Wizard: Difference between revisions

159 bytes added ,  18:51, 12 June 2020
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Wizard ship is now intact and couple things are different because of this
m (Wizard ship is now intact and couple things are different because of this)
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[[File:Wizardship.jpg|250px|thumb|alt=Wizard's Ship|The Wizard's Ship]]<br>
[[File:Wizardship.jpg|250px|thumb|alt=Wizard's Ship|The Wizard's Ship (note wizards now spawn in a intact one could someone update this picture)]]<br>
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.
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.


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===Preparation===
===Preparation===
You start on board a nearly destroyed Wizard Ship. You have 10 spell points to spend.
You start on board a 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.
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.
if you wish you can look around the station using your camera consoles. Looking for good spot to teleport too is important.


===Min-Maxing===
===Min-Maxing===
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Items are not bound to you and can be stolen. Additionally they cannot typically be returned once purchased.
Items are not bound to you and can be stolen. Additionally they cannot typically be returned once purchased.
{|class="wikitable sortable"
{| class="wikitable sortable"
!Icon!!Name!!class="unsortable" | Description!!Cost!!Robed?!!class="unsortable" | Cooldown (seconds)
!Icon!!Name!! class="unsortable" |Description!!Cost!!Robed?!! class="unsortable" |Cooldown (seconds)
|-
|-
|[[Image:fireballspell.png|64px]]||Fireball||This spell fires an explosive fireball at a target.||2||✗||6/5/4/3/2
|[[Image:fireballspell.png|64px]]||Fireball||This spell fires an explosive fireball at a target.||2||✗||6/5/4/3/2
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Items are not bound to you and can be stolen. Additionally they cannot typically be returned once purchased.
Items are not bound to you and can be stolen. Additionally they cannot typically be returned once purchased.
{|class="wikitable sortable"
{| class="wikitable sortable"
!Icon!!Name!!class="unsortable" | Description!!Cost!!Robed?!!Cooldown
!Icon!!Name!! class="unsortable" |Description!!Cost!!Robed?!!Cooldown
|-
|-
|[[Image:magicmissilespell.png|64px]]||Magic Missile||This spell fires several, slow moving, magic projectiles at nearby targets.||2||✓||20/16.5/13/9.5/6
|[[Image:magicmissilespell.png|64px]]||Magic Missile||This spell fires several, slow moving, magic projectiles at nearby targets.||2||✓||20/16.5/13/9.5/6
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Items are not bound to you and can be stolen. Additionally they cannot typically be returned once purchased.
Items are not bound to you and can be stolen. Additionally they cannot typically be returned once purchased.
{|class="wikitable sortable"
{| class="wikitable sortable"
!Icon!!Name!!class="unsortable" | Description!!Cost!!Robed?!!Cooldown
!Icon!!Name!! class="unsortable" |Description!!Cost!!Robed?!!Cooldown
|-
|-
|[[Image:mindswapspell.png|64px]]||Mind Transfer||This spell allows the user to switch bodies with a target.||2||✗||60/50
|[[Image:mindswapspell.png|64px]]||Mind Transfer||This spell allows the user to switch bodies with a target.||2||✗||60/50
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Items are not bound to you and can be stolen. Additionally they cannot typically be returned once purchased.
Items are not bound to you and can be stolen. Additionally they cannot typically be returned once purchased.
{|class="wikitable sortable"
{| class="wikitable sortable"
!Icon!!Name!!class="unsortable" | Description!!Cost!!Robed?!!Cooldown
!Icon!!Name!! class="unsortable" |Description!!Cost!!Robed?!!Cooldown
|-
|-
|[[Image:Bg_spell.png|64px]]||Instant Summons||This spell can be used to recall a previously marked item to your hand from anywhere in the universe.||1||✗||10
|[[Image:Bg_spell.png|64px]]||Instant Summons||This spell can be used to recall a previously marked item to your hand from anywhere in the universe.||1||✗||10
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===Rituals===
===Rituals===
These powerful spells change the very fabric of reality. Not always in your favour.
These powerful spells change the very fabric of reality. Not always in your favour.
{|class="wikitable sortable"
{| class="wikitable sortable"
!Name!!class="unsortable" | Description!!Cost
!Name!! class="unsortable" |Description!!Cost
|-
|-
|Summon Ghosts||Spook the crew out by making them see dead people. Be warned, ghosts are capricious and occasionally vindicative, and some will use their incredibly minor abilities to frustrate you.||0
|Summon Ghosts||Spook the crew out by making them see dead people. Be warned, ghosts are capricious and occasionally vindicative, and some will use their incredibly minor abilities to frustrate you.||0
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|}
|}


== Faithful Apprentice ==
==Faithful Apprentice==
You can select an artifact contract from your spellbook which will allow you to solicit the assistance of a <s>helpful</s> 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.
You can select an artifact contract from your spellbook which will allow you to solicit the assistance of a <s>helpful</s> 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.


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Remember that your survival is paramount! The round doesn't end if your apprentice dies, but do try to keep him 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! ==
==The AI and You!==
'''NOTICE: THE WIZ IS HUMAN''' (unless he is a [[lizardperson|lizard wizard]] or a [[Skeleton]])
'''NOTICE: THE WIZ IS HUMAN''' (unless he is a [[lizardperson|lizard wizard]] or a [[Skeleton]])


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


== A Friendly Wizard ==
==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.
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 ==
==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.
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.


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==='''Stock'''===
==='''Stock'''===
* Magic Missile
 
* Disintegrate
*Magic Missile
* Ethereal Jaunt
*Disintegrate
* Blink
*Ethereal Jaunt
* Knock
*Blink
*Knock


A basic, but robust set up. Gives you good offensive and defensive capabilities that favour hit and run attacks.  
A basic, but robust set up. Gives you good offensive and defensive capabilities that favour hit and run attacks.  
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==='''Offensive'''===
==='''Offensive'''===
* Magic Missile
 
* Disable Technology
*Magic Missile
* Mutate
*Disable Technology
* Disintegrate OR Fireball
*Mutate
* Blink
*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.
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.
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==='''Defensive'''===
==='''Defensive'''===
* Magic Missile
 
* Teleport
*Magic Missile
* Ethereal Jaunt
*Teleport
* Blink
*Ethereal Jaunt
* Smoke OR offensive spell
*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.
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.
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No Robes
No Robes
* Fireball
 
* Knock
*Fireball
* Mind Swap
*Knock
* 2x Free Robeless Spells
*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.
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.
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==Tips==
==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.
*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.
* 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.
*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.
* Suicide bombing is a very easy way to kill a wizard. Welderbombings can also knock the wizard out if he's not very good.
*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.
* 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.
*Suicide bombing is a very easy way to kill a wizard. Welderbombings can also knock the wizard out if he's not very good.
* 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.
*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.
* 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 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.
* The wizard's Knock spell opens bolted doors too.
*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 staff of change works on AIs.
*The wizard's Knock spell opens bolted doors too.
*The staff of change works on AIs.




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{{Antagonists}}
{{Antagonists}}
[[Category: Jobs]] [[Category:Game Modes]]
[[Category: Jobs]]  
[[Category:Game Modes]]