardens, while lethal and powerful, are very easily smashed. Placing them behind barricades will make them more durable, but less damaging.
|Ocular wardens, while lethal and powerful, are very easily smashed and vulnerable to EMP. Placing them behind barricades will make them more durable, but less damaging.
|15
|15
|- style="text-align: center;"
|- style="text-align: center;"
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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>
'''Senders''' are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.<br>
'''Senders''' are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.<br>
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|75
|75
|The most simple sender. Activates when clicked.
|The most simple sender. Activates when clicked.
|It's a lever. There's nothing else to it.
| It's a lever. There's nothing else to it.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Pressure sensor.png]]
![[File:Pressure sensor.png]]
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|15
|15
|Repeaters can be toggled on and off. When active, they will send a signal once every second.
|Repeaters can be toggled on and off. When active, they will send a signal once every second.
|Useful for traps that perform well when they receive signals at constant intervals.
| Useful for traps that perform well when they receive signals at constant intervals.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Brass skewer.png]]
![[File:Brass skewer.png]]
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Cyborgs will not be impaled, but will take massive damage.<br>
Cyborgs will not be impaled, but will take massive damage.<br>
There must be a gap of one tile in all directions between any two skewers.
There must be a gap of one tile in all directions between any two skewers.
|Combines well with pressure sensors, for obvious reasons. Very effective when spammed on Reebe or blended in with bare plating.
|Combines well with pressure sensors, for obvious reasons. Very effective when spammed on Reebe or blended in with bare plating. Can also be easily hidden with certain objects or Brass chairs.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Steam vent.png]]
![[File:Steam vent.png]]
|Receiver - Steam Vent
|Receiver - Steam Vent
|100
| 100
|A vent that taps into the machinery of Reebe and vents excess steam when toggled.<br>
| A vent that taps into the machinery of Reebe and vents excess steam when toggled.<br>
While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it, extinguishing fire. It has no other effects.<br>
While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it, extinguishing fire. It has no other effects.<br>
Steam vents cannot be placed directly adjacent to each other on cardinal directions; diagonally adjacent is fine.  
Steam vents cannot be placed directly adjacent to each other on cardinal directions; diagonally adjacent is fine.  
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![[File:Sigil of submission.png]]
![[File:Sigil of submission.png]]
|Sigil of Submission
|Sigil of Submission
|Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 8 seconds if they remain on the Sigil for that time and a Servant is next to them.<br>
| Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 8 seconds if they remain on the Sigil for that time and a Servant is next to them.<br>
|Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network.
|Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network.
|- style="text-align: center;"
|- style="text-align: center;"
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They can wield and use any kind of weapon, but can't fire guns, move slowly, and die fast.
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.
|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.
|-
|-
|}
|}
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! style="background-color:#E6A500;" width="280px" |Scripture
! style="background-color:#E6A500;" width="280px" |Scripture
! style="background-color:#E6A500;" width="120px" |Other Tools
! style="background-color:#E6A500;" width="120px" |Other Tools
! style="background-color:#E6A500;" width="480px" |Playstyle Tips
! style="background-color:#E6A500;" width="480px" | Playstyle Tips
|- style="text-align: center;"
|- style="text-align: center;"
![[File:RatvarStandard.png]]
![[File:RatvarStandard.png]]
|Standard
|Standard
|Judicial Marker, Linked Vanguard
|Judicial Marker, Linked Vanguard
|Ratvarian Spear, Cyborg Fabricator
| Ratvarian Spear, Cyborg Fabricator
|Your main strength is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers. However, you also have the basic construction and crit-stabilising abilities that come with your module.
|Your main strength is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers. However, you also have the basic construction and crit-stabilising abilities that come with your module.
|- style="text-align: center;"
|- style="text-align: center;"
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|Engineering
|Engineering
|Replicant, Sigil of Transmission
|Replicant, Sigil of Transmission
|Cyborg Fabricator
| Cyborg Fabricator
|As you have only relatively basic tools, your use is to, more or less, create 5 layers of clockwork walls around the clockcult's base.<br>
|As you have only relatively basic tools, your use is to, more or less, create 5 layers of clockwork walls around the clockcult's base.<br>
In addition, you are capable of producing power for clockwork structures and other cyborgs.
In addition, you are capable of producing power for clockwork structures and other cyborgs.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:RatvarJanitor.png]]
![[File:RatvarJanitor.png]]
|Janitor
| Janitor
|Replicant, Sigil of Transgression, Ocular Warden, Mania Motor
|Replicant, Sigil of Transgression, Ocular Warden, Mania Motor
|Cyborg Fabricator
|Cyborg Fabricator
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![[File:RatvarMedical.png]]
![[File:RatvarMedical.png]]
|Medical
|Medical
|Linked Vanguard, Sentinel's Compromise, Vitality Matrix, Mending Mantra, Fellowship Armory
| Linked Vanguard, Sentinel's Compromise, Vitality Matrix, Mending Mantra, Fellowship Armory
|Ratvarian Spear
|Ratvarian Spear
|As a Medical cyborg, you exist to heal and defend other Servants; with Sentinel's Compromise you are extremely able to revive allies during combat.<br>
| As a Medical cyborg, you exist to heal and defend other Servants; with Sentinel's Compromise you are extremely able to revive allies during combat.<br>
You're a combat medic; with Linked Vanguard and Sentinel's Compromise, you are very difficult to kill or disable while attacking with your spear.
You're a combat medic; with Linked Vanguard and Sentinel's Compromise, you are very difficult to kill or disable while attacking with your spear.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:RatvarPeacekeeper.png]]
![[File:RatvarPeacekeeper.png]]
|Peacekeeper
| Peacekeeper
|Belligerent, Judicial Marker
|Belligerent, Judicial Marker
|Ratvarian Spear
|Ratvarian Spear
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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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==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]]===
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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