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Posted (edited)

For every wizard round that ends in greentext, hundred more end in failure.
-Some unrobust guy


Hi there! I am the player of the grey called "Siev" in server and I have seen some nerds rapidly typing in OOC that wizard rounds should be raging mages only and that wizard shifts are too short! My hopes with this guide is that wizard shifts will atleast reach the 30 minute mark (about same as a nukie shift) and people wont decrease the chances of ever getting wizard by half by removing one of the two gamemodes where a wizard is actually present. (In theory you can use antag tokens but that is neither here nor there.)

Glossary of Spells

Defensive Spells

No Clothes
Cost: 2 Cooldown: N/A Rating: 3/5

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Magic Missle Cost: 2 Cooldown: 20-6 Rating: 4/5  (R)

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Disable Tech Cost: 1 Cooldown: 60-40 Rating: 3/5  (R)

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Repulse Cost: 2 Cooldown: 60-20(?) Rating: 2/5  (R)

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Stop Time Cost: 2 Cooldown: 50-? Rating: 1/5  (R)

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Smoke Cost: 1 Cooldown: 12-5 Rating: 1/5

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Forcewall Cost: 1 Cooldown: 10-5(?) Rating: 3/5

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Greater Forcewall Cost: 1 Cooldown: 10-5(?) Rating: 5/5  (R)

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Bind Soul Cost: 1 Cooldown: N/A Rating: 1/5

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Offensive Spells

Fireball Cost: 2 Cooldown: 6 Rating: 2-5/5

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Rod Form Cost: 2 Cooldown: ?-? Rating: 5/5

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Disintigrate Cost: 2 Cooldown: 60-40(?) Rating: 2/5 (R)

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Blind Cost: 1 Cooldown: 30-(?) Rating: 1/5

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Mutate Cost: 2 Cooldown: 40-30 Rating: 5/5 (R)

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Flesh to Stone Cost: 2 Cooldown: 60-20(?) Rating: 2-4/5 (R)

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Lightning Bolt Cost: 2 Cooldown: 30-(?) Rating: 1/5 (R)

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Lesser Summon Guns Cost: 4 Cooldown: 75 Rating: 2/5 (R)

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Curse of the Horseman Cost: 2 Cooldown: 15 Rating: 1/5

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Curse of the Cluwne Cost: 2 Cooldown: 60-40(?) Rating: 2/5

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Mobility Spells

Mind Transfer 
Cost: 2 Cooldown: 60-20(?) Rating: 5/5

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Blink Cost: 2 Cooldown: 2-0.5 Rating: 6/5 (R)

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Teleport Cost: 2 Cooldown: 60-30(?) Rating: 3/5 (R)

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Ethereal Jaunt Cost: 2 Cooldown: 60-30(?) Rating: 4/5 (R)

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Knock Cost: 1 Cooldown: 10-5(?) Rating: 3/5

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Greater Knock Cost: 2 Cooldown: 20-10(?) Rating: 1/5

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Assistance Spells

Instant Summons 
Cost: 1 Cooldown: 10-(?) Rating: 3/5

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Charge Cost: 1 Cooldown: 60-(?) Rating: 4/5

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Magical Items

Staff of Healing Rating: 2/5

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Scrying Orb Rating: 4/5

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Wand Assortment Rating: 5/5

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Mastercrafted Armor Set Rating: 3/5

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Cursed Heart Rating: 1/5

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Staff of Change Rating: 2/5

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Staff of Chaos Rating: 3/5

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Staff of Slipping Rating: 2/5

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Mjolnir Rating: 2/5

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Singularity Hammer Rating: 1/5

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Staff of Door Creation Rating: 1/5

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Staff of Animation Rating: 4/5

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Six Soul Stone Shards and the Spell Artificer Rating: 2/5

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Necromantic Stone Rating: 3/5

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Contract of Apprenticeship Rating: 5/5

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Bottle of Blood Rating: 5/5

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Bottle of Tickles Rating: 4/5

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Tarot Deck Rating: 1/5

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Robust Practices

Hacking the AI roundstart Requirements: Mutate/Disable Technology+Knock Difficulty: Easy

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I will try to add more robust practices if people message me some! I'd appreciate feedback.

 

Edited by ozan59593
  • Like 2
Posted

here's a robust tactic 

Replaced mime. I would also rate scrying orb 5 out of 5, as being a ghost allows you to scout the station before you even arrive, and keep scouting things while you hide yourself in a locker.

Posted (edited)

SpecOps wizard infiltrator tactics:

Take no cloth, desintegrate  and minswap, any other spells are up to you, though knock/charge/jaunt/teleport are good choice. Get to the station unnoticed and wait in maint for a first victim. Mindswap - wake up - desintigrate fool in your old body - pick up head and brain. Now you are part of the crew. Release engine as an engineer, arrest an desintegrate poor bastards as sec, blow up all borgs and make some max caps as scientist, sabotage medbay from inside, declare basically anything as captain, possibilities are endless, for fun and grief not even hijack traitors are capable of. Though you better make it fun and not just grief, remember the rule 0. 

 

 

 

Edited by McRamon
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