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=== Script Scripture ===
=== Script Scripture ===


Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least 50KW to unlock.
Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least '''50KW''' to unlock.


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

Revision as of 15:07, 25 January 2018

This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "The clockwork cult gamemode was recently reworked, and this page is in the process of being updated. Some information may not be accurate or up-to-date."



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; 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 City of Cogs and the Ark

Here is a map of the City of Cogs:

  • The dark indigo room contains the Ark, which you need to defend.
  • The orange room contains camera observation consoles, which let you watch the station from afar and warp there. There are also two cogscarab shells here; any ghost can activate one to become a cogscarab, which is a tiny little clockwork construction drone built to build and reinforce! They can't recite scripture or leave Reebe, however.
  • The red area is where the crew will warp in once the Ark activates. You cannot access it and must build under the assumption that the crew will enter from there.
  • The pink room contains the Herald's Beacon. If enough servants vote to activate it by interacting with it, the servants will become much stronger but forfeit their stealth by alerting the crew to their presence early. Think carefully before deciding if you want to activate the beacon, but be quick; you only have five minutes to decide! This room also contains the incredibly useful Eminence Spire. This will allow a fellow servant to give up his mortal body to become Ravtar's closest connection to the mortal plane, The Eminence. The Eminece is a ghost-like invisible presence with the sole purpose of organizing and ordering the Servants. You can vote against a Servant becoming The Eminence if you interact the Spire after he/she has used it. More info on The Eminence later.
  • The blue room contains a wardrobe, mirror, and dresser for disguising yourself, in addition to five spare clockwork slabs.
  • The green room contains a list of frequencies as well as four intercoms that can be tuned to any frequency. Use this to spy on Security, Command, or other departments.
  • The teal room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds.
  • The large area between the red area and all of the other rooms is empty space to build in. This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between!

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.) 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, you can examine the Ark or check your global info alert to see the remaining time until its activation.

Appearance Duration(s) Description

Build Phase
Prep Phase

30-35 minutes (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.

Declaring War

If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this:

  • All servants are transformed from their current race into modified clockwork golems that are immune to space and radiation, cannot bleed, don't breathe, deal more damage on punching, and have 15% flat damage reduction against all sources. For obvious reasons, this makes you stick out like a sore thumb, so you may consider disguiseing.
  • Clockwork slabs become supercharged and recite all scripture 30% faster.
  • Every power cost is invisibly reduced by 50% of its original value.

Scripture

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 "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 50 kW of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 100 kW of power is stockpiled or another servant is converted.

Driver Scripture

These scriptures are unlocked by default and have no unlock requirement.

Icon Name Power Cost Description Invocation Time Invokers Required
Abscond 5 W + 95 W if pulling a mob Returns you to Reebe. If you're dragging a mob behind you, extra power will be spent in order to bring the mob with you to Reebe. 5 seconds 1
Kindle 125 W Charges the invoker's clockwork slab with energy. Attacking a tile that you can see with the slab will fire a short-range (2 tiles) projectile towards it; if the projectile hits a non-servant, they will be stunned and muted. Note that damage reduces the duration of the stun! This scripture is your main way of subduing targets for conversion. 3 seconds 1
Sigil of Submission 125 W Creates a sigil of submission beneath you. It is glowing and obvious, so make sure to hide it or not place it until you're ready; it's a dead giveaway! When a non-servant is held over this sigil for eight seconds while another servant is nearby (this is important - it will not work otherwise), they will be converted into a servant if they're an eligible target.


Like all sigils, it can be destroyed by clicking on it with harm intent, so make sure to destroy it once you're done using it.

6 seconds 1
Hateful Manacles 25 W Charges the invoker's slab with energy. While charged, you can hit any non-servant with it to start handcuffing them like a normal pair of handcuffs. Restraints made in this way fall apart once they're removed. 1.5 seconds 1
Sentinel's Compromise 100 W Charges the invoker's slab with energy. While charged, you can use it on any servant within your sight range (including yourself) to heal all of their brute, burn, and oxygen damage. However, half of all the damage healed is redone in the form of toxin damage, which isn't healed. This also removes all holy water from the body - the only thing that can deconvert you!


Because Reebe's floors heal toxin damage of servants above them, this is an efficient but slow form of healing.

3 seconds 1
Integration Cog 10 W Creates an integration cog in your hand. This is a stealthy and slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself!


Generates 5 W per second when in an APC, as long as the APC has the power to supply that amount.

1 second 1
Stargazer 50 W Creates a stargazer on your tile. This is a bulky and obvious, but very fast power generator. It automatically turns on when it can see starlight within three tiles; this means placing it near windows or even in space itself is required. This does not work on Reebe tiles! It has to see actual space!


Generates 20 W per second when active.

5 seconds 1
Replicant 25 W Creates a new clockwork slab. 1.5 seconds 1
Wraith Spectacles 50 W Creates a pair of glasses that, when worn, allow you to see through walls. While worn, they slowly cause eye damage; this eye damage naturally heals when the glasses aren't in use.


If the herald's beacon is activated, the specs deal no eye damage, making them effectively infinite.

1 second 1
Sigil of Transgression 50 W Creates a sigil of transgression below you. It's nearly invisible, and when a non-servant crosses it, they will be stunned for around ten seconds and blinded.


Like all sigils, it can be destroyed by clicking on it with harm intent.

5 seconds 1


Everything beyond this point is under construction and is not guaranteed to be current!

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 the cult's total power to be at least 50KW to unlock.

Scripture names in italics signify important scripture necessary to success.

Image Name Power Cost Description Invocation Time Invokers Required
Ocular Warden 250W 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.

10s 1
Vitality Matrix 1000W Creates a hard-to-see Sigil that, when crossed by a non-Servant, will start to drain them of health, producing Vitality, after a brief delay.

When crossed by a Servant, however, it will use Vitality to rapidly heal them of all damage. It cannot do both at once.
The Vitality Matrix can also revive dead Servants at a cost of 150 Vitality.

6s 1
Replica Fabricator 250W Creates a Replica Fabricator, which can be used to replace walls, floors, tables, windows, windoors, and airlocks with Clockwork variants.

The Fabricator can construct Clockwork Walls on Clockwork Floors and deconstruct Clockwork Walls to Clockwork Floors.
The Fabricator can consume floor tiles, rods, metal, plasteel, and brass for power.
The Fabricator will gradually recharge and can be used to repair Clockwork Structures.
Use the Fabricator in-hand to produce 5 Brass Sheets at a cost of 1250W power.

2s 1
Judicial Visor 4000W Creates a Judicial Visor, which can be equipped as eyewear. When activated, it can be used to smite an area, which briefly stuns and applies Belligerent. The smote area explodes after 3 seconds. 1s 1
Clockwork Armaments 250W 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.
Damage done by the spear produces Vitality equal to a percentage of the damage done.
Throwing the spear at a mob will do massive damage, break the spear, and stun the target.

2s 1
Spatial Gateway 400W 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

Application Scripture

Below is a list of all Application scripture. Application scriptures require the cult to have 100KW to unlock.

Scripture names in italics signify important scripture necessary to success.

Image Name Power Cost Description Invocation Time Invokers Required
Clockwork Marauder 8000W Creates a shell for a Clockwork Marauder, a combat construct capable of deflecting projectiles with its shield. Repeated use in a short period of time causes the recital to take longer. 8s 1
Sigil of Transmission 200W Creates a Sigil that can be activated to drain power from the cult to power Clockwork Structures within 2 tiles.

Can be charged by small explosions in its vicinity. When crossed by a Servant cyborg, it will attempt to recharge that cyborg.

7s 1
Mania Motor 750W 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 150W of power to run.

8s 2
Clockwork Obelisk 300W 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

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 Clockwork Structures can be unsecured from the floor with a wrench.
This only applies to actual Clockwork 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 with brass or by a Replica Fabricator.

Replica Fabricators can fabricate a Clockwork Wall on a Clockwork Floor 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 Replica Fabricator. 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 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 Wall 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 can be plated with brass to construct a Clockwork Wall. 3
Brass Windoor 200 A Brass 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 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 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
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 35 seconds, plus 5 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
Prolonging Prism 125 Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by 2 minutes when activated.

It requires 3000W of power to activate, and the cost to activate it is increased by 1250W for every previous activation.

Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism.
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 150W of power to run.

Mania Motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking. 20
Tinkerer's Daemon 100 Tinkerer's Daemons will produce a component of either a chosen or random type every 7 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.

You can only have 1 active Tinkerer's Daemon for every 5 Servants.

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

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.

Objects

Image Name Description Usage Tip
Brass Sheets Brass sheets can be produced directly from a Fabricator.

Brass can be used to construct various brass objects or used to fuel Replica Fabricators and Sigils of Transmission.

Brass is a useful way to create structures in places that lack objects for a Replica Fabricator to replace.
Judicial Visor Judicial Visors can smite areas to apply Belligerent and briefly stun.

The smote area will explode after 3 seconds, doing high damage and briefly stunning.

Judicial Visors protect from flashes.
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.

Damage done by the spear produces Vitality equal to a percentage of the damage done.
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.
Replica Fabricator Replica Fabricators can be used to replace a number of objects, including floors and walls, with Clockwork variants.

Replica Fabricators can also be used to repair clockwork structures and constructs at a rate of 25W power to 1 health.
The Fabricator can consume floor tiles, rods, metal, plasteel, and brass for power at rates of 2:25W, 1:25W, 1:50W, 1:125W, and 1:250, respectively.
Use the Fabricator in-hand to produce 5 brass sheets at a cost of 1250W power.

Replica Fabricators start with 2250W power and gain 12.5W per second.

Constructs

Image Name Health Description Playstyle Tips
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 Fabricator 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, 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, Tinkerer's Daemon 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!

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 loyalty 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