Clockwork Cult: Difference between revisions
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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. | ||
The Eminence can travel between the station and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted | The Eminence can travel between the station and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted. | ||
The Eminence can left click on certain objects to have a special interaction with them. Click on a | The Eminence can left click on certain objects to have a special interaction with them. | ||
* Click on a servant to select them, and either cleanse their blood or warp them to Reebe using Linked Abscond. | |||
* Click on light tubes to shatter them. | |||
* Click on APC units to interface with them and tamper with the settings. | |||
* Click on airlocks to open them, this will not work if the airlock in question is bolted, depowered, or welded. | |||
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![[File:Abscond.png]] | ![[File:Abscond.png]] | ||
|'''Linked Abscond''' | |'''Linked Abscond''' | ||
|Returns the targetted servant to Reebe. Anything the mob is dragging will be recalled too. The target does not require a slab, but needs to stand still for 7 seconds. Has | |Returns the targetted servant to Reebe. Anything the mob is dragging will be recalled too. The target does not require a slab, but needs to stand still for 7 seconds. Has a lengthy cooldown, but can be used to rescue servants in trouble, or those without a slab. | ||
| | |3 Minutes | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
! | ! | ||
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|5 W | |5 W | ||
|Returns you to Reebe. If you're dragging a mob behind you, they will be transported too. | |Returns you to Reebe. If you're dragging a mob behind you, they will be transported too. | ||
|5 seconds | |2.5 seconds | ||
|1 | |1 | ||
|0 Cogs | |0 Cogs | ||
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|'''Clockwork Armaments''' | |'''Clockwork Armaments''' | ||
|250 W | |250 W | ||
|Summons a set of clockwork | |Summons a set of clockwork armor and weapons. Upon invocation, you will be given an option to whether you want a spear, battle-hammer or sword. The spear has insanely high throw damage and armor penetration, the battle-hammer will push enemies back on hitting them and the sword will emit an electromagnetic pulse with a 30-second cooldown upon hitting an enemy, making it a useful tool against those with stun batons and borgs. | ||
|2 seconds | |2 seconds | ||
|1 | |1 | ||
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![[File:Cogscarab.png]] | ![[File:Cogscarab.png]] | ||
|'''Summon Cogscarab''' | |'''Summon Cogscarab''' | ||
|500W | |500W, 20 Vitality | ||
|Summon a Cogscarab shell, a weak drone shell useful for constructing defences while the servants convert and sabotage the crew. Cogscarabs have a 40% speed increase on all actions such as construction. | |Summon a Cogscarab shell, a weak drone shell useful for constructing defences while the servants convert and sabotage the crew. Cogscarabs have a 40% speed increase on all actions such as construction. | ||
|12 seconds | |12 seconds | ||
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![[File:Clockworkmarauder.gif]] | ![[File:Clockworkmarauder.gif]] | ||
|'''Summon Clockwork Marauder''' | |'''Summon Clockwork Marauder''' | ||
| | |2kW, 100 Vitality | ||
|Summons a Clockwork Marauder, a powerful warrior that can deflect ranged attacks. | |Summons a Clockwork Marauder, a powerful warrior that can deflect ranged attacks. Marauders are equipped with a shield that will shatter after absorbing enough damage, but can be repaired with a welding tool. | ||
|30 seconds | |30 seconds | ||
|1 | |1 | ||
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|'''Sentinel's Compromise''' | |'''Sentinel's Compromise''' | ||
|80 W | |80 W | ||
|Heals all damage loss on a target converting it back as 50% toxin loss to the invoker. Additionally heals all holy water from a target, sets their nutritional level to full, cures them of blindness, dizziness and blurriness cures nearsightedness, removes hallucinations and cures husks. | |Heals all damage loss on a target converting it back as 50% toxin loss to the invoker. Additionally heals all holy water from a target, sets their nutritional level to full, cures them of blindness, dizziness and blurriness cures nearsightedness, removes hallucinations and cures husks. Best paired with a prosperity prism. | ||
|1 seconds + 8 seconds to use | |1 seconds + 8 seconds to use | ||
|1 | |1 | ||
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|'''Vanguard''' | |'''Vanguard''' | ||
|150 W | |150 W | ||
|Provides the user with 30 seconds of stun immunity, but | |Provides the user with 30 seconds of stun immunity, but you will be unable to invoke spells while it is active. | ||
|1 seconds + 30 seconds of use | |1 seconds + 30 seconds of use | ||
|1 | |1 | ||
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=== Structures === | === Structures === | ||
The scriptures in this section will create structures, which are detailed in the [[Clockwork_Cult# | The scriptures in this section will create structures, which are detailed in the [[Clockwork_Cult#Structures_2|structures]] section of this guide, this section is dedicated to the scriptures that go with them. | ||
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|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Clockworkobelisk.png]] | ![[File:Clockworkobelisk.png]] | ||
|[[Clockwork_Cult# | |[[Clockwork_Cult#Structures_2|'''Abstraction Crystal''']] | ||
|750 W | |750 W | ||
|Summons an Abstraction Crystal, which allows servants to manifest themself to protect the nearby area. | |Summons an Abstraction Crystal, which allows servants to manifest themself to protect the nearby area. | ||
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|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Interdictionlens.png]] | ![[File:Interdictionlens.png]] | ||
|[[Clockwork_Cult# | |[[Clockwork_Cult#Structures_2|'''Interdiction Lens''']] | ||
|500 W | |500 W | ||
|Creates a device that will slow non servants in the area and | |Creates a device that will slow non servants in the area and EMP mechanised exosuits. Has a range of 5 tiles and requires power from a sigil of transmission. | ||
|8 seconds | |8 seconds | ||
|1 | |1 | ||
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|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Ocularwarden.png]] | ![[File:Ocularwarden.png]] | ||
|[[Clockwork_Cult# | |[[Clockwork_Cult#Structures_2|'''Ocular Warden''']] | ||
|500 W | |500 W | ||
|Can eye turret that will fire upon nearby targets. Ocular wardens are highly resistant to energy damage, however very weak to physical forms of damage. | |Can eye turret that will fire upon nearby targets. Ocular wardens are highly resistant to energy damage, however very weak to physical forms of damage. | ||
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|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Prolongingprism.png]] | ![[File:Prolongingprism.png]] | ||
|[[Clockwork_Cult# | |[[Clockwork_Cult#Structures_2|'''Prosperity Prism''']] | ||
|300 W | |300 W | ||
|Creates a prism that will remove toxin damage and toxic chemicals from nearby servants. Requires power from a sigil of transmission. | |Creates a prism that will remove toxin damage and toxic chemicals from nearby servants. Requires power from a sigil of transmission. | ||
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|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Tinkererscache.png]] | ![[File:Tinkererscache.png]] | ||
|[[Clockwork_Cult# | |[[Clockwork_Cult#Structures_2|'''Tinkerer's Cache''']] | ||
|700 W | |700 W | ||
|Creates a tinkerer's cache, a powerful forge capable of crafting elite equipment. | |Creates a tinkerer's cache, a powerful forge capable of crafting elite equipment. | ||
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|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Stargazer.png]] | ![[File:Stargazer.png]] | ||
|[[Clockwork_Cult# | |[[Clockwork_Cult#Structures_2|'''Stargazer''']] | ||
| | |300 W | ||
|Creates a pedestal that will enchant any item placed upon it with a random effect however, the effects could be positive or negative! | |Creates a pedestal that will enchant any item placed upon it with a random effect however, the effects could be positive or negative! | ||
|8 seconds | |8 seconds | ||
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|A gear produced with brass, by a replica fabricator, or by breaking down a clockwork wall.<br> | |A gear produced with brass, by a replica fabricator, or by breaking down a clockwork wall.<br> | ||
Wall gears can be climbed like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver. | Wall gears can be climbed like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver. | ||
|Wall gears are essentially clockwork girders, can be plated with brass to construct a clockwork wall. | |Wall gears are essentially clockwork girders, can be plated with brass to construct a clockwork wall, which cannot be jaunted through by phazon occupants or magical powers. | ||
|Use a wrench to detach the gear from the floor. Use a screwdriver to deconstruct the gear. | |Use a wrench to detach the gear from the floor. Use a screwdriver to deconstruct the gear. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
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|Interdiction Lens | |Interdiction Lens | ||
|150 | |150 | ||
|Forces nearby non-servants within | |Forces nearby non-servants within 5 tiles to walk and slows them down by 50%.<br> | ||
Projectiles entering the field will be weakened if not fired from a servant.<br> | Projectiles entering the field will be weakened if not fired from a servant.<br> | ||
Mechs within range will take 25 damage per second and be drained of 1kW per second. | Mechs within range will take 25 damage per second and be drained of 1kW per second. | ||
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Once shield health expires, the shield shatters, and projectiles will damage it normally.<br> | Once shield health expires, the shield shatters, and projectiles will damage it normally.<br> | ||
Marauders regain one shield health every 20 seconds. | Marauders regain one shield health every 20 seconds. | ||
|As a | |As a Marauder, you are the front line. Try to prioritize protecting your fellow servants. Don't be afraid to give your life to protect theirs. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Scarab.png]] | ![[File:Scarab.png]] | ||
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Scarabs are outfitted with a full set of tools and a replica fabricator. Their primary goal is to build defenses, and they are physically incapable of leaving the City of Cogs.<br> | Scarabs are outfitted with a full set of tools and a replica fabricator. Their primary goal is to build defenses, and they are physically incapable of leaving the City of Cogs.<br> | ||
They can wield and use any kind of weapon, but can't fire guns, move slowly, and die fast.<br> | They can wield and use any kind of weapon, but can't fire guns, move slowly, and die fast.<br> | ||
It is not currently possible to activate cogscarabs on a non-clock cult round. | |||
|Your entire purpose is to build. If power generation is insufficient, make do by cannibalizing unnecessary structures for brass. | |Your entire purpose is to build. If power generation is insufficient, make do by cannibalizing unnecessary structures for brass. | ||
|- | |- | ||
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== Cult Strategy == | == Cult Strategy == | ||
The primary threats in the defensive phase are the advanced weapons in the | '''APC units can be cogged faster by opening the panel with a screwdriver, then placing the cog inside.''' | ||
The Eminence is a very useful supporting role, and you should try and activate the eminence spire as soon as possible. It can also help you invoke scripture that requires multiple cultists, such as sigil of vitality, or ocular wardens. | |||
The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science. 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 the help of the eminence to open a path for you, 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. | |||
A cultist or so should spend some time building walls, defences, and traps from the top down for when the crew attempts to invade. Each room and set of defences and traps will serve as a means to divide up the invading crew and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise, your numbers just grew by one, and theirs down by one! | A cultist or so should spend some time building walls, defences, and traps from the top down for when the crew attempts to invade. Each room and set of defences and traps will serve as a means to divide up the invading crew and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise, your numbers just grew by one, and theirs down by one! | ||
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, allowing you to quickly nab important targets such as the HOP; but be careful, those with a mindshield will be immune to your stuns so staying quiet will be very helpful, although not a necessity. | 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, allowing you to quickly nab important targets such as the HOP; but be careful, those with a mindshield will be immune to your stuns so staying quiet will be very helpful, although not a necessity. | ||
The AI and its cyborgs pose a danger to your cult, and can work with engineers to remove integration cogs from APCs. It is recommended that you convert them, as cyborgs do not count towards the overall conversion limit. | |||
Work together with the eminence to access high security areas such as the AI satellite, upload, or armory. | |||
If you're seen causing trouble on the station as a cultist, you can use the magic mirror on Reebe to change your identity! This pairs especially well with the servant ID card the starting cultists get. | |||
== Threats to the Enlightened == | == Threats to the Enlightened == |
Latest revision as of 18:33, 25 November 2021
ENEMY STAFF | |
Servant of Ratvar |
Access: Maintenance Additional Access: Anywhere you can Warp or fabricate to Difficulty: Medium to Hard Supervisors: Ratvar Duties: Forget to toggle your chameleon jumpsuit, don't set up any power generation, get crushed by an angry mech Guides: This is the guide Quote: "What's this lantern thi-" "QVR, URNGUR'A!!" |
Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him.
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
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.
As a servant, you start on a z-level entirely separate from the station, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the station crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the station, as well as disguises, spare materials, and an infirmary for healing yourself and fellow servants. Most importantly, it houses the Ark of the Clockwork Justiciar, which you will need to defend.
From the start of the round, a 'maximum servant' value is calculated. Once this many servants have been converted, the crew will be made aware of your presence, and all servants will be transported to and prevented from leaving Reebe; then, after a five-minute grace period, portals will open up on the station and allow the crew access to Reebe, from an area in the south that no servants can access.
This process can be sped up, by having 6 servants stand around the Ark and invoke 'Gateway Invigoration' together.
As a servant, your goal is to build defenses and sabotage the station to protect the Ark until it activates.
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
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:
- Recital lets you recite scripture, the clockwork cult's special powers and abilities. Most structures come from scripture.
- Guide A small tab-based guide is located on the slab, allowing you to quickly get information about a small variety of topics, but since you are reading this, you probably won't need it.
- 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.
Your HUD
As a servant, you'll have several elements on your HUD that are all very important.
The global records display can be found in the top-right corner. Hovering over it will give you a short rundown of the status of the entire cult, including number of servants, stored power, and the Ark time left for its current phase. You should refer to this often to get a feeling for the state of your cult.
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
Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in Watts like normal electricity. 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.
Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture! 50 kW unlocks the Script tier. 100 kW unlocks the Application tier,
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 can travel between the station and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted.
The Eminence can left click on certain objects to have a special interaction with them.
- Click on a servant to select them, and either cleanse their blood or warp them to Reebe using Linked Abscond.
- Click on light tubes to shatter them.
- Click on APC units to interface with them and tamper with the settings.
- Click on airlocks to open them, this will not work if the airlock in question is bolted, depowered, or welded.
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
Here is a map of the City of Cogs:
- The red room contains the Ark, which you need to defend.
- The green room contains the observation post. This is extremely important as the camera consoles can be used to access the station. They can be used by both servants and cogscarabs, however the cogscarabs will be extremely obvious on the station and are very weak.
- The orange room contains a listening outpost, containing Rat'varian intercoms and a hierophant relay. In practise this room will be of little use to you since most of the time you will be out converting or building defences.
- The cyan room contains a medical area, containing 4 sleepers which can inject any chemical into servants, as well as 2 standard medkits. There is a magic mirror on the northeastern wall of the medical room, which can be used to change your race to fit in better with the crew (or become a plasma-man and burn to death immediately).
- The blue room contains the storage area. There are a few clockwork slabs as spares here as well as 2 replica fabricators which can be used to summon brass for constructing defences.
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 when you convert enough servants or can be opened by having a set amount of servants stand around it while summoning 'Ark Invigoration'.) 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 has five "phases", listed below. In each phase check your global info alert to see the remaining time until its activation.
Scriptures
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 is divided into three different groups: Servitude, Preservation and Structures. To use scriptures of any tier, you must first unlock it using 'cogs' - A currency unlocked by placing integration cogs into APCs. Placing an integration cog into an APC that has not previously had an integration cog installed will grant you a point for unlocking new scriptures, and will also have the added benefit of generating power.
Servitude
These scriptures are dedicated to the advancement of the cult, whether it be opening the gateway; converting new people or for generating power. These scruptures are the most important ones you have, and without using these it will be impossible to win.
Preservation
Scriptures that are dedicated to keeping you and your fellow servants alive, mainly used during the combat phase once the Ark has opened.
Structures
The scriptures in this section will create structures, which are detailed in the structures section of this guide, this section is dedicated to the scriptures that go with them.
Icon | Name | Power Cost | Description | Invocation Time | Invokers Required | Unlock Cost |
---|---|---|---|---|---|---|
Abstraction Crystal | 750 W | Summons an Abstraction Crystal, which allows servants to manifest themself to protect the nearby area. | 5 seconds | 1 | 5 Cogs | |
Interdiction Lens | 500 W | Creates a device that will slow non servants in the area and EMP mechanised exosuits. Has a range of 5 tiles and requires power from a sigil of transmission. | 8 seconds | 1 | 4 Cogs | |
Ocular Warden | 500 W | Can eye turret that will fire upon nearby targets. Ocular wardens are highly resistant to energy damage, however very weak to physical forms of damage. | 5 seconds | 2 | 3 Cogs | |
Prosperity Prism | 300 W | Creates a prism that will remove toxin damage and toxic chemicals from nearby servants. Requires power from a sigil of transmission. | 8 seconds | 1 | 2 Cogs | |
Tinkerer's Cache | 700 W | Creates a tinkerer's cache, a powerful forge capable of crafting elite equipment. | 5 seconds | 1 | 4 Cogs | |
Stargazer | 300 W | Creates a pedestal that will enchant any item placed upon it with a random effect however, the effects could be positive or negative! | 8 seconds | 1 | 2 Cogs | |
Replica Fabricator | 400 W | Summons a replica fabricator, a powerful tool that fabricates brass for building. Fabricate - Fabricates 50 brass for a cost of 10W per sheet on an adjacent floor tile. |
5 seconds | 1 | 2 Cogs |
Structures, Sigils, Objects, Constructs, and Cyborgs
This is a listing of the various structures and constructs available to the Servants of Ratvar.
Structures
Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.
All structures can be unsecured from the floor with a wrench.
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.
Traps
Traps are useful objects produced with brass sheets. There are two types of trap: sender and receiver.
Senders are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.
Receivers are the traps themselves, like brass skewers, that cause various things to occur when they receive a signal from a sender.
Senders and receivers can be linked by attacking them with a clockwork slab. The Eminence can also trigger traps by clicking on them.
Traps are built from brass sheets, and can be instantly deconstructed with a wrench.
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.
You can stack multiple sigils of different types on a single tile, which allows you to create conversion traps, damage traps, or damaging conversion traps.
Constructs
Cyborgs
Cult Strategy
APC units can be cogged faster by opening the panel with a screwdriver, then placing the cog inside.
The Eminence is a very useful supporting role, and you should try and activate the eminence spire as soon as possible. It can also help you invoke scripture that requires multiple cultists, such as sigil of vitality, or ocular wardens.
The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science. 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 the help of the eminence to open a path for you, 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.
A cultist or so should spend some time building walls, defences, and traps from the top down for when the crew attempts to invade. Each room and set of defences and traps will serve as a means to divide up the invading crew and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise, your numbers just grew by one, and theirs down by one!
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, allowing you to quickly nab important targets such as the HOP; but be careful, those with a mindshield will be immune to your stuns so staying quiet will be very helpful, although not a necessity.
The AI and its cyborgs pose a danger to your cult, and can work with engineers to remove integration cogs from APCs. It is recommended that you convert them, as cyborgs do not count towards the overall conversion limit.
Work together with the eminence to access high security areas such as the AI satellite, upload, or armory.
If you're seen causing trouble on the station as a cultist, you can use the magic mirror on Reebe to change your identity! This pairs especially well with the servant ID card the starting cultists get.
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.
Nar-Sian Dogs
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
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 assault can demolish the most well-prepared servant defences, 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 damage and 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 implants, 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 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
Once you've defended the Ark for enough time, Ratvar will come forth.
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
Few things are capable of challenging Ratvar's sheer power.
One of them is Nar-Sie.
If Ratvar and Nar-Sie encounter one another,
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
Game Modes on beestation | ||||||||||