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==Summary==
==Summary==


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.
Assuming you've had experience with Nar-Sie 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.


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.
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.
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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.
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.


=== Scripture List ===


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.
=== Driver Scripture ===
 
Below is a list of all Driver scripture. Driver scriptures are unlocked by default and have no unlock requirement.
 
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='100px'|Name
! style='background-color:#E6A500;' width='100px'|Name
! style='background-color:#E6A500;' width='300px'|Component Cost
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#E6A500;' width='250px'|Description
! style='background-color:#E6A500;' width='180px'|Component Requirement
! style='background-color:#E6A500;' width='100px'|Invocation Time
! style='background-color:#E6A500;' width='500px'|Description
! style='background-color:#E6A500;' width='250px'|Invocation
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='100'|Tier
! style='background-color:#E6A500;' width='50px'|Invokers Required
|-
|- style="text-align: center;"
!Belligerent
!Belligerent
|Requires 1 belligerent eye, consumes none
|N/A
|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.
|1 Belligerent Eye
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
Every few seconds, the invoker utters an invocation that forces all non-servants nearby to walk instead of run.  
|Every 3s up to 30s
|Every 3s up to 30s
|"Chav'fu gurve oyva-qarff!"
|1
|Driver
|- style="text-align: center;"
|-
!Judicial Visor
!Sigil of Transgression
|1 Belligerent Eye
|Requires 2 belligerent eyes, consumes 1
|2 Belligerent Eyes
|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.
|Creates a Judicial Visor, which can create balls of Ratvar's Flame. Ratvar's Flame is a decent melee weapon, but if used while on harm intent, will create a Judicial Marker at the chosen location.<br>
|5s
Judicial Markers will explode after four seconds, stunning and damaging all non-servants in the area.  
|"Qvivavgl, qnmmyr gubfr jub gerffcnff'urer!"
|N/A
|Driver
|1
|-
|- style="text-align: center;"
!Vanguard
!Vanguard
|Requires 1 vanguard cogwheel, consumes none
|N/A
|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).
|1 Vanguard Cogwheel
|The invoker gains 30 seconds of stun immunity.<br>
At the end of the 30 seconds, all stuns absorbed by the Vanguard affect the invoker. If the invoker was stunned above a certain threshold, they will also go unconscious for 50% longer than the stuns they absorbed.
|3s
|3s
|"Fuvryq zr sebz qnexarff!"
|1
|Driver
|- style="text-align: center;"
|-
!Sentinel's Compromise
!Sentinel's Compromise
|Requires 2 vanguard cogwheels, consumes 1
|1 Vanguard Cogwheel
|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.
|2 Vanguard Cogwheels
|Heals a target servant of all brute and burn damage, but does 50% of the total damage that servant had as toxin damage.<br>
You cannot target yourself with the Compromise.
|3s
|3s
|"Zraq gur jbhaqf-bs zl vasrevbe syrfu."
|1
|Driver
|- style="text-align: center;"
|-
!''Guvax''
!''Guvax''
|Requires 1 guvax capacitor, consumes none
|N/A
|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.
|1 Guvax Capacitor
|Converts all directly adjacent unshielded creatures, including cyborgs and AIs, to Ratvar's cause.<br>
Also purges holy water from nearby servants, including the invoker.
|6s
|6s
|"Rayvtugra guvf urngura! Nyy ner vafrpgf orsber Ratvar! Chetr nyy hageh'guf naq ubabe Ratvar."
|1
|Driver
|- style="text-align: center;"
|-
!Sigil of Submission
!Sigil of Submission
|Requires 2 guvax capacitors, consumes 1
|1 Guvax Capacitor
|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.
|2 Guvax Capacitors
|Creates a Sigil that, when crossed by a non-servant, will attempt to convert them after 3 seconds if they remain on the Sigil for that time.<br>
The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first.<br>
Both successful and unsuccessful conversion attempts will stun and mute the target.
|6s
|6s
|"Qvivavgl, rayvtugra gubfr jub gerfcnff urer!"
|1
|Driver
|- style="text-align: center;"
|-
!Replicant
!''Replicant''
|1 Replicant Alloy
|Requires and consumes 1 replicant alloy
|1 Replicant Alloy
|Silently creates a new clockwork slab and places it into your hand if it can.
|Creates a Clockwork Slab and attempts to put it in the invoker's hands.
|Instant
|N/A
|"Z`rgny, orpbzr terngre!"
|1
|Driver
|- style="text-align: center;"
|-
!''Tinkerer's Cache''
!''Tinkerer's Cache''
|Requires 2 replicant alloy, consumes 1
|1 Replicant Alloy
|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.
|2 Replicant Alloy
|Creates a Tinkerer's Cache, which can store any number of components, which it will share with all other Caches and Slabs.v
Clockwork Slabs will draw components from the global Cache before drawing from their own components.<br>
Placing a Clockwork Wall adjacent to a Cache will cause it to generate additional components.
|4s
|4s
|"Ohv’yqva n qvfcra’fre!"
|1
|Driver
|- style="text-align: center;"
|-
!Wraith Spectacles
!Wraith Spectacles
|Requires 2 hierophant ansibles, consumes 1
|N/A
|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.
|1 Hierophant Ansible
|Instant
|Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision.<br>
|"Y'vsg gur fpnyrf sebz zl rl-rf."
Wraith Spectacles will, however, damage your vision if you wear them for too long.
|Driver
|N/A
|-
|1
!Judicial Visor
|- style="text-align: center;"
|Requires and consumes a belligerent eye and a vanguard cogwheel
!Sigil of Transgression
|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.
|1 Hierophant Ansible
|Instant
|2 Hierophant Ansibles
|"Tenag zr gur synzrf-bs Ratvar!"
|Creates a nearly invisible Sigil that, when crossed by a non-servant, will lock them in place for about five seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection.<br>
|Script
The Sigil does not mute the target, and, due to how it stuns, they can easily be pushed off of it.<br>
You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression.
|N/A
|1
|-
|-
|}
=== Script Scripture ===
Below is a list of all Script scripture. Script scriptures require at least '''5 Servants''' and a '''Tinkerer's Cache'''.
Scripture names in ''italics'' signify important scripture necessary to success.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='100px'|Name
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#E6A500;' width='180px'|Component Requirement
! style='background-color:#E6A500;' width='500px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
!Ocular Warden
!Ocular Warden
|Requires and consumes a belligerent eye and a replicant alloy
|1 Belligerent Eye<br>
|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.
1 Replicant Alloy
|1 Belligerent Eye<br>
1 Replicant Alloy
|Creates an Ocular Warden, which will automatically damage a target non-servant within 3 tiles of it.<br>
Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.
|15s
|15s
|"Thne’qvnaf bs gur Ratvar, qrs’raq!"
|1
|Script
|- style="text-align: center;"
|-
!Dementia Doctrine
|1 Belligerent Eye<br>
1 Guvax Capacitor
|1 Belligerent Eye<br>
1 Guvax Capacitor
|Causes minor brain damage in directly adjacent non-servants and destroys loyalty implants in those non-servants.<br>
Use this to prepare otherwise hard-to-convert targets for conversion, such as security officers.
|2s
|1
|- style="text-align: center;"
!Volt Void
!Volt Void
|Requires a belligerent eye and a hierophant ansible
|1 Belligerent Eye<br>
|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.
1 Hierophant Ansible
|Every second up to 30s
|1 Belligerent Eye<br>
|"Qenj punetr gb guv’f furyy!"
1 Hierophant Ansible
|Script
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
|-
Drains power from all APCs, SMES units, power cells, lights, and cyborgs who can see the invoker.<br>
!''Clockwork Proselytizer''
If the invoker drains too much power, they will begin to take damage based on how much they're draining. Augmented limbs will be healed instead, unless above a much higher threshold.<br>
|Requires and consumes a vanguard cogwheel and a replicant alloy
If standing on a Sigil of Tranmission, most of the power drained will be funneled to it.
|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''.
|Every 1s up to 30s
|Instant
|1
|"Jvgu guv’f qrivpr, uvf cerfrapr funyy or znqr xabja."
|- style="text-align: center;"
|Script
|-
!Fellowship Armory
!Fellowship Armory
|Requires and consumes a vanguard cogwheel and a hierophant ansible
|1 Vanguard Cogwheel<br>
|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.
1 Hierophant Ansible
|1 Vanguard Cogwheel<br>
1 Hierophant Ansible
|Equips all servants directly adjacent to the invoker with powerful but obvious brass armor.<br>
The armor includes a suit, helmet, and boots, and anything a servant is wearing in those slots will prevent it from being equipped.<br>
The armor provides massive melee and bullet protection, but a weakness to lasers. The boots prevent slipping on anything short of lube.
|10s
|10s
|"Fuvryq zr jvgu gur sentzragf bs Ratvar!"
|1
|Script
|- style="text-align: center;"
|-
!Function Call
!Function Call
|Requires and consumes a vanguard cogwheel and a guvax capacitor
|1 Vanguard Cogwheel<br>
|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.
1 Replicant Alloy
|1 Vanguard Cogwheel<br>
1 Replicant Alloy
|Provides the invoker with the ability to call forth a Ratvarian spear '''once''' at any time, with the spear lasting for 5 minutes.<br>
The spear does moderate damage in melee, bonus damage to cyborgs and cultists, and can be thrown '''once''' to heavily damage a target and, if the target was a cyborg or cultist, stun them.
|2s
|2s
|"Tenag zr gur zvtug-bs oenff!"
|1
|Script
|- style="text-align: center;"
|-
!''Clockwork Proselytizer''
!Spatial Gateway
|1 Guvax Capacitor<br>
|Requires and consumes a replicant alloy and a hierophant ansible
1 Replicant Alloy
|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.
|1 Guvax Capacitor<br>
1 Replicant Alloy
|Creates a Clockwork Proselytizer, which can be used to convert walls, floors, windows, and doors, into clockwork variants at a cost of Replicant Alloy.<br>
The Proselytizer can also form some damaged objects into Replicant Alloy, as well as being able to convert clockwork floors into clockwork walls, and vice versa.<br>
To refill the Proselytizer, either strike it with Replicant Alloy, or strike Replicant Alloy with it.
|N/A
|1
|- style="text-align: center;"
!Soul Vessel
|1 Replicant Alloy<br>
1 Guvax Capacitor
|1 Replicant Alloy<br>
1 Guvax Capacitor
|Creates a Soul Vessel, a clockwork cube that will draw in spirits and can be used as a posibrain or MMI in cyborg shells and AI cores.<br>
The Soul Vessel can also be placed in Anima Fragment shells.
|N/A
|1
|- style="text-align: center;"
!Spacial Gateway
|1 Replicant Alloy<br>
1 Hierophant Ansible
|1 Replicant Alloy<br>
1 Hierophant Ansible
|Creates a one-way Gateway to a target conscious servant or Clockwork Obelisk with '''1 use''' and a duration of '''2 seconds ''per servant who helped invoke it'''''.<br>
Spacial Gateways to Clockwork Obelisks receive doubled duration and uses.
|8s
|8s
|"Gryrcbegre pbzva evtug-hc!"
|Minimum 1
|Script
|-
|-
!Soul Vessel
|}
|Requires and consumes a replicant alloy and a guvax capacitor
 
|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.
=== Script Scripture ===
|Instant
 
|"Ureq'gur fbhyf-bs gur oynf curz-bhf qnzarq!"
Below is a list of all Script scripture. Script scriptures require at least '''5 Servants''' and a '''Tinkerer's Cache'''.
|Script
 
|-
Scripture names in ''italics'' signify important scripture necessary to success.
!Break Will
 
|Requires and consumes a belligerent eye and a guvax capacitor
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
|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.
! style='background-color:#E6A500;' width='100px'|Name
|3s
! style='background-color:#E6A500;' width='160px'|Component Cost
|"Lbh ner jrnx. Lbh ner nyernql qrnq. Gurl jba'g fnir lbh."
! style='background-color:#E6A500;' width='180px'|Component Requirement
|Script
! style='background-color:#E6A500;' width='500px'|Description
|-
! style='background-color:#E6A500;' width='70px'|Invocation Time
!Anima Fragment
! style='background-color:#E6A500;' width='50px'|Invokers Required
|Requires and consumes 3 belligerent eyes, a guvax capacitor, and a replicant alloy
|- style="text-align: center;"
|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.
|5s
|"Pnyy sbegu gur fbyqvref-bs Nezbere."
|Application
|-
!Sigil of Transmission
|Requires and consumes a belligerent eye, 3 vanguard cogwheels, and a hierophant ansible
|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.
|5s
|"Qvivavgl, hairvy gurgehgu!"
|Application
|-
!Memory Allocation
|Requires and consumes a belligerent eye, a vanguard cogwheel, and 3 guvax capacitors
|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.
|10s, then 5s while it searches for valid candidates
|"Pnyy sbegu gur qrsraqref-bs Inath-Neq."
|Application
|-
!Justiciar's Gavel
|Requires and consumes 3 belligerent eyes, a guvax capacitor, and a hierophant ansible
|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.
|4s
|"Guvf urngura unf jebatrq lbh!"
|Application
|-
!Interdiction Lens
|Requires and consumes a belligerent eye, a replicant alloy, and 3 hierophant ansibles
|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.
|6s
|"Znl guvf boryvfx fuebhq gur snyfr fhaf!"
|Application
|-
!Mending Motor
|Requires and consumes a vanguard cogwheel, a guvax capacitor, and 3 replicant alloys
|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.
|6s
|"Znl guvf boryvfx zraq bhe qragf naq fpengpurf!"
|Application
|-
!Tinkerer's Daemon
|Requires and consumes a guvax capacitor, 3 replicant alloys, and a hierophant ansible
|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.
|4s
|"Pbaf'gehpg Ratvar cnegf lrg ubyq terngarff!"
|Application
|-
!Invoke Nezbere, the Brass Eidolon
|Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 3 guvax capacitors, and 6 replicant alloys
|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.
|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
|-
!Invoke Sevtug, the Formless Pariah
|Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 6 guvax capacitors, and 3 hierophant ansibles
|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.
|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
|-
!Invoke Nzcrentr, the Forgotten Arbiter
|Requires and consumes 3 belligerent eyes, 3 guvax capacitors, 3 replicant alloys, and 6 hierophant ansibles
|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.
|15s
|"V pnyy hcba lbh, Nzcrentr! Yrg lbhe raretl sybj guebhtu zr! Yrg lbhe obhaq-yrff cbjre fung-gre fgnef!"
|Revenant
|-
!Invoke Inath-Neq, the Resonant Cogwheel
|Requires and consumes 6 vanguard cogwheels, 3 guvax capacitors, 3 replicant alloys, and 3 hierophant ansibles
|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.
|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
|-
!''Ark of the Clockwork Justiciar''
|Requires and consumes 10 of each component type
|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.
|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
|-
|-
|}
|}


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