Clockwork Cult

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ENEMY STAFF

Servant of Ratvar
Access: Whatever you have
Additional Access: Anyone that you can use a Spatial Gateway to get to
Difficulty: Moderate
Supervisors: Ratvar
Duties: Complain about not having any stuns, even though you do
Guides: This is the guide
Quote: "Ratvar is a dumb na-" "QVR, URNGURA!!"


While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. Unfortunately, his exile to Reebe - a plane of complete nothingness - makes celestial warfare somewhat difficult. To these ends, he has enslaved mortals to do his bidding and ensure the downfall of the Geometer.

Assuming you're one of those slaves, you've come to the right place.

Summary

Assuming you've had experience with Nar-Sie and their cult, you might assume that Ratvar's servants operate in a similar fashion. In this, you would be both correct and incorrect. While both cults rely on forced conversion tactics and ultimately serve their respective gods, the similarities end there. The Ratvarian cult is focused primarily on subtlety, sabotage, and base-building, whereas the Nar-Sian cult is focused on sowing chaos, paranoia, and dissent among the crew's ranks.

In addition, unlike Nar-Sie, Ratvar is capable of converting silicon lifeforms. Cyborgs and AIs are both valid targets for conversion. Converted cyborgs will have yellow eyes, visible immediately unless headlights are on (and even then a close examination reveals them), but AIs have no indication unless carded.

Ratvar's servants have to fulfill his will. Typical goals include:

  • Summoning Ratvar.
  • Ensuring that a certain number of servants escape on the shuttle.
  • Converting all silicon lifeforms on the 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, which shows tiers of scripture to utilize.
  • Records, which displays important information including Servant Count and Total Construction Value.
  • Recollection, which displays in-game documentation and tutorial.
  • The Hierophant Network action button, which allows discreet communication between all Servants.
  • 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 every minute, 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 a Tinkerer's Cache will transfer all components in the slab to the global cache. Components placed in a slab will also be placed in the global cache.

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 - include a Tinkerer's Cache, then an Ocular Warden and some Clockwork Floors/Walls once Scripts are unlocked.
  • Start expanding your ranks by forced conversion; stun, cuff, remove radio, and apply Guvax.
  • Increase your component generation with Clockwork Walls adjacent to Tinkerer's Caches and Tinkerer's Daemons within those Caches.
  • Stay in touch with your teammates via Report, 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, which possess the power to focus on certain things and grant malevolent sentience.
  • Vanguard Cogwheels, which are almost indestructible and serve in protection.
  • Guvax Capacitors, which can manipulate the mind.
  • Replicant Alloy, which is very strong but can be melted and molded by force of will. It is also often used to fuel machinery used by the Servants of Ratvar.
  • Hierophant Ansibles, which 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.

You might be wondering, "What's CV and why do we need 250 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.


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 Component Requirement Description Invocation Time Invokers Required
N/A Belligerent N/A 1 Belligerent Eye 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.

Every 3s up to 30s 1
Judicial Visor 1 Belligerent Eye 2 Belligerent Eyes Creates a Judicial Visor, which can create balls of Ratvar's Flame. Using Ratvar's Flame at any range will create a Judicial Marker at the chosen location.

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

1s 1
N/A Vanguard N/A 1 Vanguard Cogwheel The invoker gains 30 seconds of stun immunity.

At the end of the 30 seconds, all stuns absorbed by the Vanguard affect the invoker. If the invoker was stunned above a certain threshold, they will also go unconscious for 50% longer than the stuns they absorbed.

3s 1
N/A Sentinel's Compromise 1 Vanguard Cogwheel 2 Vanguard Cogwheels Heals a target Servant of all brute and burn damage, but does 50% of the total damage that servant had as toxin damage. 3s 1
N/A Guvax N/A 1 Guvax Capacitor Converts all directly adjacent unshielded creatures, including cyborgs and AIs, to Ratvar's cause.

Also purges holy water from nearby Servants, including the invoker.

6s 1
N/A Taunting Tirade 1 Guvax Capacitor 2 Guvax Capacitors Chanted - the invoker must stand still to cause continuous effects.

Every few seconds, the invoker utters an invocation that causes confusion and dizziness in all non-Servants nearby.
Unlike other chanted scripture, Taunting Tirade gives the invoker 3 seconds to move after finishing each invocation.

Every 3.5s up to 35s 1
Replicant N/A 1 Replicant Alloy Creates a Clockwork Slab and attempts to put it in the invoker's hands. N/A 1
Tinkerer's Cache 1 Replicant Alloy 2 Replicant Alloy Creates a Tinkerer's Cache, which can store any number of components, which it will share with all other Caches and Slabs.

Clockwork Slabs will draw components from the global cache after drawing the maximum it can from its own components.
Placing a Clockwork Wall adjacent to a Cache will cause it to generate an additional component every 90 seconds.

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

Wraith Spectacles will, however, damage your vision if you wear them for too long.

1s 1
Sigil of Transgression 1 Hierophant Ansible 2 Hierophant Ansibles Creates a nearly invisible Sigil that, when crossed by a non-Servant, will lock them in place for about 5 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

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 Component Requirement Description Invocation Time Invokers Required
Ocular Warden

1 Belligerent Eye
1 Replicant Alloy

2 Belligerent Eyes
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

2 Belligerent Eyes
1 Hierophant Ansible

Produces an Cogscarab Shell, which can be powered by a soul vessel to produce a Cogscarab, which is fragile, but has an inbuilt proselytizer that can convert rods, metal, and plasteel to alloy, 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.

5s 1
Fellowship Armory

1 Vanguard Cogwheel
1 Replicant Alloy

2 Vanguard Cogwheels
1 Replicant Alloy

Equips all Servants directly adjacent 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 and bullet protection, but a weakness to lasers.
Each nearby living Servant decreases the invocation time by 1 second.

10s -1s per other Servant 1
Sigil of Submission

1 Belligerent Eye
1 Guvax Capacitor

1 Belligerent Eye
2 Guvax Capacitors

Creates a Sigil that, when crossed by a non-Servant, will attempt to convert them after 5 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 Guvax Capacitor

1 Vanguard Cogwheel
2 Guvax Capacitors

Creates a Soul Vessel, a clockwork cube that will draw in spirits and can be used as a posibrain or MMI in cyborg shells.

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

2s 1
Clockwork Proselytizer

1 Guvax Capacitor
1 Replicant Alloy

1 Guvax Capacitor
2 Replicant Alloy

Creates a Clockwork Proselytizer, which can be used to convert walls, floors, windows, and doors into Clockwork variants at a cost of Replicant Alloy.

The Proselytizer can also repair clockwork structures, form some damaged objects into Replicant Alloy, and convert Clockwork Floors into Clockwork Walls and vice versa.
To refill the Proselytizer, use it on a Tinkerer's Cache, strike it with Replicant Alloy, or strike Replicant Alloy with it.
Use the Proselytizer in-hand to reform its stored alloy into usable component alloy.

2s 1
Function Call

1 Replicant Alloy
1 Hierophant Ansible

2 Replicant Alloy
1 Hierophant Ansible

Provides the invoker with the ability to call forth a Ratvarian spear once at any time, with the spear lasting for 5 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 if the target is a cyborg or cultist.

2s 1
Spatial Gateway

1 Vanguard Cogwheel
1 Hierophant Ansible

1 Vanguard Cogwheel
2 Hierophant Ansibles

Creates a one-way Gateway to a target conscious servant or Clockwork Obelisk with 1 use and a duration of 4 seconds per Servant who helped invoke it.

Spatial Gateways to Clockwork Obelisks receive doubled duration and uses.

8s Minimum 1
N/A Volt Void

1 Guvax Capacitor
1 Hierophant Ansible

1 Guvax Capacitor
2 Hierophant Ansibles

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

Drains power from all APCs, SMES units, power cells, lights, and cyborgs who can see the invoker.
If the invoker drains too much power, they will begin to take damage based on how much they're draining. Augmented limbs will be healed instead, unless above a much higher threshold.
If standing on a Sigil of Tranmission, most of the power drained will be funneled to it.

Every 1s up to 30s 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 75 CV.

Scripture names in italics signify important scripture necessary to success.

Image Name Component Cost Component Requirement Description Invocation Time Invokers Required
Tinkerer's Daemon

1 Belligerent Eye
1 Vanguard Cogwheel
1 Replicant Alloy
1 Guvax Capacitors
1 Hierophant Ansible

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

Produces a Tinkerer's Daemon, which if placed in a Tinkerer's Cache, will increase component generation of either a selected component type or a random type.

Tinkerer's Daemons produce components every 20 seconds(plus a small amount based on the amount of the produced component) while in a cache if active.
Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.

8s 1
Sigil of Accession

2 Belligerent Eyes
1 Guvax Capacitor
1 Hierophant Ansible

3 Belligerent Eyes
1 Guvax 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
Vitality Matrix

2 Vanguard Cogwheels
1 Guvax Capacitor
1 Hierophant Ansible

3 Vanguard Cogwheels
1 Guvax Capacitor
1 Hierophant Ansible

Creates a hard-to-see Sigil that, when crossed by a living non-Servant, will start to drain them of health, filling the Sigil with Vitality, after a brief delay.

When crossed by a Servant, however, it will use the 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. It will still heal dead servants even if it lacks the vitality to revive them, so be careful where you drag your bodies.

7s 1
Memory Allocation

1 Belligerent Eye
1 Vanguard Cogwheel
2 Guvax Capacitors

1 Belligerent Eye
1 Vanguard Cogwheel
3 Guvax Capacitors

Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilant fighter similar to the alien holoparasites employed by the Syndicate;
It lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health.

Marauders gain Fatigue as they are attacked, in addition to taking damage. Marauders cannot move too far from their hosts, and will gain Fatigue at an increasing rate as they grow farther away.
Marauders may Block melee attacks, negating the damage from them, and may immediately Counter Blocked attacks, attacking whoever tried to attack them.
At maximum Fatigue, the marauder is forced to return to its host and will be unable to manifest until its Fatigue is at zero.

15s 1
Anima Fragment

1 Belligerent Eye
1 Vanguard Cogwheel
2 Replicant Alloy

1 Belligerent Eye
1 Vanguard Cogwheel
3 Replicant Alloy

Produces an Anima Fragment Shell, which can be powered by a soul vessel to produce an Anima Fragment, which has medium health, powerful melee attacks, and high speed, but temporarily slows down when attacked.

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

7s 1
Sigil of Transmission

1 Vanguard Cogwheel
1 Guvax Capacitor
2 Hierophant Ansibles

1 Vanguard Cogwheel
1 Guvax Capacitorl
3 Hierophant Ansibles

Creates a Sigil that will power directly adjacent Clockwork Structures. It starts with 2500W of power.

Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining.
The Sigil of Transmission is the only Sigil to have no effect whatsoever when crossed.

7s 1
Mending Motor

3 Vanguard Cogwheels
1 Guvax Capacitor
1 Replicant Alloy

4 Vanguard Cogwheels
1 Guvax Capacitor
1 Replicant Alloy

Creates a Mending Motor, a powerful prism that will heal nearby clockwork mobs, structures, and Servant cyborgs. It starts with 2500W of power in alloy.

It is very inefficient and will consume large amounts of both power and alloy if there are large numbers of damaged clockwork mobs, structures, or Servant cyborgs nearby.
Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to 2500W of power.
It requires 200W of power to repair clockwork mobs, 250W of power to repair clockwork structures, and 300W of power to repair Servant cyborgs.

8s 2
Mania Motor

1 Replicant Alloy
3 Guvax Capacitors
1 Hierophant Ansible

1 Replicant Alloy
4 Guvax Capacitors
1 Hierophant Ansible

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

It will also try to convert humans directly adjacent to the motor; if it fails, it will first force them to touch it, then put them to sleep until they manage to move away or become a valid target for conversion.
It requires 150W of power to run, 450W of power to successfully convert non-Servant humans, and 150W of power to force unconvertable humans to sleep.

8s 2
Interdiction Lens

1 Belligerent Eye
3 Replicant Alloy
1 Hierophant Ansible

1 Belligerent Eye
4 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, then immediately disrupt all cameras and radios in the Field.
It requires 100W of power to run and 100W of power per disrupted object.
If it finds no disruptable objects and drains no power, it will shut off for 2 minutes.

8s 2
Clockwork Obelisk

1 Vanguard Cogwheel
1 Replicant Alloy
3 Hierophant Ansibles

1 Vanguard Cogwheel
1 Replicant Alloy
4 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 150 CV.

Scripture names in italics signify important scripture necessary to success.

Name Component Cost Component Requirement Description Invocation Time Invokers Required
Invoke Inath-Neq, the Resonant Cogwheel

6 Vanguard Cogwheels
3 Replicant Alloy
3 Guvax Capacitors
3 Hierophant Ansibles

6 Vanguard Cogwheels
3 Replicant Alloy
3 Guvax Capacitors
3 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 5 minutes.

15s 1
Invoke Nezbere, the Brass Eidolon

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

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

Invoking Nezbere causes all Ocular Wardens to have increased damage and range, all Clockwork Proselytizers to not require alloy, 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 1
Invoke Sevtug, the Formless Pariah

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

3 Belligerent Eyes
3 Vanguard Cogwheels
6 Guvax 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 1
Invoke Nzcrentr, the Forgotten Arbiter

3 Belligerent Eyes
3 Replicant Alloy
3 Guvax Capacitors
6 Hierophant Ansibles

3 Belligerent Eyes
3 Replicant Alloy
3 Guvax Capacitors
6 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.

Nzcrentr's lightning does between 40 and 60 damage, in addition to stunning for 8 seconds.
After being invoked, Invoke Nzcrentr, the Forgotten Arbiter goes on cooldown for 5 minutes.

15s 1

Judgement Scripture

Below is the Judgement scripture. The Judgement scripture requires at least 12 Human or Silicon Servants, 5 Tinkerer's Caches, 250 CV, and that all active AIs must be Servants.

Scripture names in italics signify important scripture necessary to success.

Appearances Name Component Cost Component Requirement Description Invocation Time Invokers Required


Ark Opening

Ark Active

Ark Approaching

Ark of the Clockwork Justiciar

10 Belligerent Eyes
10 Vanguard Cogwheels
10 Replicant Alloy
10 Guvax Capacitors
10 Hierophant Ansibles

10 Belligerent Eyes
10 Vanguard Cogwheels
10 Replicant Alloy
10 Guvax Capacitors
10 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, Ratvar, the Clockwork Justiciar, will come forth through it to spread His light across this realm.
In addition to preventing shuttle departure, 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
Protect it at all costs.

15s 4

Structures, Sigils, Objects, and Constructs

This is a listing of the various structures and constructs available to the Servants of Ratvar.

Structures

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

Can be Proselytized into a Clockwork Wall for a cost of 40 alloy.

Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar. 1
Clockwork Wall N/A A Clockwork Wall produced by a Clockwork Proselytizer.

Can be Proselytized into a Clockwork Floor for a refund of 40 alloy.

Clockwork Walls will cause Tinkerer's Caches to generate components gradually. 5
Wall Gear 50 A Wall Gear produced by breaking down a Clockwork Wall.

Wall Gears can be climbed, like tables, and unwrenched from the floor.

Wall Gears can be Proselytized to reform them into alloy. 0
Tinkerer's Cache 80 Tinkerer's Caches can store any number of components, which are considered to be in a Global Cache.

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.

Placing a Clockwork Wall adjacent to a Cache will cause it to generate an additional component every 90 seconds. 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
Mending Motor 150 Mending Motors will heal nearby clockwork mobs, structures, and Servant cyborgs while active, and start with 2500W of power in alloy.

Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to 2500W of power.
It requires 200W of power to repair clockwork mobs, 250W of power to repair clockwork structures, and 300W of power to repair Servant cyborgs.

Mending Motors, while quite inefficient, are still more efficient at repairs than Clockwork Proselytizers. 20
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, then immediately attempt to disrupt all cameras and radios in the Field.

It requires 100W of power to run and 100W of power per disrupted object.

If it finds no disruptable objects and drains no power, it will shut off for 2 minutes. 25
Mania Motor 80 Mania Motors will cause brain damage and hallucinations in nearby non-Servant humans. The brain damage and hallucinations get progressively worse as targets near the Motor.

Humans directly adjacent to the motor will be converted.
It requires 150W of power to run, 450W of power to successfully convert non-Servant humans, and 150W of power to force unconvertable humans to sleep.

Mania Motors are exceptionally good at protecting bases, as they cripple offensives with ease. 20
Clockwork Obelisk 200 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 5 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.
Sigil of Submission Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 5 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.
Vitality Matrix Vitality Matrices, when crossed by a living non-Servant, will drain them of health, which fills the Sigil with Vitality, after a brief delay.

When crossed by a Servant, however, it will use the 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.

It will still heal dead servants even if it lacks the vitality to revive them, so be careful where you drag your bodies.
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 Guvax for conversion time, though they're unlocked much later.
Sigil of Transmission Sigils of Transmission will power directly adjacent Clockwork Structures and start with 2500W of power.

Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining.

The Sigil of Transmission is the only Sigil to have no effect whatsoever when crossed.

Objects

Image Name Description Usage Tip
Judicial Visor Judicial Visors can create balls of Ratvar's Flame. Using Ratvar's Flame at any range will create a Judicial Marker at the chosen location.

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

Early on, use Judicial Visors on targets that have just been affected by Sigils of Transgression to stun them for long enough to convert with Guvax.
Wraith Spectacles Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision. Use Wraith Spectacles to quickly check if anyone is near your base before exiting.
Clockwork Armor Clockwork Armor provides exceptional(80%) melee protection at the cost of a slight increase(15%) in laser damage. 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 cyborgs and cultists.

Ratvarian Spears last for 5 minutes once summoned.

Throw the spear at a cyborg, walk up to it, prepare Guvax, 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 at a rate of 2 liquified alloy to 1 health.
Use the Proselytizer in-hand to reform its stored alloy into usable component alloy.

Clockwork Proselytizers start with 90 liquified alloy.
Soul Vessel Soul Vessels will draw in the souls of the damned, and can be placed in Cyborg Shells, Cogscarab Shells, and Anima Fragment Shells once filled. 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 an inbuilt proselytizer that can convert metal to alloy 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 medium health, 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.
Tinkerer's Daemon Produces a Tinkerer's Daemon, which if placed in a Tinkerer's Cache, will increase component generation of either a selected component type or a random type.

Tinkerer's Daemons produce components every 20 seconds(plus a small amount based on the amount of the produced component) while in a cache if active.

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.

Constructs

Image Name Health Description Playstyle Tips
Cogscarab 60 Cogscarabs are weak and unsuited to direct combat, but can communicate with :b, have a Proselytizer that can consume rods, metal, and plasteel, and 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 exceptionally fast and do high damage, 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 melee attack and may immediately Counter Blocked attacks, attacking whoever attacked them.

Damage taken by a Marauder causes it Fatigue, which forces it to return to its host if Fatigue reaches 100.
When forced to return, Marauders become unable to manifest in any way until fatigue reaches 0.

Stay close to your host; if you're directly adjacent to them, you gradually lose Fatigue.

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

Threats to the Enlightened

Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum.

Nar-Sian Dogs

The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.

Security and the Chaplain

Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.

It should be one of the servants' top priorities to infiltrate Security. The servants can use the Sigil of Accession to nullify the loyalty implant of a single target and convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.

Ratvar

Once you've defended the Ark for enough time, Ratvar will come forth.

His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.

Few things are capable of challenging Ratvar's sheer power.

One of them is Nar-Sie.

If Ratvar and Nar-Sie encounter one another,

Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟


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