Clockwork Cult: Difference between revisions

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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = #BE8700
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|img = servant_of_ratvar.png
|img = servant_of_ratvar.png
|jobtitle = Servant of Ratvar
|jobtitle = Servant of Ratvar
|access = Whatever you have
|access = Maintenance
|additional = Anyone that you can use a Spatial Gateway to get to
|additional = Anywhere you can Warp or fabricate to
|difficulty = Low to Unwinnable
|difficulty = Medium to Hard
|superior = Ratvar
|superior = Ratvar
|duties = Make a cache, complain about not having any stuns, even though you do, make a cache, fail to convert a borg you used the visor on, make a cache
|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
|guides = This is the guide
|quote = "Ratvar is a dumb na-" "QVR, URNGUR'A!!"
|quote = "What's this lantern thi-" "QVR, URNGUR'A!!"
}}
}}


While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. Unfortunately, his exile to Reebe - a plane of complete nothingness - makes celestial warfare somewhat difficult. To these ends, he has enslaved mortals to do his bidding and ensure the downfall of the Geometer.
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.


Assuming you're one of those slaves, 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.


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


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.
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.


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, though they will not lose power as long as they are on Clockwork Floors or near a Sigil of Transmission.
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.


Ratvar's servants have to fulfill his will. Typical goals include:
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.<br>
* Summoning Ratvar.
This process can be sped up, by having 6 servants stand around the Ark and invoke 'Gateway Invigoration' together.<br>
* Ensuring that a certain number of servants escape on the shuttle.
''As a servant, your goal is to build defenses and sabotage the station to protect the Ark until it activates.''
* Converting or killing all silicon lifeforms on the station and having Application scripture unlocked.


Luckily, you are not alone in this. As a servant, you have a wide variety of tools at your disposal.
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've had experience with the Nar-Sian cult, then you can think of the clockwork slab as Ratvar's equivalent of the arcane tome. However, the slab boasts superior utility, and slightly superior portability, to the tome. All initial servants start with a clockwork slab and can create more through scripture (more on that later).
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 five functions:
The clockwork slab has several functions:
* '''Recital''' Allows you to recite and Quickbind scripture via an extensive list. You can also toggle if that list is in a compact format.
* '''Recital''' lets you recite ''scripture,'' the clockwork cult's special powers and abilities. Most structures come from scripture.
* '''Recollection''' Displays in-game documentation.
* '''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.
* '''The Hierophant Network action button''' Allows discreet communication between all Servants.
* '''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.
* '''Up to Five Quickbind action buttons''' Allows for quickly invoking Quickbound scriptures when holding the slab. One starts off bound to Geis.
* '''Can be examined''' to see all components in the slab, plus the total components ''available'' to the slab when including the global cache.


Clockwork slabs will generate a component every 90 seconds(plus 30 seconds for each additional human or silicon Servant above 5), provided they're being held by a mob or are in a mob's storage. Generating a component also prevents all other slabs held by that mob from generating components; spread slabs out, don't hold multiple.
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.


Using a slab on another slab, a person holding a slab, or a Tinkerer's Cache will transfer all components in the slab to the target slab, the person's highest-component slab, or the global cache, respectively.<br>Components placed in a slab will also be placed in the global cache automatically.
=== Your HUD [[File:Clockinfo.png|32px]] [[File:Hierophant_network.png|32px]] ===


''Every human Servant should have a slab!'' Slabs are key to the success of Ratvar's agenda.
As a servant, you'll have several elements on your HUD that are all very important.


=== New Servant Checklist ===
[[File:Clockinfo.png|32px]] 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.


So the round started, and you're a Servant? Good! There's a few things that you should do before you begin purging all those pesky untruths. Any unfamiliar terms are covered later in the page.
* Use your slab's Hierophant Network button to alert your teammates of your rank, position, etc.
* Develop a base for your operations, preferably after coordinating on placement with other Servants - make a Tinkerer's Cache, then either convert some Replicant Alloy into brass sheets or make a Clockwork Proselytizer(once [[Clockwork_Cult#Script_Scripture|Scripts]] are unlocked) for making Clockwork Walls.
* Start expanding your ranks by forced conversion; cast Geis out of sight of your target, then rush at them for a quick conversion.
* Increase your component generation by handing out Clockwork Slabs, making Clockwork Walls near Tinkerer's Caches, and, once Applications are unlocked, making Tinkerer's Daemons.
* Stay in touch with your teammates via Hierophant Network, and be prepared to help them if things go south.


== Components, Scripture, and CV ==
Servants of Ratvar don't sacrifice their own blood to use rituals. Instead, they use something called ''components''. In a literal sense, these are parts of Ratvar's body that have rusted and fallen free during his imprisonment. Despite this, the parts hold power on their own and are utilized by Ratvar's servants to power their rites - what they call ''scripture''. Scripture has multiple tiers; each tier is unlocked as the cult's power grows. For instance, [[Clockwork_Cult#Application_Scripture|Applications]] are unlocked through having at least 8 servants, 100 CV worth of structures, and 3 caches.


There are five component types:
[[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:Belligerent_eye.gif]]'''Belligerent Eyes''' possess the power to focus on certain things and grant malevolent sentience.
* [[File:Vanguard_cogwheel.gif]]'''Vanguard Cogwheels''' are almost indestructible and serve in protection.
* [[File:Guvax_capacitor.gif]]'''Geis Capacitors''' can manipulate the mind.
* [[File:Replicant_alloy.gif]]'''Replicant Alloy''' is very strong but can be melted and molded by force of will. It is also often used to fuel machinery used by the Servants of Ratvar, and can be easily shaped into brass sheets.
* [[File:Hierophant_ansible.gif]]'''Hierophant Ansibles''' can send massive amounts of data in an instant.


Most scripture consumes a certain amount of components of a certain type. These components are drawn directly from the clockwork slab used, or from the global cache accessed by Tinkerer's Caches. The global cache can store any number of components, but scripture will prioritize drawing components from the slab used before the global cache.
=== Power ===


When a tier of scripture is locked or unlocked, all servants will be immediately alerted.
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.


You might be wondering, "What's CV and why do we need 200 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.
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,


=== Global Records ===
=== The Eminence ===


You may be thinking that this is a lot of information to keep track of; it is,and that is why you have the '''Global Records''' alert, which appears in the top left.<br>
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.
Mousing over that alert will show you a variety of information on the cult's status, including the number of servants, number of Tinkerer's Caches, CV, if Tinkerer's Daemons are active, if an unconverted AI exists, what Generals can be invoked, and what tiers of scripture are unlocked.


=== Driver Scripture ===
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.


Below is a list of all Driver scripture. Driver scriptures are unlocked by default and have no unlock requirement.
The Eminence can left click on certain objects to have a special interaction with them.


Scripture names in ''italics'' signify important scripture necessary to success.
* 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.


{| 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'|Icon
! 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='659px'|Description
! style='background-color:#E6A500;' width='140px'|Component Requirement
! style='background-color:#E6A500;' width='70px'|Cooldown
! style='background-color:#E6A500;' width='580px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
!N/A
![[File:Abscond.png]]
|Belligerent
|'''Linked Abscond'''
|N/A
|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.
|1 Belligerent Eye
|3 Minutes
|'''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.<br>
The invocation also does minor damage, up to a maximum of 30 damage per recital.
|Every 2s up to 30s
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Judicialvisor.png]]
!
|Judicial Visor
[[File:Mendingmantra.png.png]]
|1 Belligerent Eye
|'''Purge Reagents'''
|2 Belligerent Eyes
|Removes all chemicals from the target's bloodstream. Useful for clearing holy water from servants being deconverted.
|Creates a Judicial Visor, which protects from flashes and can create a Judicial Marker at any location in view.<br>
|30 seconds
Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.  
|}
|1s
 
|1
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:
 
[[File:CityOfCogs.png|thumb]]
 
* '''The <span style='color:#FF0000'>red</span> room contains the Ark, which you need to defend.'''
* '''The <span style='color:#00FF00'>green</span> 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 <span style='color:#FF6A00'>orange</span> 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 <span style='color:#00FFFF'>cyan</span> 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 <span style='color:#0094FF'>blue</span> 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.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='96px'|Appearance
! style='background-color:#E6A500;' width='150px'|Duration(s)
! style='background-color:#E6A500;' width='400px'|Description
|- style="text-align: center;"
|- style="text-align: center;"
!N/A
![[File:Arkhalted.png]]
|Vanguard
Build Phase<br>
|N/A
Prep Phase
|1 Vanguard Cogwheel
|As long as it takes you to convert enough servants (charge-up)<br>5 minutes (grace period)
|The invoker gains 20 seconds of stun immunity.<br>
|The Ark starts in this state, during which it is silent. This entire phase marks the time during which the servants should build fortifications and actively prepare to defend the Ark. After the first phase passes, there is a 30-second warning for all servants to get back to Reebe. Once this time is up, ''all servants will become marked and visible to all non-servants, and a station-wide announcement will inform the crew of the Ark's presence.'' There is then a five-minute grace period during which neither side can attack, for servants to finalize preparations and the crew to get ready for the assault.
At the end of the 20 seconds, 25% of all stuns absorbed by the Vanguard affect the invoker. If the invoker was stunned above a certain threshold, they will instead go unconscious for 50% of all stuns they absorbed.
|3s
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sentinels compromise.png]]
![[File:Arkopening.gif]]
|Sentinel's Compromise
Defense Phase
|1 Vanguard Cogwheel
|4 minutes
|2 Vanguard Cogwheels
|When this phase begins, portals to Reebe will open up everywhere across the station in nearly every room over a one-minute timespan. Crew can enter these portals to emerge in one of the three spawn rooms, and cannot return to the station. This phase consists of the crew's first massive assault on Reebe, and is generally the hardest phase as the crew is at full strength.
|Charges the invoker's slab with healing power to heal a target Servant of all brute and burn damage and purge holy water from them.<br>
However, this causes 50% of the total damage that Servant had as toxin damage.
|3s
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Guvax.png]]
![[File:Arkactive.gif]]
|''Geis''
Assault Phase
|N/A
|4 minutes
|1 Geis Capacitor
|This timespan marks the middle of the crew's attack period. Any stragglers from the station have likely ended up on Reebe by this point (as well as anyone who took extra time to arm themselves) and will be actively trying to kill you. If you managed to fend off the initial assault, the worst should be over, but always keep an eye out for one-man armies.
|Charges the invoker's slab with divine energy to bind and start converting the next target attacked in melee within 10 seconds.<br>
The bound target '''can resist''' and may escape if they manage to resist quickly enough.<br>
'''Each human or silicon Servant above 5 increases the charge time by 0.3 seconds and the conversion time by 0.7 seconds, up to maximums of 5 and 12 seconds respectively.'''
|2s
Convert Time 5s
|1
|- style="text-align: center;"
|- style="text-align: center;"
!N/A
![[File:Arkclosing.gif]]
|Taunting Tirade
Cleanup Phase
|1 Geis Capacitor
|2 minutes
|2 Geis Capacitors
|If you've made it to this point, congratulations; your victory is almost certainly assured by now. At this point, the crew has likely been butchered, converted, or both, and there is little to no resistance remaining to attempt to stop the Ark. During this lull, you should heal or revive any dead or dying servants, destroy any enemy corpses with vitality matrices, repair structures, and ensure nobody sneaks up on the Ark.
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
Every few seconds, the invoker utters an invocation that causes weakeness, confusion and dizziness in all non-Servants nearby.<br>
'''Unlike other chanted scripture, Taunting Tirade gives the invoker ''5 seconds to move'' after finishing each invocation.'''
|Every 6s up to 30s
|1
|- style="text-align: center;"
![[File:Clockworkslab.png]]
|Replicant
|N/A
|1 Replicant Alloy
|Creates a Clockwork Slab and attempts to put it in the invoker's hands.
|1s
|1
|- style="text-align: center;"
![[File:Tinkererscache.png]]
|''Tinkerer's Cache''
|1 Replicant Alloy
'''For every 4 Caches;'''<br>
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
1 Geis Capacitor<br>
1 Hierophant Ansible
|2 Replicant Alloy
'''For every 4 Caches;'''<br>
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
1 Geis Capacitor<br>
1 Hierophant Ansible
|Creates a Tinkerer's Cache, which can store any number of components, which it will share with all other Caches and Slabs.<br>
''Provided at least one Tinkerer's Caches exists'', Clockwork Slabs will draw components from the global cache after drawing the maximum it can from its own components.<br>
Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 90 seconds.<br>
'''Caches cost additional resources to construct for ''every 4 existing Caches''.'''
|5s
|1
|- style="text-align: center;"
![[File:Wraithspectacles.png]]
|Wraith Spectacles
|N/A
|1 Hierophant Ansible
|Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision.<br>
Wraith Spectacles will, however, damage your vision if worn for more than a minute without periods of rest.
|1s
|1
|- style="text-align: center;"
![[File:Sigiloftransgression.png]]
|Sigil of Transgression
|1 Hierophant Ansible
|2 Hierophant Ansibles
|Creates a nearly invisible Sigil that, when crossed by a non-Servant, will lock them in place for about 7 seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection.<br>
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.
|5s
|1
|-
|}
|}


=== Script Scripture ===
== 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.


Below is a list of all Script scripture. Script scriptures require at least '''5 Human or Silicon Servants''' and a '''Tinkerer's Cache'''.
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.


Scripture names in ''italics'' signify important scripture necessary to success.
=== 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.


{| 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'|Icon
! 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'|Power Cost
! style='background-color:#E6A500;' width='140px'|Component Requirement
! style='background-color:#E6A500;' width='659px'|Description
! style='background-color:#E6A500;' width='580px'|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='150px'|Invokers Required
|- style="text-align: center;"
! style='background-color:#E6A500;' width='50px'|Unlock Cost
![[File:Ocularwarden.png]]
|Ocular Warden
|
1 Belligerent Eye<br>
1 Replicant Alloy
|
2 Belligerent Eyes<br>
1 Replicant Alloy
|Creates an Ocular Warden, which will automatically damage a target non-Servant that it can see 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.
|12s
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Cogscarabshell.png]]
![[File:Abscond.png]]
|Cogscarab
|'''Abscond'''
|
|5 W
1 Belligerent Eye<br>
|Returns you to Reebe. If you're dragging a mob behind you, they will be transported too.
1 Hierophant Ansible
|2.5 seconds
|
2 Belligerent Eyes<br>
1 Hierophant Ansible
|Produces an Cogscarab Shell, which can be powered by a soul vessel to produce a Cogscarab, which is fragile, but has a fast inbuilt Proselytizer that can convert rods, metal, plasteel, and brass to alloy, access to the Hierophant Network, and a set of basic, but fast, tools.<br>
The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one.
|6s
|1
|1
|0 Cogs
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Fellowshiparmor.png]]
![[File:Kindle.png]]
|Fellowship Armory
|'''Kindle'''
|
|125 W
1 Vanguard Cogwheel<br>
|Stuns and mutes a target from a short-range. Will not work on the chaplain, cultists and will only have a limited effect on those with mindshields (Silencing them, but not paralyzing them).
1 Replicant Alloy
|3 seconds + 15 seconds to use it
|
2 Vanguard Cogwheels<br>
1 Replicant Alloy
|Equips all Servants directly adjacent to the invoker with powerful but obvious brass armor.<br>
The armor includes a suit, helmet, gauntlets, and boots, and anything a servant is wearing in those slots will prevent it from being equipped.<br>
The helmet, armor, and gauntlets provide massive melee, bullet, and bomb protection, but a weakness to lasers.<br>
'''Each nearby living Servant decreases the invocation time by 1 second.'''
|10s -1s per other Servant
|1
|1
|1 Cog
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigilofsubmission.png]]
![[File:Hatefulmanacles.png]]
|Sigil of Submission
|'''Hateful Manacles'''
|
|25 W
1 Belligerent Eye<br>
|Applies cuffs to an adjacent target.
1 Geis Capacitor
|1.5 seconds + 5 seconds to cuff
|
1 Belligerent Eye<br>
2 Geis Capacitors
|Creates a Sigil that, when crossed by a non-Servant, will attempt to convert them after 7 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
|1
|1
|1 Cog
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Soulvessel.png]]
![[File:Spatialgateway.gif]]
|Soul Vessel
|'''Dimensional Breach'''
|
|5 W
1 Vanguard Cogwheel<br>
|Activates the Ark, alerting the crew of the presence of the cult
1 Geis Capacitor
|5 seconds
|
|6 + 1 for every 12 crew members above 18 (7 for 30 crew, 8 for 42 crew)
1 Vanguard Cogwheel<br>
|0 Cogs
2 Geis Capacitors
|Creates a Soul Vessel, a clockwork cube that can be used as a posibrain.<br>
You can attack a dead or unconscious non-Servant human with the Soul Vessel to capture their consciousness as an alternative to using it in-hand to attract a spirit.<br>
The Soul Vessel can also be placed in Cogscarab and Anima Fragment shells.
|3s
|1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkproselytizer.png]]
![[File:Sigilsubmission.png]]
|''Clockwork Proselytizer''
|'''Sigil of Submission'''
|
|250 W
1 Geis Capacitor<br>
|Summons a sigil of submission, which will convert anyone placed on top of it to the faith of Rat'var. The sigil requires that a victim is held on top of it for 8 seconds, and will not work on mindshielded or magic-proof crew.
1 Replicant Alloy
|5 seconds
|
1 Geis Capacitor<br>
2 Replicant Alloy
|Creates a Clockwork Proselytizer, which can be used to convert a variety of objects into Clockwork variants at a cost of Replicant Alloy.<br>
The Proselytizer can also repair clockwork structures, form rods, metal, and plasteel into brass, and convert Clockwork Floors into Clockwork Walls and vice versa.<br>
To refill the Proselytizer, use it on a Tinkerer's Cache, strike it with Replicant Alloy, or strike Replicant Alloy with it.<br>
Use the Proselytizer in-hand to reform its stored alloy into usable component alloy.
|2s
|1
|1
|1 Cogs
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Ratvarspear.png]]
![[File:Sigilvitality.png]]
|Function Call
|'''Vitality Matrix'''
|
|400 W
1 Replicant Alloy<br>
|Summons a vitality matrix, which drains the life force of non-servants, and can be used to heal or revive servants. The matrix only drains the health of people that cannot be converted but is useful when combined with traps such as the spike trap, which stuns those caught by it. It will heal 5 of all damage types every 2 seconds for 5 vitality, or can revive dead servants for a vitality cost 20 + the damage the body has.
1 Hierophant Ansible
|5 seconds
|
2 Replicant Alloy<br>
1 Hierophant Ansible
|Provides the invoker with the ability to call forth a Ratvarian spear '''once every 3 minutes''' at any time, with the spear lasting for 3 minutes.<br>
The spear does moderate damage in melee, with bonus damage to cyborgs and cultists.<br>
You can impale human targets for '''massive damage''' with the spear by pulling them, then attacking.<br>
Throwing the spear at a mob will do '''massive damage''', break the spear, and stun the target.
|2s
|1
|- style="text-align: center;"
![[File:Spatialgateway.gif]]
|Spatial Gateway
|
1 Vanguard Cogwheel<br>
1 Hierophant Ansible
|
1 Vanguard Cogwheel<br>
2 Hierophant Ansibles
|Creates a one-way Gateway to a target conscious servant or Clockwork Obelisk with '''1 use''' and a duration of '''4 seconds ''per Servant who helped invoke it'''''.<br>
Spatial Gateways to Clockwork Obelisks receive doubled duration and uses.
|8s
|Minimum 1
|-
|- style="text-align: center;"
!N/A
|Volt Void
|
1 Geis Capacitor<br>
1 Hierophant Ansible
|
1 Geis Capacitor<br>
2 Hierophant Ansibles
|'''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>
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>
If standing on a Sigil of Transmission, most of the power drained will be funneled to it.
|Every 1s up to 30s
|1
|1
|2 Cogs
|}
|}


=== Application Scripture ===
=== Preservation ===
 
Scriptures that are dedicated to keeping you and your fellow servants alive, mainly used during the combat phase once the Ark has opened.
Below is a list of all Application scripture. Application scriptures require at least '''8 Human or Silicon Servants''', '''3 Tinkerer's Caches''', and '''100 CV'''.
 
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='32px'|Image
! 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'|Component Cost
! style='background-color:#E6A500;' width='140px'|Power Cost
! style='background-color:#E6A500;' width='140px'|Component Requirement
! style='background-color:#E6A500;' width='659px'|Description
! style='background-color:#E6A500;' width='580px'|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='background-color:#E6A500;' width='50px'|Unlock Cost
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigilofaccession.png]]
![[File:Brassspear.png]]
|Sigil of Accession
|'''Clockwork Armaments'''
|
|250 W
2 Belligerent Eyes<br>
|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.
1 Geis Capacitor<br>
|2 seconds
1 Hierophant Ansible
|
3 Belligerent Eyes<br>
1 Geis Capacitor<br>
1 Hierophant Ansible
|Creates a Sigil much like a Sigil of Submission, except it remains even after converting most targets and will penetrate mindshields, converting even through them.<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.
|7s
|1
|1
|1 Cogs
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Vitalitymatrix.png]]
![[File:Cogscarab.png]]
|Vitality Matrix
|'''Summon Cogscarab'''
|
|500W, 20 Vitality
1 Belligerent Eye<br>
|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.
2 Vanguard Cogwheels<br>
|12 seconds
1 Hierophant Ansible
|
1 Belligerent Eye<br>
3 Vanguard Cogwheels<br>
1 Hierophant Ansible
|Creates a hard-to-see Sigil that, when crossed by a non-Servant, will start to drain them of health, filling 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.
|7s
|1
|1
|5 Cogs
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
![[File:Clockworkmarauder.gif]]
|Memory Allocation
|'''Summon Clockwork Marauder'''
|
|2kW, 100 Vitality
1 Belligerent Eye<br>
|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.
1 Vanguard Cogwheel<br>
|30 seconds
2 Geis Capacitors
|
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
3 Geis Capacitors
|Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilant fighter similar to the alien holoparasites employed by the Syndicate;<br> It lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health.<br>
Marauders gain Fatigue as they are attacked, in addition to taking damage. Marauders cannot move too far from their hosts, and will gain Fatigue at an increasing rate as they grow farther away.<br>
Marauders may Block attacks, negating the damage from them, and may immediately Counter Blocked attacks, attacking whoever tried to attack them.<br>
At maximum Fatigue, the marauder is forced to return to its host and will be unable to manifest until its Fatigue is at zero.
|15s
|1
|1
|6 Cogs
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Animashell.png]]
![[File:Sentinelscompromise.png]]
|Anima Fragment
|'''Sentinel's Compromise'''
|
|80 W
1 Belligerent Eye<br>
|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 Vanguard Cogwheel<br>
|1 seconds + 8 seconds to use
2 Replicant Alloy
|
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
3 Replicant Alloy
|Produces an Anima Fragment Shell, which 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.<br>
The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one.
|8s
|1
|1
|1 Cog
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigiloftransmission.png]]
![[File:Vanguard.png]]
|Sigil of Transmission
|'''Vanguard'''
|
|150 W
1 Vanguard Cogwheel<br>
|Provides the user with 30 seconds of stun immunity, but you will be unable to invoke spells while it is active.
1 Geis Capacitor<br>
|1 seconds + 30 seconds of use
2 Hierophant Ansibles
|
1 Vanguard Cogwheel<br>
1 Geis Capacitor<br>
3 Hierophant Ansibles
|Creates a Sigil that will power directly adjacent Clockwork Structures. It starts with '''2500W''' of power.<br>
Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining.<br>
When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
|7s
|1
|1
|- style="text-align: center;"
|1 Cog
![[File:Interdictionlens.png]]
|Interdiction Lens
|
3 Belligerent Eye<br>
1 Replicant Alloy<br>
1 Hierophant Ansible
|
4 Belligerent Eye<br>
1 Replicant Alloy<br>
1 Hierophant Ansible
|Creates an Interdiction Lens, which imposes an Interdiction Field on the nearby area as long as it remains active.<br>
The Interdiction Field will drain power from APCs, SMES units, and non-Servant cyborgs and transfer that power into any nearby Sigils of Transmission or the area's APC, then immediately disrupt all cameras and radios in the Field.<br>
'''If it finds no disruptable objects and drains no power, it will shut off for ''2 minutes''.'''
|8s
|2
|- style="text-align: center;"
![[File:Mendingmotor.png]]
|Mending Motor
|
3 Vanguard Cogwheels<br>
1 Geis Capacitor<br>
1 Replicant Alloy
|
4 Vanguard Cogwheels<br>
1 Geis Capacitor<br>
1 Replicant Alloy
|Creates a Mending Motor, a powerful prism that will heal nearby clockwork mobs, structures, and Servant cyborgs. It starts with '''2500W''' of power in alloy.<br>
It is relatively inefficient and will consume large amounts of both power and alloy if there are large numbers of damaged clockwork mobs, structures, or Servant cyborgs nearby.<br>
Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to '''2500W''' of power.<br>
It requires '''50W''' of power to attempt repair, and can spend up to '''200W''' on a single object if that object is damaged enough.
|8s
|2
|- style="text-align: center;"
![[File:Maniamotor.png]]
|Mania Motor
|
3 Geis Capacitors<br>
1 Replicant Alloy<br>
1 Hierophant Ansible
|
4 Geis Capacitors<br>
1 Replicant Alloy<br>
1 Hierophant Ansible
|Creates a Mania Motor, which will cause brain damage, confusion, dizziness, and hallucinations in nearby non-Servant humans. The effects get progressively worse as targets near the Motor.<br>
It will also try to convert humans directly adjacent to the motor; if it fails, it will first force them to touch it, then put them to sleep until they manage to move away or become a valid target for conversion.<br>
It requires '''200W''' of power to run, an additional '''400W''' of power to successfully convert non-Servant humans, and '''200W''' of power to force unconvertable humans to sleep.
|8s
|2
|- style="text-align: center;"
![[File:Tinkerer's_daemon.png]]
|''Tinkerer's Daemon''
|
1 Belligerent Eye<br>
1 Geis Capacitor<br>
3 Replicant Alloy
|
1 Belligerent Eyes<br>
1 Geis Capacitors<br>
4 Replicant Alloy
|Produces a Tinkerer's Daemon, which will produce a component of either a chosen or random type every 12 seconds while active.<br>
It requires '''50W''' of power to produce any component, plus an additional '''50W''' of power for every 5 of the produced component in the global cache.<br>
'''''Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.'''''
|8s
|2
|- style="text-align: center;"
![[File:Clockworkobelisk.png]]
|Clockwork Obelisk
|
1 Vanguard Cogwheel<br>
1 Replicant Alloy<br>
3 Hierophant Ansibles
|
1 Vanguard Cogwheel<br>
1 Replicant Alloy<br>
4 Hierophant Ansibles
|Creates a Clockwork Obelisk, which can Hierophant Broadcast or create a Spatial Gateway. It also serves 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 functions as the Script, but with a duration of 10 seconds and 5 uses, in addition to being '''two-way''', allowing passage ''from either side of the Gateway''.<br>
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.<br>
Spatial Gateways to a Clockwork Obelisk receive double duration and uses.<br>
It requires '''50W''' of power to Hierophant Broadcast and '''2000W''' of power to create a Spatial Gateway.
|8s
|2
|-
|}
|}


 
=== Structures ===
=== Revenant Scripture ===
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.
 
Below is a list of all Revenant scripture. Revenant scriptures require at least '''10 Human or Silicon Servants''', '''4 Tinkerer's Caches''', and '''200 CV'''.
 
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='32px'|Icon
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#E6A500;' width='140px'|Power Cost
! style='background-color:#E6A500;' width='160px'|Component Requirement
! style='background-color:#E6A500;' width='659px'|Description
! style='background-color:#E6A500;' width='580px'|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='150px'|Invokers Required
! style='background-color:#E6A500;' width='50px'|Unlock Cost
|- style="text-align: center;"
![[File:Clockworkobelisk.png]]
|[[Clockwork_Cult#Structures_2|'''Abstraction Crystal''']]
|750 W
|Summons an Abstraction Crystal, which allows servants to manifest themself to protect the nearby area.
|5 seconds
|1
|5 Cogs
|- style="text-align: center;"
|- style="text-align: center;"
!Invoke Inath-Neq, the Resonant Cogwheel
![[File:Interdictionlens.png]]
|
|[[Clockwork_Cult#Structures_2|'''Interdiction Lens''']]
6 Vanguard Cogwheels<br>
|500 W
3 Geis Capacitors<br>
|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.
3 Replicant Alloy<br>
|8 seconds
3 Hierophant Ansibles<br>
|
6 Vanguard Cogwheels<br>
3 Geis Capacitors<br>
3 Replicant Alloy<br>
3 Hierophant Ansibles<br>
|Invoking '''Inath-Neq''' gives all Servants within 7 tiles of the invoker invulnerability and stun immunity for '''15 seconds'''.<br>
Those affected by '''Inath-Neq''''s power are totally invincible until the scripture runs out.<br>
After being invoked, '''Invoke Inath-Neq, the Resonant Cogwheel''' goes on cooldown for 5 minutes.
|15s
|1
|1
|4 Cogs
|- style="text-align: center;"
![[File:Ocularwarden.png]]
|[[Clockwork_Cult#Structures_2|'''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
|- style="text-align: center;"
|- style="text-align: center;"
!Invoke Sevtug, the Formless Pariah
![[File:Prolongingprism.png]]
|
|[[Clockwork_Cult#Structures_2|'''Prosperity Prism''']]
3 Belligerent Eyes<br>
|300 W
3 Vanguard Cogwheels<br>
|Creates a prism that will remove toxin damage and toxic chemicals from nearby servants. Requires power from a sigil of transmission.
6 Geis Capacitors<br>
|8 seconds
3 Hierophant Ansibles<br>
|1
|
|2 Cogs
3 Belligerent Eyes<br>
3 Vanguard Cogwheels<br>
6 Geis Capacitors<br>
3 Hierophant Ansibles<br>
|Invoking '''Sevtug''' will cause all non-servant humans on the same zlevel as the invoker to take massive brain damage, become confused, hallucinate, and be dizzy.<br>
Mindshield implants and holy weapons will reduce, but not eliminate, its effects.<br>
'''Sevtug''' cannot be invoked while Ratvar is woken, as Ratvar is quite likely to find and convert everyone this could affect.<br>
After being invoked, '''Invoke Sevtug, the Formless Pariah''' goes on cooldown for 5 minutes.
|15s
|3
|- style="text-align: center;"
|- style="text-align: center;"
!Invoke Nezbere, the Brass Eidolon
![[File:Tinkererscache.png]]
|
|[[Clockwork_Cult#Structures_2|'''Tinkerer's Cache''']]
3 Belligerent Eyes<br>
|700 W
3 Vanguard Cogwheels<br>
|Creates a tinkerer's cache, a powerful forge capable of crafting elite equipment.
3 Geis Capacitors<br>
|5 seconds
6 Replicant Alloy<br>
|1
|
|4 Cogs
3 Belligerent Eyes<br>
3 Vanguard Cogwheels<br>
3 Geis Capacitors<br>
6 Replicant Alloy<br>
|Invoking '''Nezbere''' causes all Ocular Wardens to have increased damage and range, all Clockwork Proselytizers to not require alloy, all Tinkerer's Daemons to produce twice as fast, and all powered Clockwork Structures to not require power for '''1 minute'''.<br>
'''Nezbere''' cannot be invoked while Ratvar is woken, as Ratvar provides all of the listed effects.<br>
After being invoked, '''Invoke Nezbere, the Brass Eidolon''' goes on cooldown for 5 minutes.
|15s
|3
|- style="text-align: center;"
|- style="text-align: center;"
!Invoke Nzcrentr, the Eternal Thunderbolt
![[File:Stargazer.png]]
|
|[[Clockwork_Cult#Structures_2|'''Stargazer''']]
3 Belligerent Eyes<br>
|300 W
3 Geis Capacitors<br>
|Creates a pedestal that will enchant any item placed upon it with a random effect however, the effects could be positive or negative!
3 Replicant Alloy<br>
|8 seconds
6 Hierophant Ansibles<br>
|
3 Belligerent Eyes<br>
3 Geis Capacitors<br>
3 Replicant Alloy<br>
6 Hierophant Ansibles<br>
|Invoking '''Nzcrentr''' will, after a '''9 second delay''', cause the invoker to release massive bolts of lightning at all non-Servants they can see.<br>
If the invoker is rendered unconscious or dead, they will be gibbed instead of releasing lightning.<br>
'''Nzcrentr''''s lightning does between 40 and 60 damage, in addition to stunning for 8 seconds.<br>
After being invoked, '''Invoke Nzcrentr, the Eternal Thunderbolt''' goes on cooldown for 5 minutes.
|15s
|1
|1
|-
|2 Cogs
|}
 
=== Judgement Scripture ===
 
Below is the Judgement scripture.
The Judgement scripture requires at least '''12 Human or Silicon Servants''', '''5 Tinkerer's Caches''', '''300 CV''', and that '''all active AIs must be Servants'''.
 
Scripture names in ''italics'' signify important scripture necessary to success.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='96px'|Appearances
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#E6A500;' width='160px'|Component Requirement
! style='background-color:#E6A500;' width='484px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
|- style="text-align: center;"
!
![[File:Replicafabricator.png]]
[[File:Arkopening.gif]]<br>Ark Opening<br>[[File:Arkactive.gif]]<br>Ark Active<br>[[File:Arkclosing.gif]]<br>Ark Approaching
|'''Replica Fabricator'''
|'''''Ark of the Clockwork Justiciar'''''
|400 W
|
|Summons a replica fabricator, a powerful tool that fabricates brass for building.<br>
10 Belligerent Eyes<br>
'''Fabricate''' - Fabricates 50 brass for a cost of 10W per sheet on an adjacent floor tile.<br>
10 Vanguard Cogwheels<br>
'''Convert''' - Converts a stack of materials into brass for free.<br>
10 Geis Capacitors<br>
'''Consume''' - Consumes brass and converts it into power with 100% efficiency.<br>
10 Replicant Alloy<br>
'''Repair''' - Repairs damaged clockwork structures.
10 Hierophant Ansibles<br>
|5 seconds
|
|1
10 Belligerent Eyes<br>
|2 Cogs
10 Vanguard Cogwheels<br>
10 Geis Capacitors<br>
10 Replicant Alloy<br>
10 Hierophant Ansibles<br>
|Summons the '''Ark of the Clockwork Justiciar''', a massive Spatial Gateway to Reebe, the Celestial Derelict.<br>
If the Ark survives for 5 minutes, it will activate, either summoning '''Ratvar, the Clockwork Justiciar''' to come forth through it to spread His light across this realm, provided the objective was to summon Him, or unleash a massive, converting burst that will show the station the light of Ratvar.<br>
It will periodically give indication of its general position to everyone on the station as well as being loud enough to be heard throughout the entire sector<br>
'''''Protect it at all costs.'''''
|15s
|5
|-
|}
|}


== Structures, Sigils, Objects, and Constructs ==
== 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.
Line 661: Line 339:
=== 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.


Most Clockwork Structures can be unsecured from the floor with a wrench, though this will damage them for about 25% of their maximum Health.<br>
All structures can be unsecured from the floor with a wrench.<br>
This only applies to actual structures; windows, tables, and walls all have their own deconstruction/unsecuring steps.
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
Line 672: Line 350:
! 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='120px'|Construction Value
! style='background-color:#E6A500;' width='280px'|Deconstruction
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockfloor.png]]
![[File:Clockfloor.png]]
|Clockwork Floor
|Clockwork Floor
|N/A
|N/A
|A Clockwork Floor produced with brass or by a Clockwork Proselytizer.<br>
|A clockwork floor produced by brass or a replica fabricator. Reebe is covered in an indestructible variety.<br>
Can be Proselytized into a Clockwork Wall for a cost of 40 alloy.
Replica fabricators can swap between these and clockwork walls at a power cost.<br>
|Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar.
|Servants standing on clockwork floors heal 2 toxin damage per second.
|1
|Can not be deconstructed.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Brass window single.png]]
![[File:Brass window single.png]]
|Brass Window
|Brass Window
|100
|80
|A Brass Window produced with brass or by a Clockwork Proselytizer.
|A window produced with brass or by a replica fabricator.
|Provides a very small amount of CV and is a reasonable barrier.
|Provides a very small amount of CV and is a reasonable barrier.
|1
|Use a screwdriver to unfasten the window from the floor. Use a wrench to disassemble the brass window.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Brass window.png]]
![[File:Brass window.png]]
|Brass Window
|Brass Window
|150
|120
|A Brass Window produced with brass or by a Clockwork Proselytizer.
|A full-tile window produced with brass or by a replica fabricator.
|Provides a small amount of CV and is a reasonable barrier.
|Provides a small amount of CV and is a reasonable barrier.
|2
|Use a screwdriver to unfasten the window from the floor. Use a wrench to disassemble the brass window.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Brass table.png]]
![[File:Brass table.png]]
|Brass Table
|Brass Table
|200
|200
|A Brass Table produced with brass.
|A brass table produced with brass or by a replica fabricator.<br>
Brass Tables can be removed by welding them, then wrenching or screwdrivering them.
|Provides a small amount of CV and a place to store items.
|Provides a small amount of CV and a place to store items.
|2
|Use a crowbar to weaken the table. Use a welding tool to deconstruct the table.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Wallgear.png]]
![[File:Wallgear.png]]
|Wall Gear
|Wall Gear
|150
|100
|A Wall Gear produced with brass, by a Clockwork Proselytizer, 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 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.
|3
|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;"
![[File:Brass windoor.png]]
![[File:Brass windoor.png]]
|Brass Windoor
|Brass Windoor
|200
|200
|A Brass Windoor produced with brass or by a Clockwork Proselytizer.
|A windoor produced with brass or by a replica fabricator.
|Brass Windoors only allow servants to pass.
|Brass windoors only allow servants to pass.
|3
|Use a screwdriver to open the maintenance panel. Use a crowbar to deconstruct.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockwall.png]]
![[File:Clockwall.png]]
|Clockwork Wall
|Clockwork Wall
|N/A
|N/A
|A Clockwork Wall produced with brass or by a Clockwork Proselytizer.<br>
|A clockwork wall produced with brass or by a replica fabricator.<br>
Can be Proselytized into a Clockwork Floor for a refund of 40 alloy.
Replica Fabricators can deconstruct clockwork walls for a refund of 1 kW power.
|Clockwork Walls will cause Tinkerer's Caches to generate components gradually.
|Serves as a durable barrier. Can be superheated by the Eminence to prevent mechs from destroying them.
|5
|Use a welder to weld the plating off of the wall. Afterwards, use a wrench on the resulting wall gear to detach it from the floor before using a screwdriver to deconstruct the gear.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Pinion airlock.png]]
![[File:Pinion airlock.png]]
|Pinion Airlock
|Pinion Airlock
|400
|240
|A Pinion Airlock produced with brass or by a Clockwork Proselytizer.
|A Pinion airlock produced with brass or by a replica fabricator.<br>
Pinion airlocks can be removed by wrenching them, then crowbarring the gear off.
|Pinion Airlocks are difficult to remove and only allow servants to pass.
|Pinion Airlocks are difficult to remove and only allow servants to pass.
|5
|Use a wrench to loosen the airlock's cogwheel, then use a crowbar to deconstruct the door.
|- 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>
''Provided at least one Tinkerer's Cache exists'', 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.
|Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 90 seconds.
|10
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Ocularwarden.png]]
![[File:Ocularwarden.png]]
|Ocular Warden
|Ocular Warden
|25
|60
|Ocular Wardens will automatically damage a target non-Servant that can see it within 3 tiles of it.<br>
|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.
If the target has x-ray vision, it will attack them through walls. If the target is carrying a bible, it will target the bible first.<br>
|Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.
It deals 15 damage per second, reduced by 5% for each tile between the target and warden, and 10% for each dense object.
|15
|Ocular wardens, while lethal and powerful, are very easily smashed. Placing them behind barricades will make them more durable, but less damaging.
|Hit it with melee weapons as they have a strong resistance to ranged fire.
|- style="text-align: center;"
![[File:Clockworkobelisk.png]]
|Abstraction Crystal
|100
|Abstraction Crystals are powerful defensive tools, allowing 2 of them to link together on-demand, allowing the user to manifest a holoform at the other.<br>
Once manifested at the other, the manifestation will be able to attack, repair and do all normal actions a human can do, even if the person who manifested at the crystal was previously a cyborg or the Eminence.<br>
Manifestations share a health pool with the abstraction crystal they are linked to, and if either die, the other will be destroyed too.<br>
When the crystal or manifestation take damage, 40% of the damage taken will be received in the form of brute damage on the user, which can be easily healed using sleepers, brute kits or Sentinel's compromise.
|Abstraction crystals are extremely powerful defensive tools, and allow servants to fight on the front lines while only taking a small amount of damage themselves. Keep the abstraction crystal protected behind some pinion airlocks, since they are particularly fragile.
|Kill the active hologram or destroy the crystal by smashing it.
|- style="text-align: center;"
![[File:Prolongingprism.png]]
|Prosperity Prism
|150
|Rapidly heals toxin damage from servants within 4 unit range of it, at a rate of 10 toxin damage per second, and will also remove all stamina damage from nearby servants every second.
|Put these near the front lines to make fellow servants resistant to stun based weapons.
|Smash it with a toolbox of +3 robusting.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Interdictionlens.png]]
![[File:Interdictionlens.png]]
|Interdiction Lens
|Interdiction Lens
|150
|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>
Mechs within range will take 25 damage per second and be drained of 1kW per second.
|Use to destroy mechs and slow down attackers. Works through walls and doesn't require direct line of sight.
|Smash it with a crowbar of -1 robusting.
|- style="text-align: center;"
![[File:Stargazer.png]]
|Stargazer
|100
|Applies a random effect to a weapon placed on top of it.<br>
* <b>Tightened</b>: You can no longer drop the item.<br>
* <b>Sharpened</b>: The item recieves +6 force.<br>
* <b>Small</b>: The weapons weight class is changed to tiny, allowing it to fit in pockets.<br>
* <b>Glow</b>: The item glows. (There is no lighting on Reebe, so this only affects the item when on the station!)<br>
* <b>Heat</b>: Item now does burn damage and has +2 force.<br>
* <b>Unbreakable</b>: The item can no longer be destroyed by normal means.<br>
* <b>Sentient</b>: The item is possessed by a ghost and can talk.<br>
* <b>Blunt</b>: The item loses 4 damage.<br>
* <b>Anti Magic</b>: The item now protects you from magic.<br>
* <b>Shungite</b>: The item protects you from EMPs and magic.
|Put a weapon on it randomly, get it stuck to your hand and be unable to drop it, cry.
|Smash it with a cakehat of +1 robusting or any other robust item.
|- style="text-align: center;"
![[File:Tinkererscache.png]]
|Tinkerer's Cache
|100
|100
|Interdiction Lenses will drain power from APCs, SMES units, and non-Servant cyborgs and transfer that power into any nearby Sigils of Transmission or the area's APC, then immediately attempt to disrupt all cameras and radios in the Field.<br>
|Allows the user to forge powerful clockwork items.<br>
|If it finds no disruptable objects and drains no power, it will shut off for ''2 minutes''.
'''Robes of Divinity''' - Powerful robes that will speed up the user when worn, however, will make them take more melee damage.<br>
|20
'''Shrouding Cloak''' - Makes the user partially transparent and distorts their player model.<br>
'''Wraith Spectacles''' - Allows the wearer to see through walls and see ghosts, however, they will take minor eye damage which will heal when the glasses are removed.
|Craft powerful items that most people won't realise you can even make and flex on your fellow cultists.
|Smash it with just anything really, I can't be bothered to make up more 'funny' things here.
|-
|}
 
=== Traps ===
 
Traps are useful objects produced with brass sheets. There are two types of trap: '''sender''' and '''receiver.'''<br>
'''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.<br>
'''Receivers''' are the traps themselves, like brass skewers, that cause various things to occur when they receive a signal from a sender.<br>
Senders and receivers can be linked by attacking them with a clockwork slab. The Eminence can also trigger traps by clicking on them.<br>
Traps are built from brass sheets, and can be instantly deconstructed with a wrench.
 
{| 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="text-align: center;"
![[File:Brass lever.png]]
|Sender - Lever
|75
|The most simple sender. Activates when clicked.
|It's a lever. There's nothing else to it.
|- style="text-align: center;"
![[File:Pressure sensor.png]]
|Sender - Pressure Sensor
|5
|Pressure sensors trigger when a non-servant walks over them. They are mostly translucent in-game.<br>
|When built, pressure sensors will link with any receivers they're built on top of, to save time.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Mendingmotor.png]]
![[File:Brass repeater.png]]
|Mending Motor
|Sender - Delay
|125
|15
|Mending Motors will heal nearby clockwork mobs, structures, and Servant cyborgs while active, and start with '''2500W''' of power in alloy.<br>
|When an input is received all connected items will be triggered after a half-second delay.
Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to '''2500W''' of power.<br>
|Create a loop by linking 2 of them together.
It requires '''50W''' of power to attempt repair, and can spend up to '''200W''' on a single object if that object is damaged enough.
|Mending Motors, while quite inefficient, are still far more efficient at repairs than Clockwork Proselytizers.
|20
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Maniamotor.png]]
![[File:Brass skewer.png]]
|Mania Motor
|Receiver - Brass Skewer
|80
|40
|Mania Motors will cause brain damage, confusion, dizziness, and hallucinations in nearby non-Servant humans. The effects get progressively worse as targets near the Motor.<br>
|A deadly spear trap. When not extended, it's difficult to see, appearing only a small, dark circle on the floor.<br>
Humans directly adjacent to the motor will be converted.<br>
When activated, it will become dense and block passage. If someone is standing on it, it will impale them, dealing heavy damage and hoisting them into the air.<br>
It requires '''200W''' of power to run, an additional '''400W''' of power to successfully convert non-Servant humans, and '''200W''' of power to force unconvertable humans to sleep.
People impaled on skewers can use items and weapons, but not destroy the spear. They can resist to pull themselves off after 30 seconds, but can be helped off by another person after 6.<br>
|Mania Motors are exceptionally good at protecting bases, as they cripple offensives with ease.
Cyborgs will not be impaled, but will take massive damage.<br>
|20
There must be a gap of one tile between any two skewers.
|Combines well with pressure sensors, for obvious reasons.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Tinkerer's_daemon.png]]
![[File:Flipper.png]]
|''Tinkerer's Daemon''
|Receiver - Flipper
|100
|100
|Tinkerer's Daemons will produce a component of either a chosen or random type every 12 seconds while active.<br>
|A small panel in the floor which will throw objects on top of it when triggered.<br>
It requires '''50W''' of power to produce any component, plus an additional '''50W''' for every 5 of the component that exists in the global cache.
Can throw items and mobs, with a cooldown of 20 seconds between every use.
|Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.<br>
|Place spears and weapons on top of the flipper and activate it when invaders are walking past it for an extremely deadly trap.
Use them to augment generation of components that are being heavily used.
|20
|- style="text-align: center;"
![[File:Clockworkobelisk.png]]
|Clockwork Obelisk
|150
|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 ===
=== 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.


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
Line 803: Line 540:
! 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;"
![[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 7 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 7 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;"
|- style="text-align: center;"
![[File:Vitalitymatrix.png]]
![[File:Vitalitymatrix.png]]
|Vitality Matrix
|Vitality Matrix
|Vitality Matrices, when crossed by a non-Servant, will drain them of health, which fills the Sigil with Vitality, after a brief delay.<br>
|Vitality Matrices, when crossed by a non-Servant, will drain them of health, which fills all Matrices 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>
When crossed by a Servant, however, it will use 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.
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, in addition to consuming the Matrix.
|Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss.
|Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigilofaccession.png]]
![[File:Sigil of submission.png]]
|Sigil of Accession
|Sigil of Submission
|Sigil of Accession are much like Sigils of Submission, except they remain after converting most targets.<br>
|Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 8 seconds if they remain on the Sigil for that time.<br>
Converting a mindshielded target in this fashion consumes the Sigil as normal, however.<br>
|Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network.
Sigils of Accession are otherwise identical to Sigils of Submission in function.
|Sigils of Accession are slightly more efficient than Geis for conversion time, though they're unlocked much later.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Sigiloftransmission.png]]
![[File:Sigiloftransmission.png]]
|Sigil of Transmission
|Sigil of Transmission
|Sigils of Transmission will power directly adjacent Clockwork Structures and start with '''2500W''' of power.<br>
|Sigils of Transmission, when crossed, will drain power from items and cyborgs that are not clockcultists, while recharging those who are.<br>
Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining.<br>
The sigil will power structures within 4 tile range, which is required for the interdiction lens and the prosperity prism.<br>
Mechs that cross on top of the sigil will also be affected, with ones piloted by servants being charged and those that are not being drained.<br>
Since any item that is on a servant is charged while they are standing on top of it, it can be used to recharge energy guns at a cost of the cult's power reserves.
|When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
|When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
|-
|-
|}
|}


=== Objects ===
=== 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='80px'|Name
! style='background-color:#E6A500;' width='73px'|Name
! style='background-color:#E6A500;' width='605px'|Description
! style='background-color:#E6A500;' width='40px'|Health
! style='background-color:#E6A500;' width='275px'|Usage Tip
! style='background-color:#E6A500;' width='520px'|Description
! style='background-color:#E6A500;' width='320px'|Playstyle Tips
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Brass.png]]
![[File:Clockworkmarauder.gif]]
|Brass Sheets
|Clockwork Marauder
|Brass sheets can be produced from Replicant Alloy or from Proselytizing rods, metal, or plasteel.<br>
|110
Brass can be used to construct various brass objects or used to fuel a Cogscarab's proselytizer.  
|Clockwork marauders are created by the scripture of the same name, and are well-rounded defensive constructs.<br>
|Brass is a useful way to create structures early without a proselytizer or objects to proselytize, though it is quite slow in comparison.
They have a unique mechanic, called ''shield health.'' Using their shield, marauders can block projectiles.<br>
Each projectile the marauder is hit by has a 100% chance to be blocked, and will consume one shield health, regardless of damage.<br>
Once shield health expires, the shield shatters, and projectiles will damage it normally.<br>
Marauders regain one shield health every 20 seconds.
|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:Judicialvisor.png]]
![[File:Scarab.png]]
|Judicial Visor
|Cogscarab
|Judicial Visors can create a 3x3 Judicial Marker at any location in view.<br>
|30
Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.  
|Cogscarabs are friendly helper drones that cannot leave Reebe. Two shells spawn in the camera room at the start of the round, and can be activated by any ghost. You cannot obtain cogscarabs in any other way, meaning these two are the only two.<br>
|Judicial Visors protect from flashes and the Judicial Marker stun is long enough to convert with Geis if done quickly.
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>
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.
|-
|}
 
=== Cyborgs ===
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='73px'|Module
! style='background-color:#E6A500;' width='280px'|Scripture
! style='background-color:#E6A500;' width='120px'|Other Tools
! style='background-color:#E6A500;' width='480px'|Playstyle Tips
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Wraithspectacles.png]]
![[File:RatvarStandard.png]]
|Wraith Spectacles
|Standard
|Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision.<br>
|Kindle, Abstraction Crystal
Wraith Spectacles can be worn for about a minute before they start to inflict permanent vision damage.
|Abscond, Brass Spear, Brass, Replica Fabricator
|Use Wraith Spectacles to quickly check if anyone is near your base before exiting.
|As a standard cyborg, your options are more limited but your primary tool will be your brass for constructing defences, and the spear for killing off the invading force.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Fellowshiparmor.png]]
![[File:RatvarEngineering.png]]
|Clockwork Armor
|Engineering
|Clockwork Armor provides exceptional melee armor(80%), bullet armor(70%), and bomb protection(60%) at the cost of a slight increase in laser damage(25%).
|Ocular Warden, Tinkerer's Cache, Stargazer, Abstraction Crystal
|Clockwork Gauntlets provide shock protection.
|Abscond, Replica Fabricator, Brass
|As an Engineering cyborg, your primary use is to build defences. Use the Abstraction Crystals to manifest as a human and invoke scriptures you wouldn't normally have access to and to attack humans in a more agile body. Additionally, any damage you take while manifested at an abstraction crystal can easily be repaired using your welding tool, making you able to create as many manifestations as you have crystals. You will still need to work with your fellow servants or use abstraction crystals to create sigils of submission for power.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Ratvarspear.png]]
![[File:RatvarJanitor.png]]
|Ratvarian Spear
|Janitor
|Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.<br>
|Sigil of Submission, Kindle, Vanguard
Attacking a pulled human with the spear will do massive damage to them and stun.<br>
|Abscond
Throwing the spear will do massive damage and stun the target, unless the target is a Servant.
|As a Janitor cyborg, you are effective at quickly converting easy targets. Using kindle, you can stun targets; however, make sure you have the sigil of submission already ready since you do not have any way to restrain targets once they have been captured.
|Ratvarian Spears last for 3 minutes once summoned.<br>
Throw the spear at a cyborg, walk up to it, prepare Geis, and use the Judicial Visor on it to secure a conversion.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Clockworkproselytizer.png]]
![[File:RatvarMedical.png]]
|''Clockwork Proselytizer''
|Medical
|Clockwork Proselytizers can be used to convert a number of objects, including floors and walls, to Clockwork variants.<br>
|Vanguard, Sentinel's Compromise, Prosperity Prism
Clockwork Proselytizers can also be used to repair clockwork structures at a rate of 1 liquified alloy to 1 health.<br>
|Abscond
Use the Proselytizer in-hand to reform its stored alloy into usable component alloy.
|As a Medical cyborg, you exist to heal and defend other Servants; with Sentinel's Compromise you are extremely able to revive allies during combat.<br>
|Clockwork Proselytizers start with 90 liquified alloy.
You're a combat medic; with Vanguard and Sentinel's Compromise, you are very difficult to kill or disable.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Soulvessel.png]]
![[File:RatvarPeacekeeper.png]]
|Soul Vessel
|Peacekeeper
|Soul Vessels can be placed in Cyborg Shells, Cogscarab Shells, and Anima Fragment Shells once filled.<br>
|Vanguard, Kindle, Sigil of Submission
You can attack a dead or unconscious non-Servant human with the Soul Vessel to capture their consciousness as an alternative to using it in-hand to attract a spirit.
|Abscond
|Soul Vessels can be used as a teleport target for Spatial Gateway.
|As a Peacekeeper cyborg, you have the same gear as a janitor cyborg allowing you to convert easy targets however, keep in mind this task is difficult without restraints.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Cogscarabshell.png]]
![[File:RatvarService.png]]
|Cogscarab Shell
|Service
|Cogscarab Shells can be powered by a soul vessel to produce a Cogscarab, which is weak, but has a fasr inbuilt Proselytizer that can convert rods, metal, plasteel, and brass to alloy and a set of fast tools.
|Vanguard, Sigil of Submission, Kindle, Sentinel's Compromise
|The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one.
|Abscond, Replica Fabricator
|As a Service borg, you exist to assist other Servants; you can hand out brass and heal other servants. Additionally, you have access to kindle and sigil of submission which is extremely useful when paired up with a human cultist.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Animashell.png]]
![[File:RatvarMiner.png]]
|Anima Fragment Shell
|Miner
|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.
|Vanguard, Ocular Warden, Sentinel's Compromise
|The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one.
|Abscond
|As a Miner cyborg, you're mostly defensive combat-based; you're able to dish out damage with your own kinetic accelerator and create ocular wardens to attack any incoming cultists.<br>
|-
|-
|}
|}


=== Constructs ===
== 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.


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
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.
! 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
|50
|Cogscarabs are weak and unsuited to direct combat, but can communicate with :b, have a fast inbuilt Proselytizer that can convert rods, metal, plasteel, and brass to alloy, can communicate with :b, and have 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 attacks 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.
|-
|}


== Threats to the Enlightened ==
== Threats to the Enlightened ==
Line 940: Line 669:
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.


=== [[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 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.
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.


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.
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 [[Security_items#Mindshield_Implant|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 [[Operating Theater|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 ==

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.
Icon Name Description Cooldown
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 a lengthy cooldown, but can be used to rescue servants in trouble, or those without a slab. 3 Minutes

Purge Reagents Removes all chemicals from the target's bloodstream. Useful for clearing holy water from servants being deconverted. 30 seconds

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.

Appearance Duration(s) Description

Build Phase
Prep Phase

As long as it takes you to convert enough servants (charge-up)
5 minutes (grace period)
The Ark starts in this state, during which it is silent. This entire phase marks the time during which the servants should build fortifications and actively prepare to defend the Ark. After the first phase passes, there is a 30-second warning for all servants to get back to Reebe. Once this time is up, all servants will become marked and visible to all non-servants, and a station-wide announcement will inform the crew of the Ark's presence. There is then a five-minute grace period during which neither side can attack, for servants to finalize preparations and the crew to get ready for the assault.

Defense Phase

4 minutes When this phase begins, portals to Reebe will open up everywhere across the station in nearly every room over a one-minute timespan. Crew can enter these portals to emerge in one of the three spawn rooms, and cannot return to the station. This phase consists of the crew's first massive assault on Reebe, and is generally the hardest phase as the crew is at full strength.

Assault Phase

4 minutes This timespan marks the middle of the crew's attack period. Any stragglers from the station have likely ended up on Reebe by this point (as well as anyone who took extra time to arm themselves) and will be actively trying to kill you. If you managed to fend off the initial assault, the worst should be over, but always keep an eye out for one-man armies.

Cleanup Phase

2 minutes If you've made it to this point, congratulations; your victory is almost certainly assured by now. At this point, the crew has likely been butchered, converted, or both, and there is little to no resistance remaining to attempt to stop the Ark. During this lull, you should heal or revive any dead or dying servants, destroy any enemy corpses with vitality matrices, repair structures, and ensure nobody sneaks up on the Ark.

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.

Icon Name Power Cost Description Invocation Time Invokers Required Unlock Cost
Abscond 5 W Returns you to Reebe. If you're dragging a mob behind you, they will be transported too. 2.5 seconds 1 0 Cogs
Kindle 125 W Stuns and mutes a target from a short-range. Will not work on the chaplain, cultists and will only have a limited effect on those with mindshields (Silencing them, but not paralyzing them). 3 seconds + 15 seconds to use it 1 1 Cog
Hateful Manacles 25 W Applies cuffs to an adjacent target. 1.5 seconds + 5 seconds to cuff 1 1 Cog
Dimensional Breach 5 W Activates the Ark, alerting the crew of the presence of the cult 5 seconds 6 + 1 for every 12 crew members above 18 (7 for 30 crew, 8 for 42 crew) 0 Cogs
Sigil of Submission 250 W Summons a sigil of submission, which will convert anyone placed on top of it to the faith of Rat'var. The sigil requires that a victim is held on top of it for 8 seconds, and will not work on mindshielded or magic-proof crew. 5 seconds 1 1 Cogs
Vitality Matrix 400 W Summons a vitality matrix, which drains the life force of non-servants, and can be used to heal or revive servants. The matrix only drains the health of people that cannot be converted but is useful when combined with traps such as the spike trap, which stuns those caught by it. It will heal 5 of all damage types every 2 seconds for 5 vitality, or can revive dead servants for a vitality cost 20 + the damage the body has. 5 seconds 1 2 Cogs

Preservation

Scriptures that are dedicated to keeping you and your fellow servants alive, mainly used during the combat phase once the Ark has opened.

Icon Name Power Cost Description Invocation Time Invokers Required Unlock Cost
Clockwork Armaments 250 W 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 1 1 Cogs
Summon Cogscarab 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. 12 seconds 1 5 Cogs
Summon Clockwork Marauder 2kW, 100 Vitality 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 1 6 Cogs
Sentinel's Compromise 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. Best paired with a prosperity prism. 1 seconds + 8 seconds to use 1 1 Cog
Vanguard 150 W 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 1 Cog

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.
Convert - Converts a stack of materials into brass for free.
Consume - Consumes brass and converts it into power with 100% efficiency.
Repair - Repairs damaged clockwork structures.

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.

Image Name Health Description Usage Tip Deconstruction
Clockwork Floor N/A A clockwork floor produced by brass or a replica fabricator. Reebe is covered in an indestructible variety.

Replica fabricators can swap between these and clockwork walls at a power cost.

Servants standing on clockwork floors heal 2 toxin damage per second. Can not be deconstructed.
Brass Window 80 A window produced with brass or by a replica fabricator. Provides a very small amount of CV and is a reasonable barrier. Use a screwdriver to unfasten the window from the floor. Use a wrench to disassemble the brass window.
Brass Window 120 A full-tile window produced with brass or by a replica fabricator. Provides a small amount of CV and is a reasonable barrier. Use a screwdriver to unfasten the window from the floor. Use a wrench to disassemble the brass window.
Brass Table 200 A brass table produced with brass or by a replica fabricator.

Brass Tables can be removed by welding them, then wrenching or screwdrivering them.

Provides a small amount of CV and a place to store items. Use a crowbar to weaken the table. Use a welding tool to deconstruct the table.
Wall Gear 100 A gear produced with brass, by a replica fabricator, or by breaking down a clockwork wall.

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, 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.
Brass Windoor 200 A windoor produced with brass or by a replica fabricator. Brass windoors only allow servants to pass. Use a screwdriver to open the maintenance panel. Use a crowbar to deconstruct.
Clockwork Wall N/A A clockwork wall produced with brass or by a replica fabricator.

Replica Fabricators can deconstruct clockwork walls for a refund of 1 kW power.

Serves as a durable barrier. Can be superheated by the Eminence to prevent mechs from destroying them. Use a welder to weld the plating off of the wall. Afterwards, use a wrench on the resulting wall gear to detach it from the floor before using a screwdriver to deconstruct the gear.
Pinion Airlock 240 A Pinion airlock produced with brass or by a replica fabricator.

Pinion airlocks can be removed by wrenching them, then crowbarring the gear off.

Pinion Airlocks are difficult to remove and only allow servants to pass. Use a wrench to loosen the airlock's cogwheel, then use a crowbar to deconstruct the door.
Ocular Warden 60 Ocular Wardens will automatically damage a target non-servant that can see it within 3 tiles of it.

If the target has x-ray vision, it will attack them through walls. If the target is carrying a bible, it will target the bible first.
It deals 15 damage per second, reduced by 5% for each tile between the target and warden, and 10% for each dense object.

Ocular wardens, while lethal and powerful, are very easily smashed. Placing them behind barricades will make them more durable, but less damaging. Hit it with melee weapons as they have a strong resistance to ranged fire.
Abstraction Crystal 100 Abstraction Crystals are powerful defensive tools, allowing 2 of them to link together on-demand, allowing the user to manifest a holoform at the other.

Once manifested at the other, the manifestation will be able to attack, repair and do all normal actions a human can do, even if the person who manifested at the crystal was previously a cyborg or the Eminence.
Manifestations share a health pool with the abstraction crystal they are linked to, and if either die, the other will be destroyed too.
When the crystal or manifestation take damage, 40% of the damage taken will be received in the form of brute damage on the user, which can be easily healed using sleepers, brute kits or Sentinel's compromise.

Abstraction crystals are extremely powerful defensive tools, and allow servants to fight on the front lines while only taking a small amount of damage themselves. Keep the abstraction crystal protected behind some pinion airlocks, since they are particularly fragile. Kill the active hologram or destroy the crystal by smashing it.
Prosperity Prism 150 Rapidly heals toxin damage from servants within 4 unit range of it, at a rate of 10 toxin damage per second, and will also remove all stamina damage from nearby servants every second. Put these near the front lines to make fellow servants resistant to stun based weapons. Smash it with a toolbox of +3 robusting.
Interdiction Lens 150 Forces nearby non-servants within 5 tiles to walk and slows them down by 50%.

Projectiles entering the field will be weakened if not fired from a servant.
Mechs within range will take 25 damage per second and be drained of 1kW per second.

Use to destroy mechs and slow down attackers. Works through walls and doesn't require direct line of sight. Smash it with a crowbar of -1 robusting.
Stargazer 100 Applies a random effect to a weapon placed on top of it.
  • Tightened: You can no longer drop the item.
  • Sharpened: The item recieves +6 force.
  • Small: The weapons weight class is changed to tiny, allowing it to fit in pockets.
  • Glow: The item glows. (There is no lighting on Reebe, so this only affects the item when on the station!)
  • Heat: Item now does burn damage and has +2 force.
  • Unbreakable: The item can no longer be destroyed by normal means.
  • Sentient: The item is possessed by a ghost and can talk.
  • Blunt: The item loses 4 damage.
  • Anti Magic: The item now protects you from magic.
  • Shungite: The item protects you from EMPs and magic.
Put a weapon on it randomly, get it stuck to your hand and be unable to drop it, cry. Smash it with a cakehat of +1 robusting or any other robust item.
Tinkerer's Cache 100 Allows the user to forge powerful clockwork items.

Robes of Divinity - Powerful robes that will speed up the user when worn, however, will make them take more melee damage.
Shrouding Cloak - Makes the user partially transparent and distorts their player model.
Wraith Spectacles - Allows the wearer to see through walls and see ghosts, however, they will take minor eye damage which will heal when the glasses are removed.

Craft powerful items that most people won't realise you can even make and flex on your fellow cultists. Smash it with just anything really, I can't be bothered to make up more 'funny' things here.

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.

Image Name Health Description Usage Tip
Sender - Lever 75 The most simple sender. Activates when clicked. It's a lever. There's nothing else to it.
Sender - Pressure Sensor 5 Pressure sensors trigger when a non-servant walks over them. They are mostly translucent in-game.
When built, pressure sensors will link with any receivers they're built on top of, to save time.
Sender - Delay 15 When an input is received all connected items will be triggered after a half-second delay. Create a loop by linking 2 of them together.
Receiver - Brass Skewer 40 A deadly spear trap. When not extended, it's difficult to see, appearing only a small, dark circle on the floor.

When activated, it will become dense and block passage. If someone is standing on it, it will impale them, dealing heavy damage and hoisting them into the air.
People impaled on skewers can use items and weapons, but not destroy the spear. They can resist to pull themselves off after 30 seconds, but can be helped off by another person after 6.
Cyborgs will not be impaled, but will take massive damage.
There must be a gap of one tile between any two skewers.

Combines well with pressure sensors, for obvious reasons.
Receiver - Flipper 100 A small panel in the floor which will throw objects on top of it when triggered.

Can throw items and mobs, with a cooldown of 20 seconds between every use.

Place spears and weapons on top of the flipper and activate it when invaders are walking past it for an extremely deadly trap.

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.

Image Name Description Usage Tip
Vitality Matrix Vitality Matrices, when crossed by a non-Servant, will drain them of health, which fills all Matrices with Vitality, after a brief delay.

When crossed by a Servant, however, it will use drained Vitality to rapidly heal them of all damage until it runs out of Vitality. It cannot do both at once.
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, in addition to consuming the Matrix.

Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss.
Sigil of Submission Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 8 seconds if they remain on the Sigil for that time.
Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network.
Sigil of Transmission Sigils of Transmission, when crossed, will drain power from items and cyborgs that are not clockcultists, while recharging those who are.

The sigil will power structures within 4 tile range, which is required for the interdiction lens and the prosperity prism.
Mechs that cross on top of the sigil will also be affected, with ones piloted by servants being charged and those that are not being drained.
Since any item that is on a servant is charged while they are standing on top of it, it can be used to recharge energy guns at a cost of the cult's power reserves.

When crossed by a Servant cyborg, it will attempt to recharge that cyborg.

Constructs

Image Name Health Description Playstyle Tips
Clockwork Marauder 110 Clockwork marauders are created by the scripture of the same name, and are well-rounded defensive constructs.

They have a unique mechanic, called shield health. Using their shield, marauders can block projectiles.
Each projectile the marauder is hit by has a 100% chance to be blocked, and will consume one shield health, regardless of damage.
Once shield health expires, the shield shatters, and projectiles will damage it normally.
Marauders regain one shield health every 20 seconds.

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.
Cogscarab 30 Cogscarabs are friendly helper drones that cannot leave Reebe. Two shells spawn in the camera room at the start of the round, and can be activated by any ghost. You cannot obtain cogscarabs in any other way, meaning these two are the only two.

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.
They can wield and use any kind of weapon, but can't fire guns, move slowly, and die fast.
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.

Cyborgs

Image Module Scripture Other Tools Playstyle Tips
Standard Kindle, Abstraction Crystal Abscond, Brass Spear, Brass, Replica Fabricator As a standard cyborg, your options are more limited but your primary tool will be your brass for constructing defences, and the spear for killing off the invading force.
Engineering Ocular Warden, Tinkerer's Cache, Stargazer, Abstraction Crystal Abscond, Replica Fabricator, Brass As an Engineering cyborg, your primary use is to build defences. Use the Abstraction Crystals to manifest as a human and invoke scriptures you wouldn't normally have access to and to attack humans in a more agile body. Additionally, any damage you take while manifested at an abstraction crystal can easily be repaired using your welding tool, making you able to create as many manifestations as you have crystals. You will still need to work with your fellow servants or use abstraction crystals to create sigils of submission for power.
Janitor Sigil of Submission, Kindle, Vanguard Abscond As a Janitor cyborg, you are effective at quickly converting easy targets. Using kindle, you can stun targets; however, make sure you have the sigil of submission already ready since you do not have any way to restrain targets once they have been captured.
Medical Vanguard, Sentinel's Compromise, Prosperity Prism Abscond As a Medical cyborg, you exist to heal and defend other Servants; with Sentinel's Compromise you are extremely able to revive allies during combat.

You're a combat medic; with Vanguard and Sentinel's Compromise, you are very difficult to kill or disable.

Peacekeeper Vanguard, Kindle, Sigil of Submission Abscond As a Peacekeeper cyborg, you have the same gear as a janitor cyborg allowing you to convert easy targets however, keep in mind this task is difficult without restraints.
Service Vanguard, Sigil of Submission, Kindle, Sentinel's Compromise Abscond, Replica Fabricator As a Service borg, you exist to assist other Servants; you can hand out brass and heal other servants. Additionally, you have access to kindle and sigil of submission which is extremely useful when paired up with a human cultist.
Miner Vanguard, Ocular Warden, Sentinel's Compromise Abscond As a Miner cyborg, you're mostly defensive combat-based; you're able to dish out damage with your own kinetic accelerator and create ocular wardens to attack any incoming cultists.

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.̛̟


Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role
Game Modes on beestation

Traitor


Changeling


Nuclear Emergency


Revolution


Blood Cult


Clockwork Cult


Wizard


Heretics


Other Modes