Clockwork Cult: Difference between revisions

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|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 90 seconds.<br>
Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 70 seconds, plus 10 seconds for each other linked cache.<br>
'''Caches cost additional resources to construct for ''every 4 existing Caches''.'''
'''Caches cost additional resources to construct for ''every 4 existing Caches''.'''
|5s
|5s
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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 90 seconds.
|Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 70 seconds, plus 10 seconds for each other linked cache.
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|10
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|- style="text-align: center;"

Revision as of 14:45, 21 March 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-colored, 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 have to fulfill his will. Typical goals include:

  • Constructing the Ark to summon Ratvar.
  • Constructing the Ark to proselytize the entire station.

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.

Image Name Component Cost Description Invocation Time Invokers Required
N/A Belligerent N/A Chanted - the invoker must stand still to cause continuous effects.

Every few seconds, the invoker utters an invocation that forces all non-Servants nearby to walk instead of run.
The invocation also does minor damage, up to a maximum of 30 damage per recital.

Every 2s up to 30s 1
Judicial Visor 1 Belligerent Eye Creates a Judicial Visor, which protects from flashes and can create a Judicial Marker at any location in view.

Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.

1s 1
N/A Vanguard N/A The invoker gains 20 seconds of stun immunity.

At the end of the 20 seconds, 25% of all stuns absorbed by the Vanguard affect the invoker. If the invoker was stunned above a certain threshold, they will instead go unconscious for 50% of all stuns they absorbed.

3s 1
Sentinel's Compromise 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.

However, this causes 50% of the total damage that Servant had as toxin damage.

3s 1
Geis N/A Charges the invoker's slab with divine energy to bind and start converting the next target attacked in melee within 10 seconds.

If below 6 Servants, the bound target can both resist and talk and may escape if they manage to resist quickly enough.
Each human or silicon Servant above 5 increases the charge time by 0.3 seconds and the conversion time by 0.7 seconds, up to maximums of 5 and 12 seconds respectively.

2s

Convert Time 5s

1
N/A Taunting Tirade 1 Geis Capacitor Chanted - the invoker must stand still to cause continuous effects.

Every few seconds, the invoker utters an invocation that causes them to emit confusing and weakening smoke, as well as allowing movement.
Unlike other chanted scripture, Taunting Tirade gives the invoker 5 seconds to move after finishing each invocation.

Every 6s up to 30s 1
Replicant N/A Creates a Clockwork Slab and attempts to put it in the invoker's hands. 1s 1
Tinkerer's Cache 1 Replicant Alloy

For every 4 Caches;
1 Belligerent Eye
1 Vanguard Cogwheel
1 Geis Capacitor
1 Hierophant Ansible

Creates a Tinkerer's Cache, which can store any number of components, which it will share with all other Caches and Slabs.

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.
Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 70 seconds, plus 10 seconds for each other linked cache.
Caches cost additional resources to construct for every 4 existing Caches.

5s 1
Wraith Spectacles N/A Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision.

Wraith Spectacles will, however, damage your vision if worn for more than a minute without periods of rest.

1s 1
Sigil of Transgression 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.

The Sigil does not mute the target, and, due to how it stuns, they can easily be pushed off of it.
You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression.

5s 1

Cyborg Scripture

Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.

Image Name Component Cost Description Invocation Time Invokers Required
Judicial Marker N/A Charges the invoker's slab with judicial force to place a Judicial Marker at a target location within the next 5 seconds. 3s 1
Linked Vanguard 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. 3s 1

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.

Image Name Component Cost Description Invocation Time Invokers Required
Ocular Warden

1 Belligerent Eye
1 Replicant Alloy

Creates an Ocular Warden, which will automatically damage a target non-Servant that it can see within 3 tiles of it.

Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.

12s 1
Cogscarab

1 Belligerent Eye
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.

The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one.

6s 1
Vitality Matrix

1 Belligerent Eye
1 Vanguard Cogwheel

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.

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.

6s 1
Sigil of Submission

1 Belligerent Eye
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.

The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first.
Both successful and unsuccessful conversion attempts will stun and mute the target.

6s 1
Soul Vessel

1 Vanguard Cogwheel
1 Geis Capacitor

Creates a Soul Vessel, a clockwork cube that can be used as a posibrain.

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.
The Soul Vessel can also be placed in Cogscarab and Anima Fragment shells.

3s 1
Clockwork Proselytizer

1 Geis Capacitor
1 Replicant Alloy

Creates a Clockwork Proselytizer, which can be used to convert a variety of objects into Clockwork variants via stored power.

The Proselytizer can also repair clockwork structures, form rods, metal, and plasteel into brass, and convert Clockwork Floors into Clockwork Walls and vice versa.
The Proselytizer will gradually recharge, but can convert brass sheets into stored power.
Use the Proselytizer in-hand to produce brass sheets from stored power.

2s 1
Function Call

1 Replicant Alloy
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.

The spear does moderate damage in melee, with bonus damage to cyborgs and cultists.
You can impale human targets for massive damage with the spear by pulling them, then attacking.
Throwing the spear at a mob will do massive damage, break the spear, and stun the target.

2s 1
Spatial Gateway

1 Vanguard Cogwheel
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.

Spatial Gateways to Clockwork Obelisks receive doubled duration and uses.

8s Minimum 1
Volt Void

1 Geis Capacitor
1 Hierophant Ansible

Chanted - the invoker must stand still to cause continuous effects.

Allows the invoker to fire up to four volt rays at target locations, doing 20 laser damage.
Rays fired will consume up to 1000W or 20% of available power, whichever is lower, to do up to double damage.
Failing to fire a ray will damage you and consume power.

3s, then every 2.5s up to 10s 1

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.

Image Name Component Cost Description Invocation Time Invokers Required
Sigil of Accession

2 Belligerent Eyes
1 Geis Capacitor
1 Hierophant Ansible

Creates a Sigil much like a Sigil of Submission, except it remains even after converting most targets and will penetrate mindshields, converting even through them.

Converting a mindshielded target in this fashion consumes the Sigil as normal, however.
Sigils of Accession are otherwise identical to Sigils of Submission in function.

7s 1
Fellowship Armory

2 Vanguard Cogwheels
1 Replicant Alloy
1 Hierophant Ansible

Equips all Servants visible to the invoker with powerful but obvious brass armor.

The armor includes a suit, helmet, gauntlets, and boots, and anything a servant is wearing in those slots will prevent it from being equipped.
The helmet, armor, and gauntlets provide massive melee, bullet, and bomb protection, but a weakness to lasers.
Each nearby living Servant decreases the invocation time by 1 second.

10s -1s per other Servant 1
Memory Allocation

1 Belligerent Eye
1 Vanguard Cogwheel
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.

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.
Marauders may Block attacks, negating the damage from them, and may immediately Counter Blocked attacks, attacking whoever tried to attack them.

15s 1
Anima Fragment

1 Belligerent Eye
1 Vanguard Cogwheel
2 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.

The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one.

8s 1
Sigil of Transmission

1 Vanguard Cogwheel
1 Geis Capacitor
2 Hierophant Ansibles

Creates a Sigil that will power Clockwork Structures within 2 tiles. It starts with 2500W of power.

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

7s 1
Interdiction Lens

3 Belligerent Eye
1 Replicant Alloy
1 Hierophant Ansible

Creates an Interdiction Lens, which imposes an Interdiction Field on the nearby area as long as it remains active.

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.
If it finds no disruptable objects and drains no power, it will shut off for 2 minutes.

8s 2
Mending Motor

3 Vanguard Cogwheels
1 Geis Capacitor
1 Replicant Alloy

Creates a Mending Motor, a powerful prism that will heal nearby clockwork mobs, structures, and Servant cyborgs.

It is relatively inefficient and will consume large amounts of power if there are large numbers of damaged clockwork mobs, structures, or Servant cyborgs nearby.
It requires 50W of power to attempt repair, and can spend up to 200W on a single object if that object is damaged enough.

8s 2
Mania Motor

3 Geis Capacitors
1 Replicant Alloy
1 Hierophant Ansible

Creates a Mania Motor, which will cause brain damage, confusion, dizziness, and hallucinations in nearby non-Servant humans. The effects get progressively worse as targets near the Motor.

It will also try to convert humans directly adjacent to the motor, gradually increasing their brain damage until they are knocked out and converted.
It requires 150W of power to run, and at least 150W of power to attempt to convert adjacent humans.

8s 2
Tinkerer's Daemon

1 Belligerent Eye
1 Geis Capacitor
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.

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.
Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.

8s 2
Clockwork Obelisk

1 Belligerent Eye
1 Vanguard Cogwheel
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.

Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.
Spatial Gateway functions as the Script, but with a duration of 10 seconds and 5 uses, in addition to being two-way, allowing passage from either side of the Gateway.
Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
Spatial Gateways to a Clockwork Obelisk receive double duration and uses.
It requires 50W of power to Hierophant Broadcast and 2000W of power to create a Spatial Gateway.

8s 2


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

4 Vanguard Cogwheels
2 Geis Capacitors
2 Replicant Alloy
2 Hierophant Ansibles

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.
After being invoked, Invoke Inath-Neq, the Resonant Cogwheel goes on cooldown for 3 minutes and 20 seconds.

10s 1

Invoke Sevtug, the
Formless Pariah

3 Belligerent Eyes
3 Vanguard Cogwheels
6 Geis Capacitors
3 Hierophant Ansibles

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.
Sevtug cannot be invoked while Ratvar is woken, as Ratvar is quite likely to find and convert everyone this could affect.
After being invoked, Invoke Sevtug, the Formless Pariah goes on cooldown for 5 minutes.

15s 3

Invoke Nezbere, the
Brass Eidolon

3 Belligerent Eyes
3 Vanguard Cogwheels
3 Geis Capacitors
6 Replicant Alloy

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.
After being invoked, Invoke Nezbere, the Brass Eidolon goes on cooldown for 5 minutes.

15s 3

Invoke Nzcrentr, the
Eternal Thunderbolt

2 Belligerent Eyes
2 Geis Capacitors
2 Replicant Alloy
4 Hierophant Ansibles

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.
Nzcrentr's lightning does between 40 and 60 damage, in addition to stunning for 14-16 seconds.
After being invoked, Invoke Nzcrentr, the Eternal Thunderbolt goes on cooldown for 3 minutes and 20 seconds.

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 Opening

Ark Active

Ark Approaching

Ark of the
Clockwork Justiciar

3 Belligerent Eyes
3 Vanguard Cogwheels
3 Geis Capacitors
3 Replicant Alloy
3 Hierophant Ansibles

Must consume additional
components to activate
once constructed:
7 Belligerent Eyes
7 Vanguard Cogwheels
7 Geis Capacitors
7 Replicant Alloy
7 Hierophant Ansibles

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.
It will periodically give indication of its general position to everyone on the station as well as being loud enough to be heard throughout the entire sector.
In addition, it will convert an increasingly large area as it gets closer to activating, revealing the general area of its construction.
Protect it at all costs.

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.

Image Name Health Description Usage Tip Construction Value
Clockwork Floor N/A A Clockwork Floor produced with brass or by a Clockwork Proselytizer.

Can be Proselytized into a Clockwork Wall for a cost of 1000W power.

Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar. 1
Brass Window 80 A Brass Window produced with brass or by a Clockwork Proselytizer. Provides a very small amount of CV and is a reasonable barrier. 1
Brass Window 120 A Brass Window produced with brass or by a Clockwork Proselytizer. Provides a small amount of CV and is a reasonable barrier. 2
Brass Table 200 A Brass Table produced with brass or by a Clockwork Proselytizer.

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 Wall Gear produced with brass, by a Clockwork Proselytizer, 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 can be plated with brass to construct a Clockwork Wall. 3
Brass Windoor 200 A Brass Windoor produced with brass or by a Clockwork Proselytizer. Brass Windoors only allow servants to pass. 3
Clockwork Wall N/A A Clockwork Wall produced with brass or by a Clockwork Proselytizer.

Can be Proselytized into a Clockwork Floor for a refund of 1000W power.

Clockwork Walls will cause Tinkerer's Caches to generate components gradually. 5
Pinion Airlock 240 A Pinion Airlock produced with brass or by a Clockwork Proselytizer.

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
Tinkerer's Cache 80 Tinkerer's Caches can store any number of components, which are considered to be in a Global Cache.

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.
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 70 seconds, plus 10 seconds for each other linked cache. 10
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.

Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision. 15
Interdiction Lens 100 Interdiction Lenses will drain power from APCs, SMES units, and non-Servant cyborgs and transfer that power into any nearby Sigils of Transmission or the area's APC, then immediately attempt to disrupt all cameras and radios in the Field.
If it finds no disruptable objects and drains no power, it will shut off for 2 minutes. 20
Mending Motor 125 Mending Motors will heal nearby clockwork mobs, structures, and Servant cyborgs while active.

It requires 50W of power to attempt repair, and can spend up to 200W on a single object if that object is damaged enough.

Mending Motors, while quite inefficient, are still far more efficient at repairs than Clockwork Proselytizers. 20
Mania Motor 100 Mania Motors will cause brain damage, confusion, dizziness, and hallucinations in nearby non-Servant humans. The effects get progressively worse as targets near the Motor.

It will also try to convert humans directly adjacent to the motor, gradually increasing their brain damage until they are knocked out and converted.
It requires 150W of power to run, and at least 150W of power to attempt to convert adjacent humans.

Mania Motors are exceptionally good at protecting bases, as they cripple offensives with ease. 20
Tinkerer's Daemon 100 Tinkerer's Daemons will produce a component of either a chosen or random type every 12 seconds while active.

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.

Use them to augment generation of components that are being heavily used.

20
Clockwork Obelisk 150 Clockwork Obelisks can Hierophant Broadcast or create Spatial Gateways, and serve as a target for Spatial Gateways.

Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.
Spatial Gateway opens a two-way gateway to a target Servant or Obelisk.
It requires 50W of power to Hierophant Broadcast and 2000W of power to create a Spatial Gateway.

Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it. 20

Sigils

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

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

You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression.
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 7 seconds if they remain on the Sigil for that time.

The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first and avoids conversion.

Both successful and unsuccessful conversion attempts will stun and mute the target.
Sigil of Accession Sigil of Accession are much like Sigils of Submission, except they remain after converting most targets.

Converting a mindshielded target in this fashion consumes the Sigil as normal, however.
Sigils of Accession are otherwise identical to Sigils of Submission in function.

Sigils of Accession are slightly more efficient than Geis for conversion time, though they're unlocked much later.
Sigil of Transmission Sigils of Transmission will power Clockwork Structures within 2 tiles and start with 2500W of power.
When crossed by a Servant cyborg, it will attempt to recharge that cyborg.

Objects

Image Name Description Usage Tip
Brass Sheets Brass sheets can be produced directly from a proselytizer or from Proselytizing rods, metal, or plasteel.

Brass can be used to construct various brass objects or used to fuel Clockwokr Proselytizers.

Brass is a useful way to create structures early without a proselytizer or objects to proselytize, though it is quite slow in comparison.
Judicial Visor Judicial Visors can create a 3x3 Judicial Marker at any location in view.

Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.

Judicial Visors protect from flashes and the Judicial Marker stun is long enough to convert with Geis if done quickly.
Wraith Spectacles Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision.

Wraith Spectacles can be worn for about a minute before they start to inflict permanent vision damage.

Use Wraith Spectacles to quickly check if anyone is near your base before exiting.
Clockwork Armor Clockwork Armor provides exceptional melee armor(80%), bullet armor(70%), and bomb protection(60%) at the cost of a slight increase in laser damage(25%). Clockwork Gauntlets provide shock protection.
Ratvarian Spear Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.

Attacking a pulled human with the spear will do massive damage to them and stun.
Throwing the spear will do massive damage and stun the target, unless the target is a Servant.

Ratvarian Spears last for 3 minutes once summoned.

Throw the spear at a cyborg, walk up to it, prepare Geis, and use the Judicial Visor on it to secure a conversion.

Clockwork Proselytizer Clockwork Proselytizers can be used to convert a number of objects, including floors and walls, to Clockwork variants.

Clockwork Proselytizers can also be used to repair clockwork structures and constructs at a rate of 25W power to 1 health.
Use the Proselytizer in-hand to produce 5 brass sheets at a cost of 1250W power.

Clockwork Proselytizers start with 2250W power and gain 12.5W per second.
Soul Vessel Soul Vessels can be placed in Cyborg Shells, Cogscarab Shells, and Anima Fragment Shells once filled.

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.

Soul Vessels can be used as a teleport target for Spatial Gateway.
Cogscarab Shell Cogscarab Shells can be powered by a soul vessel to produce a Cogscarab, which is weak, but has a fast inbuilt Proselytizer that can convert rods, metal, and plasteel directly to power, and a set of fast tools. The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one.
Anima Fragment Shell Anima Fragment Shells 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. The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one.

Constructs

Image Name Health Description Playstyle Tips
Cogscarab 50 Cogscarabs are weak and unsuited to direct combat, but can communicate with :b, have a fast inbuilt Proselytizer that can convert rods, metal, and plasteel directly to power, can communicate with :b, and have a set of fast tools. Use your Proselytizer to repair damaged structures and construct Clockwork Walls and Floors.

Use your tools to repair windows and walls that non-Servants are trying to enter through.

Anima Fragment 90 Anima Fragments are how low health, but are exceptionally fast, do high damage, and very gradually regenerate, but slow down when they take any form of damage. Use your exceptional speed to dodge as many attacks as possible while getting as many hits in as possible; any damage you take is effectively death.
Clockwork Marauder 300 Clockwork Marauders exist to defend their host, and can Block attacks and may immediately Counter Blocked attacks, attacking whoever attacked them.

Marauders become unable to emerge if they are forced to recall while their host is above 65% health.

Stay close to your host; if you're directly adjacent to them, both you and they will gradually heal.

Block attacks to your host whenever possible.
Use :b to communicate with your host.

Cyborgs

Image Module Scripture Other Tools Playstyle Tips
Standard Judicial Marker, Linked Vanguard, Tinkerer's Cache Ratvarian Spear, Cyborg Proselytizer You have basic construction ability, and can make a wall and cache for component production.

However, your real use 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.

Engineering Replicant, Cogscarab Shell, Soul Vessel, Sigil of Transmission, Interdiction Lens Cyborg Proselytizer 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.

You cannot make cogscarabs with soul vessels yourself, but once you have a cogscarab up you can yell at it to make more, allowing some degree of self-replication.
In addition, you are capable of producing power for clockwork structures and other cyborgs.

Janitor Replicant, Sigil of Transgression, Ocular Warden, Mania Motor, Tinkerer's Daemon Cyborg Proselytizer 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, Fellowship Armory, Mending Motor 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.

Security Belligerent, Judicial Marker, Taunting Tirade, Volt Void 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.
Peacekeeper Belligerent, Judicial Marker, Taunting Tirade, Volt Void 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, Volt Void 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 with Volt Void before they realize you know they're there.

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.̛̟


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