imported>Kosmos (Tabled all spells and artifacts, added missing spells. Probably missing artifacts and stuff still.) |
imported>Kosmos м (→Artifacts: Fixed artifacts to what they are now, as in removed Staff of Healing, added in Wand of Healing etc.) |
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! style='background-color:lightgreen;' width='32px'|Artifact name | ! style='background-color:lightgreen;' width='32px'|Artifact name | ||
! style='background-color:lightgreen;' width='300px'|Description | ! style='background-color:lightgreen;' width='300px'|Description | ||
|- | |- | ||
![[File:Staff change.png]] | ![[File:Staff change.png]] | ||
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(tl;dr: Powerful by itself, retarded when paired with the Flesh to Stone). | (tl;dr: Powerful by itself, retarded when paired with the Flesh to Stone). | ||
|- | |- | ||
![[File: | ![[File:Staff of door creation.png]] | ||
!Staff of | !Staff of Door Creation | ||
| | |Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves. | ||
|- | |||
![[File:Staff of chaos.png]] | |||
!Staff of Chaos | |||
|Shoots random magic bolts. Charges faster and can hold more shots than other staves. | |||
|- | |- | ||
![[File:Soulstone Belt.png]] | ![[File:Soulstone Belt.png]] | ||
!Wand Assortment | !Wand Assortment | ||
|A belt that comes of one of each useful wand, generated with the highest number of shots possible. | |A belt that comes of one of each useful wand, generated with the highest number of shots possible. Includes: | ||
* [[File:Wand of death.gif]] '''Wand of Death:''' Can and will kill anything. Nasty, nasty stuff. | |||
* [[File:Wand of healing.gif]] '''Wand of Healing:''' This wand uses healing magics to heal and revive. They are rarely utilized within the Wizard Federation for some reason. | |||
* [[File:Wand of polymorph.gif]] '''Wand of Polymorph:''' For when you just need a change. Be wary of self use on this one, many potential forms lack arms to wield the wand! | |||
* [[File:Wand of teleportation.gif]] '''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. | |||
* [[File:Wand of door creation.png]] '''Wand of Door Creation:''' For when you just need an easy way out. Point at a solid wall and fire, who needs ID cards in this day and age! | |||
* [[File:Wand of fireball.gif]] '''Wand of Fireball:''' Useful for burning those you don't like and everyone else too. Point away from face. | |||
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![[File:Bookfireball.png]] | ![[File:Bookfireball.png]] | ||
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!Six Soul Stone Shards | !Six Soul Stone Shards | ||
|A belt filled with several soul stone shards that can can be used to trap and enslave the spirits of your friends! | |A belt filled with several soul stone shards that can can be used to trap and enslave the spirits of your friends! | ||
|- | |||
![[File:Wizardsuit.png]] | |||
!Gem-Encrusted Hardsuit | |||
|Functions the same as normal Wizard Robes, plus being space-worthy and armored. Minor slowdown. Now you can cast spells in vacuum and low temperature places! | |||
|- | |- | ||
![[File:Scryingorb.gif]] | ![[File:Scryingorb.gif]] | ||
!Scrying Orb | !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. | |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. | ||
|} | |} | ||
== Faithful Apprentice == | == Faithful Apprentice == |
Версия от 12:53, 3 августа 2014
ENEMY | |
Wizard |
Доступ: Wherever you can teleport to Сложность: Very Hard Глава: Space Wizard Federation Обязанности: Welcome the crew to DIE. Руководства: This is the guide |
"This is the fucking most terrible game mode ever seriously this shit is so fucking gay" - Average complaint of a Non-Wizard.
"EI NATH!" - Average Wizard after hearing that complaint.
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.
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:
Dress to Kill
If you are a Wizard, then remember to keep those robes on tight. 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 boat load 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 (or set you on fire).
Preparation
Use the Wizard's Den 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 |
---|---|---|
Magic Missile | FORTI GY AMA! | This spell summons little magical orbs that deal light damage, and stun all within sight. While slow, the orbs track their targets, making there be no escape. |
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. |
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). |
Disable Technology | NEC CANTIO! | Disables all technology within range of the spell. Be wary, your doors will be shocked, too! |
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. |
Mutate | BIRUZ BENNAR! | Temporarily transforms the wizard into a super-human being, capable of destroying walls with their massive strength, and shoot lasers using their massive minds. |
Disintegrate | EI NATH! | Shocking Grasp. A wizard trained in this spell should be met with extreme caution, for a single touch of his hands and a yell will, under any circumstances, result in immediate and permanent ejection of the brain and the body being splattered across the cold, metal floor of the station. Great for quickly killing someone with a extremely small chance of them being brought back to life, compliments hit and run style attacks on armed groups of crew members. Powerful spell with a long cool down, great versatility and is good as a fallback spell if caught in a pinch. Can be used to kill Human and Cyborg alike, Secborgs become a minor threat with this spell unless they are somehow given Laser Gun modules. Ei Nath is powerful against crew members with equally powerful Armor (usually the Captain, Security Officers and the HoS in that ranking). The main disadvantage of Ei Nath is that it takes around 60 seconds to recharge and if more than one target is selectable a intrusive popup box will block your screen.
(tl;dr: Can't go wrong with Ei Nath, no way to hurt yourself and can very reliably knock someone out of the round.) |
Flesh to Stone | STAUN EI! | This spell 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. Pretty much Ei Nath in most respects. 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 its just a gimick, 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.) |
Summon Guns | N/A | This spell is unique in that it can be used only once. Summons a random weapon at everyone's feet and releases the inhibitions of several crew members, triggering several murderous rampages. |
Summon Magic | N/A | This spell 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 some normal people just aren't ready for the intense responsibility of wielding magic. |
Summon Carp | NOUK FHUNMM SACP RISSKA! | This spell conjures a simple carp. |
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 |
---|---|---|
Fireball | ONI'SOMA! | This spell summons a destructive fireball. It explodes on contact with a single target, blinding and deafening the individual, and anyone around him. As it is explosive, it will damage you and the station as well. Finiky spell to use, novice Wizards can easily kill themselves with this spell. Requires an understanding of how the spell functions to use to its full potential. The Fireball will deal tremendous damage to a target, as well as usually knock the victim on the floor. Two direct hits will kill most targets. Has a somewhat quick recharge time alowing a Wizard to lay down heavy damage down a hall way. Fireballs detonate if it is adjacent to a Mob or if it directly hits an object. Many novice or unaware Wizards die to their own Fireballs when they either accidently hit a object (often a table) in front of themselves or trying to hit someone who is in melee distance. Cyborgs, with a applicable Lawset, can tank a lot of Fireball damage and place themselves in melee distance of a Fireball Wizard, which will either kill the Wizard from their own Fireballs or force the Wizard to use a alternative attack. It may not be a bad idea to pick up a Gem Hardsuit if using this spell, so if you do hit yourself you'll take very little damage and suffer no damage from being on fire.
(tl;dr: Powerful spell in the right hands, finky to use. Remember to double tap.) |
Knock | AULIE OXIN FIERA! | Opens any doors within range, no matter what type. |
Forcewall | TARCOL MINTI ZHERI! | Prevents one of you simpletons from traveling over a certain spot. For example: An Airlock leading to your precious escape shuttle. |
Smoke | N/A | A shroud of shadows for the magic user. It'll grant him immediate cover in the darkness. |
Blind | STI KALY! | This verbal spell blinds an individual. |
Mind Swap | GIN'YU CAPAN! | The incantation is only heard by few, and only few survive after the spell's words are uttered. It swaps the minds of the wizard and victim, and is used if the wizard is being beaten in a physical battle. |
Horsehead Curse | KN'A`FTAGHU,`PUCK`'BTHNK! | This strange spell conjures an cursed horse 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 and can only communicate with obnoxious horse noises. For when you just don't give a care. |
Charge | DI'RI CEL! | This spell is 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 repeated recharged. |
Summon Creature Swarm | IA IA! | This spell tears the fabric of reality, allowing horrific daemons to spill forth. |
Artificer | N/A | This spell conjures a construct which may be controlled by Shades. |
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 it up.
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 wizard role enabled and spawn them as your assistant. If no ghosts are avaliable when the contact is used, it will remain useable until one is found. 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 4 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
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 its dead! If you're feeling nice and dont 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 themself to be friendly and the AI is programmed not to harm you. 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 corp. Don't get mad when some magic-hating sociopath tries to kill you, though. They'll try.
...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 Quarter Wizard