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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = black
|headerbgcolor = #BE8700
|headerfontcolor = white
|headerfontcolor = black
|stafftype = EXTRATERRESTRIAL
|stafftype = ENEMY
|imagebgcolor = #9ACD32
|imagebgcolor = #E6A500
|img_generic = blob_shield.gif
|img_generic =  
|img = blob_core.gif
|img = servant_of_ratvar.png
|jobtitle = Blob
|jobtitle = Servant of Ratvar
|access = Anywhere you can eat your way into.
|access = Whatever you have
|difficulty = Hard
|additional = Anyone that you can use a Spatial Gateway to get to
|superior = N/A
|difficulty = Moderate
|duties = Spread onto the whole station
|superior = Ratvar
|guides = No external guides
|duties = Complain about not having any stuns, even though you do
|guides = This is the guide
|quote = "Ratvar is a dumb na-" "QVR, URNGURA!!"
}}
}}


'''Blob''' is a game mode in [[Secret]] where a large green blob infests the station and starts destroying everything its path, including hull, fixtures and creatures. The crew must destroy the blob to prevent it from destroying a pre-determined amount of the station (350 x NumberOfBlobPlayers).
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. Am amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. Unfortunately, his exile to Reebe - a plane of complete nothingness - makes celestial warfare somewhat difficult. To these ends, he has enslaved mortals to do his bidding and ensure the downfall of the Geometer.


==Mean Green Mother From Outer Space==
Assuming you're one of those slaves, you've come to the right place.


In the blob game mode, players start off infected by the blob and have to choose a location for the blob's core via moving their body to that location. As time passes the player will get messages which will indicate when they are about to burst.
==Summary==


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


So you're infected with a blob core. Sucks to be you! But you can make it suck less to be you by ensuring the easy survival of your future self.  
In addition, unlike Nar-Sie, Ratvar is capable of converting silicon lifeforms. Cyborgs and AIs are both valid targets for conversion. Converted cyborgs will have yellow eyes, visible immediately unless headlights are on (and even then a close examination reveals them), but AIs have no indication unless carded.


===Sabotage===
Ratvar's servants have to fulfill his will. Typical goals include:
Before you burst, it is valid to perform antag actions like a normal traitor to increase your chances of winning.
* Summoning Ratvar
If you can, try to remove weapons, sabotage the station, fuck up the AI or otherwise create a distraction for when you burst into a station-eating blob.
* Ensuring that a certain number of servants escape on the shuttle
* Converting all silicon lifeforms on the station


Sabotaging research or mining is a great way to protect yourself from a massive army of printed Laser cannons and X-ray lasers. You could deconstruct the entire research lab and hide it in your backpack, destroy the RND servers, or steal all the tank transfer valves.
Luckily, you are not alone in this. As a servant, you have a wide variety of tools at your disposal.


Cutting the main power wires around Engineering is a great way to prevent Emitters from being used on you if Engineering is too stupid to figure out you cut the wires. They could still use the PACMAN generator to power SMES units or an emitter battery.  
=== The Clockwork Slab [[File:clockwork_slab.gif]] ===


You could also destroy or otherwise disable telecomms. Eating the SMES units themselves is risky due to releasing the Singulo, however.
If you've had experience with the Nar-Sian cult, then you can think of the clockwork slab as Ratvar's equivalent of the arcane tome. However, the slab boasts superior portability and utility than the tome, although it's slightly larger and can't fit in pockets. All initial servants start with a clockwork slab and can create more through scripture (more on that later).
Cut cameras with a screwdriver and wirecutter if there are any near the area you're going to attempt to burst in.


Genetics is another good target, as it results in less people being revived from the dead to fight you, meaning killing someone really counts.
The clockwork slab has five functions:
* Recital, which utilizes scripture
* Records, which displays important information including cultist count and construction value
* Recollection, which displays an in-game documentation and tutorial
* Repository, which displays all components in the slab (more on that)
* Report, which allows discreet communication between all servants


===Positioning===
''Every servant should have a slab!'' Slabs are key to the success of Ratvar's agenda.
Positioning is extremely key to winning as a Blob. Improper positioning can result in you being barraged by emitters or quickly found and killed. Main hallways and maint areas too close to main hallways tend to be bad choices to burst in.


You should go position yourself near the place you want to be. You will receive warnings when you're close to bursting, but the exact time is random.
=== New Servant Checklist ===


Make sure you're in a valid spot before you burst; you have to be on the station z-level, as well as on a floor tile, or the core will be unable to sustain itself and you will '''die'''!
So the round started, and you're a servant? Good! There's a few things that you should do before you begin purging all those pesky untruths. Any unfamiliar terms are covered later in the page.
* Use your slab's Report function to alert your teammates of your rank, position, etc.
* Develop a base for your operations, preferably with your teammates, and tell the teammates where it is - include a tinkerer's cache, then an ocular warden and some clockwork floors/walls once you can make them
* Start expanding your ranks and working towards your objective; have a backup plan in case you get caught
* Use Function Call and Memory Allocation to arm and defend yourself
* Increase your component generation with clockwork proselytized walls and tinkerer's daemons
* Stay in touch with your teammates and be prepared to help them if things go south


The best place for a blob to choose a base is in an inaccessible area, decreasing the chance of being spotted and being contained. Think along the lines of good [[Xeno]] hiding spots. Public hallways are bad. Out-of-the-way places that require elevated access are good. Chokepoints are good. It can also be strategic to spawn in places that will cripple the crew once you destroy them, like telecomms or science.
== Components, Scripture, and CV ==


===Blob Chemicals===
Ratvarian cultists don't sacrifice their own blood to use rituals. Instead, they use something called ''components''. In a literal sense, these are parts of Ratvar's body that have rusted and fallen free during his imprisonment. Despite this, the parts hold power on their own and are utilized by Ratvar's servants to power their rites - what they call ''scripture''. Scripture has multiple tiers; each tier is unlocked as the cult's power grows. For instance, the third tier is unlocked through having at least eight servants, 100 CV worth of structures, and three of a specific structure.


Blobs are made of chemicals; these affects their color of the blob bits, blobbernauts and all blob tiles, as well as their attacks:
There are five component types:
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
* Belligerent eyes, which possess the power to focus on certain things and grant malevolent sentience
! style='background-color:#9ACD32;' width='155px'|Name
* Vanguard cogwheels, which are almost indestructible and serve in protection
! style='background-color:#9ACD32;' width='48px'|Color
* Guvax capacitors, which can manipulate the mind
! style='background-color:#9ACD32;' width='460px'|Attack Effects
* Replicant alloys, which are very strong but can be melted and molded by force of will
! style='background-color:#9ACD32;' width='370px'|Other Effects
* Hierophant ansibles, which can send massive amounts of data in an instant
|- style="text-align: center;"
!Ripping Tendrils
|style='background-color:#991010' |
|22.5 Brute Damage, 12.5 Stamina Damage
|N/A
|- style="text-align: center;"
!Explosive Lattice
|style='background-color:#8B2500' |
|22.5 Brute Damage to Target, 15 Damage Brute to Nearby Mobs
|Resistant to Explosions
|- style="text-align: center;"
!Flammable Goo
|style='background-color:#BE5532' |
|5 Brute Damage, 5 Burn Damage, 10 Toxin Damage
|When hit with Burn Damage, Ignites, 30% More Burn Damage
|- style="text-align: center;"
!Sporing Pods
|style='background-color:#E88D5D' |
|5 Brute Damage, 12.5 Toxin Damage
|Produces Fragile Spores when Expanding or Killed
|- style="text-align: center;"
!Shifting Fragments
|style='background-color:#C8963C' |
|20 Brute Damage
|When Damaged, May Swap Positions with a Nearby Blob
|- style="text-align: center;"
!Reactive Gelatin
|style='background-color:#FFA500' |
|15 to 35 Brute Damage
|When hit with Brute Damage, Attacks Nearby Area
|- style="text-align: center;"
!Energized Fibers
|style='background-color:#EFD65A' |
|5 Brute Damage, 12.5 Burn Damage, 20 Stamina Damage
|When hit with Stamina Damage, Fully Heals
|- style="text-align: center;"
!Boiling Oil
|style='background-color:#B68D00' |
|5 Brute Damage, 15 Burn Damage, Lights Targets on Fire
|N/A
|- style="text-align: center;"
!Sorium
|style='background-color:#808000' |
|15 Brute Damage, Throws from Targets
|N/A
|- style="text-align: center;"
!Envenomed Filaments
|style='background-color:#9ACD32' |
|5 Brute Damage, 15 Toxin Damage, 10 Stamina Damage, Injects Spore Toxin
|N/A
|- style="text-align: center;"
!Cyclonic Grid
|style='background-color:#9BCD9B' |
|5 Brute Damage, 15 Oxygen Damage, Throws from/Pulls to Targets
|N/A
|- style="text-align: center;"
!Synchronous Mesh
|style='background-color:#65ADA2' |
|15 to 67.5 Brute Damage Based on Nearby Blobs
|Spreads Damage Between Nearby Blobs, 25% More Damage
|- style="text-align: center;"
!Lexorin Jelly
|style='background-color:#00E5B1' |
|10 Brute Damage, 15 Oxygen Damage, Prevents Breathing
|N/A
|- style="text-align: center;"
!Electromagnetic Web
|style='background-color:#83ECEC' |
|5 Brute Damage, 15 Burn Damage, EMPs Targets
|Causes EMP on Death, 20% More Damage
|- style="text-align: center;"
!Adaptive Nexuses
|style='background-color:#4A64C0' |
|20 Brute Damage, Reaps 5-10 Resources from Unconscious Humans
|N/A
|- style="text-align: center;"
!Cryogenic Liquid
|style='background-color:#8BA6E9' |
|5 Brute Damage, 15 Burn Damage, 10 Stamina Damage, Injects Frost Oil & Ice
|N/A
|- style="text-align: center;"
!Poisonous Strands
|style='background-color:#7D6EB4' |
|5 Brute Damage, 10 Brute, Burn, and Toxin Damage Over Time
|N/A
|- style="text-align: center;"
!Dark Matter
|style='background-color:#61407E' |
|15 Brute Damage, Sucks towards Target
|N/A
|- style="text-align: center;"
!Penetrating Spines
|style='background-color:#6E4664' |
|5 Brute Damage, 15 Armor-Ignoring Brute Damage
|N/A
|- style="text-align: center;"
!Replicating Foam
|style='background-color:#7B5A57' |
|20 Brute Damage
|Expands when Damaged, Chance of Bonus Expansion
|- style="text-align: center;"
!Regenerative Materia
|style='background-color:#C8A5DC' |
|5 Brute Damage, 15 Toxin Damage, Targets Appear Full Health, Injects Toxin
|N/A
|- style="text-align: center;"
!Hallucinogenic Nectar
|style='background-color:#CD7794' |
|5 Brute Damage, 15 Toxin Damage, Causes Hallucinations, Injects Spore Toxin
|N/A
|- style="text-align: center;"
!Draining Spikes
|style='background-color:#AF4150' |
|20 Brute Damage, Drains Blood From Humans
|N/A
|- style="text-align: center;"
!Pressurized Slime
|style='background-color:#AAAABB' |
|15 Brute Damage, 10 Oxygen Damage, 10 Stamina Damage
|Releases Water When Hit or Killed
|- style="text-align: center;"
!Zombifying Feelers
|style='background-color:#828264' |
|5 Brute Damage, 15 Toxin Damage, Zombifies Unconscious Humans
|N/A
|- style="text-align: center;"
|}


==Surviving the first few minutes==
Except for the first tier, most scripture consumes a certain amount of components of a certain type. These components are drawn directly from the slab, ''which generates components passively at a slow rate'', or from the global component storage accessed by tinkerer's caches. This storage can hold an infinite amount of components, and scripture will prioritize drawing from the storage before the slab's internal capacity is tapped.
There should be ONE thing on your mind, that being placing a Resource Blob as close to your Core as possible, as soon as possible.


Then, create a Node Blob a short distance from your core and create another Resource Blob next to it. After you have two Resource Blobs, produce a Factory Blob, again preferably as close to your core as possible.
You might be wondering, "What's CV and why do we need 100 of it? Will it kill my children?" No, it won't, but it's still important. "CV" is the abbreviation for "Construction Value", which is gained by building Ratvarian structures or turfs. For instance, the tinkerer's cache (an extremely important structure) grants 10 CV. It is also granted by clockwork floors and walls - which are useful in their own right - and is a required threshold to gain more powerful scripture.
Once that is done, you should be able to defend against the crew reasonably well. Just keep producing nodes with resource blobs near them and you'll do fine.


==Blob Powers==
=== Scripture List ===
Blobs attack and destroy the station by trying to place Normal Blobs on tiles, which destroys items and structures on the target tile, and applies chemical effects to humans and heavily damages other mobs, such as cyborgs. Hemming in targets by placing Normal Blobs behind them before attacking is extremely effective.


You, the Overmind, can also place special blob pieces or activate special functions and abilities. You must have enough Power to place those structures or activate those abilities, however.
Below is a list of all scripture. Scripture names in ''italics'' signify important scripture necessary to success. Note that many scripture requires multiple invokers, but the numbers are not provided here.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
===Blob Buildings and Creatures===
! style='background-color:#E6A500;' width='100px'|Name
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
! style='background-color:#E6A500;' width='300px'|Component Cost
! style='background-color:#9ACD32;' width='50px'|Appearance
! style='background-color:#E6A500;' width='250px'|Description
! style='background-color:#9ACD32;' width='90px'|Name
! style='background-color:#E6A500;' width='100px'|Invocation Time
! style='background-color:#9ACD32;' width='130px'|Production Cost
! style='background-color:#E6A500;' width='250px'|Invocation
! style='background-color:#9ACD32;' width='130px'|Other Requirements
! style='background-color:#E6A500;' width='100'|Tier
! style='background-color:#9ACD32;' width='600px'|Description
|-
!Belligerent
|Requires 1 belligerent eye, consumes none
|Chanted - the invoker must stand still to cause continuous effects. Every few seconds, the invoker utters an invocation that forces all non-servants nearby to walk instead of run. The invoker will briefly collapse after ending the invocation.
|Every 3s up to 30s
|"Chav'fu gurve oyva-qarff!"
|Driver
|-
!Sigil of Transgression
|Requires 2 belligerent eyes, consumes 1
|Creates an almost-invisible sigil below the invoker. The next non-servant to cross the sigil will be blinded momentarily and stunned for four seconds. This does not induce silence.
|5s
|"Qvivavgl, qnmmyr gubfr jub gerffcnff'urer!"
|Driver
|-
!Vanguard
|Requires 1 vanguard cogwheel, consumes none
|Causes thirty seconds of stun immunity in the invoker. The slab used to invoke Vanguard cannot be used while the stun ward is active. After Vanguard ends, the invoker is stunned for the combined duration of all absorbed stuns. If more than 25 seconds of stun are absorbed, the invoker is knocked out for 150% of the absorbed stun count (for instance, 30 seconds of stun would induce 40 seconds of knockout).
|3s
|"Fuvryq zr sebz qnexarff!"
|Driver
|-
!Sentinel's Compromise
|Requires 2 vanguard cogwheels, consumes 1
|When invoked, the invoker is prompted to choose a friendly servant within a seven-tile radius (not including themselves). The chosen servant will then be healed for all of their brute and burn damage, but half of the combined damage will be returned as toxin damage.
|3s
|"Zraq gur jbhaqf-bs zl vasrevbe syrfu."
|Driver
|-
!''Guvax''
|Requires 1 guvax capacitor, consumes none
|After a short time, instantly converts all valid hearers adjacent to the invoker. "Valid" means the target isn't already an antagonist and they don't have a loyalty implant. In addition, it also purges holy water from all adjacent servants - including you - which is important, as holy water will deconvert you after a time.
|6s
|"Rayvtugra guvf urngura! Nyy ner vafrpgf orsber Ratvar! Chetr nyy hageh'guf naq ubabe Ratvar."
|Driver
|-
!Sigil of Submission
|Requires 2 guvax capacitors, consumes 1
|Creates an almost-invisible sigil below the invoker. The next non-servant to cross the sigil will be enslaved if they stand still for three seconds. This will also stun and mute the target after conversion, in addition to broadcasting their name to all servants.
|6s
|"Qvivavgl, rayvtugra gubfr jub gerfcnff urer!"
|Driver
|-
!''Replicant''
|Requires and consumes 1 replicant alloy
|Silently creates a new clockwork slab and places it into your hand if it can.
|Instant
|"Z`rgny, orpbzr terngre!"
|Driver
|-
!''Tinkerer's Cache''
|Requires 2 replicant alloy, consumes 1
|Creates a cache used to access the global component storage. Clockwork slabs will draw from this storage for components before it draws from the slab's internal capacity. All caches are also linked, meaning that donation of your components helps not only yourself but all other servants.
|4s
|"Ohv’yqva n qvfcra’fre!"
|Driver
|-
!Wraith Spectacles
|Requires 2 hierophant ansibles, consumes 1
|Creates a pair of ancient glasses used to induce true sight. The wearer of these spectacles will be able to see through walls and darkness as if they didn't exist. The drawback for this is a constant stream of eye damage that results in inevitable blindness of the glasses are not removed.
|Instant
|"Y'vsg gur fpnyrf sebz zl rl-rf."
|Driver
|-
!Judicial Visor
|Requires and consumes a belligerent eye and a vanguard cogwheel
|Creates a powerful visor. Non-servants will be unaffected when they put it on, but a servant will awaken its energy. Alt-clicking an awakened visor with an empty hand will put a ball of fire, called ''Ratvar's flame'', into your hand. This flame not only functions as a potent melee weapon but serves a special functionality. Clicking on any object from range while on harm intent will send the flame there to turn into a judicial marker, which will cover a 3x3 area of tiles. After a short time, it bursts, stunning all non-servants for a long duration. This can only be done every thirty seconds, and Ratvar's flame can be returned to the visor by striking the visor with the flame.
|Instant
|"Tenag zr gur synzrf-bs Ratvar!"
|Script
|-
!Ocular Warden
|Requires and consumes a belligerent eye and a replicant alloy
|Forms an immobile, short-range defense turret on the spot you're standing on. The warden will constantly search within three tiles of its position for any non-servants. Upon sighting one, it will fixate upon them, dealing small amounts of burn damage incredibly fast until the creature gets out of the sight range, goes unconscious or dies, or disappears.
|15s
|"Thne’qvnaf bs gur Ratvar, qrs’raq!"
|Script
|-
!Volt Void
|Requires a belligerent eye and a hierophant ansible
|Chanted. Every second, the invoker drains a large amount of power from nearby sources, diffusing it into their body and causing minor burn damage. This can be done for a maximum of thirty seconds.
|Every second up to 30s
|"Qenj punetr gb guv’f furyy!"
|Script
|-
!''Clockwork Proselytizer''
|Requires and consumes a vanguard cogwheel and a replicant alloy
|The clockwork proselytizer is almost required for the success of Ratvar's servants. When invoked, this scripture will form a proselytizer - a device that converts mundane materials into their Ratvarian equivalents. Requiring replicant alloy to function, it can turn floors and walls into clockwork floors and walls. Clockwork floors will heal brute and burn damage on any servants standing on it, and clockwork walls will cause adjacent tinkerer's caches to ''passively generate components''.
|Instant
|"Jvgu guv’f qrivpr, uvf cerfrapr funyy or znqr xabja."
|Script
|-
!Fellowship Armory
|Requires and consumes a vanguard cogwheel and a hierophant ansible
|When invoked, the invoker and any servants adjacent to them will be equipped with as much Ratvarian armor as possible, including a helmet, a cuirass, and boots. The helmet and cuirass have extreme melee protection but is weak to lasers. The boots prevent slips and maybe useful in avoiding people trying to annihilate your cult with the tyranny of the spray bottle.
|10s
|"Fuvryq zr jvgu gur sentzragf bs Ratvar!"
|Script
|-
|-
![[File:blob_core.gif]]
!Function Call
|'''Blob Core'''
|Requires and consumes a vanguard cogwheel and a guvax capacitor
|N/A
|This scripture binds a Ratvarian spear to the invoker. This spear can then be recalled with a verb of the same name in the invoker's Clockwork tab. The spear itself is a powerful melee weapon that does extreme damage to enemy cultists and to silicon lifeforms. It is also extremely potent when thrown, but will snap from its own power if thrown at a cultist or silicon. The spear only lasts for a few minutes before vanishing and cannot fit in backpacks.
|N/A
|2s
|The core of a blob. '''Protect these at all costs.''' Pulses nearby Resource Blobs and Factory Blobs, activating their effects. As an Overmind, you can see the health of your core from the HUD; if it lowers, go there to defend it immediately.
|"Tenag zr gur zvtug-bs oenff!"
|Script
|-
|-
![[File:blob_normal.gif]]
!Spatial Gateway
|'''Normal Blob'''
|Requires and consumes a replicant alloy and a hierophant ansible
|5 Power
|The spatial gateway functions as a one-way teleporter to the target servant. When invoked, a portal will be created directly in front of both the invoker and a conscious servant of their choice. Any servants adjacent to the invoker at the time will allow additional uses and duration of this gateway, which lasts two seconds by default and can only transport a single person or item. The invoker's portal allows them to step through and arrive at the other portal, but this is one-way and the target portal cannot accept anything.
|Must be cardinally adjacent to another Blob of any type
|8s
|A normal blob. Attempting to place one on a tile containing a dense object will cause you to attack that tile, damaging mobs and structures. Attempting to expand into space is much less effective, having a high chance of failure. '''HOTKEY for placement is Left-Click.'''
|"Gryrcbegre pbzva evtug-hc!"
|Script
|-
|-
![[File:blob_shield.gif]]
!Soul Vessel
|'''Shield Blob'''
|Requires and consumes a replicant alloy and a guvax capacitor
|10 Power
|A sinister device, the soul vessel functions as a clockwork positronic brain. Any spirit that enters it automatically becomes a servant and is bound to serve the will of Ratvar. Any cyborgs created with a soul vessel are automatically made servants, and soul vessels are necessary for anima fragments (seen later) to function.
|N/A
|Instant
|Consumes a Normal Blob to place a strong and hard to kill blob that prevents atmospheric threats from passing and is immune to fire. '''HOTKEY for placement is Ctrl-Click.'''
|"Ureq'gur fbhyf-bs gur oynf curz-bhf qnzarq!"
|Script
|-
|-
![[File:blob_resource.gif]]
!Break Will
|'''Resource Blob'''
|Requires and consumes a belligerent eye and a guvax capacitor
|40 Power
|Invoking this scripture will break the will of anyone adjacent to the invoker, assuming that they are loyalty-implanted. This will cause the loyalty implants to malfunction, leaving them vulnerable to conversion, and they will take a slight amount of brain damage.
|Must be at least 4 tiles away from another Resource Blob
|3s
|Consumes a Normal Blob to place a special blob that, when pulsed by a Node Blob or the Blob Core, gives additional Power to the Overmind that placed it.
|"Lbh ner jrnx. Lbh ner nyernql qrnq. Gurl jba'g fnir lbh."
|Script
|-
|-
![[File:blob_factory.gif]]
!Anima Fragment
|'''Factory Blob'''
|Requires and consumes 3 belligerent eyes, a guvax capacitor, and a replicant alloy
|60 Power
|This scripture will form an empty anima fragment on the ground beneath the invoker. This fragment is useless unless an active soul vessel is provided. Doing so will activate the anima fragment, turning it into an artificial servant. These fragments function both as normal servants for counting purposes and move quickly, dealing high amounts of melee damage upon attack, although possessing a small health pool.
|Must be at least 7 tiles away from another Factory Blob
|5s
|Consumes a Normal Blob to place a special blob that, when pulsed by a Node Blob or the Blob Core, will spawn a Blob Spore, up to a maximum of three.
|"Pnyy sbegu gur fbyqvref-bs Nezbere."
|Application
|-
|-
![[File:blob_node.gif]]
!Sigil of Transmission
|'''Node Blob'''
|Requires and consumes a belligerent eye, 3 vanguard cogwheels, and a hierophant ansible
|60 Power
|The sigil of transmission is an ingenious device for listening in on conversation you shouldn't. Nearly invisible and barely discernible, this sigil will transmit all speech it hears nearby to the hierophant network. In addition, anyone that crosses it will have their names sent to all servants in addition to the sigil's rough location.
|Must be at least 5 tiles away from another Node Blob
|5s
|Consumes a Normal Blob to place a blob, much like the core, that will slowly expand, heal other blobs, and activate the effects of blob factories and resource nodes.
|"Qvivavgl, hairvy gurgehgu!"
|Application
|-
|-
![[File:blob_spore.png]]
!Memory Allocation
|'''Blob Spore'''
|Requires and consumes a belligerent eye, a vanguard cogwheel, and 3 guvax capacitors
|N/A
|This scripture is very powerful and very desirable. Memory Allocation will, after a short time, create and bind a clockwork marauder to the invoker. These marauders are sturdy footsoldiers capable of resisting extreme punishment, but function in a similar vein to holoparasites in that they share certain restrictions. Marauders begin invisible and inside of their user. Each marauder has a semi-unique true name and can communicate silently to their host. In order to come forth, their host must speak aloud the marauder's true name. In combat, marauders don't take health damage but fatigue damage. Fatigue damage dictates the strength of their blows and the speed at which they move. Upon reaching too high of a fatigue count, marauders are automatically recalled and forced to wait until fully recovered before they can come forth again. While deployed, marauders take small fatigue damage if near their host and extreme fatigue damage of far away. Marauders are selected and controlled by a random ghost with the servant preference enabled.
|Produced from Factory Blobs
|10s, then 5s while it searches for valid candidates
|A fragile spore that does low damage and explodes into a cloud of gas when killed. The gas contains the chemical of the Overmind that placed the factory that spawned the spore.
|"Pnyy sbegu gur qrsraqref-bs Inath-Neq."
|Application
|-
|-
![[File:blob_zombie.png]]
!Justiciar's Gavel
|'''Blob Zombie'''
|Requires and consumes 3 belligerent eyes, a guvax capacitor, and a hierophant ansible
|N/A
|The Justiciar's Gavel is not a merciful one. Before invocation, the real name of a conscious non-servant creature must be inputted. That creature is then smitten for extreme brain damage and knocked unconscious for ten seconds. This brain damage is crippling enough to prevent any form of higher function, but will slowly cure most of itself over several minutes.
|A Blob Spore and a corpse
|4s
|A Blob Spore that has taken over a corpse, a Blob Zombie is harder to kill, gains health from the corpse's armor, does more damage, and will still explode into a cloud of gas when killed.
|"Guvf urngura unf jebatrq lbh!"
|Application
|-
|-
![[File:Blobbernaut.png]]
!Interdiction Lens
|'''Blobbernaut'''
|Requires and consumes a belligerent eye, a replicant alloy, and 3 hierophant ansibles
|30 Power
|The interdiction lens is a very powerful device with a long cooldown. When a servant places their hand on the lens by activating it with an empty hand, they are given three choices of potential sabotage: Disrupt Telecommunications, Disable Cameras, or Disable Cyborgs. Disrupt Telecommunications will EMP all communications hubs, Disable Cameras will EMP all cameras, and Disable Cyborgs will shut down all non-servant cyborgs for thirty seconds. The AI is alerted directly if the cameras are shut down.
|An undamaged Factory Blob
|6s
|Heavily damages a Factory Blob to create a player-controlled Blobbernaut which does high damage while being extremely hard to kill. However, unlike a blob spore, it does not explode into a cloud of gas when killed, instead applying the blob's chemical when attacking targets.
|"Znl guvf boryvfx fuebhq gur snyfr fhaf!"
|Application
|-
|-
|}
!Mending Motor
===Blob Abilities===
|Requires and consumes a vanguard cogwheel, a guvax capacitor, and 3 replicant alloys
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
|Mending motors are helpful supporting structures that rapidly heal all mechanized servants or other structures near itself. It can be turned on or off and requires replicant alloy to function.
! style='background-color:#9ACD32;' width='193px'|Name
|6s
! style='background-color:#9ACD32;' width='80px'|Use Cost
|"Znl guvf boryvfx zraq bhe qragf naq fpengpurf!"
! style='background-color:#9ACD32;' width='130px'|Other Requirements
|Application
! style='background-color:#9ACD32;' width='630px'|Description
|-
|-
!Jump to Core
!Tinkerer's Daemon
|N/A
|Requires and consumes a guvax capacitor, 3 replicant alloys, and a hierophant ansible
|N/A
|The tinkerer's daemon is a tool necessary for success. When created, a deactivated daemon shell appears below the invoker. This shell can be fed to a tinkerer's cache to allow the cache to produce a component every 30s. This component can be of a specific type, given at the daemon's activation, or of a random type.
|Teleports you to your Blob Core.
|4s
|"Pbaf'gehpg Ratvar cnegf lrg ubyq terngarff!"
|Application
|-
|-
!Jump to Node
!Invoke Nezbere, the Brass Eidolon
|N/A
|Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 3 guvax capacitors, and 6 replicant alloys
|At least one Blob Node
|Invoking Nezbere will empower a wide variety of clockwork items and structures for a single minute. Ocular wardens will have doubled range and damage, clockwork proselytizers and mending motors will not use replicant alloy, and tinkerer's daemons will produce twice as fast. This can only be invoked by any servant once every five minutes.
|Teleports you to a Blob Node of your choice, provided there is a Blob Node.
|15s
|"V pnyy hcba lbh, Nezbere! Yrg lbhe znpuv'angvbaf ervta ba guvf zvfrenoyr fgng'vba! Yrg lbhe cbjre sybj gueb-htu gur gbbyf bs lbhe znfgre!"
|Revenant
|-
|-
!Remove Blob
!Invoke Sevtug, the Formless Pariah
|N/A
|Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 6 guvax capacitors, and 3 hierophant ansibles
|A non-Core Blob
|Sevtug's psychic abilities allow for acts of extreme power. Before invoking Sevtug, the invoker must input the name of a conscious non-servant. Once invoked, the invoker will dominate the mind of the chosen creature, having complete control over them for a full minute and forcing the creature's consciousness to watch helplessly from within. When a target is dominated, they give no message, sound, or other indication that they have been controlled, and are unable to commit suicide or ghost during their domination. The invoker's original body will be left vulnerable during this time. This can only be invoked by any servant once every five minutes.
|Destroys the blob underneath your selector, refunding some points, usually around 40% of the blob's initial cost. Not all blobs can be removed. '''HOTKEY for activation is Alt-Click.'''
|15s
|"V pnyy hcba lbh, Sevtug! Yrg lbhe cbjre fung-gre gur fnavgl bs gur jrnx-zvaqrq! Yrg lbhe graqevyf ubyq fjnl bire nyy!"
|Revenant
|-
|-
!Rally Spores
!Invoke Nzcrentr, the Forgotten Arbiter
|N/A
|Requires and consumes 3 belligerent eyes, 3 guvax capacitors, 3 replicant alloys, and 6 hierophant ansibles
|At least one Blob Spore
|Invoking Nzcrentr will flood the invoker's body with his unending power. The invoker's body will begin to glow a blinding white and crackle with energy. After around nine seconds, their invoker erupt with this energy, violently discharging it. Any non-servants within five tiles of the invoker is then electrocuted for severe burn damage and a long knockdown. This can only be invoked by any servant once every five minutes.
|Rallies nearby Blob Spores to the area chosen. Use to swarm humans and other targets with fragile spores. '''HOTKEY for activation is Middle-Click.'''
|15s
|"V pnyy hcba lbh, Nzcrentr! Yrg lbhe raretl sybj guebhtu zr! Yrg lbhe obhaq-yrff cbjre fung-gre fgnef!"
|Revenant
|-
|-
!Reactivate Chemical Adaption
!Invoke Inath-Neq, the Resonant Cogwheel
|40 Power
|Requires and consumes 6 vanguard cogwheels, 3 guvax capacitors, 3 replicant alloys, and 3 hierophant ansibles
|N/A
|Invoking Inath-Neq will turn her benevolent gaze upon all nearby servants. The invoker and anyone within seven tiles of them will be flooded with power, granting them an extreme health boost that dissipates over ten seconds. During this time, they are immune to stuns. This can only be invoked by any servant once every five minutes.
|Rerolls your blob chemical from all of the other blob chemicals. Can give you the same chemical as other Overminds, however.
|15s
|"V pnyy hcba lbh, Inath-Neq! Yrg gur Erfbanag Pbtf ghea bapr zber! Tenag zr naq zl nyyvrf gur fgeratgu gb inadhvfu bhe sbrf!"
|Revenant
|-
|-
!Relocate Core
!''Ark of the Clockwork Justiciar''
|80 Power
|Requires and consumes 10 of each component type
|A Blob Node underneath your selector
|This scripture is the final step to freeing Ratvar and can only be invoked if his servants have the correct objective. When invoked, a massive gateway will be torn open in space and time to the Celestial Derelict. This rift is vulnerable for five minutes and must be defended until Ratvar can come forth. While active, the shuttle cannot leave the station, the entire server will hear the sounds of its work, and it will occasionally give a rough indication of its location to everyone on its z-level (which must be that of the station). The gateway can absorb 1,000 points of damage before breaking apart, at which point it will pulse for several seconds before violently exploding.
|Swaps the location of your core and the selected node, useful for preventing your death if humans are getting too close for comfort.
|15s
|"NEZBERE! SEVTUG! NZCRENTR! INATH-NEQ! V PNYY HCBA LBH! GUR GVZR UNF PBZR SBE BHE ZNFGRE GB OERNX GUR PUNVAF BS RKVYR! YRAQ HF LBHE NVQ! RATVAR PBZRF!"
|Judgement
|-
|-
|}
|}


==KILL DAT FUKKEN BLOB==
== Threats to the Enlightened ==
 
The [[Emergency Shuttle]] will not come during blob mode. Nor will the blob spare you or your precious station from a horrible death. Guess you better take it down fast, then.
 
===Tools of the Trade===
 
Most of your weapons are useless against blobs. The blob doesn't give a fuck about brute damage, nor is it able to be stunned. Generally speaking, what you will want is to do burn damage. ('''NOTE:''' This does NOT mean setting fire to everything!) Here are some tools at your disposal:
 
* '''[[Armor]]''': The blob, in addition to expanding, can attack. Blobs do a variety of damage, but are blocked by armor and bio protection, so [[riot armor]] or [[bio-suit]]s, are helpful. Make sure to attack on the diagonals as much as possible as the blob can only attack in cardinal directions from blob tiles. Don't let yourself get surrounded!
 
* '''[[Welding tool]]s:''' Cheap, readily available from [[Vending machines#YouTool|YouTool machines]] (hack them for two more Upgraded Welding Tools) or the [[autolathe]].  Grab one and start burning away. Make a path towards a resource node and take it out. One guy with a welder isn't going to be able to breach the core, so don't try. It's a good idea to grab some [[General items#Fuel Tank|Fuel Tank]]s to keep nearby so you can refuel quickly, but make sure your welder is OFF before refueling, and be sure the blob doesn't get close enough to absorb them. If science division is any good, they'll be passing out plasma cutters before long. They do the same damage as lit welders without any need to refuel, and have the added bonus of not setting plasma on fire in the case that the blob or some chucklefuck pops open a plasma canister. Replace your welder with a cutter ASAP if science starts making them.
 
* '''Laser weaponry:''' Available in the [[Armory]], in [[Head of Personnel|certain]] [[Head of Security|heads]] [[Captain|of staff]]'s quarters and through R&D or Cargo. Resist the temptation to just charge one gun then fire it off. If you're carrying the whole armory you'll be more effective if you have the ability to fire them all in series. Grab the chargers and wrench them a good distance from the blob so you can recharge, but make sure the blob doesn't eat them. If you're in [[Cargo]], take the time to order as many guns as possible before you run off to fight. This is the one round type people will love you for running gun cargo.
 
* '''[[Emitter]]s:''' Set them up as far away from the blob as you can while still striking the core. If the blob reaches them, they're gone. Three emitters side by side matched against the core is a one sided match.
 
* '''[[IED]]s:''' The modest explosion is enough to rip a bit of the blob apart without destroying the floor and ruining atmos for people. Throw them in when you see weakness in the blob's defenses to tear open an attack point.
 
*'''[[Flashbang]]s:''' Two flashbangs will destroy all weak blobs in a large area, allowing people to rush in and ruin the special blob squares. If you don't warn people you're using these, they might get stunned and eaten by the blob. Give people a chance to clear the area and if your flashbang stuns someone, pull him out of there before the blob sees the opportunity to make a zombie out of him.
 
Once again: '''DO NOT USE [[Flamethrower|FLAMETHROWERS]] OR [[Plasma|PLASMA]] FIRES''' (see below). They are useless and will only make the rest of the crew die and hate you.
 
===Risky Measures===
 
('''Do not use these unless shit has really hit the fan, or else you might be banned.''' When in doubt, adminhelp to see whether the Cuban Pete inferno you are about to unleash is kosher.)
 
*'''Large Plasma Fires:''' Large fires will eat away at a blob but will also make the area uninhabitable for people without fire suits. It will also only destroy normal blobs, so you'll need men with fire suits and laser guns to finish the job. If atmos isn't ruined yet this will make the crew hate you.
 
*'''Bombs:''' Bombs can destroy any piece of the blob except for the core proper, if the round's been dragging on and atmos is ruined, it's not a terrible idea provided you have something to hit the blob with AFTER there's a gaping bomb hole in the ground.
 
*'''[[Bags of Holding]]''': If you can get within one or two squares of the blob core, creating a [[singularity]] there will almost certainly eat the blob core and win the game. DON'T DO THIS IF YOU CAN'T GET EXTREMELY CLOSE AS THERE'S NO PREDICTING LORD SINGULOTH. If things are going really bad, though, and you can still get reasonably close there's a chance this may be your only hope. Because there's no assurances here you might end up killing everybody. Ahelp before doing this to get the ok.
 
===Defcon 1===
 
There is a rare chance that Centcomm Administrators will okay the use of nuclear weaponry to destroy the blob if contacted via the Communications Console you must have captain level access to do so. If they give the okay they will send you the nuke code and you should sit and wait for your death knowing you failed the station.
 
 
=== A Quick Note On Intent ===
 
[[Beyond the impossible|As you know]], your [[intent]] affects what you do when you run into people while moving. If you are on help intent, you walk through that person, and if you're on disarm intent, you'll push them out of the way or into the nearest object, like a wall, or a blob.
 
In other words: '''If you are fighting the blob, use help intent or else everybody will hate you.'''
 
=== Oh Shit, Zombies! ===
 
Zombies are hardy bastards that will take people down faster than a school of space carp. Prevention is the best measure, if anyone goes down, pull him out and away from the blob before he either dies or the blob blocks him off. If a zombie's smacking at you, the natural reaction might be to try running away '''but don't do that, running around in a panic is the last thing you should do.''' Zombies, like many NPC mobs, have laser-guided autoattacks and will relentlessly pursue and hit you until you're down, plus anyone trying to help you won't be able to get a single hit off the zombie if it's running around chasing you.
 
If you've got a welder in hand (Which you should if there's a blob.) and the zombie isn't armored, simply stand your ground and attack like mad with your lit welder. Even if you're unarmored, it will go down first unless you let it get a few free hits off before fighting back. If it's armored, though, you're fucked unless you have armor, a fire axe, or a buddy or two fighting alongside you.
 
===Non-Action Crewmates===
 
If you do not have access to the above weaponry, you should stay off the front lines unless you want to get killed and get in everyone's way. However! There are still things you can (and should) do!
 
====Medbay====
 
Blob mode is one of the few modes where Medbay is actually worth a damn. Here is what to do:
 
'''[[Medical Doctor]]:''' You are field medics. Put your HUD glasses on, grab a first-aid kit and heal people so they don't die. The worst thing in blob mode is someone with half the armory in their backpack dying and getting engulfed and/or zombified by the blob. Don't let this happen. You will want to bring brute patches/bruise packs and probably burn patches/ointment if people are inevitably getting caught in lasers or getting hurt by inevitable plasma fire. Don't waste them on someone with 10 damage to one limb; use triage like a real doctor, you drunken ERPing fuck. You can also drag people to cryo and dead people to cloning, but generally you'll be more useful on the field. If you do because no one else is, loot their bag so you don't end up removing half the guns and space suits from the field like so much kebab.
 
'''[[Chemist]]''': Mass produce medicine. During Blob, if the crew is competent, you will run out of medikits very quickly, and Cargo is better off ordering other things. What you'll need depends largely on what kind of blob you're dealing with (brute damage? tox?) and how competent the crew is (FRIENDLY FIRE OH GOD). You can either leave your pills/patches on the counter for people to grab or take them to the battlezone yourself depending on what people are doing.
 
'''[[Geneticist]]''': Clone the people who inevitably die. Always have someone cloning. LOOT THEIR FUCKING BAGS FOR WELDERS AND GUNS if no one else did, to give back out to people who need them; if anyone whines about GENETICS TAKING MAH GUNS they don't deserve to be in the fight. Most of your powers are of limited utility -- Hulk is only good if the blob is in a hard-to-reach place, X-ray is useless (if you haven't found the blob by the time you get it, it's already ogre), cold resistance can be useful if some chucklefuck has exposed the blob area to space but otherwise useless, and TK is fun but impractical.


'''[[CMO]]''': You are NOT a field medic, let your slaves do that. Basically, your job is what the CMO's job should be but never is: coordinate doctors, be a head of staff, make sure Medbay proper is doing its job, and for God's sake keep your cat away from the blob. Contribute your first-aid kit to the cause, and consider contributing your hypospray to someone you trust who can actually use it.
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.


'''[[Virologist]]''': Make healing viruses. Not just one, make multiple and stack them up so people heal for tons.
=== Nar-Sian Dogs [[File:Cultist.png]] ===


====Cargo====
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.


'''Order emitters.''' Order fucking emitters. Don't assume the ones in [[Engineering Secure Storage]] will last, or even that anyone will remember to use them at all. Point seven emitters at a blob and it'll regret everything.
=== Security and the Chaplain [[File:Generic_hos.png]][[File:Generic_chaplain.png]] ===


'''Order guns.''' Energy guns have their place, and are nice, but the station already has plenty. Combat shotguns may be better if people are good with them and print as many shells as you can in advance. Why? If you print lethal shells between Industrial Welders, combat shotguns don't have the downtime of energy guns. A constant feed of lethal shells makes for the ability to print, shoot while printing, clear shell, take new shell, feed old shell in, repeat. It makes the metal cost pretty much fuckall and does big damage. Besides that, you should already have enough laser guns on the station that unless some dipfuck loses them to the blob, you have barely enough chargers to charge them all at once. '''Make sure R&D gets a shotgun crate, see Science for details.'''
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon is the only way to truly destroy a clockwork marauder, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.


'''Order some goddamn metal and glass.''' Don't rely on mining to get back at all or on time. However...
It should be one of the servants' top priorities to infiltrate Security. The servants can use the Break Will scripture to nullify the loyalty implants of anyone adjacent to the invoker, making the victims vulnerable for conversion regardless of their previous rank. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.


'''Get those miners a hand teleporter and EVA suits. Calibrate the teleporter to a beacon in R&D.''' You're going to mass-drive the miners to the asteroid because fuck the quarantine. Laser cannons don't grow on trees. They can give a heads-up when they're sending a crate for the RD to re-test-fire so you don't lose mineral shipments. The primary importance is getting uranium and silver back, in which case if research and cargo is any good the round will end shortly. See Science for details.
== Ratvar ==


'''SHIT TYRONE HACK THE FUCKING AUTOLATHES.''' You can make dozens of INDUSTRIAL WELDERS from a single sheet each of metal and glass. They're 70 metal, 60 glass, or something like that, with a single sheet of material providing 3750 of each. An Industrial Welder is the exact same size as a normal welder but holds 40 fuel and comes pre-fueled. They're so cheap to make that they're virtually disposable. In fact, R&D should bump up their materials research with the gold from the vault to make super matter bins, pico-manipulators, etc., so that you can lathe thing stupidly fast at the forward autolathe you fuckers better have made.
<center>
[[File:Ratvar.gif]]


'''No seriously make a fucking extra autolathe''' near, but not up in the face of, the blob. It's easier to have an assistant constantly print new Industrial Welders than to refuel them and risk the blob popping a fuel tank.
Once you've defended the Ark for enough time, Ratvar will come forth.


====Science====
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.


'''[[Guide to Research and Development|R&D]]:''' '''GET TO RESEARCHING QUICK.''' The xray laser gun is your holy grail. If you make even just one, the blob is in serious trouble. '''MORE THAN ONE AND YOU WIN THE BLOB MODE. PERIOD. IT'S DEAD, IT'S OVER, RIP BLOB.''' Completely inept at science? Absolutely no research done when the blob burst? Here's your dummies guide to getting xray lasers ASAP. First, get robotics to make three mech syringe guns. While those are being made, run into the maintenance tunnel just across from science and head to the solar array, deconstruct the SMES (Don't know how? Screwdriver, followed by crowbar.) and swipe its circuit board, leave the other junk behind, nobody's going to care about the solars when there's a blob currently eating the station, anyway. Research those. After that, take the intelicard from the RD's office and put it into the analyzer. If cargo is any good, you'll have a shotgun crate soon, drop all three in the analyzer as well. You now have the research for xray laser guns, rejoice.
Few things are capable of challenging Ratvar's sheer power.


'''NOW UPGRADE THAT PROTOLATHE.''' Don't know how? Just have it make a couple pico manipulators, then EJECT ALL THE SPARE MATERIAL FROM THE PROTOLATHE OR YOU'LL LOSE IT. Now, deconstruct it like you did the SMES to make it into a pile of parts and a machine frame. Stuff the circuit board back in, followed by the two pico manipulators you made, dump the two micro manipulators the machine had by default into the trash, replace the matter bins and beakers, then screwdriver it. Now you've got a protolathe that prints out everything at one fifth of the material cost.
One of them is Nar-Sie.


Now if the miners aren't braindead, they should be hauling in some uranium and silver. Stuff those into the protolathe and start printing xray laser guns like crazy and make that blob regret coming to YOUR station. If you've got a little time to spare, steal xenobiology's plasma and research those until you can make plasma cutters, take the gold from the vault if you don't have any, and make those too.
If Ratvar and Nar-Sie encounter one another,


'''[[Guide to toxins|Toxins]]''': Don't make bombs, because the blob is highly resistant to bombs, being rather solid, and the crew is very much not resistant to bombs, being idiots.
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
</center>


'''[[Roboticist]]''': Once the medics empty their medkits onto belts, can make at least 6 medibots. Cargo can order emergency crates with floorbots and 2 medibots which will be useful when some fucker inevitably makes a hull breach. Cleanbots are useless here, don't waste the metal on that. Mechs aren't worth making. A durand used to be great, but then xray lasers came along and are much better. But if miners brought silver and the blob ate research, but not robotics? Make a durand, load it with a solaris and an energy relay and set it loose.


'''[[Guide to xenobiology|Xenobiologist]]''': Go do a real job. Slimes take way too long and are way too random to be useful in time, although if you get some metal slimes early it could be mildly helpful, but it's better to just give your plasma to research.


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