Difference between revisions of "Clockwork Cult"

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{{Under construction
+
{{Infobox_jobs
|reason = 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.}}
 
 
 
{{JobPageHeader
 
 
|headerbgcolor = #BE8700
 
|headerbgcolor = #BE8700
 
|headerfontcolor = black
 
|headerfontcolor = black
|stafftype = ENEMY
+
|bgcolor = #E6A500
|imagebgcolor = #E6A500
+
|image = servant_of_ratvar.png
|img_generic =
 
|img = servant_of_ratvar.png
 
 
|jobtitle = Servant of Ratvar
 
|jobtitle = Servant of Ratvar
 +
|caption = "What's this lantern thi-" "QVR, URNGUR'A!!"
 
|access = Maintenance
 
|access = Maintenance
|additional = Anywhere you can Warp or fabricate to
+
|access2 = Anywhere you can Warp or fabricate to
 
|difficulty = Medium to Hard
 
|difficulty = Medium to Hard
|superior = Ratvar
+
|supervisors = Ratvar
 +
|rank = N/A
 
|duties = Forget to toggle your chameleon jumpsuit, don't set up any power generation, get crushed by an angry mech
 
|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
 
|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.
 
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.
  
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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.
 
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.
+
As a servant, you start on a z-level entirely separate from the ship, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the ship crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the ship, 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.''
+
From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence, and all servants will be transported to and prevented from leaving Reebe; then, after a five-minute grace period, portals will open up on the ship 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 ship 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.
 
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.
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'''50 kW''' unlocks the Script tier.
 
'''50 kW''' unlocks the Script tier.
 
'''100 kW''' unlocks the Application tier,
 
'''100 kW''' unlocks the Application tier,
 +
 +
=== The Eminence ===
 +
 +
The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader.
 +
 +
The Eminence can travel between the ship and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted. Note that it can't understand anything said shipside unless war is declared, meaning that while it can see movements and planning, it cannot overhear what people are discussing.
 +
 +
By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses."
 +
 +
Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.
  
 
== The City of Cogs and the Ark ==
 
== The City of Cogs and the Ark ==
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* '''The <span style='color:#4800FF'>dark indigo</span> room contains the Ark, which you need to defend.'''
 
* '''The <span style='color:#4800FF'>dark indigo</span> room contains the Ark, which you need to defend.'''
* '''The <span style='color:#FF6A00'>orange</span> 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 <span style='color:#FF6A00'>orange</span> room contains camera observation consoles, which let you watch the ship 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 <span style='color:#FF0000'>red</span> 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 <span style='color:#FF0000'>red</span> 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 <span style='color:#FF00DC'>pink</span> 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 <span style='color:#FF00DC'>pink</span> 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.
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Prep Phase
 
Prep Phase
 
|30-35 minutes (charge-up)<br>5 minutes (grace period)
 
|30-35 minutes (charge-up)<br>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.
+
|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 ship-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.
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Arkopening.gif]]
 
![[File:Arkopening.gif]]
 
Defense Phase
 
Defense Phase
 
|4 minutes
 
|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.
+
|When this phase begins, portals to Reebe will open up everywhere across the ship 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 ship. 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.
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Arkactive.gif]]
 
![[File:Arkactive.gif]]
 
Assault Phase
 
Assault Phase
 
|4 minutes
 
|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.
+
|This timespan marks the middle of the crew's attack period. Any stragglers from the ship 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.
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Arkclosing.gif]]
 
![[File:Arkclosing.gif]]
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|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.
 
|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  
 
|1.5 seconds  
 +
|1
 +
|- style="text-align: center;"
 +
![[File:Vanguard.png]]
 +
|'''Vanguard'''
 +
|25 W
 +
|Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead.
 +
|3 seconds
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
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Generates 5 W per second when in an APC, as long as the APC has the power to supply that amount.
 
Generates 5 W per second when in an APC, as long as the APC has the power to supply that amount.
 
|1 second
 
|1 second
|1
 
|- style="text-align: center;"
 
![[File:Stargazer.png]]
 
|'''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!''
 
<br>
 
Generates 20 W per second when active.
 
|5 seconds
 
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
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|}
 
|}
  
 
+
==== Cyborg Scripture ====
= 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.
 
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.
  
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|Judicial Marker
 
|Judicial Marker
 
|N/A
 
|N/A
|Charges the invoker's slab with judicial force to place a Judicial Marker at a target location within the next 5 seconds.
+
|Charges the invoker's slab with judicial force for the next five seconds. You can click on any turf within range to place a judicial marker that functions identically to the one produced by a judicial visor.
|3s
+
|3 seconds
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
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|Linked Vanguard
 
|Linked Vanguard
 
|N/A
 
|N/A
|Charges the invoker's slab with defensive strength to grant a target Servant and themselves Vanguard, as the scripture, within the next 5 seconds.
+
|Functions similarly to the Vanguard scripture, but doesn't activate immediately; instead, it charges your slab with defensive force for the next five seconds. You can use this slab on another servant from range to grant both yourself and them Vanguard.
|3s
+
|3 seconds
 
|1
 
|1
 
|-
 
|-
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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 '''50 kW''' to unlock.
  
 
Scripture names in ''italics'' signify important scripture necessary to success.
 
Scripture names in ''italics'' signify important scripture necessary to success.
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![[File:Ocularwarden.png]]
 
![[File:Ocularwarden.png]]
 
|Ocular Warden
 
|Ocular Warden
|250W
+
|250 W
|Creates an Ocular Warden, which will automatically damage a target non-Servant that it can see within 3 tiles of it.<br>
+
|Creates an ocular warden, a fragile defensive turret that deals burn damage to non-servants within a three-tile radius.<br>
Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.
+
The warden does approx. 15 damage per second, reduced by 5% for every tile between the warden and its target, and 10% for every dense object between them.<br>
|10s
+
Wardens have 25 max integrity, and cannot be placed within three tiles of one another.
 +
|10 seconds
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Vitalitymatrix.png]]
 
![[File:Vitalitymatrix.png]]
 
|Vitality Matrix
 
|Vitality Matrix
|1000W
+
|1 kW
|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.<br>
+
|Creates a vitality matrix, a hard-to-see sigil that will drain the health of non-servants that stand on it in the form of toxin damage.<br>
When crossed by a Servant, however, it will use Vitality to rapidly heal them of all damage. It cannot do both at once.<br>
+
For each point of damage done, one point of global vitality is created.<br>
The Vitality Matrix can also revive dead Servants at a cost of 150 Vitality.
+
It will also destroy the bodies of any non-servants on top of it and produce a burst of an extra 100 vitality.<br>
|6s
+
Finally, it will consume vitality to heal servants, and can revive dead ones for 150 vitality. Note that servants can only be revived in this way once per minute.
 +
|6 seconds
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Clockworkproselytizer.png]]
 
![[File:Clockworkproselytizer.png]]
 
|''Replica Fabricator''
 
|''Replica Fabricator''
|250W
+
|250 W
|Creates a Replica Fabricator, which can be used to replace walls, floors, tables, windows, windoors, and airlocks with Clockwork variants.<br>
+
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
The Fabricator can construct Clockwork Walls on Clockwork Floors and deconstruct Clockwork Walls to Clockwork Floors.<br>
+
It can be used to consume brass, metal, glass sheets, plus metal rods, to create power directly.<br>
The Fabricator can consume floor tiles, rods, metal, plasteel, and brass for power.<br>
+
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br>
The Fabricator will gradually recharge and can be used to repair Clockwork Structures.<br>
+
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
Use the Fabricator in-hand to produce '''5''' Brass Sheets at a cost of '''1250W''' power.
+
Use it in-hand to produce five brass sheets at a cost of 1.25 kW of power. This is your main way of getting construction materials.<br>
|2s
+
Servants start with a fabricator by default. Note that power is drawn from the globally-available pool.
 +
|2 seconds
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Judicialvisor.png]]
 
![[File:Judicialvisor.png]]
 
|Judicial Visor
 
|Judicial Visor
|4000W
+
|400 W
|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.
+
|Creates a judicial visor, which can be worn as eyewear.<br>
|1s
+
When worn, it can be used by a servant to create a 3x3 judicial marker at the target location, which slightly stuns everyone nearby and applies Belligerent, reducing their movement speed. After three seconds, the marker explodes, causing brute damage to anyone standing on top of it.<br>
 +
The visor has a 30-second cooldown.
 +
|1 second
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Ratvarspear.png]]
 
![[File:Ratvarspear.png]]
 
|Clockwork Armaments
 
|Clockwork Armaments
|250W
+
|250 W
|Provides the invoker with the ability to call forth a Ratvarian spear '''once every 3 minutes''' at any time, with the spear lasting for 3 minutes.<br>
+
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!<br>
The spear does moderate damage in melee, with bonus damage to cyborgs and cultists.<br>
+
The armor and spear can be called separately:<br><br>
Damage done by the spear produces Vitality equal to a percentage of the damage done.<br>
+
- The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor.<br><br>
Throwing the spear at a mob will do '''massive damage''', break the spear, and stun the target.
+
- The spear appears in your hand, and can be called and dismissed at will. It does 15 damage (10% armor penetration) by default, plus five extra burn. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
|2s
+
|2 seconds
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Spatialgateway.gif]]
 
![[File:Spatialgateway.gif]]
 
|Spatial Gateway
 
|Spatial Gateway
|400W
+
|400 W
|Creates a one-way Gateway to a target conscious servant or Clockwork Obelisk with '''1 use''' and a duration of '''4 seconds ''per Servant who helped invoke it'''''.<br>
+
|Creates a one-way gateway to a target conscious servant or clockwork obelisk. By default, it has only one use, and lasts for 4 seconds.<br>
Spatial Gateways to Clockwork Obelisks receive doubled duration and uses.
+
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
|8s
+
|8 seconds
|Minimum 1
+
|At least 1
 
|-
 
|-
 
|}
 
|}
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=== Application Scripture ===
 
=== Application Scripture ===
  
Below is a list of all Application scripture. Application scriptures require '''9 Human or Silicon Servants''', '''3 Tinkerer's Caches''', and '''100 CV''' to unlock.
+
Below is a list of all Application scripture. Application scriptures require the cult to have '''100 kW''' of power to unlock.
  
 
Scripture names in ''italics'' signify important scripture necessary to success.
 
Scripture names in ''italics'' signify important scripture necessary to success.
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! style='background-color:#E6A500;' width='32px'|Image
 
! style='background-color:#E6A500;' width='32px'|Image
 
! style='background-color:#E6A500;' width='80px'|Name
 
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='140px'|Component Cost
+
! style='background-color:#E6A500;' width='140px'|Power Cost
 
! style='background-color:#E6A500;' width='660px'|Description
 
! style='background-color:#E6A500;' width='660px'|Description
 
! style='background-color:#E6A500;' width='70px'|Invocation Time
 
! style='background-color:#E6A500;' width='70px'|Invocation Time
 
! style='background-color:#E6A500;' width='50px'|Invokers Required
 
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
 
![[File:Fellowshiparmor.png]]
 
|Fellowship Armory
 
|
 
4 Vanguard Cogwheels<br>
 
2 Replicant Alloy<br>
 
2 Hierophant Ansibles
 
|Equips all Servants visible to the invoker with powerful but obvious brass armor.<br>
 
The armor includes a suit, helmet, gauntlets, and boots, and anything a servant is wearing in those slots will prevent it from being equipped.<br>
 
The helmet, armor, and gauntlets provide massive melee, bullet, and bomb protection, but a weakness to lasers.<br>
 
'''Each nearby living Servant decreases the invocation time by 1 second.'''
 
|10s -1s per other Servant
 
|1
 
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Clockworkmarauder.gif]]
 
![[File:Clockworkmarauder.gif]]
|Memory Allocation
+
|Clockwork Marauder
|
+
|8000 W
2 Belligerent Eyes<br>
+
|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.
2 Vanguard Cogwheels<br>
+
|8 seconds
4 Geis Capacitors
 
|Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilant fighter that lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health.<br>
 
Marauders cannot move too far from their hosts, and will take damage at an increasing rate as they grow farther away. However, if a Marauder stays close to its host, they will gradually heal.<br>
 
Marauders may Block attacks, negating the damage from them, and may immediately Counter Blocked attacks, attacking whoever tried to attack them.
 
|15s
 
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Sigiloftransmission.png]]
 
![[File:Sigiloftransmission.png]]
|Sigil of Transmission
+
|''Sigil of Transmission''
|
+
|200 W
2 Vanguard Cogwheels<br>
+
|Creates a sigil that functions as a power access point, providing power to all structures nearby that require it. It draws this from the global pool.<br>
2 Geis Capacitors<br>
+
Servant cyborgs can use it to recharge.<br>
4 Hierophant Ansibles
+
Small explosions in its vicinity will slightly charge it.
|Creates a Sigil that can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.<br>
+
|7 seconds
While active, it will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants.<br>
 
It can also be charged with Brass Sheets at a rate of '''250W''' per sheet.<br>
 
When crossed by a Servant cyborg, it will attempt to recharge that cyborg.<br>
 
Using a Replica Fabricator on it will rapidly charge that Fabricator.
 
|7s
 
 
|1
 
|1
|- style="text-align: center;"
 
![[File:Mendingmotor.png]]
 
|Prolonging Prism
 
|
 
5 Vanguard Cogwheels<br>
 
2 Geis Capacitors<br>
 
2 Replicant Alloy
 
|Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by '''2 minutes''' when activated.<br>
 
Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism.<br>
 
It requires '''3000W''' of power to activate, and the cost to activate it is increased by '''1250W''' for every previous activation.
 
|8s
 
|2
 
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Maniamotor.png]]
 
![[File:Maniamotor.png]]
 
|Mania Motor
 
|Mania Motor
|
+
|750 W
5 Geis Capacitors<br>
+
|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.<br>
2 Replicant Alloy<br>
+
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.<br>
2 Hierophant Ansibles
+
It consumes 150 W of power per second while active.
|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.<br>
+
|8 seconds
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.<br>
 
It requires '''150W''' of power to run.
 
|8s
 
|2
 
|- style="text-align: center;"
 
![[File:Tinkerer's_daemon.png]]
 
|''Tinkerer's Daemon''
 
|
 
2 Belligerent Eyes<br>
 
2 Geis Capacitors<br>
 
5 Replicant Alloy
 
|Produces a Tinkerer's Daemon, which will produce a component of either a chosen or random type every 7 seconds while active.<br>
 
It requires '''50W''' of power to produce any component, plus an additional '''50W''' of power for every 5 of the produced component in the global cache.<br>
 
'''''Active Tinkerer's Daemons must be outnumbered by Servants at a rate of 5 to 1; you can have 1 active Daemon for every 5 Servants.'''''
 
|8s
 
 
|2
 
|2
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Clockworkobelisk.png]]
 
![[File:Clockworkobelisk.png]]
 
|Clockwork Obelisk
 
|Clockwork Obelisk
|
+
|300 W
2 Belligerent Eyes<br>
+
|Creates a clockwork obelisk, which has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.<br>
2 Vanguard Cogwheels<br>
+
Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.<br>
5 Hierophant Ansibles
+
Spatial Gateway functions like the scripture of the same name; however, it has 5 uses, and lasts 10 seconds, in addition to being two-way.<br>
|Creates a Clockwork Obelisk, which can Hierophant Broadcast or create a Spatial Gateway. It also serves as a target for Spatial Gateways.<br>
+
Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.<br>
Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br>
+
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
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''.<br>
+
It requires 50 W of power to send a broadcast, and 2 kW to open a 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.<br>
+
|8 seconds
Spatial Gateways to a Clockwork Obelisk receive double duration and uses.<br>
 
It requires '''50W''' of power to Hierophant Broadcast and '''2000W''' of power to create a Spatial Gateway.
 
|8s
 
 
|2
 
|2
 
|-
 
|-
 
|}
 
|}
 
  
 
== Structures, Sigils, Objects, Constructs, and Cyborgs ==
 
== Structures, Sigils, Objects, Constructs, and Cyborgs ==
Line 431: Line 382:
 
=== Structures ===
 
=== Structures ===
  
Clockwork Structures with effects become up to 50% less effective(at 25% of maximum Health) as they lose Health.
+
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.<br>
+
All structures can be unsecured from the floor with a wrench.<br>
This only applies to actual Clockwork Structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.
+
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.
  
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
Line 447: Line 398:
 
|Clockwork Floor
 
|Clockwork Floor
 
|N/A
 
|N/A
|A Clockwork Floor produced with brass or by a Replica Fabricator.<br>
+
|A clockwork floor produced by brass or a replica fabricator. Reebe is covered in an indestructible variety.<br>
Replica Fabricators can fabricate a Clockwork Wall on a Clockwork Floor for a cost of 1000W power.
+
Replica fabricators can swap between these and clockwork walls at a power cost.<br>
|Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar.
+
|Servants standing on clockwork floors heal 3 toxin damage per second.
 
|1
 
|1
 
|- style="text-align: center;"
 
|- style="text-align: center;"
Line 455: Line 406:
 
|Brass Window
 
|Brass Window
 
|80
 
|80
|A Brass Window produced with brass or by a Replica Fabricator.
+
|A window produced with brass or by a replica fabricator.
 
|Provides a very small amount of CV and is a reasonable barrier.
 
|Provides a very small amount of CV and is a reasonable barrier.
 
|1
 
|1
Line 462: Line 413:
 
|Brass Window
 
|Brass Window
 
|120
 
|120
|A Brass Window produced with brass or by a Replica Fabricator.
+
|A full-tile window produced with brass or by a replica fabricator.
 
|Provides a small amount of CV and is a reasonable barrier.
 
|Provides a small amount of CV and is a reasonable barrier.
 
|2
 
|2
Line 469: Line 420:
 
|Brass Table
 
|Brass Table
 
|200
 
|200
|A Brass Table produced with brass or by a Replica Fabricator.<br>
+
|A brass table produced with brass or by a replica fabricator.<br>
 
Brass Tables can be removed by welding them, then wrenching or screwdrivering them.
 
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.
 
|Provides a small amount of CV and a place to store items.
Line 477: Line 428:
 
|Wall Gear
 
|Wall Gear
 
|100
 
|100
|A Wall Gear produced with brass, by a Replica Fabricator, or by breaking down a Clockwork Wall.<br>
+
|A gear produced with brass, by a replica fabricator, or by breaking down a clockwork wall.<br>
Wall Gears can be climbed, like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver.
+
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.
+
|Wall gears are essentially clockwork girders, can be plated with brass to construct a clockwork wall.
 
|3
 
|3
 
|- style="text-align: center;"
 
|- style="text-align: center;"
Line 485: Line 436:
 
|Brass Windoor
 
|Brass Windoor
 
|200
 
|200
|A Brass Windoor produced with brass or by a Replica Fabricator.
+
|A windoor produced with brass or by a replica fabricator.
|Brass Windoors only allow servants to pass.
+
|Brass windoors only allow servants to pass.
 
|3
 
|3
 
|- style="text-align: center;"
 
|- style="text-align: center;"
Line 492: Line 443:
 
|Clockwork Wall
 
|Clockwork Wall
 
|N/A
 
|N/A
|A Clockwork Wall produced with brass or by a Replica Fabricator.<br>
+
|A clockwork wall produced with brass or by a replica fabricator.<br>
Replica Fabricators can deconstruct Clockwork Walls for a refund of 1000W power.
+
Replica Fabricators can deconstruct clockwork walls for a refund of 1 kW power.
|Clockwork Walls will cause Tinkerer's Caches to generate components gradually.
+
|Serves as a durable barrier. Can be superheated by the Eminence to prevent mechs from destroying them.
 
|5
 
|5
 
|- style="text-align: center;"
 
|- style="text-align: center;"
Line 500: Line 451:
 
|Pinion Airlock
 
|Pinion Airlock
 
|240
 
|240
|A Pinion Airlock produced with brass or by a Replica Fabricator.<br>
+
|A Pinion airlock produced with brass or by a replica fabricator.<br>
Pinion Airlocks can be removed by wrenching them, then crowbarring the gear off.
+
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.
 
|Pinion Airlocks are difficult to remove and only allow servants to pass.
 
|5
 
|5
|- style="text-align: center;"
 
![[File:Tinkererscache.png]]
 
|''Tinkerer's Cache''
 
|80
 
|Tinkerer's Caches can store any number of components, which are considered to be in a ''Global Cache''.<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.
 
|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
 
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Ocularwarden.png]]
 
![[File:Ocularwarden.png]]
 
|Ocular Warden
 
|Ocular Warden
 
|25
 
|25
|Ocular Wardens will automatically damage a target non-Servant that can see it within 3 tiles of it.<br>
+
|Ocular Wardens will automatically damage a target non-servant that can see it within 3 tiles of it.<br>
If the target has x-ray vision, it will attack them through walls.
+
If the target has x-ray vision, it will attack them through walls. If the target is carrying a bible, it will target the bible first.<br>
|Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.
+
It deals 15 damage per second, reduced by 5% for each tile between the target and warden, and 10% for each dense object.
 +
|Ocular wardens, while lethal and powerful, are very easily smashed. Placing them behind barricades will make them more durable, but less damaging.
 
|15
 
|15
|- style="text-align: center;"
 
![[File:Mendingmotor.png]]
 
|Prolonging Prism
 
|125
 
|Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by '''2 minutes''' when activated.<br>
 
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.
 
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:Maniamotor.png]]
 
![[File:Maniamotor.png]]
 
|Mania Motor
 
|Mania Motor
 
|100
 
|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.<br>
+
|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.<br>
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.<br>
+
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.<br>
It requires '''150W''' of power to run.
+
It requires 150 W of power per second to run.
|Mania Motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking.
+
|Mania motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking.
|20
 
|- style="text-align: center;"
 
![[File:Tinkerer's_daemon.png]]
 
|''Tinkerer's Daemon''
 
|100
 
|Tinkerer's Daemons will produce a component of either a chosen or random type every 7 seconds while active.<br>
 
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.<br>
 
Use them to augment generation of components that are being heavily used.
 
 
|20
 
|20
 
|- style="text-align: center;"
 
|- style="text-align: center;"
Line 550: Line 477:
 
|Clockwork Obelisk
 
|Clockwork Obelisk
 
|150
 
|150
|Clockwork Obelisks can Hierophant Broadcast or create Spatial Gateways, and serve as a target for Spatial Gateways.<br>
+
|Has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.<br>
Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br>
+
Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.<br>
Spatial Gateway opens a two-way gateway to a target Servant or Obelisk.<br>
+
Spatial Gateway functions like the scripture of the same name; however, it has 5 uses, and lasts 10 seconds, in addition to being two-way.<br>
It requires '''50W''' of power to Hierophant Broadcast and '''2000W''' of power to create a Spatial Gateway.
+
Spatial gateways opened to an obelisk received doubled duration and uses.<br>
|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.
+
It requires 50 W of power to send a broadcast, and 2 kW to open a gateway.
 +
|Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
 
|20
 
|20
 +
|-
 +
|}
 +
 +
=== Traps ===
 +
 +
Traps are useful objects produced with brass sheets. There are two types of trap: '''sender''' and '''receiver.'''<br>
 +
'''Senders''' are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.<br>
 +
'''Receivers''' are the traps themselves, like brass skewers, that cause various things to occur when they receive a signal from a sender.<br>
 +
Senders and receivers can be linked by attacking them with a clockwork slab. The Eminence can also trigger traps by clicking on them.<br>
 +
Traps are built from brass sheets, and can be instantly deconstructed with a wrench.
 +
 +
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
 +
! style='background-color:#E6A500;' width='32px'|Image
 +
! style='background-color:#E6A500;' width='73px'|Name
 +
! style='background-color:#E6A500;' width='40px'|Health
 +
! style='background-color:#E6A500;' width='560px'|Description
 +
! style='background-color:#E6A500;' width='280px'|Usage Tip
 +
|- style="text-align: center;"
 +
![[File:Brass lever.png]]
 +
|Sender - Lever
 +
|75
 +
|The most simple sender. Activates when clicked.
 +
|It's a lever. There's nothing else to it.
 +
|- style="text-align: center;"
 +
![[File:Pressure sensor.png]]
 +
|Sender - Pressure Sensor
 +
|5
 +
|Pressure sensors trigger when a non-servant walks over them. They are mostly translucent in-game.<br>
 +
|When built, pressure sensors will link with any receivers they're built on top of, to save time.
 +
|- style="text-align: center;"
 +
![[File:Brass repeater.png]]
 +
|Sender - Repeater
 +
|15
 +
|Repeaters can be toggled on and off. When active, they will send a signal once every second.
 +
|Useful for traps that perform well when they receive signals at constant intervals.
 +
|- style="text-align: center;"
 +
![[File:Brass skewer.png]]
 +
|Receiver - Brass Skewer
 +
|40
 +
|A deadly spear trap. When not extended, it's difficult to see, appearing only a small, dark circle on the floor.<br>
 +
When activated, it will become dense and block passage. If someone is standing on it, it will impale them, dealing heavy damage and hoisting them into the air.<br>
 +
People impaled on skewers can use items and weapons, but not destroy the spear. They can resist to pull themselves off after 30 seconds, but can be helped off by another person after 6.<br>
 +
Cyborgs will not be impaled, but will take massive damage.<br>
 +
There must be a gap of one tile between any two skewers.
 +
|Combines well with pressure sensors, for obvious reasons.
 +
|- style="text-align: center;"
 +
![[File:Steam vent.png]]
 +
|Receiver - Steam Vent
 +
|100
 +
|A vent that taps into the machinery of Reebe and vents excess steam when toggled.<br>
 +
While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it. It has no other effects.<br>
 +
Steam vents cannot be placed directly adjacent to each other on cardinal directions; diagonally adjacent is fine.
 +
|Especially powerful when combined with wraith spectacles!
 
|-
 
|-
 
|}
 
|}
Line 561: Line 542:
 
=== Sigils ===
 
=== 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.
+
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.
+
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.
  
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
Line 584: Line 565:
 
|Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss.
 
|Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss.
 
|- style="text-align: center;"
 
|- style="text-align: center;"
![[File:Sigilofsubmission.png]]
+
![[File:Sigil of submission.png]]
 
|Sigil of Submission
 
|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.<br>
 
|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.<br>
Line 596: Line 577:
 
Using a Replica Fabricator on it will rapidly charge that Fabricator.
 
Using a Replica Fabricator on it will rapidly charge that Fabricator.
 
|When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
 
|When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
|-
 
|}
 
 
=== Objects ===
 
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
 
! style='background-color:#E6A500;' width='32px'|Image
 
! style='background-color:#E6A500;' width='80px'|Name
 
! style='background-color:#E6A500;' width='605px'|Description
 
! style='background-color:#E6A500;' width='275px'|Usage Tip
 
|- style="text-align: center;"
 
![[File:Brass.png]]
 
|Brass Sheets
 
|Brass sheets can be produced directly from a Fabricator.<br>
 
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.
 
|- style="text-align: center;"
 
![[File:Judicialvisor.png]]
 
|Judicial Visor
 
|Judicial Visors can smite areas to apply Belligerent and briefly stun.<br>
 
The smote area will explode after 3 seconds, doing high damage and briefly stunning.
 
|Judicial Visors protect from flashes.
 
|- style="text-align: center;"
 
![[File:Wraithspectacles.png]]
 
|Wraith Spectacles
 
|Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision.<br>
 
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.
 
|- style="text-align: center;"
 
![[File:Fellowshiparmor.png]]
 
|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.
 
|- style="text-align: center;"
 
![[File:Ratvarspear.png]]
 
|Ratvarian Spear
 
|Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.<br>
 
Damage done by the spear produces Vitality equal to a percentage of the damage done.<br>
 
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.
 
|- style="text-align: center;"
 
![[File:Clockworkproselytizer.png]]
 
|''Replica Fabricator''
 
|Replica Fabricators can be used to replace a number of objects, including floors and walls, with Clockwork variants.<br>
 
Replica Fabricators can also be used to repair clockwork structures and constructs at a rate of '''25W''' power to '''1''' health.<br>
 
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.<br>
 
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.
 
 
|-
 
|-
 
|}
 
|}
Line 658: Line 591:
 
![[File:Clockworkmarauder.gif]]
 
![[File:Clockworkmarauder.gif]]
 
|Clockwork Marauder
 
|Clockwork Marauder
|300
+
|120
|Clockwork Marauders exist to defend their host, and can Block attacks and may immediately Counter Blocked attacks, attacking whoever attacked them.<br>
+
|Clockwork marauders are created by the scripture of the same name, and are well-rounded defensive constructs.<br>
Marauders become unable to emerge if they are forced to recall while their host is above 65% health.
+
They have a unique mechanic, called ''shield health.'' Using their shield, marauders can block projectiles.<br>
|Stay close to your host; if you're directly adjacent to them, both you and they will gradually heal.<br>
+
Each projectile the marauder is hit by has a 100% chance to be blocked, and will consume one shield health, regardless of damage.<br>
Block attacks to your host whenever possible.<br>
+
Once shield health expires, the shield shatters, and projectiles will damage it normally.<br>
Use :b to communicate with your host.
+
Marauders regain one shield health every 20 seconds.
 +
|As a marauder, you are the front line. Try to prioritize protecting your fellow servants. Don't be afraid to give your life.
 +
|- style="text-align: center;"
 +
![[File:Scarab.png]]
 +
|Cogscarab
 +
|50
 +
|Cogscarabs are friendly helper drones that cannot leave Reebe. Two shells spawn in the camera room at the start of the round, and can be activated by any ghost. You cannot obtain cogscarabs in any other way, meaning these two are the only two.<br>
 +
Scarabs are outfitted with a full set of tools and a replica fabricator. Their primary goal is to build defenses, and they are physically incapable of leaving the City of Cogs.<br>
 +
They can wield and use any kind of weapon, but can't fire guns, move slowly, and die fast.<br>
 +
Activating a cogscarab shell during a non-clockwork cult round will allow you infinite power and the ability to recite scripture. This is for players to learn the ins and outs of the gamemode in a safe environment!
 +
|Your entire purpose is to build. If power generation is insufficient, make do by cannibalizing unnecessary structures for brass.
 
|-
 
|-
 
|}
 
|}
Line 678: Line 621:
 
![[File:RatvarStandard.png]]
 
![[File:RatvarStandard.png]]
 
|Standard
 
|Standard
|Judicial Marker, Linked Vanguard, Tinkerer's Cache
+
|Judicial Marker, Linked Vanguard
 
|Ratvarian Spear, Cyborg Fabricator
 
|Ratvarian Spear, Cyborg Fabricator
|You have basic construction ability, and can make a wall and cache for component production.<br>
+
|Your main strength is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers. However, you also have the basic construction and crit-stabilising abilities that come with your module.  
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.
 
 
|- style="text-align: center;"
 
|- style="text-align: center;"
 
![[File:RatvarEngineering.png]]
 
![[File:RatvarEngineering.png]]
Line 692: Line 634:
 
![[File:RatvarJanitor.png]]
 
![[File:RatvarJanitor.png]]
 
|Janitor
 
|Janitor
|Replicant, Sigil of Transgression, Ocular Warden, Mania Motor, Tinkerer's Daemon
+
|Replicant, Sigil of Transgression, Ocular Warden, Mania Motor
 
|Cyborg Fabricator
 
|Cyborg Fabricator
 
|As a Janitor cyborg, you use is similar to an Engineering cyborg, except you create active defenses instead of passive ones.<br>
 
|As a Janitor cyborg, you use is similar to an Engineering cyborg, except you create active defenses instead of passive ones.<br>
Line 731: Line 673:
  
 
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!
 
A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as means to divide up the invading crew, and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise your numbers just grew by one, and theirs down by one!
 +
 +
You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target.
  
 
== Threats to the Enlightened ==
 
== 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.
+
Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the ship. This can range from enemy cultists to things as simple as hard vacuum.
  
 
=== [[Blood Cult|Nar-Sian Dogs]] [[File:Cultist.png]] ===
 
=== [[Blood Cult|Nar-Sian Dogs]] [[File:Cultist.png]] ===
Line 742: Line 686:
 
=== [[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]] ===
 
=== [[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]] ===
  
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|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 [[Chaplain#GET_BEHIND_ME_NAR-NAR_RATVAR|holy water]] will purge the light of Ratvar from even the most powerful servant's mind, given time.
+
Nar-Sie's cult is generally absent on the ships that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|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 [[Chaplain#GET_BEHIND_ME_NAR-NAR_RATVAR|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 [[Guide to toxins|damage]] and [[Armory|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 [[Operating Theater|Surgery]] with a friend to [[Beyond the impossible|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.
+
It should be one of the servants' top priorities to [[Guide to toxins|damage]] and [[Armory|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 [[Security_items#Mindshield_Implant|mindshield implants]], though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to [[Operating Theater|Surgery]] with a friend to [[Beyond the impossible|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 ==
 
== Ratvar ==

Latest revision as of 14:15, 18 December 2020

Clockwork Cult
Servant of ratvar.png
"What's this lantern thi-" "QVR, URNGUR'A!!"
Information
AccessMaintenance
Additional AccessAnywhere you can Warp or fabricate to
DifficultyMedium to Hard
SupervisorsRatvar
RankN/A
DutiesForget to toggle your chameleon jumpsuit, don't set up any power generation, get crushed by an angry mech
GuidesThis is the guide

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[edit | edit source]

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 ship, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the ship crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the ship, as well as disguises, spare materials, and an infirmary for healing yourself and fellow servants. Most importantly, it houses the Ark of the Clockwork Justiciar, which you will need to defend.

From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence, and all servants will be transported to and prevented from leaving Reebe; then, after a five-minute grace period, portals will open up on the ship 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 ship 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 Clockwork slab.gif[edit | edit source]

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 Clockinfo.png Hierophant network.png[edit | edit source]

As a servant, you'll have several elements on your HUD that are all very important.

Clockinfo.png 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.


Hierophant network.png 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[edit | edit source]

Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in Watts like normal electricity. Just any power doesn't work for servants' tools, though. Power can be generated in various ways through different items and structures. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant.

Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture! 50 kW unlocks the Script tier. 100 kW unlocks the Application tier,

The Eminence[edit | edit source]

The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader.

The Eminence can travel between the ship and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted. Note that it can't understand anything said shipside unless war is declared, meaning that while it can see movements and planning, it cannot overhear what people are discussing.

By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses."

Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.

The City of Cogs and the Ark[edit | edit source]

Here is a map of the City of Cogs:

City of cogs with key.png

  • The dark indigo room contains the Ark, which you need to defend.
  • The orange room contains camera observation consoles, which let you watch the ship 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[edit | edit source]

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
Arkhalted.png

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 ship-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.
Arkopening.gif

Defense Phase

4 minutes When this phase begins, portals to Reebe will open up everywhere across the ship 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 ship. 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.
Arkactive.gif

Assault Phase

4 minutes This timespan marks the middle of the crew's attack period. Any stragglers from the ship 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.
Arkclosing.gif

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 Herald beacon.png[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

Icon Name Power Cost Description Invocation Time Invokers Required
Abscond.png 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.png 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.png 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.png 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
Vanguard.png Vanguard 25 W Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead. 3 seconds 1
Sentinels compromise.png 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.png 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
Clockwork slab.gif Replicant 25 W Creates a new clockwork slab. 1.5 seconds 1
Wraithspectacles.png 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.


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

1 second 1
Sigiloftransgression.png 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

Cyborg Scripture[edit | edit source]

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.png Judicial Marker N/A Charges the invoker's slab with judicial force for the next five seconds. You can click on any turf within range to place a judicial marker that functions identically to the one produced by a judicial visor. 3 seconds 1
Vanguard.png Linked Vanguard N/A Functions similarly to the Vanguard scripture, but doesn't activate immediately; instead, it charges your slab with defensive force for the next five seconds. You can use this slab on another servant from range to grant both yourself and them Vanguard. 3 seconds 1

Script Scripture[edit | edit source]

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

Scripture names in italics signify important scripture necessary to success.

Image Name Power Cost Description Invocation Time Invokers Required
Ocularwarden.png Ocular Warden 250 W Creates an ocular warden, a fragile defensive turret that deals burn damage to non-servants within a three-tile radius.

The warden does approx. 15 damage per second, reduced by 5% for every tile between the warden and its target, and 10% for every dense object between them.
Wardens have 25 max integrity, and cannot be placed within three tiles of one another.

10 seconds 1
Vitalitymatrix.png Vitality Matrix 1 kW Creates a vitality matrix, a hard-to-see sigil that will drain the health of non-servants that stand on it in the form of toxin damage.

For each point of damage done, one point of global vitality is created.
It will also destroy the bodies of any non-servants on top of it and produce a burst of an extra 100 vitality.
Finally, it will consume vitality to heal servants, and can revive dead ones for 150 vitality. Note that servants can only be revived in this way once per minute.

6 seconds 1
Clockworkproselytizer.png Replica Fabricator 250 W Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.

It can be used to consume brass, metal, glass sheets, plus metal rods, to create power directly.
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.
Use it in-hand to produce five brass sheets at a cost of 1.25 kW of power. This is your main way of getting construction materials.
Servants start with a fabricator by default. Note that power is drawn from the globally-available pool.

2 seconds 1
Judicialvisor.png Judicial Visor 400 W Creates a judicial visor, which can be worn as eyewear.

When worn, it can be used by a servant to create a 3x3 judicial marker at the target location, which slightly stuns everyone nearby and applies Belligerent, reducing their movement speed. After three seconds, the marker explodes, causing brute damage to anyone standing on top of it.
The visor has a 30-second cooldown.

1 second 1
Ratvarspear.png Clockwork Armaments 250 W Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!

The armor and spear can be called separately:

- The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor.

- The spear appears in your hand, and can be called and dismissed at will. It does 15 damage (10% armor penetration) by default, plus five extra burn. This burn damage also produces global vitality equal to the damage dealt.
The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.

2 seconds 1
Spatialgateway.gif Spatial Gateway 400 W Creates a one-way gateway to a target conscious servant or clockwork obelisk. By default, it has only one use, and lasts for 4 seconds.

Spatial gateways opened to clockwork obelisks have doubled duration and uses.

8 seconds At least 1

Application Scripture[edit | edit source]

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

Scripture names in italics signify important scripture necessary to success.

Image Name Power Cost Description Invocation Time Invokers Required
Clockworkmarauder.gif Clockwork Marauder 8000 W 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. 8 seconds 1
Sigiloftransmission.png Sigil of Transmission 200 W Creates a sigil that functions as a power access point, providing power to all structures nearby that require it. It draws this from the global pool.

Servant cyborgs can use it to recharge.
Small explosions in its vicinity will slightly charge it.

7 seconds 1
Maniamotor.png Mania Motor 750 W 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 consumes 150 W of power per second while active.

8 seconds 2
Clockworkobelisk.png Clockwork Obelisk 300 W Creates a clockwork obelisk, which has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.

Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.
Spatial Gateway functions like the scripture of the same name; however, it has 5 uses, and lasts 10 seconds, in addition to being two-way.
Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
Spatial gateways opened to an obelisk received doubled duration and uses.
It requires 50 W of power to send a broadcast, and 2 kW to open a gateway.

8 seconds 2

Structures, Sigils, Objects, Constructs, and Cyborgs[edit | edit source]

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

Structures[edit | edit source]

Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.

All structures can be unsecured from the floor with a wrench.
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.

Image Name Health Description Usage Tip Construction Value
Clockfloor.png Clockwork Floor N/A A clockwork floor produced by brass or a replica fabricator. Reebe is covered in an indestructible variety.

Replica fabricators can swap between these and clockwork walls at a power cost.

Servants standing on clockwork floors heal 3 toxin damage per second. 1
Brass window single.png Brass Window 80 A window produced with brass or by a replica fabricator. Provides a very small amount of CV and is a reasonable barrier. 1
Brass window.png Brass Window 120 A full-tile window produced with brass or by a replica fabricator. Provides a small amount of CV and is a reasonable barrier. 2
Brass table.png 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
Wallgear.png Wall Gear 100 A gear produced with brass, by a replica fabricator, or by breaking down a clockwork wall.

Wall gears can be climbed like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver.

Wall gears are essentially clockwork girders, can be plated with brass to construct a clockwork wall. 3
Brass windoor.png Brass Windoor 200 A windoor produced with brass or by a replica fabricator. Brass windoors only allow servants to pass. 3
Clockwall.png Clockwork Wall N/A A clockwork wall produced with brass or by a replica fabricator.

Replica Fabricators can deconstruct clockwork walls for a refund of 1 kW power.

Serves as a durable barrier. Can be superheated by the Eminence to prevent mechs from destroying them. 5
Pinion airlock.png 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
Ocularwarden.png Ocular Warden 25 Ocular Wardens will automatically damage a target non-servant that can see it within 3 tiles of it.

If the target has x-ray vision, it will attack them through walls. If the target is carrying a bible, it will target the bible first.
It deals 15 damage per second, reduced by 5% for each tile between the target and warden, and 10% for each dense object.

Ocular wardens, while lethal and powerful, are very easily smashed. Placing them behind barricades will make them more durable, but less damaging. 15
Maniamotor.png Mania Motor 100 Creates a mania motor, which causes minor damage and a variety of negative mental effects in nearby non-servant humans, potentially up to and including conversion.

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

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

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

Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it. 20

Traps[edit | edit source]

Traps are useful objects produced with brass sheets. There are two types of trap: sender and receiver.
Senders are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.
Receivers are the traps themselves, like brass skewers, that cause various things to occur when they receive a signal from a sender.
Senders and receivers can be linked by attacking them with a clockwork slab. The Eminence can also trigger traps by clicking on them.
Traps are built from brass sheets, and can be instantly deconstructed with a wrench.

Image Name Health Description Usage Tip
Brass lever.png Sender - Lever 75 The most simple sender. Activates when clicked. It's a lever. There's nothing else to it.
Pressure sensor.png Sender - Pressure Sensor 5 Pressure sensors trigger when a non-servant walks over them. They are mostly translucent in-game.
When built, pressure sensors will link with any receivers they're built on top of, to save time.
Brass repeater.png Sender - Repeater 15 Repeaters can be toggled on and off. When active, they will send a signal once every second. Useful for traps that perform well when they receive signals at constant intervals.
Brass skewer.png Receiver - Brass Skewer 40 A deadly spear trap. When not extended, it's difficult to see, appearing only a small, dark circle on the floor.

When activated, it will become dense and block passage. If someone is standing on it, it will impale them, dealing heavy damage and hoisting them into the air.
People impaled on skewers can use items and weapons, but not destroy the spear. They can resist to pull themselves off after 30 seconds, but can be helped off by another person after 6.
Cyborgs will not be impaled, but will take massive damage.
There must be a gap of one tile between any two skewers.

Combines well with pressure sensors, for obvious reasons.
Steam vent.png Receiver - Steam Vent 100 A vent that taps into the machinery of Reebe and vents excess steam when toggled.

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

Especially powerful when combined with wraith spectacles!

Sigils[edit | edit source]

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
Sigiloftransgression.png 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.
Vitalitymatrix.png 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.png 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.
Sigiloftransmission.png Sigil of Transmission Sigils of Transmission can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.

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

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

Constructs[edit | edit source]

Image Name Health Description Playstyle Tips
Clockworkmarauder.gif Clockwork Marauder 120 Clockwork marauders are created by the scripture of the same name, and are well-rounded defensive constructs.

They have a unique mechanic, called shield health. Using their shield, marauders can block projectiles.
Each projectile the marauder is hit by has a 100% chance to be blocked, and will consume one shield health, regardless of damage.
Once shield health expires, the shield shatters, and projectiles will damage it normally.
Marauders regain one shield health every 20 seconds.

As a marauder, you are the front line. Try to prioritize protecting your fellow servants. Don't be afraid to give your life.
Scarab.png Cogscarab 50 Cogscarabs are friendly helper drones that cannot leave Reebe. Two shells spawn in the camera room at the start of the round, and can be activated by any ghost. You cannot obtain cogscarabs in any other way, meaning these two are the only two.

Scarabs are outfitted with a full set of tools and a replica fabricator. Their primary goal is to build defenses, and they are physically incapable of leaving the City of Cogs.
They can wield and use any kind of weapon, but can't fire guns, move slowly, and die fast.
Activating a cogscarab shell during a non-clockwork cult round will allow you infinite power and the ability to recite scripture. This is for players to learn the ins and outs of the gamemode in a safe environment!

Your entire purpose is to build. If power generation is insufficient, make do by cannibalizing unnecessary structures for brass.

Cyborgs[edit | edit source]

Image Module Scripture Other Tools Playstyle Tips
RatvarStandard.png Standard Judicial Marker, Linked Vanguard Ratvarian Spear, Cyborg Fabricator Your main strength is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers. However, you also have the basic construction and crit-stabilising abilities that come with your module.
RatvarEngineering.png 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.

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

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

RatvarMedical.png 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.

RatvarPeacekeeper.png 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.
RatvarService.png 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.

RatvarMiner.png 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[edit | edit source]

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

A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as means to divide up the invading crew, and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise your numbers just grew by one, and theirs down by one!

You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target.

Threats to the Enlightened[edit | edit source]

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

Nar-Sian Dogs Cultist.png[edit | edit source]

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 Generic hos.pngGeneric chaplain.png[edit | edit source]

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

It should be one of the servants' top priorities to damage and hamper Security. The Warden and the Head of Security can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implants, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to Surgery with a friend to surgically remove the implant in order to convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.

Ratvar[edit | edit source]

Ratvar.gif

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

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Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian
Game Modes on

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In Rotation Traitor, Incursion, Galactic Conquest, Blood Cult, Wizard, Monkey, Nuclear Emergency, Bloodling, Extended
Overmap Patrol, Shakedown, Armada, Courier, Galactic Conquest
Special Modes Planetary Assault
Removed Gang War, Devil, Overthrow, Legacy Modes, Revolution, Changeling