Обсуждение участника:ChangelingRain
ENEMY ПЕРСОНАЛ | |
Servant of Ratvar Профессия (на RU) |
Доступ: Whatever you have Дополнительный доступ При малом количестве сотрудников на станции : Anyone that you can use a Spatial Gateway to get to, all-access if you have a loaded Proselytizer and don't need stealth anymoreСложность: Medium to Unwinnable Руководители: Ratvar Обязанности: Make a cache, complain about not having any stuns, even though you do, make a cache, fail to convert a borg you used the visor on, make a cache Руководства: This is the guide Цитаты: "Ratvar is a dumb na-" "QVR, URNGUR'A!!" |
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, though they will not lose power as long as they are on Clockwork Floors or near a Sigil of Transmission.
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 or killing all silicon lifeforms on the station and having Application scripture unlocked.
Luckily, you are not alone in this. As a servant, you have a wide variety of tools at your disposal.
The Clockwork Slab Файл:Clockwork slab.gif
If you've had experience with the Nar-Sian cult, then you can think of the clockwork slab as Ratvar's equivalent of the arcane tome. However, the slab boasts superior utility, and slightly superior portability, to the tome. All initial servants start with a clockwork slab and can create more through scripture (more on that later).
The clockwork slab has five functions:
- Recital Allows you to recite and Quickbind scripture. You can also toggle to and from Recollection.
- Recollection Displays in-game documentation. You can also toggle to and from Recital.
- The Hierophant Network action button Allows discreet communication between all Servants.
- Up to Five Quickbind action buttons Allows for quickly invoking Quickbound scriptures when holding the slab. One to Three start off bound to Geis, Replicant, and Tinkerer's Cache, respectively.
- Can be examined to see all components in the slab, plus the total components available to the slab when including the global cache.
Clockwork slabs will generate a component of a random or target type every 90 seconds(plus 30 seconds for each additional human or silicon Servant above 5), provided they're being held by a mob or are in a mob's storage. Generating a component also prevents all other slabs held by that mob from generating components; spread slabs out, don't hold multiple.
Using a slab on another slab, a person holding a slab, or a Tinkerer's Cache will transfer all components in the slab to the target slab, the person's highest-component slab, or the global cache, respectively.
Components placed in a slab will also be placed in the global cache automatically.
Every human Servant should have a slab! Slabs are key to the success of Ratvar's agenda.
New Servant Checklist
So the round started, and you're a Servant? Good! There's a few things that you should do before you begin purging all those pesky untruths. Any unfamiliar terms are covered later in the page.
- Use your slab's Hierophant Network button to alert your teammates of your rank, position, etc.
- Develop a base for your operations, preferably after coordinating on placement with other Servants - make a Tinkerer's Cache, then either convert some Replicant Alloy into brass sheets or make a Clockwork Proselytizer(once Scripts are unlocked) for making Clockwork Walls.
- Start expanding your ranks by forced conversion; cast Geis out of sight of your target, then rush at them for a quick conversion.
- Increase your component generation by handing out Clockwork Slabs, making Clockwork Walls near Tinkerer's Caches, and, once Applications are unlocked, making Tinkerer's Daemons.
- Stay in touch with your teammates via Hierophant Network, and be prepared to help them if things go south.
Components, Scripture, and CV
Servants of Ratvar don't sacrifice their own blood to use rituals. Instead, they use something called components. In a literal sense, these are parts of Ratvar's body that have rusted and fallen free during his imprisonment. Despite this, the parts hold power on their own and are utilized by Ratvar's servants to power their rites - what they call scripture. Scripture has multiple tiers; each tier is unlocked as the cult's power grows. For instance, Applications are unlocked through having at least 8 servants, 100 CV worth of structures, and 3 caches.
There are five component types:
- Файл:Belligerent eye.gifBelligerent Eyes possess the power to focus on certain things and grant malevolent sentience.
- Файл:Vanguard cogwheel.gifVanguard Cogwheels are almost indestructible and serve in protection.
- Файл:Guvax capacitor.gifGeis Capacitors can manipulate the mind.
- Файл:Replicant alloy.gifReplicant Alloy is very strong but can be melted and molded by force of will.
- Файл:Hierophant ansible.gifHierophant Ansibles can send massive amounts of data in an instant.
Most scripture consumes a certain amount of components of a certain type. These components are drawn directly from the clockwork slab used, or from the global cache accessed by Tinkerer's Caches. The global cache can store any number of components, but scripture will prioritize drawing components from the slab used before the global cache.
When a tier of scripture is locked or unlocked, all servants will be immediately alerted.
You might be wondering, "What's CV and why do we need 200 of it? Will it kill my children?" No, it won't, but it's still important. "CV" is the abbreviation for "Construction Value", which is gained by building Ratvarian structures or turfs. For instance, the Tinkerer's Cache (an extremely important structure) grants 10 CV. It is also granted by clockwork floors and walls - which are useful in their own right - and is a required threshold to gain more powerful scripture.
Global Records
You may be thinking that this is a lot of information to keep track of; it is,and that is why you have the Global Records alert, which appears in the top left.
Mousing over that alert will show you a variety of information on the cult's status, including the number of servants, number of Tinkerer's Caches, CV, if Tinkerer's Daemons are active, if an unconverted AI exists, what Generals can be invoked, and what tiers of scripture are unlocked.
Driver Scripture
Below is a list of all Driver scripture. Driver scriptures are unlocked by default and have no unlock requirement.
Scripture names in italics signify important scripture necessary to success.
Image | Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|---|
N/A | Belligerent | N/A | 1 Belligerent Eye | Chanted - the invoker must stand still to cause continuous effects. Every few seconds, the invoker utters an invocation that forces all non-Servants nearby to walk instead of run. |
Every 2s up to 30s | 1 |
Файл:Judicialvisor.png | Judicial Visor | 1 Belligerent Eye | 2 Belligerent Eyes | Creates a Judicial Visor, which protects from flashes and can create a Judicial Marker at any location in view. Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area. |
1s | 1 |
N/A | Vanguard | N/A | 1 Vanguard Cogwheel | The invoker gains 20 seconds of stun immunity. At the end of the 20 seconds, 25% of all stuns absorbed by the Vanguard affect the invoker. If the invoker was stunned above a certain threshold, they will instead go unconscious for 50% of all stuns they absorbed. |
3s | 1 |
Файл:Sentinels compromise.png | Sentinel's Compromise | 1 Vanguard Cogwheel | 2 Vanguard Cogwheels | Charges the invoker's slab with healing power to heal a target Servant of all brute, burn, and oxygen damage and purge holy water from them. However, this causes 50% of the total damage that Servant had as toxin damage. |
3s | 1 |
Файл:Guvax.png | Geis | N/A | 1 Geis Capacitor | Charges the invoker's slab with divine energy to bind and start converting the next target attacked in melee within 10 seconds. The bound target can resist and may escape if they manage to resist quickly enough. |
2s
Convert Time 5s |
1 |
N/A | Taunting Tirade | 1 Geis Capacitor | 2 Geis Capacitors | Chanted - the invoker must stand still to cause continuous effects. Every few seconds, the invoker utters an invocation that causes weakeness, confusion and dizziness in all non-Servants nearby. |
Every 6s up to 30s | 1 |
Файл:Clockworkslab.png | Replicant | N/A | 1 Replicant Alloy | Creates a Clockwork Slab and attempts to put it in the invoker's hands. | 1s | 1 |
Файл:Tinkererscache.png | Tinkerer's Cache | 1 Replicant Alloy
For every 4 Caches; |
2 Replicant Alloy
For every 4 Caches; |
Creates a Tinkerer's Cache, which can store any number of components, which it will share with all other Caches and Slabs. Provided at least one Tinkerer's Caches exists, Clockwork Slabs will draw components from the global cache after drawing the maximum it can from its own components. |
5s | 1 |
Файл:Wraithspectacles.png | Wraith Spectacles | N/A | 1 Hierophant Ansible | Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision. Wraith Spectacles will, however, damage your vision if worn for more than a minute without periods of rest. |
1s | 1 |
Файл:Sigiloftransgression.png | Sigil of Transgression | 1 Hierophant Ansible | 2 Hierophant Ansibles | Creates a nearly invisible Sigil that, when crossed by a non-Servant, will lock them in place for about 7 seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection. The Sigil does not mute the target, and, due to how it stuns, they can easily be pushed off of it. |
5s | 1 |
Script Scripture
Below is a list of all Script scripture. Script scriptures require at least 5 Human or Silicon Servants and a Tinkerer's Cache.
Scripture names in italics signify important scripture necessary to success.
Image | Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|---|
Файл:Ocularwarden.png | Ocular Warden |
1 Belligerent Eye |
2 Belligerent Eyes |
Creates an Ocular Warden, which will automatically damage a target non-Servant that it can see within 3 tiles of it. Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision. |
12s | 1 |
Файл:Cogscarabshell.png | Cogscarab |
1 Belligerent Eye |
2 Belligerent Eyes |
Produces an Cogscarab Shell, which can be powered by a soul vessel to produce a Cogscarab, which is fragile, but has a fast inbuilt Proselytizer that can convert rods, metal, plasteel, directly to power, access to the Hierophant Network, and a set of basic, but fast, tools. The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one. |
6s | 1 |
Файл:Fellowshiparmor.png | Fellowship Armory |
1 Vanguard Cogwheel |
2 Vanguard Cogwheels |
Equips all Servants directly adjacent to the invoker with powerful but obvious brass armor. The armor includes a suit, helmet, gauntlets, and boots, and anything a servant is wearing in those slots will prevent it from being equipped. |
10s -1s per other Servant | 1 |
Файл:Sigilofsubmission.png | Sigil of Submission |
1 Belligerent Eye |
1 Belligerent Eye |
Creates a Sigil that, when crossed by a non-Servant, will attempt to convert them after 7 seconds if they remain on the Sigil for that time. The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first. |
6s | 1 |
Файл:Soulvessel.png | Soul Vessel |
1 Vanguard Cogwheel |
1 Vanguard Cogwheel |
Creates a Soul Vessel, a clockwork cube that can be used as a posibrain. You can attack a dead or unconscious non-Servant human with the Soul Vessel to capture their consciousness as an alternative to using it in-hand to attract a spirit. |
3s | 1 |
Файл:Clockworkproselytizer.png | Clockwork Proselytizer |
1 Geis Capacitor |
1 Geis Capacitor |
Creates a Clockwork Proselytizer, which can be used to convert a variety of objects into Clockwork variants via stored power. The Proselytizer can also repair clockwork structures, form rods, metal, and plasteel into brass, and convert Clockwork Floors into Clockwork Walls and vice versa. |
2s | 1 |
Function Call |
1 Replicant Alloy |
2 Replicant Alloy |
Provides the invoker with the ability to call forth a Ratvarian spear once every 3 minutes at any time, with the spear lasting for 3 minutes. The spear does moderate damage in melee, with bonus damage to cyborgs and cultists. |
2s | 1 | |
Файл:Spatialgateway.gif | Spatial Gateway |
1 Vanguard Cogwheel |
1 Vanguard Cogwheel |
Creates a one-way Gateway to a target conscious servant or Clockwork Obelisk with 1 use and a duration of 4 seconds per Servant who helped invoke it. Spatial Gateways to Clockwork Obelisks receive doubled duration and uses. |
8s | Minimum 1 |
Файл:Volt void.png | Volt Void |
1 Geis Capacitor |
1 Geis Capacitor |
Chanted - the invoker must stand still to cause continuous effects. Allows the invoker to fire up to five volt rays at target locations, doing 25 laser damage. |
Every 2s up to 10s | 1 |
Application Scripture
Below is a list of all Application scripture. Application scriptures require at least 8 Human or Silicon Servants, 3 Tinkerer's Caches, and 100 CV.
Scripture names in italics signify important scripture necessary to success.
Image | Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|---|
Файл:Sigilofaccession.png | Sigil of Accession |
2 Belligerent Eyes |
3 Belligerent Eyes |
Creates a Sigil much like a Sigil of Submission, except it remains even after converting most targets and will penetrate mindshields, converting even through them. Converting a mindshielded target in this fashion consumes the Sigil as normal, however. |
7s | 1 |
Файл:Vitalitymatrix.png | Vitality Matrix |
1 Belligerent Eye |
1 Belligerent Eye |
Creates a hard-to-see Sigil that, when crossed by a non-Servant, will start to drain them of health, filling the Sigil with Vitality, after a brief delay. When crossed by a Servant, however, it will use the drained Vitality to rapidly heal them of all damage until it runs out of Vitality. It cannot do both at once. |
7s | 1 |
Файл:Clockworkmarauder.gif | Memory Allocation |
1 Belligerent Eye |
1 Belligerent Eye |
Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilant fighter that lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health. Marauders cannot move too far from their hosts, and will take damage at an increasing rate as they grow farther away. However, if a Marauder stays close to its host, they will gradually heal. |
15s | 1 |
Файл:Animashell.png | Anima Fragment |
1 Belligerent Eye |
1 Belligerent Eye |
Produces an Anima Fragment Shell, which can be powered by a soul vessel to produce an Anima Fragment, which has medium health, powerful melee attacks, and high speed, but temporarily slows down when attacked. The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one. |
8s | 1 |
Файл:Sigiloftransmission.png | Sigil of Transmission |
1 Vanguard Cogwheel |
1 Vanguard Cogwheel |
Creates a Sigil that will power Clockwork Structures within 2 tiles. It starts with 2500W of power. Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining. |
7s | 1 |
Файл:Interdictionlens.png | Interdiction Lens |
3 Belligerent Eye |
4 Belligerent Eye |
Creates an Interdiction Lens, which imposes an Interdiction Field on the nearby area as long as it remains active. The Interdiction Field will drain power from APCs, SMES units, and non-Servant cyborgs and transfer that power into any nearby Sigils of Transmission or the area's APC, then immediately disrupt all cameras and radios in the Field. |
8s | 2 |
Файл:Mendingmotor.png | Mending Motor |
3 Vanguard Cogwheels |
4 Vanguard Cogwheels |
Creates a Mending Motor, a powerful prism that will heal nearby clockwork mobs, structures, and Servant cyborgs. It is relatively inefficient and will consume large amounts of power if there are large numbers of damaged clockwork mobs, structures, or Servant cyborgs nearby. |
8s | 2 |
Файл:Maniamotor.png | Mania Motor |
3 Geis Capacitors |
4 Geis Capacitors |
Creates a Mania Motor, which will cause brain damage, confusion, dizziness, and hallucinations in nearby non-Servant humans. The effects get progressively worse as targets near the Motor. It will also try to convert humans directly adjacent to the motor; if it fails, it will first force them to touch it, then put them to sleep until they manage to move away or become a valid target for conversion. |
8s | 2 |
Файл:Tinkerer's daemon.png | Tinkerer's Daemon |
1 Belligerent Eye |
1 Belligerent Eyes |
Produces a Tinkerer's Daemon, which will produce a component of either a chosen or random type every 12 seconds while active. It requires 50W of power to produce any component, plus an additional 50W of power for every 5 of the produced component in the global cache. |
8s | 2 |
Файл:Clockworkobelisk.png | Clockwork Obelisk |
1 Vanguard Cogwheel |
1 Vanguard Cogwheel |
Creates a Clockwork Obelisk, which can Hierophant Broadcast or create a Spatial Gateway. It also serves as a target for Spatial Gateways. Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating. |
8s | 2 |
Revenant Scripture
Below is a list of all Revenant scripture. Revenant scriptures require at least 10 Human or Silicon Servants, 4 Tinkerer's Caches, and 200 CV.
Scripture names in italics signify important scripture necessary to success.
Name | Component Cost | 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 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 | 3 |
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 power, all Tinkerer's Daemons to produce twice as fast, and all powered Clockwork Structures to not require power for 1 minute. Nezbere cannot be invoked while Ratvar is woken, as Ratvar provides all of the listed effects. |
15s | 3 |
Invoke Nzcrentr, the Eternal Thunderbolt |
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. If the invoker is rendered unconscious or dead, they will be gibbed instead of releasing lightning. |
15s | 1 |
Judgement Scripture
Below is the Judgement scripture. The Judgement scripture requires at least 12 Human or Silicon Servants, 5 Tinkerer's Caches, 300 CV, and that all active AIs must be Servants.
Scripture names in italics signify important scripture necessary to success.
Appearances | Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|---|
Файл:Arkopening.gif |
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, it will activate, either summoning Ratvar, the Clockwork Justiciar to come forth through it to spread His light across this realm, provided the objective was to summon Him, or unleash a massive, converting burst that will show the station the light of Ratvar. |
15s | 5 |
Structures, Sigils, Objects, and Constructs
This is a listing of the various structures and constructs available to the Servants of Ratvar.
Structures
Clockwork Structures with effects become up to 50% less effective(at 25% of maximum Health) as they lose Health.
Most Clockwork Structures can be unsecured from the floor with a wrench, though this will damage them for about 25% of their maximum Health.
This only applies to actual structures; windows, tables, and walls all have their own deconstruction/unsecuring steps.
Image | Name | Health | Description | Usage Tip | Construction Value |
---|---|---|---|---|---|
Файл:Clockfloor.png | Clockwork Floor | N/A | A Clockwork Floor produced with brass or by a Clockwork Proselytizer. Can be Proselytized into a Clockwork Wall for a cost of 1000W power. |
Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar. | 1 |
Файл:Brass window single.png | Brass Window | 100 | A Brass Window produced with brass or by a Clockwork Proselytizer. | Provides a very small amount of CV and is a reasonable barrier. | 1 |
Файл:Brass window.png | Brass Window | 150 | A Brass Window produced with brass or by a Clockwork Proselytizer. | Provides a small amount of CV and is a reasonable barrier. | 2 |
Файл:Brass table.png | Brass Table | 200 | A Brass Table produced with brass. | Provides a small amount of CV and a place to store items. | 2 |
Файл:Wallgear.png | Wall Gear | 150 | A Wall Gear produced with brass, by a Clockwork Proselytizer, or by breaking down a Clockwork Wall. Wall Gears can be climbed, like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver. |
Wall Gears can be plated with brass to construct a Clockwork Wall. | 3 |
Файл:Brass windoor.png | Brass Windoor | 200 | A Brass Windoor produced with brass or by a Clockwork Proselytizer. | Brass Windoors only allow servants to pass. | 3 |
Файл:Clockwall.png | Clockwork Wall | N/A | A Clockwork Wall produced with brass or by a Clockwork Proselytizer. Can be Proselytized into a Clockwork Floor for a refund of 1000W power. |
Clockwork Walls will cause Tinkerer's Caches to generate components gradually. | 5 |
Файл:Pinion airlock.png | Pinion Airlock | 400 | A Pinion Airlock produced with brass or by a Clockwork Proselytizer. | Pinion Airlocks are difficult to remove and only allow servants to pass. | 5 |
Файл:Tinkererscache.png | Tinkerer's Cache | 80 | Tinkerer's Caches can store any number of components, which are considered to be in a Global Cache. Provided at least one Tinkerer's Cache exists, Clockwork Slabs will draw components from the global cache after drawing the maximum they can from their own components. |
Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 90 seconds. | 10 |
Файл: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. |
Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision. | 15 |
Файл: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 or the area's APC, then immediately attempt to disrupt all cameras and radios in the Field. |
If it finds no disruptable objects and drains no power, it will shut off for 2 minutes. | 20 |
Файл:Mendingmotor.png | Mending Motor | 125 | Mending Motors will heal nearby clockwork mobs, structures, and Servant cyborgs while active. It requires 50W of power to attempt repair, and can spend up to 200W on a single object if that object is damaged enough. |
Mending Motors, while quite inefficient, are still far more efficient at repairs than Clockwork Proselytizers. | 20 |
Файл:Maniamotor.png | Mania Motor | 80 | Mania Motors will cause brain damage, confusion, dizziness, and hallucinations in nearby non-Servant humans. The effects get progressively worse as targets near the Motor. Humans directly adjacent to the motor will be converted. |
Mania Motors are exceptionally good at protecting bases, as they cripple offensives with ease. | 20 |
Файл:Tinkerer's daemon.png | Tinkerer's Daemon | 100 | Tinkerer's Daemons will produce a component of either a chosen or random type every 12 seconds while active. It requires 50W of power to produce any component, plus an additional 50W for every 5 of the component that exists in the global cache. |
Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1. Use them to augment generation of components that are being heavily used. |
20 |
Файл:Clockworkobelisk.png | Clockwork Obelisk | 150 | Clockwork Obelisks can Hierophant Broadcast or create Spatial Gateways, and serve as a target for Spatial Gateways. Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating. |
Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it. | 20 |
Sigils
Image | Name | Description | Usage Tip |
---|---|---|---|
Файл: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 7 seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection. The Sigil does not mute the target, and is immediately consumed when stunning a target. |
You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression. |
Файл:Sigilofsubmission.png | Sigil of Submission | Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 7 seconds if they remain on the Sigil for that time. The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first and avoids conversion. |
Both successful and unsuccessful conversion attempts will stun and mute the target. |
Файл:Vitalitymatrix.png | Vitality Matrix | Vitality Matrices, when crossed by a non-Servant, will drain them of health, which fills the Sigil with Vitality, after a brief delay. When crossed by a Servant, however, it will use the drained Vitality to rapidly heal them of all damage until it runs out of Vitality. It cannot do both at once. |
Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss. |
Файл:Sigilofaccession.png | Sigil of Accession | Sigil of Accession are much like Sigils of Submission, except they remain after converting most targets. Converting a mindshielded target in this fashion consumes the Sigil as normal, however. |
Sigils of Accession are slightly more efficient than Geis for conversion time, though they're unlocked much later. |
Файл:Sigiloftransmission.png | Sigil of Transmission | Sigils of Transmission will power Clockwork Structures within 2 tiles and start with 2500W of power. Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining. |
When crossed by a Servant cyborg, it will attempt to recharge that cyborg. |
Objects
Image | Name | Description | Usage Tip |
---|---|---|---|
Файл:Brass.png | Brass Sheets | Brass sheets can be produced directly from a proselytizer or from Proselytizing rods, metal, or plasteel. Brass can be used to construct various brass objects or used to fuel Clockwokr Proselytizers. |
Brass is a useful way to create structures early without a proselytizer or objects to proselytize, though it is quite slow in comparison. |
Файл:Judicialvisor.png | Judicial Visor | Judicial Visors can create a 3x3 Judicial Marker at any location in view. Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area. |
Judicial Visors protect from flashes and the Judicial Marker stun is long enough to convert with Geis if done quickly. |
Файл:Wraithspectacles.png | Wraith Spectacles | Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision. Wraith Spectacles can be worn for about a minute before they start to inflict permanent vision damage. |
Use Wraith Spectacles to quickly check if anyone is near your base before exiting. |
Файл: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. |
Ratvarian Spear | Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists. Attacking a pulled human with the spear will do massive damage to them and stun. |
Ratvarian Spears last for 3 minutes once summoned. Throw the spear at a cyborg, walk up to it, prepare Geis, and use the Judicial Visor on it to secure a conversion. | |
Файл:Clockworkproselytizer.png | Clockwork Proselytizer | Clockwork Proselytizers can be used to convert a number of objects, including floors and walls, to Clockwork variants. Clockwork Proselytizers can also be used to repair clockwork structures at a rate of 25W power to 1 health. |
Clockwork Proselytizers start with 2250W power and gain 12.5W per second. |
Файл:Soulvessel.png | Soul Vessel | Soul Vessels can be placed in Cyborg Shells, Cogscarab Shells, and Anima Fragment Shells once filled. You can attack a dead or unconscious non-Servant human with the Soul Vessel to capture their consciousness as an alternative to using it in-hand to attract a spirit. |
Soul Vessels can be used as a teleport target for Spatial Gateway. |
Файл:Cogscarabshell.png | Cogscarab Shell | Cogscarab Shells can be powered by a soul vessel to produce a Cogscarab, which is weak, but has a fast inbuilt Proselytizer that can convert rods, metal, and plasteel directly to power, and a set of fast tools. | The Cogscarab Shell is absolutely useless without a soul vessel, and should not be created without one. |
Файл: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. |
Constructs
Image | Name | Health | Description | Playstyle Tips |
---|---|---|---|---|
Файл:Cogscarab.png | Cogscarab | 50 | Cogscarabs are weak and unsuited to direct combat, but can communicate with :b, have a fast inbuilt Proselytizer that can convert rods, metal, and plasteel directly to power, can communicate with :b, and have a set of fast tools. | Use your Proselytizer to repair damaged structures and construct Clockwork Walls and Floors. Use your tools to repair windows and walls that non-Servants are trying to enter through. |
Файл: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. |
Файл:Clockworkmarauder.gif | Clockwork Marauder | 400 | Clockwork Marauders exist to defend their host, and can Block attacks and may immediately Counter Blocked attacks, attacking whoever attacked them. Marauders become unable to emerge if they are forced to recall while their host is above 65% health. |
Stay close to your host; if you're directly adjacent to them, both you and they will gradually heal. Block attacks to your host whenever possible. |
Threats to the Enlightened
Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum.
Nar-Sian Dogs
The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.
Security and the Chaplain
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.
It should be one of the servants' top priorities to infiltrate Security. The servants can use the Sigil of Accession to nullify the loyalty implant of a single target and convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
Ratvar
Once you've defended the Ark for enough time, Ratvar will come forth.
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
Few things are capable of challenging Ratvar's sheer power.
One of them is Nar-Sie.
If Ratvar and Nar-Sie encounter one another,
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
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