Wizard

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04.34, 10 Kasım 2024 tarihinde JosephFox0 (mesaj | katkılar) tarafından oluşturulmuş 4160 numaralı sürüm (→‎Artifaktlar)
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Büyücü Düşman
Generic wizard.png
Wizard
Access: Yetkisiz eleman
Ekstra Access: Işınlandığın her yer
Zorluk: Çok zor
Müfettişler: Uzay Büyücüleri Federasyonu
Görevler: Mürettebatı ahirete yolcu et
Rehberler: Bu sayfa
Alıntı: FORTI GY AMA


Wizard's Ship
The Wizard's Ship


SS13 Mürettebatı, size en içten dileklerimi sunuyorum. İsmim sizi ilgilendirmez fakat eğer beni bir isimle çağırmak isterseniz Bana Büyücüler Federasyonu'nun seçkin lideri QuarterWizard diyebilirsiniz.

"Peki yüce QuarterWizard, niye bizi öldürmeye geliyorsunuz" diye sorarsanız cevabım basittir.

Mürettebatınızın bazı üyeleri kutsalımıza hakaret etti ve cezasını ödeyeceksiniz.

Biz büyücüler çok büyü biliriz ve tam olarak hangi büyüden dolayı acıyla kıvranacağınızı bilmeniz için size bu sayfayı oluşturuyorum. Wizhat.PNG

Büyücülük 101

Eğer büyücü olursan bu erişilemez gemide doğucaksın ve bu gemiden çıkman için cebinde 4 haklık bir teleport scrollu olucak -gemiye geri dönemezsin-

Doğduğun anda isim seçmeni sağlayan bir ekran gelicek -bu ismi magic mirrordan değiştirebilirsin [Magic mirrordan Irkınıda değişebilirsin]- Ardından çantanda olan kitabı açıp istediğin büyüleri seçmeye başla.

Büyücülüğün en önemli kısmı kıyafetlerdir çoğu büyü kıyafetsiz kullanılamaz.

Wizard Speedrun Guide

1.İsmini seç ardından Magic mirrordan ırkını seç.
2. Büyü kitabından 10 puanını harca.
3. Diğer büyücü kıyafetleri arasından drip'ini diz. -Eğer gizli gitmek istiyorsan Cübbesiz büyüleri alıp büyücü kıyafetlerini çıkar.-
4. Teleport scroll'u ile istasyona ışınlan.

Büyüler'e ne kadar puan harcarsan cooldownları o kadar azalır

Cübbeli büyüler

Wizard kıyafetlerin olmadan kullanamazsın.

Büyü İsmi İnvokasyon Açıklama Cooldown
Saniye bazında
Ücret
Ofansif Büyüler
Rod Form CLANG! İmmovable Rod ol ve önüne çıkan her şeyi del. 25 / 21.2 / 17.5 / 13.7 / 10 2
Smite EI NATH! Elinde bir büyü oluşturur ve bu büyüyle yakın mesafede tıkladığın kişi giblenir. 60 / 50 / 40 /30 / 20 2
Mutate BIRUZ BENNAR! Kısa süreliğine Hulk'a çevirir ve gözlerinden ışın atmanı sağlar. -Gözlerden ışın atmak için combat mode açık iken tıkla- 40 / 37.5 / 35 / 32.5 / 30 2
Flesh to Stone STAUN EI! İnsanları heykele çevirir, Heykel formundayken hareket edemezler. -Staff of animation ile onları hareket edebilen heykellere çevirebilirsiniz [Tam olarak ne yaptıklarını anlamanız için SCP-173 veya Weeping Angellara göz atabilirsiniz]- 60 / 50 / 40 / 30 / 20 2
Tesla Blast UN'LTD P'WAH!' 10 saniye boyunca sarjladıktan -Sarj süresi boyunca hareket edebilirsin- sonra 7 tile etrafında olan herkese bir elektrik arkı yollarsın [Elektrik arkı insanlar arasında seker ve onlara hasar verdiği gibi ek olarak stunlar] 30 / 23.25 / 16.5 / 9.75 / 3 2
Lesser Summon Guns N/A Etrafına 20 brute ve 80 stamina hasarı vuran silahlar oluşturur, bu silahları kullanmak için iki elininde boş olması gerekmektedir. Bu büyü alınırsa Arcane Barrage büyüsü alınamaz. 75 / 56.3 / 38 / 19.3 / 1 3
Arcane Barrage N/A Elinde bir büyü belirir ve bununla 20 burn vuran projectile'lar ile etrafı tarayabilirsin, iki elini kullanman gerekir. Lesser Summon Guns alınırsa bu büyü alınamaz. 75 / 56.3 / 38 / 19.3 / 1 3
Scream for Me SCREAM`FOR`ME!! Elinde bir büyü oluşturur ve bu büyüyle vurduğun kişinin tüm uzuvları kanamaya başlar. Kanı olmayan ırklara etkisi olmaz [Plasmaman,İskelet ve benzeri ırklar] 60 / 50 / 40 / 30 / 20 1
Summon Simians OOGA OOGA OOGA!!! Etrafına rastgele ekipmanlı maymunlar çağırır. Büyü leveli arttıldıkça maymunların ekipmanlarının kalitesi artar eğer 5 level yapılırsa bedava goril'e dönüşme büyüsü edinirsin. 90 / 75 / 60 / 45 / 30 2
Defansif Büyüler
Magic Missile FORTI GY AMA! Etrafa bir sürü büyülü top oluşturur ve bu toplar insanları takip eder eğer çarparlarsa o kişi stunlanır. 20 / 16.5 / 13 / 9.5 / 6 2
Disable Technology NEC CANTIO! EMP. 40 / 35 / 30 / 25 / 20 1
Repulse GITTAH WEIGH! 5 Tile mesafede olan her şeyi geriye doğru fırlatır ve insanları kısa süreliğine stunlar. 40 / 37.5 / 35 / 32.5 / 30 2
Thrown Lightning LIGHTNINGBOLT!! Hasar vurmayan ve çarptığı kişiyi stunlayan bir yıldırım. 1 2
Stop Time TOKI YO TOMARE! 5X5 bir alanda zamanı durdurur, sen ve eğer var ise guardian'ın etkilenmez. Projectile'larda zaman durduğunda hareket edemez. 50 / 40 / 30 / 20 / 10 2
Spacetime Distortion N/A Bulunduğun odada olan tüm tile ve üzerinde olan eşyaları o odada olan başka bir tile'a teleportlar. Pure Chaos. 30 1
The Traps CAVERE INSIDIAS Etrafına büyülü tuzaklar oluşturur. Bu tuzaklar; basanı yakar, stunlar, dondurur veya başka etkiler verir, kendi tuzaklarından etkilenmezsin. 25 / 21.25 / 17.5 / 13.75 / 10 1
Lesser Summon Bees NOT THE BEES Sen dahil herkese saldıran arılar çağırır. 60 / 50 / 40 / 30 / 20 2
Mobilite Büyüleri
Blink N/A Daha düşük seviyeli bir teleportasyon büyüsü, üzerinde kontrolün yoktur fakat cooldownı kısadır. 2 / 1.6 / 1.2 / 0.8 / 0.5 2
Teleport SCYAR NILA! Aynı Z level içinde olan istediğin yere teleportlanırsın. 60 / 50 / 40 / 30 / 20 2
Ethereal Jaunt N/A Kısa süreliğine varoluştan yok olursun ve bu süre boyunca duvarların içinden geçerek hareket edebilirsin. 30 / 25 / 20 / 15 / 10 2
Assistance Spells
Soul Tap AT ANY COST! Ruhun olduğu sürece -Soul bind büyüsünü almadığın sürece- Maksimum canından 20 can feda ederek tüm büyülerinin cooldown'ını sıfırlarsın. 1 1

Cübbesiz Büyüler

Büyü İsmi İnvokasyon Açıklama Cooldown
saniye bazında
Ücret
Ofansif Büyüler
Fireball ONI'SOMA! Ateş topu atarsın -Çarptığı yerde patlar-, her yükseltme menziline +2 ekler. 6 / 5 / 4 / 3 / 2 2
Lightning Bolt P'WAH, UNLIM'TED P'WAH Stunlamayan ama hasar vuran bir elektrik arkı atarsın. 10 / 8 / 6 / 4 / 2 1
Blind STI KALY! Bir kişiyi kısa süreliğine kör edersin. 30 / 23.7 / 17.5 / 11.2 / 5 1
Curse of the barnyard KN'A`FTAGHU,`PUCK`'BTHNK! Büyü tarafından etkilenen kişinin yüzünde bir hayvan maskesi belirir ve konuşma yeteneği kaybolur.Fluorosulfuric acid olmadan etkilenen kişiler düzeltilemez. 15 / 12 / 9 / 6 / 3 2
Spell Cards Sigi'lu`M'Fan`'Tasia Büyüyü aktif ettiğinde fırlatabildiğin 5 kart olur. -toplam hasarları 14 burndür- 5 / 4 / 3 / 2 / 1 2
Splattercasting THE STARS ALIGN! THE COSMOS BLEEDS! Kendini Vampir'e çevirirsin, Oksijene ihtiyaç duymazsın ve büyü cooldownların düşer fakat kan açlığı çekersin. Ayrıca bir coffin'de olmak seni iyileştirir.


Büyü kullanmak kanını harcar, kan kaybından ölmemeye dikkat et.

Bind Soul ile kullanılamaz.

UYARI: Sana genellikle büyülü el veren -Bakınız: Smite, scream for me, flesh to stone- gibi büyülerin cooldownı düşmez.

N/A 2
Sanguine Strike SHAPSDAY Bu büyüyü kullanmak silahının kırmızı parlamasına sebep olur ayrıca vurduğun hasarı arttırır, vurduğun hasar kadar seni iyileştirir ve vurduğun kişiden kan çalıp kendi kanını arttırırsın. 60 / 50 / 40 / 30 / 20 2
Defansif Büyüler
Smoke N/A Etrafta sis oluşturursun. Sis içinde bulunan kişiler öksürüp, elinde olan eşyaları düşürürler. 12 / 9.5 / 7 / 4.5 / 2 1
Forcewall TARCOL MINTI ZHERI! 1x3'lük bir büyü duvarı oluşturur ve bu duvar yokedilemezdir. Büyüyü yapan ve anti-magic kişiler duvarın içinden geçebilir. 10 / 8.7 / 7.5 / 6.2 / 5 1
Bind Soul NECREM IMORTIUM! Ruhunu bir eşyaya bağlarsın -İstasyon z levelinde- ve öldüğünde o eşyanın üzerinde doğarsın, her yeniden doğuşunda doğma süren uzar. [Öldüğünde eşyanın yerini belli edecek bir efekt oluşur] N/A 2
Chuuni Invocations By`the`decree`of`the`dark`lord, `I`invoke`the`curse`of`the`chuuni. `Let`all`my`spells`be`tainted`by`the`power`of`delusion. `O,`Reality! `Bend`to`my`will!" Büyü invokasyonlarını değiştirir ve kullandığın her büyüde az-Çok az[Cidden baya az(Cidden{sıfır şaka})]- iyileşirsin. N/A 2
Bestow Cursed Duffel Bag HU'SWCH H'ANS!! Kişinin sırtına onu yavaşça yiyen bir duffel bag oluşturur, bu duffel bag kişiyi pasifist yapar ve yavaşlatır. Çantayı burned mess yedirerek zehirleyebilirsiniz. 6 / 5 / 4 / 3 / 2 1
Mobilite Büyüleri
Mind Swap
(aka Mind Transfer)
GIN'YU CAPAN! Seçtiğin kişiyle bedenleri değişirsin.

Cultistler,Changelingler,Revolutionaryler,taşlaşmış kişiler ve iblislerde işe yaramaz.

60 / 50 / 40 / 30 / 20 2
Knock AULIE OXIN FIERA! Menzilinde olan tüm kapı ve dolapları açar. -Kitli olmaları farketmez- 10 / 8 / 6 / 4 / 2 1
Swap FRO'`BRT'TRO,`DA! 9 tile menzil içinde olan biriyle yerini değiş, başka birine sağ tık basarsan onu ikincil olarak seçersin ve o iki kişinin yerini de değişebilirsin. 30 / 23.7 / 17.5 / 11.2 / 5 1
Yardımcı bÜYÜLER
Instant Summons
(aka Summon Item)
GAR YOK Bir eşyayı işaretlersin ve büyüyü sonraki kullanışlarında o eşyayı eline ışınlarsın. O eşya bir çanta veya kutunun içindeyse o çanta ve kutuyla birlikte gelir. 10 1
Charge DI'RI CEL! Elinde olan şeyi sarj edersin. -Silah, baton, asa ve sarj edilebilen her şey- 60 / 55 / 50 / 45 / 40 1
Shapechange
(aka Wild Shapeshift)
RAC'WA NO! Bir hayvan seçersin ve o hayvan ile insan formu arasında geçiş yapma özelliği kazanırsın. [Seçebileceklerin: Fare, Corgi, Chaos Magicarp, Ed209, Juggernaut] 20 / 16.2 / 12.5 / 8.7 / 5 1

Artifaktlar

Bu artifaktlar sadece büyücü değil mürettebat tarafından da kullanılabilir.

Icon Artifakt İsmi Açıklama Ücret
Ofansif
Staff change.png Staff of Change Vurduğu kişiyi başka bir varlığa çevirir, 6 sarjla başlar ve 4 saniyede bir sarjı 1 artar.

Bu asayı büyücü olmayan biri olarak sıkmak geri teper.

2
Staff of chaos.png Staff of Chaos Rastgele büyüler atar, 10 sarjı vardır ve 2 saniyede bir sarjı 1 artar.

Büyücü olmayanlar sıkarsa yüzde 5 ihtimalle geri teper. Kaos!

2
Spellblade.png Spellblade Yüzde 50 blok şansı olan güçlü bir yakın dövüş silahı ayrıca 15 burn hasarı vurup uzuv koparabilen bir mesafeli saldırı yapabilir. 2
Mjolnir.gif Mjolnir Thor'un yüce çekici, birine vurmak onu geriye doğru uçurur ve 10 saniye boyunca yere düşürdüğü gibi 1.5 saniye boyunca stunlar. Fırlatmakta aynı etkiyi yapar. 2
SingularityHammer.gif Singularity Hammer Etrafta olan her şeyi vurduğun yere çeken güçlü bir yerçekimi bölgesi yaratır. 2
High frequency blade.png High Frequency Blade Çok hızlı -Cidden çok hızlı- bir kılıç. 3
Defansif
Staffofhealing.png Staff of Healing Ölüleri dirilten ve iyileştiren bir asa.

Büyücü olmadan kullanmak tek vuruşta yüzde yüz iyileştirmek ve diriltmek yerine iyileştiren bir ışın yaratır

1
LockerStaff.png Staff of the Locker Vurduğun kişiyi bir locker'a kitler. 2
Scrying orb.png Scrying Orb Elinde tuttuğun sürece X-ray'e sahip olursun ve hayaletleri duyarsın. Bunlara ek olarak elinde kullanarak ruhlar alemine geçip bir ruh olarak gezinebilirsin. 2
Soulstone Belt.png Wand Assortment Wandlarla dolu bir kemer, Wandlar Staffların aksine kendi kendilerine sarj olmazlar. 2
Wizardsuit.png Wizard Modsuit Büyücü Modsuiti ayrıca enerji kalkanı yaratabilir. 2
Flux anomaly.png MODsuit barrier charge Modsuit'in kalkanının gücünü arttırır. 1
Mobilite
Staff of door creation.png Staff of Door Creation Vurduğun duvar veya cam'da kapı oluşturan bir asa. Eğer bir kapıya sıkılır ise o kapı açılır. 1
Warp whistle.png Warp Whistle Seni istasyonda rastgele bir yere ışınlar. 1
Yardımcı
Staff of animation.png Staff of Animation Vurduğun şeyi canlandırır ve sen dışında her şeye saldırır. Heykel olmuş insanları canlandırırsan senin dışında herkese saldıran living statue'lere dönüşecekler. 2
Wizard soulstone.png Six Soul Stone Shards 6 tane Soulstone dolu kemer ve construct shell oluşturma büyüsü edinirsin. Constructların ve Soulstoneların mor renklidir. 2
Necrostone.gif Necromantic Stone 3 ile sınırlı olucak şekilde ölüleri İskelet Lejyoner olarak diriltebilirsin. 2
Scroll.png Contract of Apprenticeship Scroll'u kullanarak yanına bir öğrenci büyücü çağırabilirsin ayrıca bu Kontraktı bir mürettebat üyesine vererek onu öğrencin yapabilirsin.
Kontraktı kullandığında öğrencinin büyü çeşidini seçebilirsin, Seçenekler aşağıda gözüktüğü gibidir.

Destruction: Fireball + Magic Missile
Bluespace Manipulation: Jaunt + Teleport
Robeless: Knock + Mindswap
Healing: Forcewall + Charge/Staff of Healing

2
Syndi cards.png
Guardianspirits.gif
Guardian deck Bedenine bağlı bir holoparasite çağırır, bu holoparasite hasar aldıkça sende hasar alırsın. [HOLOPARASITE ALICAKSAN BEDEN DEĞİŞTİRMENİ SAĞLAYAN BÜYÜLER ALMA TOZ OLURSUN] .
Gardiyan seçenekleri:

Assassin:
Verilen hasar: Ortalama Alınan hasar: Full- Görünmez olabilir, görünmez olduğunda hasarı artar ve kişinin üstünde olan zırhı yok sayar.
Gaseous:
Etrafa gaz saçar ve yumruklarıyla kıvılcım oluşturur. Kullanıcısını anında söndürür.
Charger:
Hızlı hareket eder, ortalama hasar vurur. Charge sırasında çarptığı kişinin elinde olan eşyayı yere düşürmesini sağlar.
Dexterous:
Az hasar vurur fakat bir eşyayı saklayıp, eline eşya alabilir. Geri çağrıldığında elinde olan eşya düşer fakat sakladığı eşya kendisinde kalır.
Explosive:
Ortalama hasar ve Yüksek diren. Vurduğu kişiyi patlatıp ışınlar ve eşyaları-Kapılar ve yerde olan eşyalar- tuzaklayabilir, tuzaklanan eşyaya dokunan ilk kişi patlar.
Gravitokinetic:
Saldırdığın kişiyi yavaşlatır ve elinde olan eşyayı düşürmesini sağlar ayrıca yere yerçekimi tuzağı kurabilir, bu tuzaklara 10 tile yakında durmazsa yok olurlar.
Lightning:
Vurduğunda etrafta olan kişilere elektrik sıçrar, ayrıca kullanıcı ile kendisi arasında bir elektrik ağı vardır. Elektrik ağı içerisinde bulunan kişiler sürekli hasar alırlar.
Protector:
Diğer holoparasiteların aksine kullanıcının menzilinden uzaklaşınca kullanıcıyı kendine ışınlar ve iki modu vardır. Combat mode hızlıdır fakat daha fazla hasar alır, Protection mod yavaştır fakat çok az hasar alır.
Ranged:
iki modu vardır. Ranged modu kullanıcısından uzaklaşamaz fakat saldırabilir, Scout modunda ise neredeyse görünmez olur ve duvarların içinden geçerek istediği yere gidebilir fakat saldıramaz. Ayrıca basan kişinin ismini söyleyen tuzaklar kurabilir.
Standard:
Yüksek hasar ve Yüksek hasar direnci, Duvarları kırabilir.

2
Wiz vial.gif Bottle of Blood Slaughter Demon çağıran bir kan şişesi, Slaughter Demon sen dahil herkesi öldürmeye çalışır. Maksimum 3. 2
Wiz vial.gif Bottle of Tickles Laughter Demon çağıran bir kan şişesi, Laughter Demon sen dahil herkesi şakalamaya çalışır. Maksimum 3. 1

Magical Items

Wands, unlike staves, do not recharge over time. They can be recharged with the Charge spell, but every recharge a wand has a high chance to reduce the max number of charges by one. If the max charges on a wand reaches zero, the wand becomes useless and cannot be recharged anymore. For most wands, careful management of charges should allow a smart wizard to get the max amount of uses out of their wands as well as avoid wand burnout for a very long time.

Also unlike staves, wands can be used to self-target the user (they're short enough to turn around to point back at you). Useful with a wand like the Wand of Healing or Teleportation, maybe less useful with a Wand of Death.

One-use spellbooks teach a spell to the first user. Everyone that reads it subsequently will instead trigger a recoil effect, usually harming the reader.

Wands Charges
Wand of death.gif Wand of Death: Can and will kill anything instantly. Nasty, nasty stuff.

Using this on undead creatures (skeletons, zombies) will instantly heal/revive them rather than killing them.

3
Wand of healing.gif Wand of Healing: This wand uses healing magics to heal the living and revive the dead. Rarely utilized on others, for some reason.

Using this on undead creatures (skeletons, zombies) will instantly kill them rather than healing them.

10
Wand of polymorph.gif 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! 10
Wand of teleportation.gif Wand of Teleportation: Will rip up and scatter anyone or anything caught in its path. The range of teleportation is short and unpredictable similar to the Blink spell. 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. 10
Wand of door creation.png 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?

The projectile will also open any airlock it comes into contact with, if you feel like using the door that's already there.

20
Wand of fireball.gif Wand of Fireball: Useful for burning those you don't like and everyone else too. Point away from face. 8
Books Recoil Effect
Smoke spellbook.png Book of Smoke This book is overflowing with the dank arts. Teaches ONE user smoke. Makes the user extremely hungry.
Sacred flame.png Book of Sacred Flame Become one with the flames that burn within... and invite others to do so as well. Teaches ONE user sacred flame.

Sacred flame ignites you and those around you on fire, get protective gear

Glows ominously, but does nothing.
Mindswap spellbook.png Book of Mindswap This book's cover is pristine, though its pages look ragged and torn. Teaches ONE user mindswap. Does nothing to the first user; when a second user reads it, the users' minds will be swapped.
Knock spellbook.png Book of Knock This book is hard to hold closed properly. Teaches ONE user knock User is knocked down for a long time.
Forcewall spellbook.png Book of Forcewall This book has a dedication to mimes everywhere inside the front cover. Teaches ONE user forcewall. User is petrified for a minute.
Summon spellbook.png Book of Instant Summon This book is bright and garish, very hard to miss. Teaches ONE user instant summon. The book vanishes.
Fireball spellbook.png Book of Fireball This book feels warm to the touch. Teaches ONE user fireball. Causes an explosion centered on the user.
Charging spellbook.png Book of Charging This book is made of 100% post-consumer wizard. Teaches ONE user charge. Emits a short-ranged EMP pulse.
Blind spellbook.png Book of Blind This book looks blurry, no matter how you look at it. Teaches ONE user blind. User is blinded for some time.
Barnyard curse spellbook.png Book of Barnyard Curse This book is more horse than your mind has room for. Teaches ONE user the barnyard curse. Casts barnyard on the user.

Rituals

Rituals are powerful, one-time use spell that can only be cast from your spellbook on your ship. These are generally either completely pointless or detrimental to the crew (and you) in some way or another; their true purpose lies in causing PURE, UNTAMED CHAOS.

Invocation Description Cost
Summon Ghosts Spook the crew out by making them see dead people. Be warned, ghosts are capricious and occasionally vindictive, and some will use their incredibly minor abilities to frustrate you. 0
Summon Guns A strong spell that can be used only once. Summons a random weapon at everyone's feet (excluding the feet belonging to you or any apprentices), arming the crew to fight you and alerting them of your presence. A portion of the crew will become antagonists with a survival/steal guns objective, causing chaos as the crew fights one another. Disabled on dynamic mode except on maximum threat level. 2
Summon Magic Grants the crew an assortment of various trinkets from the legendary wizard self storage box. The assortment is wide and varies wildly in usefulness, but will always alert the crew of your presence and can make them a dangerous threat to you. Similarly to Summon Guns, this spell will make part of the crew antagonists with a survival/steal magic objective. Disabled on dynamic mode except on maximum threat level. 2
Summon Events Replaces all random events with an assortment of magical wizard events, from cursed items to random name-swaps to LAVA FLOORS and more! Subject the station to a storm of mass chaos! The more times you cast Summon Events, the more often they will occur. Disabled on dynamic mode except on maximum threat level. 2
Curse of Madness Using this curses the station, warping the minds of everyone inside, causing lasting traumas (you can send a message with it too as the catalyst). These traumas are usually pulled from the regular list, but there are a couple of unique magical traumas only found by using this spell. 4

Şablon:Wizard Events

Dosya:Wizardeventsround.jpg

Your typical wizard events round.

Magical Traumas

These Brain Traumas only appear when you (the wizard) cast the Curse of Madness ritual before heading to the station. There is a 20% chance that a person will have a Magical Trauma rather than a mild/severe/special trauma.

Name Effect Warning Message Scan Message
Athaumasia Gives the victim an immunity to magical effects and projectiles. Mind over magic, baby. You realize that magic cannot be real.
Thaumic Blank
Lumiphobia Makes the victim hyper-sensitive to light, causing them to burn when exposed to anything more than a dim glow. You feel a craving for darkness.
The light burns you!
Light Hypersensitivity
Poltergeist The victim is haunted by a poltergeist that will aggressively throw objects in the area towards him/her. You feel a hateful presence close to you. Paranormal Activity
Stalking Phantom An dark presence that only the victim can see stalks and ruthlessly mutilates the victim with ghostly claws once it has caught up to him/her. Unrelated side effects include intense paranoia and a feeling of being stalked. You feel like something wants to kill you...
It's coming closer...
Extra-sensory Paranoia

The Grand Ritual

The Grand Ritual is an ability all wizards start with, functioning as something of an alternate win condition if you don't like your objectives and don't have any better idea for how to antagonist the crew. By creating 7 magic circles in specific points of the station, a Wizard can gather the power to unleash a round-changing effect.

Each ritual must be performed in a specific location on the space station, listed on your objectives panel. Clicking the grand ritual action button while not stood in this location will give you a rough idea of what direction you need to go in order to reach that area.

Once you have reached your ritual location using the action button will draw a rune on the ground which will handily obliterate any obstacles covering it up (or less handily, if you're stood next to several tanks of plasma). Clicking on the rune will being the ritual, a three-step process where each step ends with you speaking part of an incantation. The time each step takes is longer for each full ritual you have successfully completed (capping after 7). Performing the ritual leaves you somewhat helpless, but you can interrupt yourself and pick up at the last step you completed if someone turns up to stop you.

Completing a ritual will do three things:

  1. It will point you to the next area you must travel to in order to perform the next ritual.
  2. It will trigger some kind of (usually harmful or annoying) event for the space station to deal with, which includes some of the events usually only available from the Wizard Events ritual. The severity of the events will increase with the number of rituals you do, so while your first ritual may summon a hallucinogenic anomaly the sixth could trigger the arrival of a Space Dragon.
  3. It will trigger a random minor effect localised to the room you are in, with examples being that it might fill the room with lube, transform the area into gold, or summon a random (probably annoyed) crew member to your position from wherever else they happen to be at the time.

After you have completed 3 rituals your location will begin to be announced on the radio whenever you place a new circle, so expect people to come and interfere with you.

Grand Finale

The seventh ritual is special, this is where you will use all of the power collected by the previous rituals to do something which effects the final station in a finale event sort of like a traitor's final objective. Once you have placed the circle you will be able to pick an effect of your choice from a list of options below. Completing an extended-length ritual will unleash the effect you have chosen, and everyone will have to deal with it.

Name Effect Prerequisites
Armageddon This ritual takes extra time to complete, and instantly kills you upon completion.

Once finished, it will summon a singularity at your location, or a tesla ball, or create permanent waves of meteors until the round ends.

90 minutes elapsed round time
Connection Casts a superpowered version of the "Knock" spell.

This unbolts all of the station's doors and then removes all access requirements from them, allowing anyone to go anywhere they want.

None
Evolution Triggers the Wizard Event "Summon Magic".

This creates random magical artifacts at the feet of every player, and gives some of them an objective to collect as many as possible.

None
Jubilation Alter the past so that the station has always retroactively been a Clown Research Station instead of a normal Research Station.

Dresses every crewmember in a magical clown suit, which they can use to produce random clown items every so often. Pre-existing clowns gain the ability to use this spell regardless of outfit.

Any crew who are Clown Fans gain a permanent mood buff, other crewmembers have a chance to gain an objective to kill you in an attempt to correct the timeline.

None
Transformation Slowly converts the entire space station into a randomly selected different material. This might be gold, wood, meat, or pizza. None
Usurpation Alter the past such that you (the wizard) have always been the official Captain of the space station.

Informs every player that you are the legally appointed Captain, gives you an all-access ID and Captain's outfit, and demotes any existing Captains into Assistants (teleporting them to random Maintenance locations).

Any former Captains and some random crewmembers may be given an objective to kill you in an attempt to correct the timeline.

None
Continuation Summons a random event as normal. None

After performing the seventh ritual you can keep doing more to spawn random events if you choose.

The AI and You!

NOTICE: THE WIZ IS HUMAN (unless he is a lizard wizard or a Skeleton, or something that's, you know, not a human.)

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

Being a friendly wizard is not recommended on high population rounds, as it generally makes both crew and observers bored. Many hate friendly wizards for this and other reasons. But if you really don't feel like doing any harm, you are allowed to live peacefully among the crew. The staff is usually friendly towards non-harmful wizards [CITATION VERY MUCH NEEDED] if they announce themselves to be friendly, and the AI is usually programmed to prevent harm to you if you're human. So pop over to the HoP escorted by the Captain/HoS and request a proper ID card. Just remember that you are by law and backstory an enemy of Nanotrasen. All crew are allowed to kill you, and some may try.

Beginner and Popular 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 up to 10 spell points to spend, meaning your spell loadout will be limited; the costs of the spells below are shown in (parenthesis). So don't overspecialize.

The Beginner Wizard

  • Magic Missile (2)
  • Ethereal Jaunt (2)
  • Blink (2)
  • Fireball (2) OR Mutate (2) OR Mjolnir and Instant Summons (2+1)
  • 1-2 points left.

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

Ethereal Jaunt and Blink give you mobility, allowing you to pop up in rooms and hallways to attack, and spamming Blink can get you out of trouble in a pinch. Magic Missile is a very forgiving spell for players unused to click combat, as it homes in on enemies, but your targets may be able to outrun the projectiles in long hallways.

Fireball, Mutate and Mjolnir are the three most commonly used offensive spells. Fireball has a very low cooldown, can blast enemies at range, and can be used (carefully!) to open lockers and breach rooms, but runs the risk of blowing you up as well if used near objects or enemies. Mutate grants you Hulk strength and the ability to fire eye lasers by clicking on empty tiles on Combat Mode Combat 32.pngVarsayılan olarak 4 ile etkinleştirin, 1 ile devre dışı bırakın veya F ile geçiş yapın. İnsanlara eli boşken Sol-tıklamak, açıksa onlara Harm Harm 32.png veya kapalıysa onlara Help Help 32.png uygular. Ayrıca insanlarla çarpıştığınızda yer değiştirmenizi veya itilmenizi engeller. , but has a cooldown between uses, meaning you'll be left unarmed after the duration but before it recharged. Mjolnir is very powerful and can be thrown, but requires you to be proficient at melee combat, and taking Instant Summons costs an extra point. Pick whichever one suits your fancy.

The last 1-2 points can be used for anything. Taking two of the above offensive spells can give you more firepower, and if you want more defensive abilities, The Traps, the Gem-Encrusted Hardsuit, the Battlemage Armor, Disable Technology and Forcewall are all relatively user-friendly. You can also simply take any spell you think might be fun to use.

The Murderboner

  • Fireball (2) OR Mjolnir and Instant Summons (2+1)
  • Stop Time (2)
  • Ethereal Jaunt (2) OR Rod Form (2)
  • The Traps (1)
  • 2-3 points left.

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. The combination of Fireball and Stop Time is extremely effective at quickly shutting down anybody who comes close, and Jaunt remains an incredible mobility tool. Rod Form is a more offensive mobility option, trading Jaunt's invisibility and freedom of movement for the power to ram enemies you pass through and generally ruin the station's walls. The Traps is an extremely cost effective defensive tool, and can easily trip up pursuers to be murdered.

The last few points can again go to either doubling up on suggested spells or adding others of your choice. Magic Missile remains a useful ranged stun option, the Necromantic Stone or Soul Shard Belt can let you turn your kills into allies, and Repulse can be another emergency button if you find yourself in a disadvantageous position.

The Survivalist

  • Fireball (2) OR Mutate (2)
  • Blink (2)
  • Ethereal Jaunt (2)
  • Warp Whistle (1)
  • The Traps (1)
  • 2 points left.

If you don't care about killing but instead want to simply survive, this loadout gives you three mobility spells, as well as The Traps. You'll be very difficult to pin down, but your offensive powers will be lacking unless you steal mundane weapons from the station.

If you want to become even more unstoppable, consider taking the Staff of Healing + Instant Summons, or the Wand Assortment + Charge. Both give access to an on-demand full heal, which can be infuriating for the crew to deal with.


The Stealth Wizard

  • Fireball (2)
  • Knock (1)
  • Shapechange (1)
  • Wand Assortment + Charge (2+1)
  • 4 points left.

Playing as a stealth wizard can be risky, but fun. Make sure you choose a realistic name (because the Head of Personnel is going to ask questions if Meren the Unshakable asks for a new assistant ID), then try to teleport onto the station without getting caught. You'll have no access, so rush to find some clothes, then come up with an excuse to ask for a new ID, or simply do without. There's always the chance that the AI will see you warp onto the station in a huge cloud of wizard smoke, immediately ruining your plan, but if you can manage to get on board undetected, you'll have gotten past the first hurdle.

The crux of a stealth loadout is doing the best you can without wearing your robes; Fireball is loud and will probably give you away, but your best choice for a robeless offensive spell, and Knock becomes the wizard's emag. Shapechange can let you ventcrawl as a mouse, and the Wand Assortment can be hidden in your backpack to give semi-limited recreations of various useful spells.

With the last four points, there are two options. One, you can purchase additional robeless spells or items; notable candidates include Mind Swap, the Scrying Orb, the Warp Whistle, or even a Contract of Apprenticeship or Soul Stone Belt to dupe the crew into thinking they killed the main wizard or are dealing with a Cult. On the other hand, purchasing major robed spells and carrying your robes in your backpack can be an incredibly useful backup strategy in case the crew spots you teleporting onto the station.

Wizard Gang

  • 1-5 Contracts of Apprenticeship (2 each)
  • 1-5 Guardian Decks (2 each)
  • 1-3 Bottles of Blood (2 each)
  • 1-3 Bottles of Laughter (1 each)
  • 0-1 Necromantic Stone (2)
  • 0-1 Soul Shard Belt (2)


Less of a complete loadout and more of a general overview, wizards have a few options for summoning allies. It's highly recommended to limit the number of allies you take, and spend at least a few points on one or two spells to keep yourself alive.

Contracts of Apprenticeship summon a second player-controlled wizard with a preset spell list, based on which contract you select. The cost of the contract is significantly cheaper than the cost of the spells the apprentices gain, but they tend to be hyper-specialized. Apprentices are givens objectives to protect you, so there's no risk of betrayal, but the effectiveness really comes down to how skilled your fellow wizards are. In a worst case scenario, they can cause havoc in different parts of the station as a distraction.

Guardian Decks give you a random player-controlled guardian on use. Guardians are directly linked to you through your soul, can hide in your body at will, and effectively share your health; all damage they take is reflected to you, and they die if you die. A bad guardian can lead to your death if it sucks at dodging, but a good one can keep you alive and give you valuable backup, making multiple guardians a popular murderbone option. They come in a variety of random types with different effects, most notably the Dexterous type which can hold and use items; it's highly recommended to buy decks one at a time, and if you roll a Dexterous guardian, consider buying it a Staff of Healing.

Bottles of Blood summon Slaughter Demons, player-controlled monsters that can jaunt infinitely by emerging and diving into blood on the floor, meaning you can help them by intentionally making a bloody mess of the station. They tend to be powerful, and can heal by dragging corpses into blood with them, but come with a very important caveat: the demons are 'not' loyal to you in any way. If you buy them, you're effectively adding independent antagonists to the round, although some players might willingly team up with you. Bottles of Laughter instead summon clown-themed Laughter Demons, which are functionally exactly the same except their victims return to life if the demon dies.

The Necromantic Stone allows you to revive your victims as loyal skeletal thralls; simply smack a dead corpse with the stone, and they'll pop back to life as a spooky skeleton. Thralls are given fancy and robust Roman equipment, making them melee threats, and they retain all the gear-using and clothes-wearing abilities of a normal human. For best results, combine it with a way to actually kill people.

The Soul Stone Belt similarly allows you to trap the souls of your victims by hitting corpses with the soul stone shards. Use the complementary spell to summon a shell, and insert the filled stone to make a cult construct. It's highly recommended to make an Artificer first, as they can produce more shells and stones on a lengthy cooldown. Compared to the Necromantic Stone, soul shards are more resource-intensive and take more time, but you can theoretically convert the entire crew into an army of eldritch constructs.


Space Asshole

  • Summon Events x5

Did you know that your wizard ship has a camera console in it that you can use to observe what's going on in the station? You'll be using it a lot with this loadout, as if you die, the round will instantly end, ruining everyone's fun. Since you are almost certainly going to die within 5 minutes of teleporting down onto the station, it might be best to just stay on your ship for the whole round and never teleport to the station at all. Observing the events of the round through your camera console shouldn't get too boring, though, because the level 5 version of Summon Events summons an event EVERY MINUTE! Yes, that's right, a wacky wizard event will occur EVERY MINUTE until the game runs out of wizard events to summon! And YOU can watch the resulting chaos from the comfort of your own ship!

Of course, if you're going to spend an entire round in your ship, don't be surprised if the adminbus rolls up and starts messing with you. And everybody else in the round will probably hate you. But hey, you're the wizard, right?

Tips

  • It's a very, very good idea to grab some defensive equipment ASAP when you arrive on the station. Sunglasses will make you nearly impervious to Asimov Cyborgs, and insulated gloves are highly recommended for when the AI is inevitably subverted to try and kill you.
  • While knocked down, you can still cast most of your spells, with a few exceptions: Jaunt will make you invulnerable, but you won't move until the stun runs out, and touch-based spells like disintegrate will need you to attack the target.
  • Someone in the "Unconscious" 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 but may get you banned if you fuck up. The general rule of thumb is, if you miss, you're gone. Welderbombings can also knock the wizard out if he's not very good.
  • Removing a wizard's hat or robes will often render him completely impotent, as very, VERY few wizards carry spare hats in their backpack. Acid or fire smoke grenades work well for stripping their hats. Muzzling them also makes them unable to cast most spells if you can actually hold down a wizard long enough.
  • 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 than 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.
  • Mindswap does not work on megafauna.

Specific Spell Tips

  • Summon Ghosts can be fun, but the ghosts can very easily tell the crew where you are. Strongly consider not casting it if you want any level of stealth; likewise, Slaughter Demons and other stealth antags really hate when the ghost court blatantly outs them.
  • Although the most popular and reliable offensive spells are usually Fireball, Mutate and Mjolnir, a number of other options exist. Smite is a long cooldown, melee range instant-kill, Lesser Summon Guns gives you infinite rifles on demand, Arcane Barrage is a magical variant of LSG, Lightning Bolt trades Fireball's raw killing potential for area stuns, the Spellblade can easily remove limbs, the Singularity Hammer is just as powerful as Mjolnir with the caveat of pulling enemies in instead of launching them away, and Spell Cards is a slightly underwhelming Touhou joke.
  • The Staff of Animation lets you bring objects and machines to life. The deadlier the object is as a melee weapon, the more devastating its damage, although your creations tend to be low-health and short-lived. For even better results, combine it with Flesh to Stone to turn crewmembers into loyal, murderous statues!
  • Disable Technology, like any EMP, can be extremely effective if you know when and where to use it. Shut down cyborgs, fuck with APCs, mess with doors, and instantly drain the power of stun batons, flashes and energy guns! Just make sure to turn your headset back on afterwards.
  • Likewise, Repulse is a highly underrated spell in its simplicity. Just being able to launch attackers away can give you enough time to finish recharging an escape spell, and if you're lucky, you might launch objects into people with enough force to embed them into their bodies.
  • If you want to mess with the crew and don't want to outright murder them, some fun gimmick spells include Staff of the Locker, Curse of the Barnyard and Staff of Change. The Staff of Change in particular can be a lot of fun, since anybody you involuntarily transform is allowed to act as an antagonist; there's always the risk of your targets turning into xenomorphs and slimes that immediately try to kill you, but you might also create a huge problem for the crew.
  • Lesser Summon Bees is an inherently comical spell that has the chance of filling your foes with horrific, debilitating toxins, but the bees are just as likely to go after you. Consider combining it with the Gem-Encrusted Hardsuit, which makes you sting-immune.
  • The Wand Assortment is an extremely powerful option, provided you can manage using so many items. For only 2 points, you get wands that cast Fireball, Create Door, Teleport Other, Heal (!!), Polymorph, and Instant Death (!!!). You can add the Charge spell for a third point, granting you a large number of casts of each. For reference, the combined costs of buying every spell individually would be 8. Remember you can zap yourself with the wands, and make sure nobody steals them!
  • Mind Swap can be risky, since it leaves both you and your target stunned for a duration, but pulling off a successful swap can let you completely juke the crew. For best results, try to use it when you're losing a melee 1v1, and nobody else is around to interfere.
  • Bind Soul effectively gives you extra lives for as long as nobody finds your phylactery. Hide it somewhere remote, ideally in another container, and consider moving it around between revivals as long as you won't be caught with it on your person. Also keep in mind that you become a skeleton, making you immune to temperature, pressure, chemicals and more, but revoking your humanity in the eyes of the AI and making it harder to heal yourself.
  • Instant Summons can technically be used on any item; if you really want to run a gimmick wizard built around, say, killing people with a fire axe, keep it in mind.
  • The Scrying Orb lets you talk to deadchat, effectively letting you listen to OOC conversations on the round, which alone makes it extremely powerful for learning about other antagonists. If you're really bored, you can also ask the ghosts for ideas on what spells to take, or just ask for wizard tips if you're new.
  • Curse of Madness is effectively a round-wide "fuck you" button that can scramble the brains of the crew and generally make a lot of people salty. For best results, think of something witty to use as your curse, though keep in mind nobody who hears it is obliged to listen if it includes a command.





...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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