Clockwork Cult: Difference between revisions

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== Structures, Sigils, Objects, and Constructs ==
This is a listing of the various structures and constructs available to the Servants of Ratvar.
=== Structures ===
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='73px'|Name
! style='background-color:#E6A500;' width='40px'|Health
! style='background-color:#E6A500;' width='560px'|Description
! style='background-color:#E6A500;' width='280px'|Usage Tip
! style='background-color:#E6A500;' width='120px'|Construction Value
|- style="text-align: center;"
![[File:Clockfloor.png]]
|Clockwork Floor
|N/A
|A Clockwork Floor produced by a Clockwork Proselytizer.<br>
Can be Proselytized into a Clockwork Wall for a cost of 40 alloy.
|Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar.
|1
|- style="text-align: center;"
![[File:Clockwall.png]]
|Clockwork Wall
|N/A
|A Clockwork Wall produced by a Clockwork Proselytizer.<br>
Can be Proselytized into a Clockwork Floor for a refund of 40 alloy.
|Clockwork Walls will cause Tinkerer's Caches to generate components gradually.
|5
|- style="text-align: center;"
![[File:Wallgear.png]]
|Wall Gear
|50
|A Wall Gear produced by breaking down a Clockwork Wall.<br>
Wall Gears can be climbed, like tables, and unwrenched from the floor.
|Wall Gears can be Proselytized to reform them into alloy.
|0
|- style="text-align: center;"
![[File:Tinkererscache.png]]
|''Tinkerer's Cache''
|80
|Tinkerer's Caches can store any number of components, which are considered to be in a ''Global Cache''.<br>
Clockwork Slabs will draw components from the global cache after drawing the maximum they can from their own components.<br>
Using a Clockwork Slab on a Cache will transfer all of the components in the slab to the global cache.
|Placing a Clockwork Wall adjacent to a Cache will cause it to generate an additional component every 90 seconds.
|10
|- style="text-align: center;"
![[File:Ocularwarden.png]]
|Ocular Warden
|25
|Ocular Wardens will automatically damage a target non-Servant that can see it within 3 tiles of it.<br>
If the target has x-ray vision, it will attack them through walls.
|Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.
|15
|- style="text-align: center;"
![[File:Mendingmotor.png]]
|Mending Motor
|150
|Mending Motors will heal nearby clockwork mobs, structures, and Servant cyborgs while active, and start with '''5000W''' of power in alloy.<br>
Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to '''2500W''' of power.<br>
It requires '''200W''' of power to repair clockwork mobs, '''250W''' of power to repair clockwork structures, and '''300W''' of power to repair Servant cyborgs.
|Mending Motors, while quite inefficient, are still more efficient at repairs than Clockwork Proselytizers.
|20
|- style="text-align: center;"
![[File:Interdictionlens.png]]
|Interdiction Lens
|100
|Interdiction Lenses will drain power from APCs, SMES units, and non-Servant cyborgs and transfer that power into any nearby Sigils of Transmission, then immediately attempt to disrupt all cameras and radios in the Field.<br>
It requires '''100W''' of power to run and '''100W''' of power per disrupted object.
|If it finds no disruptable objects and drains no power, it will shut off for ''2 minutes''.
|25
|- style="text-align: center;"
![[File:Maniamotor.png]]
|Mania Motor
|80
|Mania Motors will cause brain damage and hallucinations in nearby non-Servant humans. The brain damage and hallucinations get progressively worse as targets near the Motor.<br>
Humans directly adjacent to the motor will be converted.<br>
It requires '''150W''' of power to run, '''450W''' of power to successfully convert non-Servant humans, and '''150W''' of power to force unconvertable humans to sleep.
|Mania Motors are exceptionally good at protecting bases, as they cripple offensives with ease.
|20
|- style="text-align: center;"
![[File:Clockworkobelisk.png]]
|Clockwork Obelisk
|200
|Clockwork Obelisks can Hierophant Broadcast or create Spatial Gateways, and serve as a target for Spatial Gateways.<br>
Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br>
Spatial Gateway opens a two-way gateway to a target Servant or Obelisk.<br>
It requires '''50W''' of power to Hierophant Broadcast and '''2000W''' of power to create a Spatial Gateway.
|Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
|20
|-
|}
=== Sigils ===
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='605px'|Description
! style='background-color:#E6A500;' width='274px'|Usage Tip
|- style="text-align: center;"
![[File:Sigiloftransgression.png]]
|Sigil of Transgression
|Sigils of Transgression are nearly invisible, and, when crossed by a non-Servant, will lock at non-Servant in place for about 5 seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection.<br>
The Sigil does not mute the target, and is immediately consumed when stunning a target.
|You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression.
|- style="text-align: center;"
![[File:Sigilofsubmission.png]]
|Sigil of Submission
|Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 5 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 and avoids conversion.
|Both successful and unsuccessful conversion attempts will stun and mute the target.
|- style="text-align: center;"
![[File:Vitalitymatrix.png]]
|Vitality Matrix
|Vitality Matrices, when crossed by a living non-Servant, will drain them of health, which fills the Sigil with Vitality, after a brief delay.<br>
When crossed by a Servant, however, it will use the drained Vitality to rapidly heal them of all damage until it runs out of Vitality. It cannot do both at once.<br>
The Vitality Matrix can also revive dead Servants at a cost of 20 Vitality plus all of that Servant's non-oxygen damage in Vitality.
| It will still heal dead servants even if it lacks the vitality to revive them, so be careful where you drag your bodies.
|- style="text-align: center;"
![[File:Sigilofaccession.png]]
|Sigil of Accession
|Sigil of Accession are much like Sigils of Submission, except they remain after converting most targets.<br>
Converting a mindshielded target in this fashion consumes the Sigil as normal, however.<br>
Sigils of Accession are otherwise identical to Sigils of Submission in function.
|Sigils of Accession are slightly more efficient than Guvax for conversion time, though they're unlocked much later.
|- style="text-align: center;"
![[File:Sigiloftransmission.png]]
|Sigil of Transmission
|Sigils of Transmission will power directly adjacent Clockwork Structures and start with '''4000W''' of power.<br>
Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining.<br>
|The Sigil of Transmission is the only Sigil to have no effect whatsoever when crossed.
|-
|}
=== Objects ===
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='605px'|Description
! style='background-color:#E6A500;' width='275px'|Usage Tip
|- style="text-align: center;"
![[File:Judicialvisor.png]]
|Judicial Visor
|Judicial Visors can create balls of Ratvar's Flame. Using Ratvar's Flame at any range will create a Judicial Marker at the chosen location.<br>
Judicial Markers will explode after three seconds, stunning and damaging all non-Servants in the area.
|Early on, use Judicial Visors on targets that have just been affected by Sigils of Transgression to stun them for long enough to convert with Guvax.
|- style="text-align: center;"
![[File:Wraithspectacles.png]]
|Wraith Spectacles
|Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision.
|Use Wraith Spectacles to quickly check if anyone is near your base before exiting.
|- style="text-align: center;"
![[File:Fellowshiparmor.png]]
|Clockwork Armor
|Clockwork Armor provides exceptional(80%) melee protection at the cost of a slight increase(15%) in laser damage.
|Clockwork Gauntlets provide shock protection.
|- style="text-align: center;"
![[File:Ratvarspear.png]]
|Ratvarian Spear
|Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.<br>
Attacking a pulled human with the spear will do massive damage to them and stun.<br>
Throwing the spear will do massive damage and stun cyborgs and cultists.
|Ratvarian Spears last for 5 minutes once summoned.
![[File:Clockworkproselytizer.png]]
|Clockwork Proselytizer
|Clockwork Proselytizers can be used to convert a number of objects, including floors and walls, to Clockwork variants.<br>
Clockwork Proselytizers can also be used to repair clockwork structures at a rate of 2 liquified alloy to 1 health.
|Clockwork Proselytizers start with 100 liquified alloy.
|- style="text-align: center;"
![[File:Soulvessel.png]]
|Soul Vessel
|Soul Vessels will draw in the souls of the damned, and can be placed in Cyborg Shells, Cogscarab Shells, and Anima Fragment Shells once filled.
|Soul Vessels can be used as a teleport target for Spatial Gateway.
|- style="text-align: center;"
![[File:Cogscarabshell.png]]
|Cogscarab Shell
|Cogscarab Shells can be powered by a soul vessel to produce a Cogscarab, which is weak, but has an inbuilt proselytizer that can convert metal to alloy and a set of fast tools.
|The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one.
|- style="text-align: center;"
![[File:Animashell.png]]
|Anima Fragment Shell
|Anima Fragment Shells can be powered by a soul vessel to produce an Anima Fragment, which has medium health, powerful melee attacks, and high speed, but temporarily slows down when attacked.
|The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one.
|- style="text-align: center;"
![[File:Tinkerersdaemon.png]]
|''Tinkerer's Daemon''
|Produces a Tinkerer's Daemon, which if placed in a Tinkerer's Cache, will increase component generation of either a selected component type or a random type.<br>
Tinkerer's Daemons produce components every 20 seconds(plus a small amount based on the amount of the produced component) while in a cache if active.
|Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.<br>
Use them to augment generation of components that are being heavily used.
|-
|}
=== Constructs ===
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='73px'|Name
! style='background-color:#E6A500;' width='40px'|Health
! style='background-color:#E6A500;' width='520px'|Description
! style='background-color:#E6A500;' width='320px'|Playstyle Tips
|- style="text-align: center;"
![[File:Cogscarab.png]]
|Cogscarab
|60
|Cogscarabs are weak and unsuited to direct combat, but can communicate with :b, have a Proselytizer that can consume rods, metal, and plasteel, and a set of fast tools.
|Use your Proselytizer to repair damaged structures and construct Clockwork Walls and Floors.<br>
Use your tools to repair windows and walls that non-Servants are trying to enter through.
|- style="text-align: center;"
![[File:Animafragment.gif]]
|Anima Fragment
|90
|Anima Fragments are exceptionally fast and do high damage, but slow down when they take any form of damage.
|Use your exceptional speed to dodge as many attacks as possible while getting as many hits in as possible; any damage you take is effectively death.
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
|Clockwork Marauder
|300
|Clockwork Marauders exist to defend their host, and can Block melee attack and may immediately Counter Blocked attacks, attacking whoever attacked them.<br>
Damage taken by a Marauder causes it Fatigue, which forces it to return to its host if Fatigue reaches 100.<br>
When forced to return, Marauders become unable to manifest in any way until fatigue reaches 0.
|Stay close to your host; if you're directly adjacent to them, you gradually lose Fatigue.<br>
Block attacks to your host whenever possible.<br>
Use :b to communicate with your host.
|-
|-
|}
|}
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=== 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 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.
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 makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.


It should be one of the servants' top priorities to infiltrate Security. The servants can use the Dementia Doctrine 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.
It should be one of the servants' top priorities to infiltrate Security. The servants can use the Sigil of Accession to nullify the loyalty implant of a single target and convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.


== Ratvar ==
== Ratvar ==
Anonymous user

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