Difference between revisions of "Clockwork Cult"
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+ | |} | ||
+ | |||
+ | == Structures, Sigils, Objects, and Constructs == | ||
+ | |||
+ | This is a listing of the various structures and constructs available to the Servants of Ratvar. | ||
+ | |||
+ | === Structures === | ||
+ | |||
+ | {| 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='background-color:#E6A500;' width='120px'|Construction Value | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Clockfloor.png]] | ||
+ | |Clockwork Floor | ||
+ | |N/A | ||
+ | |A Clockwork Floor produced by a Clockwork Proselytizer.<br> | ||
+ | Can be Proselytized into a Clockwork Wall for a cost of 40 alloy. | ||
+ | |Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar. | ||
+ | |1 | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Clockwall.png]] | ||
+ | |Clockwork Wall | ||
+ | |N/A | ||
+ | |A Clockwork Wall produced by a Clockwork Proselytizer.<br> | ||
+ | Can be Proselytized into a Clockwork Floor for a refund of 40 alloy. | ||
+ | |Clockwork Walls will cause Tinkerer's Caches to generate components gradually. | ||
+ | |5 | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Wallgear.png]] | ||
+ | |Wall Gear | ||
+ | |50 | ||
+ | |A Wall Gear produced by breaking down a Clockwork Wall.<br> | ||
+ | Wall Gears can be climbed, like tables, and unwrenched from the floor. | ||
+ | |Wall Gears can be Proselytized to reform them into alloy. | ||
+ | |0 | ||
+ | |- 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> | ||
+ | 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. | ||
+ | |Placing a Clockwork Wall adjacent to a Cache will cause it to generate an additional component every 90 seconds. | ||
+ | |10 | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Ocularwarden.png]] | ||
+ | |Ocular Warden | ||
+ | |25 | ||
+ | |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. | ||
+ | |Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision. | ||
+ | |15 | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Mendingmotor.png]] | ||
+ | |Mending Motor | ||
+ | |150 | ||
+ | |Mending Motors will heal nearby clockwork mobs, structures, and Servant cyborgs while active, and start with '''5000W''' of power in alloy.<br> | ||
+ | Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to '''2500W''' of power.<br> | ||
+ | It requires '''200W''' of power to repair clockwork mobs, '''250W''' of power to repair clockwork structures, and '''300W''' of power to repair Servant cyborgs. | ||
+ | |Mending Motors, while quite inefficient, are still more efficient at repairs than Clockwork Proselytizers. | ||
+ | |20 | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Interdictionlens.png]] | ||
+ | |Interdiction Lens | ||
+ | |100 | ||
+ | |Interdiction Lenses will drain power from APCs, SMES units, and non-Servant cyborgs and transfer that power into any nearby Sigils of Transmission, then immediately attempt to disrupt all cameras and radios in the Field.<br> | ||
+ | It requires '''100W''' of power to run and '''100W''' of power per disrupted object. | ||
+ | |If it finds no disruptable objects and drains no power, it will shut off for ''2 minutes''. | ||
+ | |25 | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Maniamotor.png]] | ||
+ | |Mania Motor | ||
+ | |80 | ||
+ | |Mania Motors will cause brain damage and hallucinations in nearby non-Servant humans. The brain damage and hallucinations get progressively worse as targets near the Motor.<br> | ||
+ | Humans directly adjacent to the motor will be converted.<br> | ||
+ | It requires '''150W''' of power to run, '''450W''' of power to successfully convert non-Servant humans, and '''150W''' of power to force unconvertable humans to sleep. | ||
+ | |Mania Motors are exceptionally good at protecting bases, as they cripple offensives with ease. | ||
+ | |20 | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Clockworkobelisk.png]] | ||
+ | |Clockwork Obelisk | ||
+ | |200 | ||
+ | |Clockwork Obelisks can Hierophant Broadcast or create Spatial Gateways, and serve as a target for Spatial Gateways.<br> | ||
+ | Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br> | ||
+ | Spatial Gateway opens a two-way gateway to a target Servant or Obelisk.<br> | ||
+ | It requires '''50W''' of power to Hierophant Broadcast and '''2000W''' of power to create a Spatial Gateway. | ||
+ | |Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it. | ||
+ | |20 | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Sigils === | ||
+ | |||
+ | {| 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='274px'|Usage Tip | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Sigiloftransgression.png]] | ||
+ | |Sigil of Transgression | ||
+ | |Sigils of Transgression are nearly invisible, and, when crossed by a non-Servant, will lock at non-Servant in place for about 5 seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection.<br> | ||
+ | The Sigil does not mute the target, and is immediately consumed when stunning a target. | ||
+ | |You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Sigilofsubmission.png]] | ||
+ | |Sigil of Submission | ||
+ | |Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 5 seconds if they remain on the Sigil for that time.<br> | ||
+ | The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first and avoids conversion. | ||
+ | |Both successful and unsuccessful conversion attempts will stun and mute the target. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Vitalitymatrix.png]] | ||
+ | |Vitality Matrix | ||
+ | |Vitality Matrices, when crossed by a living non-Servant, will drain them of health, which fills the Sigil with Vitality, after a brief delay.<br> | ||
+ | When crossed by a Servant, however, it will use the drained Vitality to rapidly heal them of all damage until it runs out of Vitality. It cannot do both at once.<br> | ||
+ | The Vitality Matrix can also revive dead Servants at a cost of 20 Vitality plus all of that Servant's non-oxygen damage in Vitality. | ||
+ | | It will still heal dead servants even if it lacks the vitality to revive them, so be careful where you drag your bodies. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Sigilofaccession.png]] | ||
+ | |Sigil of Accession | ||
+ | |Sigil of Accession are much like Sigils of Submission, except they remain after converting most targets.<br> | ||
+ | Converting a mindshielded target in this fashion consumes the Sigil as normal, however.<br> | ||
+ | Sigils of Accession are otherwise identical to Sigils of Submission in function. | ||
+ | |Sigils of Accession are slightly more efficient than Guvax for conversion time, though they're unlocked much later. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Sigiloftransmission.png]] | ||
+ | |Sigil of Transmission | ||
+ | |Sigils of Transmission will power directly adjacent Clockwork Structures and start with '''4000W''' of power.<br> | ||
+ | Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining.<br> | ||
+ | |The Sigil of Transmission is the only Sigil to have no effect whatsoever when crossed. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === 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:Judicialvisor.png]] | ||
+ | |Judicial Visor | ||
+ | |Judicial Visors can create balls of Ratvar's Flame. Using Ratvar's Flame at any range will create a Judicial Marker at the chosen location.<br> | ||
+ | Judicial Markers will explode after three seconds, stunning and damaging all non-Servants in the area. | ||
+ | |Early on, use Judicial Visors on targets that have just been affected by Sigils of Transgression to stun them for long enough to convert with Guvax. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Wraithspectacles.png]] | ||
+ | |Wraith Spectacles | ||
+ | |Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision. | ||
+ | |Use Wraith Spectacles to quickly check if anyone is near your base before exiting. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Fellowshiparmor.png]] | ||
+ | |Clockwork Armor | ||
+ | |Clockwork Armor provides exceptional(80%) melee protection at the cost of a slight increase(15%) in laser damage. | ||
+ | |Clockwork Gauntlets provide shock protection. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Ratvarspear.png]] | ||
+ | |Ratvarian Spear | ||
+ | |Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.<br> | ||
+ | Attacking a pulled human with the spear will do massive damage to them and stun.<br> | ||
+ | Throwing the spear will do massive damage and stun cyborgs and cultists. | ||
+ | |Ratvarian Spears last for 5 minutes once summoned. | ||
+ | ![[File:Clockworkproselytizer.png]] | ||
+ | |Clockwork Proselytizer | ||
+ | |Clockwork Proselytizers can be used to convert a number of objects, including floors and walls, to Clockwork variants.<br> | ||
+ | Clockwork Proselytizers can also be used to repair clockwork structures at a rate of 2 liquified alloy to 1 health. | ||
+ | |Clockwork Proselytizers start with 100 liquified alloy. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Soulvessel.png]] | ||
+ | |Soul Vessel | ||
+ | |Soul Vessels will draw in the souls of the damned, and can be placed in Cyborg Shells, Cogscarab Shells, and Anima Fragment Shells once filled. | ||
+ | |Soul Vessels can be used as a teleport target for Spatial Gateway. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Cogscarabshell.png]] | ||
+ | |Cogscarab Shell | ||
+ | |Cogscarab Shells can be powered by a soul vessel to produce a Cogscarab, which is weak, but has an inbuilt proselytizer that can convert metal to alloy and a set of fast tools. | ||
+ | |The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Animashell.png]] | ||
+ | |Anima Fragment Shell | ||
+ | |Anima Fragment Shells can be powered by a soul vessel to produce an Anima Fragment, which has medium health, powerful melee attacks, and high speed, but temporarily slows down when attacked. | ||
+ | |The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Tinkerersdaemon.png]] | ||
+ | |''Tinkerer's Daemon'' | ||
+ | |Produces a Tinkerer's Daemon, which if placed in a Tinkerer's Cache, will increase component generation of either a selected component type or a random type.<br> | ||
+ | Tinkerer's Daemons produce components every 20 seconds(plus a small amount based on the amount of the produced component) while in a cache if active. | ||
+ | |Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.<br> | ||
+ | Use them to augment generation of components that are being heavily used. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Constructs === | ||
+ | |||
+ | {| 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='520px'|Description | ||
+ | ! style='background-color:#E6A500;' width='320px'|Playstyle Tips | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Cogscarab.png]] | ||
+ | |Cogscarab | ||
+ | |60 | ||
+ | |Cogscarabs are weak and unsuited to direct combat, but can communicate with :b, have a Proselytizer that can consume rods, metal, and plasteel, and a set of fast tools. | ||
+ | |Use your Proselytizer to repair damaged structures and construct Clockwork Walls and Floors.<br> | ||
+ | Use your tools to repair windows and walls that non-Servants are trying to enter through. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Animafragment.gif]] | ||
+ | |Anima Fragment | ||
+ | |90 | ||
+ | |Anima Fragments are exceptionally fast and do high damage, but slow down when they take any form of damage. | ||
+ | |Use your exceptional speed to dodge as many attacks as possible while getting as many hits in as possible; any damage you take is effectively death. | ||
+ | |- style="text-align: center;" | ||
+ | ![[File:Clockworkmarauder.gif]] | ||
+ | |Clockwork Marauder | ||
+ | |300 | ||
+ | |Clockwork Marauders exist to defend their host, and can Block melee attack and may immediately Counter Blocked attacks, attacking whoever attacked them.<br> | ||
+ | Damage taken by a Marauder causes it Fatigue, which forces it to return to its host if Fatigue reaches 100.<br> | ||
+ | When forced to return, Marauders become unable to manifest in any way until fatigue reaches 0. | ||
+ | |Stay close to your host; if you're directly adjacent to them, you gradually lose Fatigue.<br> | ||
+ | Block attacks to your host whenever possible.<br> | ||
+ | Use :b to communicate with your host. | ||
|- | |- | ||
|} | |} | ||
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=== 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 heretical priests is ever-present. A tactical security raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon | + | Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time. |
− | It should be one of the servants' top priorities to infiltrate Security. The servants can use the | + | It should be one of the servants' top priorities to infiltrate Security. The servants can use the Sigil of Accession to nullify the loyalty implant of a single target and convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident. |
== Ratvar == | == Ratvar == |
Revision as of 08:40, 1 July 2016
ENEMY STAFF | |
Servant of Ratvar |
Access: Whatever you have Additional Access: Anyone that you can use a Spatial Gateway to get to Difficulty: Moderate Supervisors: Ratvar Rank: Not defined Duties: Complain about not having any stuns, even though you do Guides: This is the guide Quote: "Ratvar is a dumb na-" "QVR, URNGURA!!" |
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. Unfortunately, his exile to Reebe - a plane of complete nothingness - makes celestial warfare somewhat difficult. To these ends, he has enslaved mortals to do his bidding and ensure the downfall of the Geometer.
Assuming you're one of those slaves, you've come to the right place.
Summary
Assuming you've had experience with Nar-Sie and their cult, you might assume that Ratvar's servants operate in a similar fashion. In this, you would be both correct and incorrect. While both cults rely on forced conversion tactics and ultimately serve their respective gods, the similarities end there. The Ratvarian cult is focused primarily on subtlety, sabotage, and base-building, whereas the Nar-Sian cult is focused on sowing chaos, paranoia, and dissent among the crew's ranks.
In addition, unlike Nar-Sie, Ratvar is capable of converting silicon lifeforms. Cyborgs and AIs are both valid targets for conversion. Converted cyborgs will have yellow eyes, visible immediately unless headlights are on (and even then a close examination reveals them), but AIs have no indication unless carded.
Ratvar's servants have to fulfill his will. Typical goals include:
- Summoning Ratvar.
- Ensuring that a certain number of servants escape on the shuttle.
- Converting all silicon lifeforms on the station.
Luckily, you are not alone in this. As a servant, you have a wide variety of tools at your disposal.
The Clockwork Slab
If you've had experience with the Nar-Sian cult, then you can think of the clockwork slab as Ratvar's equivalent of the arcane tome. However, the slab boasts superior utility, and slightly superior portability, to the tome. All initial servants start with a clockwork slab and can create more through scripture (more on that later).
The clockwork slab has five functions:
- Recital, which shows tiers of scripture to utilize.
- Records, which displays important information including Servant Count and Total Construction Value.
- Recollection, which displays in-game documentation and tutorial.
- The Hierophant Network action button, which allows discreet communication between all Servants.
- Can be examined to see all components in the slab, plus the total components available to the slab when including the global cache.
Clockwork slabs will generate a component every minute, provided they're being held by a mob or are in a mob's storage. Generating a component also prevents all other slabs held by that mob from generating components; spread slabs out, don't hold multiple.
Using a slab on a Tinkerer's Cache will transfer all components in the slab to the global cache. Components placed in a slab will also be placed in the global cache.
Every human Servant should have a slab! Slabs are key to the success of Ratvar's agenda.
New Servant Checklist
So the round started, and you're a Servant? Good! There's a few things that you should do before you begin purging all those pesky untruths. Any unfamiliar terms are covered later in the page.
- Use your slab's Report function to alert your teammates of your rank, position, etc.
- Develop a base for your operations, preferably after coordinating on placement with other Servants - include a Tinkerer's Cache, then an Ocular Warden and some Clockwork Floors/Walls once Scripts are unlocked.
- Start expanding your ranks by forced conversion; stun, cuff, remove radio, and apply Guvax.
- Increase your component generation with Clockwork Walls adjacent to Tinkerer's Caches and Tinkerer's Daemons within those Caches.
- Stay in touch with your teammates via Report, and be prepared to help them if things go south.
Components, Scripture, and CV
Servants of Ratvar don't sacrifice their own blood to use rituals. Instead, they use something called components. In a literal sense, these are parts of Ratvar's body that have rusted and fallen free during his imprisonment. Despite this, the parts hold power on their own and are utilized by Ratvar's servants to power their rites - what they call scripture. Scripture has multiple tiers; each tier is unlocked as the cult's power grows. For instance, Applications are unlocked through having at least 8 servants, 100 CV worth of structures, and 3 caches.
There are five component types:
- Belligerent Eyes, which possess the power to focus on certain things and grant malevolent sentience.
- Vanguard Cogwheels, which are almost indestructible and serve in protection.
- Guvax Capacitors, which can manipulate the mind.
- Replicant Alloy, which is very strong but can be melted and molded by force of will. It is also often used to fuel machinery used by the Servants of Ratvar.
- Hierophant Ansibles, which can send massive amounts of data in an instant.
Most scripture consumes a certain amount of components of a certain type. These components are drawn directly from the clockwork slab used, or from the global cache accessed by Tinkerer's Caches. The global cache can store any number of components, but scripture will prioritize drawing components from the slab used before the global cache.
You might be wondering, "What's CV and why do we need 100 of it? Will it kill my children?" No, it won't, but it's still important. "CV" is the abbreviation for "Construction Value", which is gained by building Ratvarian structures or turfs. For instance, the Tinkerer's Cache (an extremely important structure) grants 10 CV. It is also granted by clockwork floors and walls - which are useful in their own right - and is a required threshold to gain more powerful scripture.
Driver Scripture
Below is a list of all Driver scripture. Driver scriptures are unlocked by default and have no unlock requirement.
Scripture names in italics signify important scripture necessary to success.
Script Scripture
Below is a list of all Script scripture. Script scriptures require at least 5 Human or Silicon Servants and a Tinkerer's Cache.
Scripture names in italics signify important scripture necessary to success.
Application Scripture
Below is a list of all Application scripture. Application scriptures require at least 8 Human or Silicon Servants, 3 Tinkerer's Caches, and 75 CV.
Scripture names in italics signify important scripture necessary to success.
Revenant Scripture
Below is a list of all Revenant scripture. Revenant scriptures require at least 10 Human or Silicon Servants, 4 Tinkerer's Caches, and 150 CV.
Scripture names in italics signify important scripture necessary to success.
Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|
Invoke Inath-Neq, the Resonant Cogwheel |
6 Vanguard Cogwheels |
6 Vanguard Cogwheels |
Invoking Inath-Neq gives all Servants within 7 tiles of the invoker invulnerability and stun immunity for 15 seconds. Those affected by Inath-Neq's power are totally invincible until the scripture runs out. |
15s | 1 |
Invoke Nezbere, the Brass Eidolon |
3 Belligerent Eyes |
3 Belligerent Eyes |
Invoking Nezbere causes all Ocular Wardens to have increased damage and range, all Clockwork Proselytizers to not require alloy, all Tinkerer's Daemons to produce twice as fast, and all powered Clockwork Structures to not require power for 1 minute. Nezbere cannot be invoked while Ratvar is woken, as Ratvar provides all of the listed effects. |
15s | 1 |
Invoke Sevtug, the Formless Pariah |
3 Belligerent Eyes |
3 Belligerent Eyes |
Invoking Sevtug will cause all non-servant humans on the same zlevel as the invoker to take massive brain damage, become confused, hallucinate, and be dizzy. Mindshield implants and holy weapons will reduce, but not eliminate, its effects. |
15s | 1 |
Invoke Nzcrentr, the Forgotten Arbiter |
3 Belligerent Eyes |
3 Belligerent Eyes |
Invoking Nzcrentr will, after a 9 second delay, cause the invoker to release massive bolts of lightning at all non-Servants they can see. Nzcrentr's lightning does between 40 and 60 damage, in addition to stunning for 8 seconds. |
15s | 1 |
Judgement Scripture
Below is the Judgement scripture. The Judgement scripture requires at least 12 Human or Silicon Servants, 5 Tinkerer's Caches, 250 CV, and that all active AIs must be Servants.
Scripture names in italics signify important scripture necessary to success.
Appearances | Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|---|
Ark of the Clockwork Justiciar |
10 Belligerent Eyes |
10 Belligerent Eyes |
Summons the Ark of the Clockwork Justiciar, a massive Spatial Gateway to Reebe, the Celestial Derelict. If the Ark survives for 5 minutes, Ratvar, the Clockwork Justiciar, will come forth through it to spread His light across this realm. |
15s | 4 |
Structures, Sigils, Objects, and Constructs
This is a listing of the various structures and constructs available to the Servants of Ratvar.
Structures
Sigils
Objects
Constructs
Threats to the Enlightened
Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum.
Nar-Sian Dogs
The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.
Security and the Chaplain
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.
It should be one of the servants' top priorities to infiltrate Security. The servants can use the Sigil of Accession to nullify the loyalty implant of a single target and convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
Ratvar
Once you've defended the Ark for enough time, Ratvar will come forth.
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
Few things are capable of challenging Ratvar's sheer power.
One of them is Nar-Sie.
If Ratvar and Nar-Sie encounter one another,
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟