Clockwork Cult: Difference between revisions
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* '''Can be examined''' to see all components in the slab, plus the total components ''available'' to the slab when including the global cache. | * '''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 of a random or target type every | Clockwork slabs will generate a component of a random or target type every 45 seconds(plus 15 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. | ||
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. | 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. | ||
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|''Tinkerer's Cache'' | |''Tinkerer's Cache'' | ||
|1 Replicant Alloy | |1 Replicant Alloy | ||
'''For every | '''For every 5 Caches;'''<br> | ||
2 Belligerent Eye<br> | |||
2 Vanguard Cogwheel<br> | |||
2 Geis Capacitor<br> | |||
2 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> | |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> | ''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 | Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 35 seconds, plus 5 seconds for each other linked cache.<br> | ||
'''Caches cost additional resources to construct for ''every | '''Caches cost additional resources to construct for ''every 5 existing Caches''.''' | ||
|5s | |5s | ||
|1 | |1 | ||
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|Ocular Warden | |Ocular Warden | ||
| | | | ||
2 Belligerent Eyes<br> | |||
1 Replicant Alloy | 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> | |Creates an Ocular Warden, which will automatically damage a target non-Servant that it can see within 3 tiles of it.<br> | ||
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|Cogscarab | |Cogscarab | ||
| | | | ||
2 Belligerent Eyes<br> | |||
1 Hierophant Ansible | 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 floor tiles, rods, metal, and plasteel directly to power, access to the Hierophant Network via ''':b''', and a set of basic, but fast, tools.<br> | |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 floor tiles, rods, metal, and plasteel directly to power, access to the Hierophant Network via ''':b''', and a set of basic, but fast, tools.<br> | ||
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| | | | ||
1 Belligerent Eye<br> | 1 Belligerent Eye<br> | ||
2 Vanguard Cogwheels | |||
|Creates a hard-to-see Sigil that, when crossed by a non-Servant, will start to drain them of health, filling all Matrices with Vitality, after a brief delay.<br> | |Creates a hard-to-see Sigil that, when crossed by a non-Servant, will start to drain them of health, filling all Matrices with Vitality, after a brief delay.<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> | 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> | ||
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|Mending Mantra | |Mending Mantra | ||
| | | | ||
2 Vanguard Cogwheels<br> | |||
1 Replicant Alloy | 1 Replicant Alloy | ||
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br> | |'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br> | ||
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| | | | ||
1 Belligerent Eye<br> | 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> | |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> | The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first.<br> | ||
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| | | | ||
1 Vanguard Cogwheel<br> | 1 Vanguard Cogwheel<br> | ||
2 Geis Capacitors | |||
|Creates a Soul Vessel, a clockwork cube that can be used as a posibrain.<br> | |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> | 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> | ||
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| | | | ||
1 Geis Capacitor<br> | 1 Geis Capacitor<br> | ||
2 Replicant Alloy | |||
|Creates a Clockwork Proselytizer, which can be used to convert a variety of objects into Clockwork variants via stored power.<br> | |Creates a Clockwork Proselytizer, which can be used to convert a variety of objects into Clockwork variants via stored power.<br> | ||
The Proselytizer can also repair clockwork structures, form floor tiles, rods, metal, and plasteel into Brass, and convert Clockwork Floors into Clockwork Walls and vice versa.<br> | The Proselytizer can also repair clockwork structures, form floor tiles, rods, metal, and plasteel into Brass, and convert Clockwork Floors into Clockwork Walls and vice versa.<br> | ||
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|Function Call | |Function Call | ||
| | | | ||
2 Replicant Alloy<br> | |||
1 Hierophant Ansible | 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> | |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> | ||
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| | | | ||
1 Vanguard Cogwheel<br> | 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> | |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. | Spatial Gateways to Clockwork Obelisks receive doubled duration and uses. | ||
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| | | | ||
1 Geis Capacitor<br> | 1 Geis Capacitor<br> | ||
2 Hierophant Ansibles | |||
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br> | |'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br> | ||
Allows the invoker to fire up to four volt rays at target locations, doing '''20''' laser damage.<br> | Allows the invoker to fire up to four volt rays at target locations, doing '''20''' laser damage.<br> | ||
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|Sigil of Accession | |Sigil of Accession | ||
| | | | ||
3 Belligerent Eyes<br> | |||
2 Geis Capacitors<br> | |||
2 Hierophant Ansibles | |||
|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> | |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> | Converting a mindshielded target in this fashion consumes the Sigil as normal, however.<br> | ||
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|Fellowship Armory | |Fellowship Armory | ||
| | | | ||
3 Vanguard Cogwheels<br> | |||
2 Replicant Alloy<br> | |||
2 Hierophant Ansibles | |||
|Equips all Servants visible to the invoker with powerful but obvious brass armor.<br> | |Equips all Servants visible 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 armor includes a suit, helmet, gauntlets, and boots, and anything a servant is wearing in those slots will prevent it from being equipped.<br> | ||
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|Memory Allocation | |Memory Allocation | ||
| | | | ||
2 Belligerent Eyes<br> | |||
2 Vanguard Cogwheels<br> | |||
3 Geis Capacitors | |||
|Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilant fighter that lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health.<br> | |Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilant fighter that lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health.<br> | ||
Marauders cannot move too far from their hosts, and will take damage at an increasing rate as they grow farther away. However, if a Marauder stays close to its host, they will gradually heal.<br> | Marauders cannot move too far from their hosts, and will take damage at an increasing rate as they grow farther away. However, if a Marauder stays close to its host, they will gradually heal.<br> | ||
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|Anima Fragment | |Anima Fragment | ||
| | | | ||
2 Belligerent Eyes<br> | |||
2 Vanguard Cogwheels<br> | |||
3 Replicant Alloy | |||
|Produces an Anima Fragment Shell, which can be powered by a Soul Vessel to produce an Anima Fragment, which has low health with gradual regeneration, powerful melee attacks, and high speed, but temporarily slows down when attacked.<br> | |Produces an Anima Fragment Shell, which can be powered by a Soul Vessel to produce an Anima Fragment, which has low health with gradual regeneration, 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. | The Anima Fragment Shell is absolutely useless without a Soul Vessel, and should not be created without one. | ||
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|Sigil of Transmission | |Sigil of Transmission | ||
| | | | ||
2 Vanguard Cogwheels<br> | |||
2 Geis Capacitors<br> | |||
3 Hierophant Ansibles | |||
|Creates a Sigil that will power Clockwork Structures within 2 tiles. It starts with '''2500W''' of power.<br> | |Creates a Sigil that will power Clockwork Structures within 2 tiles. It starts with '''2500W''' of power.<br> | ||
When crossed by a Servant cyborg, it will attempt to recharge that cyborg.<br> | When crossed by a Servant cyborg, it will attempt to recharge that cyborg.<br> | ||
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|Interdiction Lens | |Interdiction Lens | ||
| | | | ||
5 Belligerent Eyes<br> | |||
2 Replicant Alloy<br> | |||
2 Hierophant Ansibles | |||
|Creates an Interdiction Lens, which imposes an Interdiction Field on the nearby area as long as it remains active.<br> | |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> | 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> | ||
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|Mania Motor | |Mania Motor | ||
| | | | ||
5 Geis Capacitors<br> | |||
2 Replicant Alloy<br> | |||
2 Hierophant Ansibles | |||
|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> | |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, gradually increasing their brain damage until they are knocked out and converted.<br> | It will also try to convert humans directly adjacent to the motor, gradually increasing their brain damage until they are knocked out and converted.<br> | ||
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|''Tinkerer's Daemon'' | |''Tinkerer's Daemon'' | ||
| | | | ||
2 Belligerent Eyes<br> | |||
2 Geis Capacitors<br> | |||
5 Replicant Alloy | |||
|Produces a Tinkerer's Daemon, which will produce a component of either a chosen or random type every | |Produces a Tinkerer's Daemon, which will produce a component of either a chosen or random type every 6 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> | 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.''''' | '''''Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.''''' | ||
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|Clockwork Obelisk | |Clockwork Obelisk | ||
| | | | ||
2 Belligerent Eyes<br> | |||
2 Vanguard Cogwheels<br> | |||
5 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> | |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> | Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br> | ||
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Resonant Cogwheel | Resonant Cogwheel | ||
| | | | ||
10 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> | |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> | Those affected by '''Inath-Neq''''s power are totally invincible until the scripture runs out.<br> | ||
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Formless Pariah | Formless Pariah | ||
| | | | ||
6 Belligerent Eyes<br> | |||
6 Vanguard Cogwheels<br> | |||
10 Geis Capacitors<br> | |||
6 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> | |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> | Mindshield implants and holy weapons will reduce, but not eliminate, its effects.<br> | ||
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Brass Eidolon | Brass Eidolon | ||
| | | | ||
6 Belligerent Eyes<br> | |||
6 Vanguard Cogwheels<br> | |||
6 Geis Capacitors<br> | |||
10 Replicant Alloy<br> | |||
|Invoking '''Nezbere''' causes all Ocular Wardens to have increased damage and range, all Clockwork Proselytizers to not require power, all Tinkerer's Daemons to produce twice as fast, and all powered Clockwork Structures to not require power for '''1 minute'''.<br> | |Invoking '''Nezbere''' causes all Ocular Wardens to have increased damage and range, all Clockwork Proselytizers to not require power, 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> | '''Nezbere''' cannot be invoked while Ratvar is woken, as Ratvar provides all of the listed effects.<br> | ||
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Eternal Thunderbolt | Eternal Thunderbolt | ||
| | | | ||
3 Belligerent Eyes<br> | |||
3 Geis Capacitors<br> | |||
3 Replicant Alloy<br> | |||
10 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> | |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> | If the invoker is rendered unconscious or dead, they will be gibbed instead of releasing lightning.<br> | ||
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'''''Clockwork Justiciar''''' | '''''Clockwork Justiciar''''' | ||
| | | | ||
5 Belligerent Eyes<br> | |||
5 Vanguard Cogwheels<br> | |||
5 Geis Capacitors<br> | |||
5 Replicant Alloy<br> | |||
5 Hierophant Ansibles<br> | |||
<br> | <br> | ||
'''Must consume additional'''<br> | '''Must consume additional'''<br> | ||
'''components to activate'''<br> | '''components to activate'''<br> | ||
'''once constructed:'''<br> | '''once constructed:'''<br> | ||
15 Belligerent Eyes<br> | |||
15 Vanguard Cogwheels<br> | |||
15 Geis Capacitors<br> | |||
15 Replicant Alloy<br> | |||
15 Hierophant Ansibles<br> | |||
|Summons the '''Ark of the Clockwork Justiciar''', a massive Spatial Gateway to Reebe, the Celestial Derelict.<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, summoning '''Ratvar, the Clockwork Justiciar''' in a massive, station-converting blast.<br> | If the Ark survives for 5 minutes, it will activate, summoning '''Ratvar, the Clockwork Justiciar''' in a massive, station-converting blast.<br> | ||
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''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> | ''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. | 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 | |Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 35 seconds, plus 5 seconds for each other linked cache. | ||
|10 | |10 | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
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|''Tinkerer's Daemon'' | |''Tinkerer's Daemon'' | ||
|100 | |100 | ||
|Tinkerer's Daemons will produce a component of either a chosen or random type every | |Tinkerer's Daemons will produce a component of either a chosen or random type every 6 seconds while active.<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. | 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. | ||
|Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.<br> | |Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.<br> |
Revision as of 18:48, 3 May 2017
ENEMY STAFF | |
Servant of Ratvar |
Access: Whatever you have Additional Access: Anyone that you can use a Spatial Gateway to get to, all-access if you have a loaded Proselytizer and don't need stealth anymore Difficulty: Medium to Unwinnable Supervisors: 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 Guides: This is the guide Quote: "Ratvar is a dumb na-" "QVR, URNGUR'A!!" |
While Nar-Sie is an elder god, she is 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.
Assuming you're one of those slaves, you've come to the right place.
Summary
Assuming you've had experience with Nar-Sie and their cult, you might assume that Ratvar's servants operate in a similar fashion. In this, you would be both correct and incorrect. While both cults rely on forced conversion tactics and ultimately serve their respective gods, the similarities end there. The Ratvarian cult is focused primarily on subtlety, sabotage, and base-building, whereas the Nar-Sian cult is focused on sowing chaos, paranoia, and dissent among the crew's ranks.
In addition, unlike Nar-Sie, Ratvar is capable of converting silicon lifeforms. Cyborgs and AIs are both valid targets for conversion. Converted cyborgs will have yellow eyes, visible immediately unless headlights are on (and even then a close examination reveals them), and AIs will outright turn brass-framed, be unable to speak in anything but Ratvarian, cannot be carded, can listen in through cameras, and they will not lose power as long as they are on a Clockwork Floor or near a Sigil of Transmission.
Ratvar's servants must to fulfill his will; His only goal is to escape Reebe once and for all, and to do that his servants must construct and protect the Ark of the Clockwork Justicar.
Luckily, you are not alone in this. As a servant, you have a wide variety of tools at your disposal.
The Clockwork Slab
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).
The clockwork slab has five functions:
- Recital Allows you to recite and Quickbind scripture. You can also toggle to and from Recollection.
- Recollection Displays in-game documentation. You can also toggle to and from Recital.
- The Hierophant Network action button Allows discreet communication between all Servants.
- Up to Five Quickbind action buttons Allows for quickly invoking Quickbound scriptures when holding the slab. One to Three start off bound to Geis, Replicant, and Tinkerer's Cache, respectively.
- 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 of a random or target type every 45 seconds(plus 15 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.
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.
Components placed in a slab will also be placed in the global cache automatically.
Every human Servant should have a slab! Slabs are key to the success of Ratvar's agenda.
New Servant Checklist
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 make a Clockwork Proselytizer(once 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; do this with a partner if you have scripts unlocked, to make sure they can't resist.
- 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, Applications are unlocked through having at least 8 servants, 100 CV worth of structures, and 3 caches.
There are five component types:
- Belligerent Eyes possess the power to focus on certain things and grant malevolent sentience.
- Vanguard Cogwheels are almost indestructible and serve in protection.
- Geis Capacitors can manipulate the mind.
- Replicant Alloy is very strong but can be melted and molded by force of will.
- 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.
When a tier of scripture is locked or unlocked, all servants will be immediately alerted.
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.
Global Records
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.
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
Below is a list of all Driver scripture. Driver scriptures are unlocked by default and have no unlock requirement.
Scripture names in italics signify important scripture necessary to success.
Cyborg Scripture
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.
Script Scripture
Below is a list of all Script scripture. Script scriptures require at least 5 Human or Silicon Servants and a Tinkerer's Cache.
Scripture names in italics signify important scripture necessary to success.
Application Scripture
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.
Revenant Scripture
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.
Name | Component Cost | Description | Invocation Time | Invokers Required |
---|---|---|---|---|
Invoke Inath-Neq, the |
10 Vanguard Cogwheels |
Invoking Inath-Neq gives all Servants within 7 tiles of the invoker invulnerability and stun immunity for 15 seconds. Those affected by Inath-Neq's power are totally invincible until the scripture runs out. |
10s | 1 |
Invoke Sevtug, the |
6 Belligerent Eyes |
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. Mindshield implants and holy weapons will reduce, but not eliminate, its effects. |
15s | 3 |
Invoke Nezbere, the |
6 Belligerent Eyes |
Invoking Nezbere causes all Ocular Wardens to have increased damage and range, all Clockwork Proselytizers to not require power, all Tinkerer's Daemons to produce twice as fast, and all powered Clockwork Structures to not require power for 1 minute. Nezbere cannot be invoked while Ratvar is woken, as Ratvar provides all of the listed effects. |
15s | 3 |
Invoke Nzcrentr, the |
3 Belligerent Eyes |
Invoking Nzcrentr will, after a 9 second delay, cause the invoker to release massive bolts of lightning at all non-Servants they can see. If the invoker is rendered unconscious or dead, they will be gibbed instead of releasing lightning. |
10s | 1 |
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.
Appearances | Name | Component Cost | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|
Ark of the |
5 Belligerent Eyes |
Summons the Ark of the Clockwork Justiciar, a massive Spatial Gateway to Reebe, the Celestial Derelict. If the Ark survives for 5 minutes, it will activate, summoning Ratvar, the Clockwork Justiciar in a massive, station-converting blast. |
15s | 6 |
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.
Most Clockwork Structures can be unsecured from the floor with a wrench, though this will damage them for about 25% of their maximum Health.
This only applies to actual structures; windows, tables, and walls all have their own deconstruction/unsecuring steps.
Sigils
Objects
Constructs
Cyborgs
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 raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.
It should be one of the servants' top priorities to infiltrate Security. The servants can use the Sigil of Accession to nullify the loyalty implant of a single target and convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
Ratvar
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.̛̟
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