Clockwork Cult: Difference between revisions
imported>ChangelingRain No edit summary |
imported>ChangelingRain (costcompression) |
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! style='background-color:#E6A500;' width='80px'|Name | ! style='background-color:#E6A500;' width='80px'|Name | ||
! style='background-color:#E6A500;' width='140px'|Component Cost | ! style='background-color:#E6A500;' width='140px'|Component Cost | ||
! style='background-color:#E6A500;' width=' | ! style='background-color:#E6A500;' width='639px'|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 | ||
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|Belligerent | |Belligerent | ||
|N/A | |N/A | ||
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br> | |'''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> | Every few seconds, the invoker utters an invocation that forces all non-Servants nearby to walk instead of run.<br> | ||
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|Judicial Visor | |Judicial Visor | ||
|1 Belligerent Eye | |1 Belligerent Eye | ||
|Creates a Judicial Visor, which protects from flashes and can create a Judicial Marker at any location in view.<br> | |Creates a Judicial Visor, which protects from flashes and can create a Judicial Marker at any location in view.<br> | ||
Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area. | Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area. | ||
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|Vanguard | |Vanguard | ||
|N/A | |N/A | ||
|The invoker gains 20 seconds of stun immunity.<br> | |The invoker gains 20 seconds of stun immunity.<br> | ||
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. | 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. | ||
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|Sentinel's Compromise | |Sentinel's Compromise | ||
|1 Vanguard Cogwheel | |1 Vanguard Cogwheel | ||
|Charges the invoker's slab with healing power to heal a target Servant of all brute, burn, and oxygen damage and purge holy water from them.<br> | |Charges the invoker's slab with healing power to heal a target Servant of all brute, burn, and oxygen damage and purge holy water from them.<br> | ||
However, this causes 50% of the total damage that Servant had as toxin damage. | However, this causes 50% of the total damage that Servant had as toxin damage. | ||
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|''Geis'' | |''Geis'' | ||
|N/A | |N/A | ||
|Charges the invoker's slab with divine energy to bind and start converting the next target attacked in melee within 10 seconds.<br> | |Charges the invoker's slab with divine energy to bind and start converting the next target attacked in melee within 10 seconds.<br> | ||
'''If below 6 Servants''', the bound target '''can both resist and talk''' and may escape if they manage to resist quickly enough.<br> | '''If below 6 Servants''', the bound target '''can both resist and talk''' and may escape if they manage to resist quickly enough.<br> | ||
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|Taunting Tirade | |Taunting Tirade | ||
|1 Geis Capacitor | |1 Geis Capacitor | ||
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br> | |'''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> | Every few seconds, the invoker utters an invocation that causes weakeness, confusion and dizziness in all non-Servants nearby.<br> | ||
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|Replicant | |Replicant | ||
|N/A | |N/A | ||
|Creates a Clockwork Slab and attempts to put it in the invoker's hands. | |Creates a Clockwork Slab and attempts to put it in the invoker's hands. | ||
|1s | |1s | ||
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|''Tinkerer's Cache'' | |''Tinkerer's Cache'' | ||
|1 Replicant Alloy | |1 Replicant Alloy | ||
'''For every 4 Caches;'''<br> | '''For every 4 Caches;'''<br> | ||
1 Belligerent Eye<br> | 1 Belligerent Eye<br> | ||
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|Wraith Spectacles | |Wraith Spectacles | ||
|N/A | |N/A | ||
|Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision.<br> | |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. | Wraith Spectacles will, however, damage your vision if worn for more than a minute without periods of rest. | ||
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|Sigil of Transgression | |Sigil of Transgression | ||
|1 Hierophant Ansible | |1 Hierophant Ansible | ||
|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> | |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> | The Sigil does not mute the target, and, due to how it stuns, they can easily be pushed off of it.<br> | ||
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! style='background-color:#E6A500;' width='80px'|Name | ! style='background-color:#E6A500;' width='80px'|Name | ||
! style='background-color:#E6A500;' width='140px'|Component Cost | ! style='background-color:#E6A500;' width='140px'|Component Cost | ||
! style='background-color:#E6A500;' width=' | ! style='background-color:#E6A500;' width='640px'|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 | ||
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|Judicial Marker | |Judicial Marker | ||
|N/A | |N/A | ||
|Charges the invoker's slab with judicial force to place a Judicial Marker at a target location within the next 5 seconds. | |Charges the invoker's slab with judicial force to place a Judicial Marker at a target location within the next 5 seconds. | ||
|3s | |3s | ||
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|Linked Vanguard | |Linked Vanguard | ||
|N/A | |N/A | ||
|Charges the invoker's slab with defensive strength to grant a target Servant and themselves Vanguard, as the scripture, within the next 5 seconds. | |Charges the invoker's slab with defensive strength to grant a target Servant and themselves Vanguard, as the scripture, within the next 5 seconds. | ||
|3s | |3s | ||
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! style='background-color:#E6A500;' width='80px'|Name | ! style='background-color:#E6A500;' width='80px'|Name | ||
! style='background-color:#E6A500;' width='140px'|Component Cost | ! style='background-color:#E6A500;' width='140px'|Component Cost | ||
! style='background-color:#E6A500;' width=' | ! style='background-color:#E6A500;' width='640px'|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 | ||
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| | | | ||
1 Belligerent Eye<br> | 1 Belligerent Eye<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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| | | | ||
1 Belligerent Eye<br> | 1 Belligerent Eye<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 rods, metal, plasteel, directly to power, access to the Hierophant Network, 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 rods, metal, plasteel, directly to power, access to the Hierophant Network, and a set of basic, but fast, tools.<br> | ||
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| | | | ||
1 Vanguard Cogwheel<br> | 1 Vanguard Cogwheel<br> | ||
1 Replicant Alloy | 1 Replicant Alloy | ||
|Equips all Servants directly adjacent to the invoker with powerful but obvious brass armor.<br> | |Equips all Servants directly adjacent to the invoker with powerful but obvious brass armor.<br> | ||
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1 Belligerent Eye<br> | 1 Belligerent Eye<br> | ||
1 Geis Capacitor | 1 Geis Capacitor | ||
|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> | ||
1 Geis Capacitor | 1 Geis Capacitor | ||
|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> | ||
1 Replicant Alloy | 1 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 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 rods, metal, and plasteel into brass, and convert Clockwork Floors into Clockwork Walls and vice versa.<br> | ||
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| | | | ||
1 Replicant Alloy<br> | 1 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> | ||
1 Hierophant Ansible | 1 Hierophant Ansible | ||
|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> | ||
1 Hierophant Ansible | 1 Hierophant Ansible | ||
|'''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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! style='background-color:#E6A500;' width='80px'|Name | ! style='background-color:#E6A500;' width='80px'|Name | ||
! style='background-color:#E6A500;' width='140px'|Component Cost | ! style='background-color:#E6A500;' width='140px'|Component Cost | ||
! style='background-color:#E6A500;' width=' | ! style='background-color:#E6A500;' width='640px'|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 | ||
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| | | | ||
2 Belligerent Eyes<br> | 2 Belligerent Eyes<br> | ||
1 Geis Capacitor<br> | 1 Geis Capacitor<br> | ||
1 Hierophant Ansible | 1 Hierophant Ansible | ||
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1 Belligerent Eye<br> | 1 Belligerent Eye<br> | ||
2 Vanguard Cogwheels<br> | 2 Vanguard Cogwheels<br> | ||
1 Hierophant Ansible | 1 Hierophant Ansible | ||
|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> | ||
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1 Vanguard Cogwheel<br> | 1 Vanguard Cogwheel<br> | ||
2 Geis Capacitors | 2 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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1 Vanguard Cogwheel<br> | 1 Vanguard Cogwheel<br> | ||
2 Replicant Alloy | 2 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> | |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. | The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one. | ||
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1 Geis Capacitor<br> | 1 Geis Capacitor<br> | ||
2 Hierophant Ansibles | 2 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. | When crossed by a Servant cyborg, it will attempt to recharge that cyborg. | ||
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| | | | ||
3 Belligerent Eye<br> | 3 Belligerent Eye<br> | ||
1 Replicant Alloy<br> | 1 Replicant Alloy<br> | ||
1 Hierophant Ansible | 1 Hierophant Ansible | ||
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| | | | ||
3 Vanguard Cogwheels<br> | 3 Vanguard Cogwheels<br> | ||
1 Geis Capacitor<br> | 1 Geis Capacitor<br> | ||
1 Replicant Alloy | 1 Replicant Alloy | ||
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| | | | ||
3 Geis Capacitors<br> | 3 Geis Capacitors<br> | ||
1 Replicant Alloy<br> | 1 Replicant Alloy<br> | ||
1 Hierophant Ansible | 1 Hierophant Ansible | ||
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1 Geis Capacitor<br> | 1 Geis Capacitor<br> | ||
3 Replicant Alloy | 3 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> | |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> | 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> | ||
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1 Replicant Alloy<br> | 1 Replicant Alloy<br> | ||
3 Hierophant Ansibles | 3 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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{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style='background-color:#E6A500;' width=' | ! style='background-color:#E6A500;' width='120px'|Name | ||
! style='background-color:#E6A500;' width='160px'|Component Cost | ! style='background-color:#E6A500;' width='160px'|Component Cost | ||
! style='background-color:#E6A500;' width=' | ! style='background-color:#E6A500;' width='626px'|Description | ||
! style='background-color:#E6A500;' width='70px'|Invocation Time | ! style='background-color:#E6A500;' width='70px'|Invocation Time | ||
! style='background-color:#E6A500;' width='50px'|Invokers Required | ! style='background-color:#E6A500;' width='50px'|Invokers Required | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
!Invoke Inath-Neq, the Resonant Cogwheel | !Invoke Inath-Neq, the Resonant Cogwheel | ||
| | | | ||
6 Vanguard Cogwheels<br> | 6 Vanguard Cogwheels<br> | ||
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|- style="text-align: center;" | |- style="text-align: center;" | ||
!Invoke Sevtug, the Formless Pariah | !Invoke Sevtug, the Formless Pariah | ||
| | | | ||
3 Belligerent Eyes<br> | 3 Belligerent Eyes<br> | ||
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|- style="text-align: center;" | |- style="text-align: center;" | ||
!Invoke Nezbere, the Brass Eidolon | !Invoke Nezbere, the Brass Eidolon | ||
| | | | ||
3 Belligerent Eyes<br> | 3 Belligerent Eyes<br> | ||
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|- style="text-align: center;" | |- style="text-align: center;" | ||
!Invoke Nzcrentr, the Eternal Thunderbolt | !Invoke Nzcrentr, the Eternal Thunderbolt | ||
| | | | ||
3 Belligerent Eyes<br> | 3 Belligerent Eyes<br> | ||
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{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
! style='background-color:#E6A500;' width='96px'|Appearances | ! style='background-color:#E6A500;' width='96px'|Appearances | ||
! style='background-color:#E6A500;' width=' | ! style='background-color:#E6A500;' width='120px'|Name | ||
! style='background-color:#E6A500;' width='160px'|Component Cost | ! style='background-color:#E6A500;' width='160px'|Component Cost | ||
! style='background-color:#E6A500;' width=' | ! style='background-color:#E6A500;' width='524px'|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 | ||
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[[File:Arkopening.gif]]<br>Ark Opening<br>[[File:Arkactive.gif]]<br>Ark Active<br>[[File:Arkclosing.gif]]<br>Ark Approaching | [[File:Arkopening.gif]]<br>Ark Opening<br>[[File:Arkactive.gif]]<br>Ark Active<br>[[File:Arkclosing.gif]]<br>Ark Approaching | ||
|'''''Ark of the Clockwork Justiciar''''' | |'''''Ark of the Clockwork Justiciar''''' | ||
| | | | ||
10 Belligerent Eyes<br> | 10 Belligerent Eyes<br> |
Revision as of 20:49, 30 January 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), 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.
Ratvar's servants have to fulfill his will. Typical goals include:
- Summoning Ratvar.
- Ensuring that a certain number of servants escape on the shuttle.
- 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.
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 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.
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 Resonant Cogwheel |
6 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 Formless Pariah |
3 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 Brass Eidolon |
3 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 Eternal Thunderbolt |
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 Clockwork Justiciar |
10 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, 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. |
15s | 5 |
Structures, Sigils, Objects, and Constructs
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
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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