Wizard

Revision as of 20:18, 21 December 2017 by Timegreen (talk | contribs) (Undo revision 24510 by Timegreen (talk))
ENEMY STAFF
Generic wizard.png
Wizard
Access: None
Additional Access: Wherever you can teleport to
Difficulty: Very Hard
Supervisors: Space Wizard Federation
Duties: Welcome the crew to DIE.
Guides: This is the guide
Quote: "GREETINGS, WE ARE THE WIZARDS AT THE WIZARD FEDERATION *CHAOS*"

Crew members of SS13, I offer you my sincerest greetings. My name is of no matter, but if you must call me something, you may call me The QuarterWizard. I would like to inform you that I am the noble leader of the Wizards Federation.

Wizard's Ship
The Wizard's Ship


You may be wondering, "Why, why mighty QuarterWizard, why do you send wizards to the station to destroy us all?"

Well, denizen of the station, it's quite simple really: One or more of your crew has angered our magical Federation, and now you will all pay the price.

If you're lucky enough to only have certain members of the crew anger us, like that geneticist who once claimed that us magical folk are merely "products of genetics research", then you're more than likely to survive, assuming you give our wizard the means to escape early on. If not, well... Not even I, the mighty QuarterWizard can guarantee your safety. We train our wizards to be masters of many spells, so there is no saying how exactly you will succumb to our mighty wizards.

But, for you lesser beings, I have archived a list of our most common spells, so as to assist you simpletons in identifying just how skilled and varied our wizards can be. Wizhat.PNG


Dress to Kill

If you are a Wizard, then remember to keep your gear on. Not only are they the latest in wizarding fashion, they are also a powerful magical amplifier. That's the Wizard's Hood, Robes, and Sandals. If you lose those, you are in a boatload of trouble.

Do everything in your power to keep your skirt on. Hurl spells, throw rocks, shout hurtful names at them. Whatever you do, don't let them touch the clothes.

Preparation

You start on board a nearly destroyed Wizard Ship. You have 10 spell points to spend.

Use the Wizard's Ship you start in to familiarize yourself with the spells before you teleport onto the station. You can even re-learn the spells as often as you'd like as long as you're here. Take your time. No need to jump in right away.

Min-Maxing

You can take any of your spells multiple times to upgrade them, generally giving them a lower cooldown.

Quartermaster Costume Party

If you can, masquerade as a Quartermaster Supply Wizard. Not only will you look like the most powerful wizard of all time, but people may be liable to turn a blind eye to your presence. Combine this with some quick spellwork and you may just kill a bunch of people without getting caught.

Robed Spells

These spells require the Wizard's POWERFUL, MYSTICAL ROBES. So wizards, for your own sakes, never take off your robes.

Spell name Invocation Description Cooldown Spell Points Spell Type
Magic Missile FORTI`GY`AMA! The bread and butter of most wizards. This spell summons little magical orbs that stun all within sight. While slow, the orbs track their targets, making there be no escape. 20s 2 Defensive
Ethereal Jaunt N/A After casting this spell the wizard dissolves into thin air, becoming invisible to both eye and thermal sensors, as well as being able to pass through any obstacle. This spell lasts for several seconds. 30s 2 Mobility
Teleport SCYAR NILA! Instantly transports a space wizard to any location he pleases, as long as it's within range (the Z-level you're on). 60s 2 Mobility
Disable Tech NEC CANTIO! An EMP: Disables all technology within range of the spell. Be wary -- it can shock doors. 40s 1 Defensive
Blink N/A A lesser form of teleportation. The wizard has no ability to control it, and it will usually send him a good distance, but it has a very short cooldown. 2s 2 Mobility
Mutate BIRUZ BENNAR! Temporarily transforms the wizard into a superhuman being, capable of destroying walls with their massive strength, and shoot lasers using their massive minds. 40s 2 Offensive
Disintegrate EI NATH! This spell will charge your hand with a powerful energy that will instantly kill the next person or cyborg that you touch. As well as being dead, their limbs will also get removed from their body; you will also make no friends with either the crew or the ghosts observing you, as it is seen as a cheap way to kill. 60s 2 Offensive
Flesh to Stone STAUN EI! Can turn even the angriest crew member into a comparatively calm statue. The spell will wear off eventually but is useful for neutralizing threats non-fatally or creating emergency cover. Keep in mind that when the spell wears off if the statue isn't in good shape anymore the crew member won't be either. Instead of gibbing the target and leaving a brain it turns the target into a solid statue. However after a certain amount of time the statue will revert back to the original target. By itself it's just a gimmick -- players turned into stone won't count as dead for objective purposes. However when this spell is paired with the "Staff of Animation" this becomes a spell even more devastating than Ei Nath or Fireballs.

(tl;dr: Use it with a Staff of Animation or just use Ei Nath.)

60s 2 Offensive
Repulse GITTAH`WEIGH! Throws everything around the user away. Also knocks down crewmen for a short stun. Items that are thrown can fly into crew as well, which has potential to deal moderate damage. A good choice when used with Blink to make for quick getaways. 40s 2 Defensive
Stop Time TOKI WO TOMARE! Stops time for anything that is adjecent to you as displayed by the clock for a few seconds. When cast anything outside of the clock can move without a problem, it can be used for melee attacks without having to be scared they will attack back. 50s 2 Defensive
Lightning Bolt UN'LTD P'WAH! Starts charging a lightning bolt; when the charge is complete, any enemy unlucky enough to still be near you will be hit by a powerful lightning bolt, taking heavy damage and a stun. Note: You don't need to be standing still for it to charge. 30s 2 Offensive
Lesser Summon Guns N/A Summons an infinite number of bolt-action rifles to shoot you enemies with! Requires both hands to hold, and you'll drop the empty rifle every time you shoot it, only to find yourself with a new loaded rifle. 75s 3 Offensive
Vortex Wormhole Vreet`Em A ball of gravitational bluespace energy. Throw to create a portal to suck everything in. Beings that enter may return, eventually. 20s 2 Defensive

Robeless Spells

There are many other spells that do not require THE EXTRA MIGHT of a magic wizard robe. These spells are weaker, but nothing to laugh at. They are as follows:

Spell name Invocation Description Cooldown Spell Cost Spell Type
Fireball ONI`SOMA! Summons a destructive fireball in the caster's hand. When thrown they will detonate when adjacent to a target, blinding and deafening him and anyone around him, as well as dealing tremendous damage and usually knockdown. Fireballs are dangerous, though: they will damage the caster as well, if he ends up in the blast radius. 6s 2 Offensive
Knock AULIE OXIN FIERA! Opens any doors within range, no matter what type. 10s 1 Mobility
Forcewall TARCOL MINTI ZHERI! Prevents the simpletons from traveling over a certain spot. For example: the airlock leading to your precious escape shuttle. 10s 1 Defensive
Smoke N/A A shroud of shadows for the magic user. It'll grant him immediate cover in the darkness. 12s 1 Defensive
Blind STI KALY! Blinds an individual. 30s 1 Offensive
Mind Transfer GIN'YU CAPAN! Swaps the minds of the wizard and victim, best used if the wizard is being beaten in a physical battle. Mindswap targets will be unconscious for quite some time. 60s 2 Mobility
Curse of the Barnyard KN'A`FTAGHU,`PUCK`'BTHNK! Conjures a cursed animal mask on your victim's face, rendering them incapable of coherent speech. Anyone unfortunate enough to be targeted with this spell cannot remove the mask without the help of chemistry and can only communicate with obnoxious animal noises. For when you just don't give a fuck. 15s 2 Offensive
Charge DI'RI CEL! Useful for recharging magical artifacts that typically run dry after a few shots. They've also been used in the past by enterprising wizards to recharge other things like energy weapons, spellbooks, and even other wizards! Care should be used in over-reliance on this ability though, as magical items tend to run down if repeatedly recharged. 60s 1 Assistance
Six Soul Stone Shards and the spell Artificer N/A Conjures a construct which may be controlled by Shades captured with Soulstones. Six soulstones included with the spell. 60s 2 Assistance
Shapechange RAC'WA NO! Allows you to choose an animal form. You can choose between a mouse (can ventcrawl), a corgi, a chaos magicarp, an ED-209 bot, or a juggernaut. Once you choose your form you won't be able to pick the others; you can swap to this form and back to human by using the spell. 20s 1 Assistance
Instant Summons GAR YOK Allows you to mark an item. After this, you can use the spell to summon that item to your hand whenever you want. Vital when you plan to use a magic staff, or you'll end up getting it stolen from you. 10s 1 Assistance
Bind Soul NECREM`IMORTIUM! A dark necromantic pact that can forever bind your soul to an item of your choosing. So long as both your body and the item remain intact and on the same plane you can revive from death, though the time between reincarnations grows steadily with use, along with the weakness that the new skeleton body will experience upon 'birth'. Note that becoming a lich destroys all internal organs except the brain. 1 2 Defensive

Artifacts

These are not spells but tools that can be used by anyone. Extremely dangerous to a wizard should one of the crew members pick them up.

Icon Artifact name Description Cost Artifact Type
  Staff of Change Allows the wizard to randomly change anyone and anything into an alien, slime, lizardman, cyborg, Syndicate cyborg, monkey, or more! Although it has limited uses, it recharges its magic over time. 2 Offensive
  Staff of Animation A deadly weapon for a wizard who likes to steamroll their opposition. The staff of animation will shoot a bolt that brings whatever object it hits (besides complex machinery, tables or windows) to life. The animated object will then move and attack everyone in range but the person who spawned it (which is hopefully you). It has limited uses but recharges its magic over time. In combination with the Flesh to Stone spell, the Staff of Animation can be used to create player-controlled statues. These statues have a wide selection of unique powers (of the "MY EYES!" variety), are near-invincible and receive explicit instructions to not harm or kill the Wizard. However, these statues may also blind you.

(tl;dr: Powerful, especially when paired with Flesh to Stone, until some chucklefuck steals the staff and sends the station infrastructure after YOU.)

2 Offensive
  Staff of Door Creation Turns any wall into a door and opens unbolted doors. 1 Mobility
  Staff of Chaos Shoots random bolts of magic equal to any of the other wands (including wand of nothing). 2 Offensive
  Staff of Healing Shoots bolts that can fully heal the living and raise the dead. 1 Defensive
[Broken Image] A Necromantic Stone This stone will allow you to raise up to three dead people as skeletal servants. 2 Assistance
[Broken Image] Bottle of Blood This bottle of blood, when broken, will attract a Slaughter Demon, which can bloodcrawl and will kill indiscriminately. It does not serve you and it'll try to kill you if it gets the chance, but it can decimate an unarmed crew. Maximum of 3. 2 Assistance
[Broken Image] Bottle of Tickles This bottle of tickles, when broken, will attract a Laughter Demon. It will try to prank the crew (and you) by tickling them to submission. The only effective difference from a slaughter demon is that when killed it will revive all of the corpses it has eaten, because it was just a prank bro. Maximum of 3. 1 Assistance
File:Mjolnir.gif Mjolnir The mighty hammer of Thor. Striking your foes with it will send them flying away from you, and can be thrown to achieve the same effect. 2 Offensive
File:Mjolnir.gif Singularity Hammer A hammer that creates a powerful gravitational field around its target, pulling everything towards it on hit. 2 Offensive
  Wand Assortment A belt that comes of one of each useful wand, generated with the highest number of shots possible; they will not, however, regenerate their shots. Includes:

File:Wand of death.gif Wand of Death: Can and will kill anything instantly. Nasty, nasty stuff.
  Wand of Healing: This wand uses healing magics to heal the living and revive the dead. Rarely utilized within the Wizard Federation, for some reason.
  Wand of Polymorph: For when you just need a change. Be careful if using on yourself, as many potential forms lack arms to wield the wand!
  Wand of Teleportation: Will rip up and scatter anyone or anything caught in its path. Unlike teleportation spells employed by the wizard, this wand makes no qualms about depositing teleportees in space, fires, or the center of a black hole.
  Wand of Door Creation: For when you need an easy way out. Point at a solid wall and fire -- who needs ID cards in this day and age?
  Wand of Fireball: Useful for burning those you don't like and everyone else too. Point away from face.

2 Offensive
  Six Soul Stone Shards and the spell Artificer A belt filled with several soulstone shards that can can be used to trap and enslave the spirits of your friends! You also gain the spell Artificer, which lets you spawn a shell every 60 seconds. Unlike other artifacts, this cannot be used by the crew. 2 Assistance
  Mastercrafted Armor Set Functions the same as normal wizard robes, plus being space-worthy and armored. Minor slowdown. Now you can cast spells in space and low temperature places! 2 Defensive
File:Scryingorb.gif Scrying Orb Summoning this crackling orb of energy will grant you permanent x-ray vision in addition to allowing you to ghost while alive, letting you speak with any dead souls. A deceptively powerful tool for spying, essential for the elusive stealth wizard. 2 Defensive

Faithful Apprentice

You can select an artifact contract from your spellbook which will allow you to solicit the assistance of a helpful apprentice wizard. Using this contract will select a ghost who has the wizard role enabled and spawn them as your assistant. If no ghosts are available when the contact is used, it will remain usable until one is found. If you do keep yours around note that contracts can be used by non-wizards too. If you change your mind, you can click on your spellbook with an unused contract to refund your spent spell point. When you use the contract you are able to choose from four sets of two spells for the apprentice to learn.

Destruction: Fireball + Magic Missile

Bluespace Manipulation: Jaunt + Teleport

Robeless: Knock + Mindswap

Healing: Forcewall + Charge/Staff of Healing

Once they have chosen a name, the spawned apprentice is given a set of blue robes, a single-use teleport scroll and an objective to keep you alive.

Remember that your survival is paramount! The round doesn't end if your apprentice dies, but do try to keep him alive.

The AI and You!

NOTICE: THE WIZ IS HUMAN (unless he is a lizard wizard or a Skeleton)

Usually, when you go on your long space adventure, you come across an AI.

The AI will either be nice to you and attempt to protect you from the evil crew, or it will track you the whole time, and attempt to trap you! (Luckily, you have been trained by the greatest!) If this happens, go into the AI core, and see how he can track you while it's dead.

If you're feeling nice and don't mind being stunned a few times, you can always pop into the upload! When you get inside, take a Freeform module, pop out, and make nice law explaining how you are practically god of the station, and return to the upload, and of course, upload it!

After that, the AI will be very nice to you, and serve you, his master.

A Friendly Wizard

So you've been made a wizard but don't feel like going on a murderboner and would rather live peacefully among the crew? No problem! The staff are usually very friendly towards wizards [CITATION VERY MUCH NEEDED] if they announce themselves to be friendly and the AI is programmed not to harm them. So pop over to the HoP escorted by the Captain/HoS and request to be part of the station! Who knows, maybe you can be the Janitor! Just remember that you are by law and backstory an enemy of Nanotrasen. Don't get mad when some magic-hating sociopath tries to kill you. They'll try.

Suggested Starting Loadouts

Your first time playing as a Wizard can be disorientating and very hard, but also demanding. Just figuring out what spells to take is half the gamemode onto itself, the other half is utilising those spells. As such this section will detail some basic, but robust, starting Wizard loadouts.

You only get five spells to chose, meaning your spell loadout will be limited. So don't overspecialise.

Stock

  • Magic Missile
  • Disintegrate
  • Ethereal Jaunt
  • Blink
  • Knock

A basic, but robust set up. Gives you good offensive and defensive capabilities that favour hit and run attacks.

Using Ethereal Jaunt to launch a ambush, then using Magic Missiles to grant you a effective area stun attack while Disintegrate lets you quickly dispatch a single target. Blink and Knock offer a effective fallback to escaping a bad situation or if you screw up.

Offensive

  • Magic Missile
  • Disable Technology
  • Mutate
  • Disintegrate OR Fireball
  • Blink

Heavily oriented around attacking and killing the crew, you suffer from very little defensive spells, thus relying on being robust enough to kill anyone before they become a threat.

This loadout focuses on Magic Missiles and Mutate in order to kill, as well as either Disintegrate or Fireball to help deliver the coup de grâce. Disable Technology is effective in sapping all energy from Security Officers weapons while Blink offers a small defensive spell to get out of a bad spot.

Defensive

  • Magic Missile
  • Teleport
  • Ethereal Jaunt
  • Blink
  • Smoke OR offensive spell

This loadout focuses on survivability almost exclusively. You're going to have to rely on stealing station weapons in order to kill people, however you yourself will be really hard to kill as you have a large array of defensive and retreat spells to use.

Stealth

CHOOSE A REALISTIC NAME.

No Robes

  • Fireball
  • Knock
  • Mind Swap
  • 2x Free Robeless Spells

A dangerous and advanced loadout, this set up relies on stealth, evasion and confusion to get the job done. However this can prove effective in avoiding getting shot and pulling of outrageous tasks.

If you're discovered you will have few defensive or offensive abilities to employ, Fireball is your only main offensive spell, taking either Blind or Smoke can help in avoiding targets and Forcefield can help keep away pursuers.

These loadouts are meant as a general guide on a simple loadout to use. We highly recommend you experiment with any spell combination when you can.

Tips

  • While knocked down, you can still change your "facing" direction by clicking on a tile or at-tempting to move. This means you can aim fireball while knocked down.
  • Someone in the "Unconcious" state can be instantly Soul Sharded, regardless of health. Anyone under 50% HP can be KO'd by a briefcase with 100% reliability. See that assistant that burned himself to shit on the door? Briefcase bonk, shard.
  • If you use the scroll of teleportation, put it in your pocket and leave the teleportation win-dow open, when you select "Okay" on the window, you'll still teleport, even if it's not in your hands. You can also do this while stunned. So if your escapade as Gas-Mask Wizardtington the "Greyshirt" with a stolen ID ends up getting you tased, you can SCRYAR NILA INCINERATOR 3 times before they'll be able to cuff you, instead of throwing out a panic fireball and hoping he gets KO'd. This is far more useful to a robeless wizard than a robed wizard...as the robed one will likely just cast teleport/blink/jaunt if he ever gets stunned.
  • Suicide bombing is a very easy way to kill a wizard. Welderbombings can also knock the wizard out if he's not very good.
  • Removing a wizard's hat will often render him completely impotent, as very, VERY few wiz-ards carry spare hats in their backpack. Polyacid smoke grenades work well for stripping their hats.
  • You can label constructs, so please please please steal a hand labeler as a wizard so that your artificers actually know which juggernaut to heal.
  • The Staff of Animation can animate holographic objects. They retain their 'force' and do not disappear when they leave the holodeck/the holodeck is shut off. So you can load up the thunder dome simulation over and over for infinite E-sword buddies.
  • Wizard EMP shocks doors, so you should not better use doors as wizard, after you use EMP skill. Also the staff of animation is even more OP then veil render, just use it on knifes, hatchets and other items of big robustness. Combine this with EMPing security guys, which approach you and mutating in hulk, when you see guys with syringe guns (however, if chemist is not mainstream and deploys lexorin or unstable mutagen, you would get outrobusted) for greater effects.
  • The wizard's Knock spell opens bolted doors too.
  • The staff of change works on AIs.





...Now, fearless follower of the Wizards Space Federation..

I have but one question for you, now that I revealed all this knowledge to you,

Will you be ready?


With Love,

The QuarterWizard


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