Clockwork Cult: Difference between revisions

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wardec removing the grace period added to declaring war section
(vitality matrix afk offer and armor stats added, minor fix for judicial visor)
(wardec removing the grace period added to declaring war section)
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If you're one of these servants and you have no idea what to do, you've come to the right place.
If you're one of these servants and you have no idea what to do, you've come to the right place.


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


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


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


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


The clockwork slab has several functions:
The clockwork slab has several functions:
* '''Recital''' lets you recite ''scripture,'' the clockwork cult's special powers and abilities. Most structures come from scripture.
 
* '''Recollection''' displays an in-game guide for being a servant. You can toggle freely between this and Recital.
*'''Recital''' lets you recite ''scripture,'' the clockwork cult's special powers and abilities. Most structures come from scripture.
* '''Up to Five Quickbind action buttons''' allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button.
*'''Recollection''' displays an in-game guide for being a servant. You can toggle freely between this and Recital.
*'''Up to Five Quickbind action buttons''' allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button.


Clockwork slabs also generate a very small amount of power every second. ''Every human servant should have a slab!'' They're the key to any cult's success and you should have one at all times.
Clockwork slabs also generate a very small amount of power every second. ''Every human servant should have a slab!'' They're the key to any cult's success and you should have one at all times.


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


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


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


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


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


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


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


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


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


Spread about the City of Cogs, in the area you will eventually need to defend, is randomized loot in order to assist you and your team in their goals. This loot can be various different items, ranging from the remains of a past warrior to materials and cogscarab shells.
Spread about the City of Cogs, in the area you will eventually need to defend, is randomized loot in order to assist you and your team in their goals. This loot can be various different items, ranging from the remains of a past warrior to materials and cogscarab shells.


=== The Ark ===
===The Ark===


The Ark spawns at roundstart at the northernmost point in Reebe. As a servant, your ultimate goal is to defend it until activation (which occurs automatically.) ''Defend the Ark with your life'' - if the Ark is destroyed, ''the round ends instantly with a cult loss.'' If it completes its summoning, however, it will result in a cult win and a brief period of revelation during which the cult and its servants are made unstoppable by the presence of Ratvar.
The Ark spawns at roundstart at the northernmost point in Reebe. As a servant, your ultimate goal is to defend it until activation (which occurs automatically.) ''Defend the Ark with your life'' - if the Ark is destroyed, ''the round ends instantly with a cult loss.'' If it completes its summoning, however, it will result in a cult win and a brief period of revelation during which the cult and its servants are made unstoppable by the presence of Ratvar.
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{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='96px'|Appearance
! style="background-color:#E6A500;" width="96px" |Appearance
! style='background-color:#E6A500;' width='150px'|Duration(s)
! style="background-color:#E6A500;" width="150px" |Duration(s)
! style='background-color:#E6A500;' width='400px'|Description
! style="background-color:#E6A500;" width="400px" |Description
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Arkhalted.png]]
![[File:Arkhalted.png]]
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|}
|}


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


If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this:
If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this:
* All servants are transformed from their current race into modified clockwork golems that are ''immune to high pressure, low pressure, radiation, resistant to cold, cannot bleed, don't breathe, don't hunger, don't get lit on fire, can't be dismembered, can't be embedded, deal more damage on punching and have a chance to stun, have 15% flat damage reduction against all sources.'' For obvious reasons, this makes you stick out like a sore thumb, so you may consider disguiseing since you can wear clothes unlike other golems. Lastly, '''You can't fire guns'''
* Holy Water can still deconvert you.
* Clockwork slabs become supercharged and recite all scripture 30% faster.
* Every power cost is invisibly reduced by 50% of its original value.


== Scripture ==
*All servants are transformed from their current race into modified clockwork golems that are ''immune to high pressure, low pressure, radiation, resistant to cold, cannot bleed, don't breathe, don't hunger, don't get lit on fire, can't be dismembered, can't be embedded, deal more damage on punching and have a chance to stun, have 15% flat damage reduction against all sources.'' For obvious reasons, this makes you stick out like a sore thumb, so you may consider disguiseing since you can wear clothes unlike other golems. Lastly, '''You can't fire guns'''
*Holy Water can still deconvert you.
*Clockwork slabs become supercharged and recite all scripture 30% faster.
*Every power cost is invisibly reduced by 50% of its original value.
*When the initial preparation phase is finished, the assault phase will begin immediately with no 5 minute grace period
 
==Scripture==


Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open.
Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open.
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Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 25 kJ of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 40 kJ of power is stockpiled or another servant is converted.
Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 25 kJ of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 40 kJ of power is stockpiled or another servant is converted.


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


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


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Icon
! style="background-color:#E6A500;" width="32px" |Icon
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Power Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! style='background-color:#E6A500;' width='659px'|Description
! style="background-color:#E6A500;" width="659px" |Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style="background-color:#E6A500;" width="70px" |Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Abscond.png]]
![[File:Abscond.png]]
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|25 J
|25 J
|Charges the invoker's slab with energy. While charged, you can hit any non-servant with it to start handcuffing them like a normal pair of handcuffs. Restraints made in this way fall apart once they're removed.
|Charges the invoker's slab with energy. While charged, you can hit any non-servant with it to start handcuffing them like a normal pair of handcuffs. Restraints made in this way fall apart once they're removed.
|1.5 seconds  
|1.5 seconds
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
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|25 J
|25 J
|Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead.
|Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead.
|3 seconds  
|3 seconds
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
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<br>
<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite.
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite.
|1 second  
|1 second
|1
|1
|- style="text-align: center;"
|- style="text-align: center;"
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|}
|}


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


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


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


Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least '''50 kJ''' to unlock.
Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least '''50 kJ''' to unlock.
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{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Power Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! style='background-color:#E6A500;' width='660px'|Description
! style="background-color:#E6A500;" width="660px" |Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style="background-color:#E6A500;" width="70px" |Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Ocularwarden.png]]
![[File:Ocularwarden.png]]
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|}
|}


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


Below is a list of all Application scripture. Application scriptures require the cult to have '''100 kJ''' of power to unlock.
Below is a list of all Application scripture. Application scriptures require the cult to have '''100 kJ''' of power to unlock.
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{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='140px'|Power Cost
! style="background-color:#E6A500;" width="140px" |Power Cost
! style='background-color:#E6A500;' width='660px'|Description
! style="background-color:#E6A500;" width="660px" |Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style="background-color:#E6A500;" width="70px" |Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
! style="background-color:#E6A500;" width="50px" |Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
![[File:Clockworkmarauder.gif]]
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|}
|}


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


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


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


Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.
Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.
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{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='73px'|Name
! style="background-color:#E6A500;" width="73px" |Name
! style='background-color:#E6A500;' width='40px'|Health
! style="background-color:#E6A500;" width="40px" |Health
! style='background-color:#E6A500;' width='560px'|Description
! style="background-color:#E6A500;" width="560px" |Description
! style='background-color:#E6A500;' width='280px'|Usage Tip
! style="background-color:#E6A500;" width="280px" |Usage Tip
! style='background-color:#E6A500;' width='80px'|Construction Value
! style="background-color:#E6A500;" width="80px" |Construction Value
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockfloor.png]]
![[File:Clockfloor.png]]
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|}
|}


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


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


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


Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand.
Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand.
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{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style="background-color:#E6A500;" width="32px" |Image
! style='background-color:#E6A500;' width='80px'|Name
! style="background-color:#E6A500;" width="80px" |Name
! style='background-color:#E6A500;' width='605px'|Description
! style="background-color:#E6A500;" width="605px" |Description
! style='background-color:#E6A500;' width='274px'|Usage Tip
! style="background-color:#E6A500;" width="274px" |Usage Tip
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigiloftransgression.png]]
![[File:Sigiloftransgression.png]]
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|}
|}


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


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


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


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


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


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


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


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


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


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


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


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


== Ratvar ==
==Ratvar==


<center>
<center>
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Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
</center>
</center>




{{Antagonists}}
{{Antagonists}}
[[Category: Jobs]] [[Category:Game Modes]]
[[Category: Jobs]]  
[[Category:Game Modes]]

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