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 (un)willing servants such as yourself to free him.
If you have no idea what to do now you have been shown the light, you've come to the right place.
What the hell is going on and what is our goal?
Despite both the blood cult and this one sharing the common name of a 'cult', their only shared points are converting people (due to them being an conversion antagonist), aswell as aiming to summon their respective gods.
First and foremost, as opposed to the blood cult, you are nothing without your allies. Whilst you may be able to hold your own in combat or evading alone, two or more servants together are quite a lot more powerful, as a lot of scripture is either useful to assist other servants, or even scales with additional invokers, with some requiring multiple servants chanting together to use. Coordinating with your allies and working together will make your success quite a lot more likely.
If you are a roundstart servant, you'll find yourself just like if you had signed up as your normal job, minus a cog symbol over your head, which you can use to identify allies, and some less-than-legal equipment in your inventory.
For now you will have to keep your doings to the station itself, though lateron you will be able to link to reebe which has fallen into disarray in the eons of Ratvar's entrapment, though it will still make a fine place for building a base in relative safety.
Your final goal will be to construct the ark with a highly powerconsuming spell requing six servants chanting together, which will then, after activation, need to be defended for five minutes until it can bring forth the Justicar himself. Be aware that activating the ark will alert the entire station of this happening, aswell as periodically giving estimates of its location and slowly converting the station around itself. Be prepared and do not attempt to activate the ark without being well prepared, as the entire station will attempt to stop you from freeing Ratvar with any means possible.
Whilst this may seem an extremely daunting task, you also have some very useful tools and magic at your disposal.
The Clockwork Slab
This is THE most important tool in your arsenal. Never lose it, or if you do, get a new one from a fellow servant immediately, or even stash some slabs in places noone would expect them in.
Why is this thing so important, you may ask?
Well, it is useful for the following:
- Recital lets you recite scripture, which is used for a varity of purposes, be it healing allies, summoning equipment, structures or sigils, or even stunning soon-to-be converts
- Recollection displays an ingame-guide for being a servant, which should link back here aswell. You can toggle between these two at will.
- Up to five quickbind action buttons which allow you to recite scripture without having to open the slab interface, instead just clicking an UI button. Use this for scripture you feel you'll need alot.
They also generate a very tiny amount of power on their own. Every human servant should have a slab at all times! This is imperative for your success.
Your HUD
As a servant, you have a few HUD elements which are pretty important. Your quickbound spells will also show up in here.
The global records display can be found in the top-right corner of your screen. When hovered over with your cursor, it will display a bunch of info on your cult, such as the amount of power you have stored, how many servants there are, aswell as what the status of the ark is. You should look at this every now and then to see if your cult is doing alright.
The Hierophant Network is INCREDIBLY IMPORTANT. Using it will allow you to send messages to all allies no matter how far they are, though you will whisper clearly clockcult-related words when you use it, so do not use it close to nonservants. You also cannot use this whilst you are cuffed or have holy water in your system. If you are in such a situation but want to call out to your allies anyways without (most) others understanding your words, trying using the language prefix ,r which will make you talk in ratvarian. Incredibly obvious, but hey, who cares if you are already captured, especially since noone except your allies can understand it - Save for the pesky Curator, or sometimes Shaft Miners or PAIs
Power
As a servant, instead of using blood to cast your magic like certain dogs of Nar-Sie, you use power from a global power pool, measured in watts of normal electricity. Since the ratvarian tools aren't recharger compartible (Jung n funzr), you'll have to resort to other means to acquire power, mainly via certain structures or items. Having a healthy supply of power is one of the most important things to do as servant, whilst also being the easiest task. Do not neglect building up a power supply or you might run out of power at the worst possible time.
Power is used by nearly all scriptures, aswell as by many structures. Additionally, reaching certain power threshholds unlocks new scripture tiers:
- Having 35KW of power will unlock the Script Tier
- Having 50KW will unlock the Application Tier
The Eminence
When you finally link to reebe after building and powering a Clockwork Obelisk, you may notice a structure called the Eminence Spire in its center room. Interacting with this will allow you to nominate yourself as Eminence, or propose to choose one from ghosts. Generally, the second option should be chosen, as your body will dust when you ascend as Eminence for your cult, though if no ghost accepts, or sufficient manpower already exists, it may be fine to nominate yourself.
The Eminence exists to lead and coordinate your cult. They are invisible, incorporal and can only interact with the world in a few very limited ways. Anything they say is relayed to servants in large text, making their words and orders very easy to see.
The Eminence can travel between the station and reebe at will, being virtually unrestricted in moving its eye.. though it cannot enter the chapel, and will be blocked by holy water, which will play a very characteristic sound anyone nearby can hear. Note that it cannot understand anything said stationside, which means that while it can see movement and planning, it cannot overhear conversations.
By middle-clicking, the Eminence can issue a variety of cult-wide commands, which place a visible marker and play a specific sound. This includes Rally, Regroup, Avoid and Reinforce. It can also issue specific goal-commands by middle-clicking itself, which will provide an overarching directive. This includes Defend the Ark, Advance, Retreat, Generate Power and Build Defenses.
Finally, usually only once per round, if an Ark exists, the Eminence can initiate a mass recall. After a ten-second windup (announced by a characteristic sound), every cult member will be teleported to the current Ark's location, no matter where they might have been.
Reebe, the (relatively) safe haven
Reebe is a special location on another plane of existance, which cannot be reached via any normal means. The only way to travel from or to reebe is via an Clockwork Obelisk, which will create a stable gateway between reebe and the mortal realm. This costs as much power as a normal gateway to generate, but does not require any power to maintain, and lasts unless the obelisk is destroyed or the gateway is closed via the use of a slab.
This makes reebe a relatively safe against intrusions, allowing it to be a useful travel hub (by building more obelisks and creating a gateway network) aswell as a good place to build machinery one may need. Just be careful not to get stuck on reebe in case all obelisks on reebe or onstation are destroyed.
The Ark
This enourmous gateway structure can be summoned late-game via the use of 70KW of power and six servants chanting together. It will initially be inert, though when activated by interacting with it, it will initiate a countdown of five minutes until it brings forth Ratvar himself. It will also cause a hostile environment, preventing the shuttle from leaving, aswell as alerting everyone of its presence and periodically informing people of the approximate direction of itself, slowly converting the station around itself into clockcult equivalents, destroying or pushing away anything on the same tiles as itself, and periodically recalling any servant that exits the station's z-level to its location. If it finishes the countdown without getting destroyed, Ratvar will be freed from His prison, and the shuttle will immediately dock, leaving anyone still alive to scramble for the shuttle in an attempt to leave before Ratvar cleans up the rest of the station. Defending this structure is of upmost importance, though summoning it should not be done too early. Your life for the Justicar!
Scripture
These are the unique powers clockwork cultists possess. They require a slab to be held in ones hands and consume power to cause a variety of effects, from healing allies over summoning equipment to creating structures or sigils. They are the second-most important tool to exist for a servant, second only to teamwork. To recite, you'll have to either use one of the HUD buttons for quickbound scripture or use the slab UI for other ones.
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 35 kW of power is stockpiled, and Applications are unlocked either when 50 kW of power is stockpiled or another servant is converted.
Driver Scripture
These scriptures are unlocked by default and have no unlock requirement.
Icon
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Name
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Power Cost
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Description
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Invocation Time
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Invokers Required
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Kindle
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125 W
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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.
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2.5 seconds
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1
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Sigil of Submission
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125 W
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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, unless it is in a safe location or meant as trap.
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6 seconds
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1
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Hateful Manacles
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25 W
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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.
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1.5 seconds
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1
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Belligerent
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300 W
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This chant forces nearby nonservants to walk, dealing damage instead if they attempt to run.
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2 seconds
Chanted every 1.5 seconds, up to 20 times
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1
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Vanguard
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25 W
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Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take and rapidly regenerate stamina, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed aswell as 50% of stamina amount regenerated 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.
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3 seconds
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1
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Sentinel's Compromise
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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.
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3 seconds
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1
|
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Integration Cog
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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. Fortunately, cogged APCs will forcefully prioritise themselves power from the powergrid to alleviate the powerloss from the drain, which makes integration cogs very stealthy if a functional powergrid is maintained.
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1 second
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1
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Create Stargazer
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200 W
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Creates a stargazer which will produce power if near space and it has a clear line of sight to it. Generates far more power than Integration cogs, though costs mroe and is very obvious.
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5 seconds
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1
|
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Replicant
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25 W
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Creates a new clockwork slab.
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1.5 seconds
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1
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Wraith Spectacles
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50 W
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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.
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1 second
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1
|
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Sigil of Transgression
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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.
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5 seconds
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1
|
|
Spatial Gateway
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400 W
|
Creates a one-way gateway to a target conscious servant or clockwork obelisk. This spell cannot bridge the distance between the station and reebe. By default, it has only one use, and lasts for 4 seconds, though this scales with invokers.
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
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8 seconds
|
At least 1
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Cyborg Scripture
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.
Image
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Name
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Power Cost
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Description
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Invocation Time
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Invokers Required
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Judicial Marker
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N/A
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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.
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3 seconds
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1
|
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Linked Vanguard
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N/A
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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
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1
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Script Scripture
Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least 35 kW to unlock.
Scripture names in italics signify important scripture necessary to success.
Image
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Name
|
Power Cost
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Description
|
Invocation Time
|
Invokers Required
|
|
Ocular Warden
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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.
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10 seconds
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1
|
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Vitality Matrix
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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.
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6 seconds
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1
|
|
Replica Fabricator
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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.
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2 seconds
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1
|
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Judicial Visor
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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.
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1 second
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1
|
|
Clockwork Armaments
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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. You can also use the spear to parry, though this requires skill to do due to a very small parry window.
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2 seconds
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1
|
|
Sigil of Rites
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1400 W
|
This scripture summons a sigil of rites, which can be used to perform various rites on it, generally using power from the global power pool, power cells, various other items, aswell as sometimes a target.
As this scripture is very taxing on power, one should only make these in bases or safe places.
|
8 seconds
|
2
|
|
Nezbere's Shield
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600 W
|
This scripture summons a ratvarian shield, which is pretty good at blocking. When blocking attacks, it will absorb their damage which can later be released by shieldbashing, multiplying the bash's effects by up to 4
Be careful not to overtax it though, as the shield breaking will lose all stored absorbed damage. It can be repaired with brass.
|
2 seconds
|
1
|
|
Void Volt
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300 W
|
This scripture will allow you to quickly drain energy of any nearby weapon, battery, borg, mech or APC nearby, whilst causing burn wounds proportional to the power drained and adding a percentage of it to the global cult power.
If more than one cultist chants this, it has increased range and the damage caused will be split between all chanters.
|
5 seconds
Chanted every second, 20 times
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At least 1
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|
Void Blaster
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400 W
|
This scripture empowers your slab with electricity, allowing you to hit anyone in your line of sight with a hitscan attack that does 20 burn damage. Moving whilst this is being chanted aborts the cast, and therefore you are pretty much a turret whilst channelling the spell.
You only have a very limited amount of time for each channelled blast to fire it, or else it goes to waste.
|
3 seconds
Chanted every 4ds, up to 5 times
|
1
|
|
Mending Mantra
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400 W
|
This chant slowly heals any clockcult structure, construct, or servant wearing ratvarian armor, though it cannot heal clone- or toxdamage.
|
Chanted every 2 seconds, up to 10 times
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At least 1
|
Application Scripture
Below is a list of all Application scripture. Application scriptures require the cult to have 50 kW of power to unlock.
Scripture names in italics signify important scripture necessary to success.
Image
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Name
|
Power Cost
|
Description
|
Invocation Time
|
Invokers Required
|
|
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
|
|
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
|
|
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
|
|
Clockwork Obelisk
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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.
If the gateway is between two station and reebe obelisks, it will be stable and lasts until dispelled, one of the obelisks is destroyed, or it is closed with a slab.
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
|
|
Memory Allocation
|
8000 W
|
Creates a clockwork guardian controlled by a ghost which works simillar to a holoparasite, with some key differences: The health of the user and the guardian are not directly linked, though the host dying will also kill the guardian. The guardian will slowly heal inside its host, but rapidly lose health and be far weaker if it is far away from its master.
The guardian, as opposed to holoparasites, cannot just summon itself, normally. Instead, its user has to call out its true name, though the guardian does not require this to be done if the host is below 65% health.
|
10 seconds
|
1
|
|
Prolonging Prism
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300 W
|
This creates a Prolonging Prism structure, which can be used to delay an incoming shuttle for two minutes over the span of one minute, reads, after the structure is finished with its work, there will be one more minute on the timer than before.
Be aware though that this costs quite some power, with the cost ever-increasing the more times the shuttle is delayed. The structure creates a very obvious path between the shuttle dock site and the Prism while it is active, so be prepared to defend it.
|
8 seconds
|
2
|
|
Summon Neovgre
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75000 W
|
This summons Neovgre, a powerful assault mech with a heavy laser cannon, devastating melee and incredible survivability. It also regenerates power near transmission sigils and slowly self-repairs on clockwork floors.
Be careful though as once you enter the mech you will not be able to leave it. If the mech is destroyed, you will be dusted with it and it will detonate in a large explosion after a bit of warmup, shredding anything around it.
Only one of these can exist at any given time.
|
20 seconds
|
5
|
|
Summon the Ark
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70000 W
|
This summons the Ark, a massive construct designed to rip open a gateway in Ratvar's prison and free Him. After this is created it will need to be activated via interacting with it.
Activating it will start a five minute sequence alerting the entire station of the Ark's presence, aswell as periodically informing everyone of approximate direction. Defend it with your life, as when it finishes, Ratvar will be freed, and you win.
|
15 seconds
|
6
|
Structures, Sigils, Objects, Constructs, and Cyborgs
This is a listing of the various structures and constructs available to the Servants of Ratvar.
Structures
Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.
All 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
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Name
|
Health
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Description
|
Usage Tip
|
Construction Value
|
|
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.
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1
|
|
Brass Window
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80
|
A window produced with brass or by a replica fabricator.
|
Provides a very small amount of CV and is a reasonable barrier.
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1
|
|
Brass Window
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120
|
A full-tile window produced with brass or by a replica fabricator.
|
Provides a small amount of CV and is a reasonable barrier.
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2
|
|
Brass Table
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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.
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2
|
|
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
|
200
|
A windoor produced with brass or by a replica fabricator.
|
Brass windoors only allow servants to pass.
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3
|
|
Clockwork Wall
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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
|
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
|
|
Reflector
|
40
|
Reflects any beams or lasers that hit it back into the direction the came from. Only works directional.
|
Quite useful if you expect alot of laser weapons or want to create a mirror deathroom. Very squishy though.
|
5
|
|
Ocular Warden
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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
|
|
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
|
|
Prolonging Prism
|
125
|
Creates a prolonging prism, which can be used to delay an approaching shuttle by two minutes in the span of one minute, leaving it with one minute more on the timer than before. Costs an everincreasing amount of power, depending on how often the shuttle has already been delayed this shift.
|
Whilst delaying, a very obvious trail is create between the emergency shuttle docking port and the structure. If you activate it, prepare for people trying to disable or destroy it.
|
20
|
|
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
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.
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Name
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Health
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Description
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Usage Tip
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Sender - Lever
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75
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The most simple sender. Activates when clicked.
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It's a lever. There's nothing else to it.
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Sender - Pressure Sensor
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5
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Pressure sensors trigger when a non-servant walks over them. They are mostly translucent in-game.
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When built, pressure sensors will link with any receivers they're built on top of, to save time.
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Sender - Mech Pressure Sensor
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5
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Mech Pressure sensors trigger when a non-servant piloted mech walks over them. They are mostly translucent in-game.
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Very useful to combine with power nullifiers.
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Sender - Repeater
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15
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Repeaters can be toggled on and off. When active, they will send a signal once every second.
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Useful for traps that perform well when they receive signals at constant intervals.
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Receiver - Brass Skewer
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40
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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.
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Combines well with pressure sensors, for obvious reasons.
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Receiver - Steam Vent
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100
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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.
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Especially powerful when combined with wraith spectacles!
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Receiver - Power Nullifier
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40
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Will release an EMP pulse when triggered, damaging any electronics nearby and draining powercells. Very useful against those annoying stompy mechs
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Combines well with mech pressure sensors, for obvious reasons.
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Sigils
Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand.
You can stack multiple sigils of different types on a single tile, which allows you to create conversion traps, damage traps, or damaging conversion traps.
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Name
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Description
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Usage Tip
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Sigil of Transgression
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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.
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Try stacking a Sigil of Submission and a Sigil of Transgression for a conversion trap.
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Vitality Matrix
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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.
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Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss.
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Sigil of Submission
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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.
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Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network.
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Sigil of Transmission
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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.
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When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
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Sigil of Rites
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Sigils of Rites can be used to perform various rites on them, depending on if various things required are available. This ranges from implanting any cybernetic implant or organ without surgery, over healing a servants wounds in exchange for toxins damage, to summoning a claw implant
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Choosing 'Show Info' on a selected Rite will show what the rite requires, aswell as what it does.
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Constructs
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Name
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Health
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Description
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Playstyle Tips
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Clockwork Marauder
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120
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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.
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As a marauder, you are the front line. Try to prioritize protecting your fellow servants. Don't be afraid to give your life.
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Cogscarab
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50
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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!
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Your entire purpose is to build. If power generation is insufficient, make do by cannibalizing unnecessary structures for brass.
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Rites
Clockwork rites are special spells that require a Sigil of Rites to perform, and generally require power aswell as a powercell, plus generally other objects to perform. Their costs, effects and other values can be viewed via viewing their info from sigil's menu, or alternatively via the following list:
Name
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Power Cost
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Required Objects
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Uses per round
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Cast Time
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Effects
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Rite of Advancement
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500W
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proximity sensor, power cell, organ / cybernetic implant
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Unlimited
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4 seconds
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This rite, when performed, implants a organ or cybernetic implant into whoever is standing ontop the sigil, possibly even the invoker if they stand on it while casting, though that individual has to be a servant. It does not work on brains though...
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Rite of Woundmending
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300W
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power cell, health analyzer, flask of zelus oil (can be empty)
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Unlimited
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8 seconds
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This rite, when performed, heals all wounds of a humanoid on the sigil, even nonservants, though sadly, it cannot treat the invoker themselves. It causes toxins damage to the individual healed, proportional to the amount of healed wounds.
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Rite of the Claw
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1000W
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power cell, any cybernetic implant, a flash
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4
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6 seconds
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This rite, when performed, creates a brass claw implant on the sigil, which when implanted into a servant allows them to extend a claw made of brass at will. It is slightly weaker than the spear in general, though it is better at wounding, and gains strength on consecutive attacks against the same target.
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Cyborgs
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Module
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Scripture
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Other Tools
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Playstyle Tips
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Standard
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Judicial Marker, Linked Vanguard, Create Stargazer
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Ratvarian Spear, Cyborg Fabricator
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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.
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Engineering
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Replicant, Sigil of Transmission, Mania Motor, Clockwork Obelisk, Ocular Warden, Create Stargazer, Spatial Gateway
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Cyborg Fabricator
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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.
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Medical
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Linked Vanguard, Sentinel's Compromise, Vitality Matrix, Mending Mantra, Spatial Gateway
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Ratvarian Spear
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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.
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Security
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Belligerent, Volt Blaster, Judical Marker, Hateful Manacles, Spatial Gateway
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Ratvarian Spear
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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.
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Peacekeeper
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Belligerent, Volt Blaster, Judical Marker, Hateful Manacles, Spatial Gateway
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Ratvarian Spear
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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.
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Service
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Replicant, Spatial Gateway, Create Stargazer, Clockwork Obelisk
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Truesight Lens
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As a Service borg, you exist to assist other Servants; you can hand out slabs, construct stargazers 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.
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Miner
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Linked Vanguard, Spatial Gateway, Belligerent, Void Blaster
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Ratvarian Spear, Truesight Lens
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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.
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Clockcult Strategy
Generally, you always have to operate under the premise that somewhen, you'll have to construct and defend the Ark. Though, since there isn't a forced timeframe until you do activate the Ark, you can try being stealthy, cogging APCs whilst keeping the station's powernet intact, and maybe even setting up stargazers in hard to spot locations. If you stockpile 50KW of power, you will be able to build a obelisk and construct a base on reebe, which is nearly impervious to being found, considering the obelisk itself only needs a 1x1 sized room to function, though slightly bigger ones may be useful. Also convert people, though you should immediately cuff them after stunning, followed by removing their headset. Remember, even if they stutter and can't tell on your location, everyone will know there is a clock cult due to the stuttering pattern.
Though, if you do reach the loud phase, reads, get spotted or choose to go loud, use clockwork armaments. This grants you pretty much free armor which is mostly fireproof and very good against melee of bullets, though be careful around lasers or energy weapons. Your spear will be a effective weapon due to it generating vitality, aswell as it causing a knockdown if thrown, giving you time to disengage from bad encounters. Remember, always work with your team. Two cultists together are far better than one, and helping eachother goes ways. Also always remember Sentinels Compromise, as it is a very effective healing spell, and you automatically heal toxins damage on clockified floor. Always take advantage of your hierophant network, be it to coordinate or to ask your allies.
The most important things to have to take care of when you go loud are any means for security to acquire holy water, aswell as laser weaponry, and bombs. While bombs may not be too effective against clock cults due to their walls' explosive-dampening properties, a well-placed bomb can neutralise a good chunk of your defenses.
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.
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 or even stunning 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, usually causing additional effects or being more damaging. Though, the magic of followers of Nar-Sie will also be far more effective against servants.
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.
It should be one of the servants' top priorities to damage and hamper Security. The Warden and the Head of Security can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implants, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and surgically remove the implant in order to convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
Ratvar
Once you've defended the Ark for enough time, Ratvar will come forth.
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
Few things are capable of challenging Ratvar's sheer power.
One of them is Nar-Sie.
If Ratvar and Nar-Sie encounter one another,
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟