User:PowerfulBacon

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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, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, 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. 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.
  • Recollection displays an in-game guide for being a servant. You can toggle freely between this and Recital.
  • Up to Five Quickbind action buttons allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button.

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

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. Note that it can't understand anything said stationside unless war is declared, meaning that while it can see movements and planning, it cannot overhear what people are discussing.

The Eminence can left click on certain objects to have a special interaction with them. Click on a door to open it for your cultist buddies, or click on a servant to access a variety of different abilities.

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 an extremely log cooldown, but can get servants out of a pinch. 600 seconds
File:MendingMantra.png 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. 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
File:Hateful Manacles.png Hateful Manacles 25 W Applies cuffs to an adjacent target. 1.5 seconds + 5 seconds to cuff 1 1 Cog
File:Spatial Gateway.png 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
File:Sigil Submission.png 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
File:Sigil Vitality.png 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

Icon Name Power Cost Description Invocation Time Invokers Required Unlock Cost
Clockwork Armaments 250 W Summons a set of clockwork armour 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 armour 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 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 8kW Summons a Clockwork Marauder, a powerful warrior that can deflect ranged attacks. 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. 1 seconds + 8 seconds to use 1 1 Cog
Vanguard 150 W Provides the user with 30 seconds of stun immunity, but half of the stun absorbed will be applied at once, knocking you unconscious if you receive more than 15 seconds of stuns. 1 seconds + 30 seconds of use 1 1 Cog

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 Construction Value
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 3 toxin damage per second. 1
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. 1
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. 2
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. 2
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. 3
Brass Windoor 200 A windoor produced with brass or by a replica fabricator. Brass windoors only allow servants to pass. 3
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. 5
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. 5
Ocular Warden 25 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. 15
Mania Motor 100 Creates a mania motor, which causes minor damage and a variety of negative mental effects in nearby non-servant humans, potentially up to and including conversion.

The effects will linger even if targets leave its range or the mania motor is turned off, though both of these things will cause the effects to fall off much more rapidly.
It requires 150 W of power per second to run.

Mania motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking. 20
Clockwork Obelisk 150 Has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.

Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.
Spatial Gateway functions like the scripture of the same name; however, it has 5 uses, and lasts 10 seconds, in addition to being two-way.
Spatial gateways opened to an obelisk received doubled duration and uses.
It requires 50 W of power to send a broadcast, and 2 kW to open a gateway.

Two-way gateways are double-edged - 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

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 - Repeater 15 Repeaters can be toggled on and off. When active, they will send a signal once every second. Useful for traps that perform well when they receive signals at constant intervals.
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 - Steam Vent 100 A vent that taps into the machinery of Reebe and vents excess steam when toggled.

While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it. It has no other effects.
Steam vents cannot be placed directly adjacent to each other on cardinal directions; diagonally adjacent is fine.

Especially powerful when combined with wraith spectacles!

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
Sigil of Transgression Sigils of Transgression are nearly invisible, and, when crossed by a non-Servant, will lock that non-Servant in place for about 7 seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection.

The Sigil does not mute the target, and is immediately consumed when stunning a target.

Try stacking a Sigil of Submission and a Sigil of Transgression for a conversion trap.
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 can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.

While active, it will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants.
The Sigil can be charged with Brass Sheets at a rate of 250W per sheet.
Using a Replica Fabricator on it will rapidly charge that Fabricator.

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

Constructs

Image Name Health Description Playstyle Tips
Clockwork Marauder 120 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.
Cogscarab 50 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.
Activating a cogscarab shell during a non-clockwork cult round will allow you infinite power and the ability to recite scripture. This is for players to learn the ins and outs of the gamemode in a safe environment!

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 Judicial Marker, Linked Vanguard Ratvarian Spear, Cyborg Fabricator Your main strength is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers. However, you also have the basic construction and crit-stabilising abilities that come with your module.
Engineering Replicant, Sigil of Transmission Cyborg Fabricator As you have only relatively basic tools, your use is to, more or less, create 5 layers of clockwork walls around the clockcult's base.

In addition, you are capable of producing power for clockwork structures and other cyborgs.

Janitor Replicant, Sigil of Transgression, Ocular Warden, Mania Motor Cyborg Fabricator As a Janitor cyborg, you use is similar to an Engineering cyborg, except you create active defenses instead of passive ones.

Use all of your tools to reinforce a clockcult base in conjunction with an Engineering cyborg or a helpful human Servant.

Medical Linked Vanguard, Sentinel's Compromise, Vitality Matrix, Mending Mantra, Fellowship Armory Ratvarian Spear 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 Linked Vanguard and Sentinel's Compromise, you are very difficult to kill or disable while attacking with your spear.

Peacekeeper Belligerent, Judicial Marker Ratvarian Spear You exist to fucking murder any enemies of Ratvar; with your combination of scripture, you are extremely suited to disabling and killing large numbers of enemies.
Service Replicant, Tinkerer's Cache, Spatial Gateway, Fellowship Armory, Clockwork Obelisk Truesight Lens As a Service borg, you exist to assist other Servants; you can hand out slabs, make caches, equip allies with armor, and create gateways to allies or obelisks.

Your biggest strength is probably communication; with a Clockwork Obelisk, you can talk in extremely large text, which is wonderful for coordinating Servants.

Miner Linked Vanguard, Spatial Gateway Ratvarian Spear, Truesight Lens As a Miner cyborg, you're mostly defensive combat-based; you're able to avoid stuns with Linked Vanguard and your own kinetic accelerator.

With your Truesight Lens, you can spot people assembling outside a clockcult base, or notice people with the Chameleon mutation fading out, allowing you to attack them before they realize you know they're there.

Cult Strategy

The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science, Genetics monsters, and RCD's. One of your primary objectives should be to disrupt the production of such devices before the five minute grace period. The armory can be easily looted with an accomplice to eliminate the security robot, genetics and cargo can be subverted or destroyed, Research can be wiped with a screwdriver and teleports to three rooms, and recovery of these assets can be prevented with a trip to engineering storage. Your teleport is basically free, abuse this as often as possible. armory weapons are much more powerful and concealable then anything you get early in the round. Giving a taser to a convert and setting them on their friends isn't the worst way to round up more converts.

A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as 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. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target.

Threats to the Enlightened

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