Clockwork Cult: Difference between revisions
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=== Your HUD [[File:Clockinfo.png]] [[File:Hierophant_network.png]] === | === Your HUD [[File:Clockinfo.png]] [[File:Hierophant_network.png]] === | ||
As a servant, you have a few HUD elements which are pretty important. Your | As a servant, you have a few HUD elements which are pretty important. Your quickbound spells will also show up in here. | ||
[[File:Clockinfo.png]] 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. | [[File:Clockinfo.png]] 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. | ||
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=== Power === | === Power === | ||
As a servant, instead of using blood to cast your magic like certain dogs of Nar-Sie, you use power from a | 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: | 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 '''35KW''' of power will unlock the ''Script'' Tier | ||
* Having '''50KW''' unlock the ''Application'' Tier | * Having '''50KW''' will unlock the ''Application'' Tier | ||
=== The Eminence === | === The Eminence === | ||
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|125 W | |125 W | ||
|Charges the invoker's clockwork slab with energy. Attacking a tile that you can see with the slab will fire a short-range (2 tiles) projectile towards it; if the projectile hits a non-servant, they will be stunned and muted. ''Note that damage reduces the duration of the stun!'' This scripture is your main way of subduing targets for conversion. | |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. | ||
| | |2.5 seconds | ||
|1 | |1 | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
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|70000 W | |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. <br> | |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. <br> | ||
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 | |15 seconds | ||
|6 | |6 | ||
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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: | |||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | |||
! style='background-color:#E6A500;' width='140px'|Name | |||
! style='background-color:#E6A500;' width='50px'|Power Cost | |||
! style='background-color:#E6A500;' width='160px'|Required Objects | |||
! style='background-color:#E6A500;' width='40px'|Uses per round | |||
! style='background-color:#E6A500;' width='60px'|Cast Time | |||
! style='background-color:#E6A500;' width='480px'|Effects | |||
|- style="text-align: center;" | |||
|Rite of Advancement | |||
|500W | |||
|proximity sensor, power cell, organ / cybernetic implant | |||
|Unlimited | |||
|4 seconds | |||
|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... | |||
|- | |||
|- style="text-align: center;" | |||
|Rite of Woundmending | |||
|300W | |||
|power cell, health analyzer, flask of zelus oil (can be empty) | |||
|Unlimited | |||
|8 seconds | |||
|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. | |||
|- style="text-align: center;" | |||
|Rite of the Claw | |||
|1000W | |||
|power cell, any cybernetic implant, a flash | |||
|4 | |||
|6 seconds | |||
|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. | |||
|} | |||
=== Cyborgs === | === Cyborgs === | ||
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Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|chaplain's holy weapon]] weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time. | Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|chaplain's holy weapon]] weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time. | ||
It should be one of the servants' top priorities to [[Guide to toxins|damage]] and [[Armory|hamper]] Security. The [[Warden]] and the [[Head of Security]] can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implants, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and | It should be one of the servants' top priorities to [[Guide to toxins|damage]] and [[Armory|hamper]] Security. The [[Warden]] and the [[Head of Security]] can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their 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 == | == Ratvar == |
Latest revision as of 15:25, 16 October 2020
ENEMY | |
![]() Servant of Ratvar |
Access: Any access your previous job had. Additional Access: Anywhere you can break or fabricate into. Difficulty: Hard Supervisors: Ratvar himself, your team, plus your Eminence if you have one. Duties: Cog APCs, build a base, forget to gank the nerds, get stomped by angry mechs. Guides: This is the guide Quote: "Huh, I wonder what this glowy rune is fo-" "Chetr nyy hagehguf naq ubabe Ratvar!!" |
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.
Cyborg Scripture
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.
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.
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.
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.
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.
Image | Name | Health | Description | Usage Tip |
---|---|---|---|---|
![]() |
Sender - Lever | 75 | The most simple sender. Activates when clicked. | It's a lever. There's nothing else to it. |
![]() |
Sender - Pressure Sensor | 5 | Pressure sensors trigger when a non-servant walks over them. They are mostly translucent in-game. |
When built, pressure sensors will link with any receivers they're built on top of, to save time. |
Sender - Mech Pressure Sensor | 5 | Mech Pressure sensors trigger when a non-servant piloted mech walks over them. They are mostly translucent in-game. |
Very useful to combine with power nullifiers. | |
![]() |
Sender - Repeater | 15 | Repeaters can be toggled on and off. When active, they will send a signal once every second. | Useful for traps that perform well when they receive signals at constant intervals. |
![]() |
Receiver - Brass Skewer | 40 | A deadly spear trap. When not extended, it's difficult to see, appearing only a small, dark circle on the floor. When activated, it will become dense and block passage. If someone is standing on it, it will impale them, dealing heavy damage and hoisting them into the air. |
Combines well with pressure sensors, for obvious reasons. |
![]() |
Receiver - Steam Vent | 100 | A vent that taps into the machinery of Reebe and vents excess steam when toggled. While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it. It has no other effects. |
Especially powerful when combined with wraith spectacles! |
Receiver - Power Nullifier | 40 | Will release an EMP pulse when triggered, damaging any electronics nearby and draining powercells. Very useful against those annoying stompy mechs | Combines well with mech pressure sensors, for obvious reasons. |
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.
Constructs
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 | Power Cost | Required Objects | Uses per round | Cast Time | Effects |
---|---|---|---|---|---|
Rite of Advancement | 500W | proximity sensor, power cell, organ / cybernetic implant | Unlimited | 4 seconds | 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... |
Rite of Woundmending | 300W | power cell, health analyzer, flask of zelus oil (can be empty) | Unlimited | 8 seconds | 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. |
Rite of the Claw | 1000W | power cell, any cybernetic implant, a flash | 4 | 6 seconds | 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. |
Cyborgs
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.
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 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.
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 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.̛̟