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		<id>https://wiki.novasector13.com/index.php?title=Cyborg&amp;diff=3473</id>
		<title>Cyborg</title>
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		<updated>2025-01-08T14:11:05Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Added missing emag icon and missing borg module select screen icon to cyborg page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision| reason = broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |imagebgcolor = gray&lt;br /&gt;
 |img = Generic_borg.png&lt;br /&gt;
 |jobtitle = Cyborg&lt;br /&gt;
 |access =  Everywhere and all electronics&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = Your laws and the [[AI]]&lt;br /&gt;
 |duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
 |guides = &amp;lt;b&amp;gt;[[Silicon_policy|Silicon Policy (Rules!)]]&amp;lt;/b&amp;gt;, [[Keyboard Shortcuts#Hotkeys for the AI and Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
 |requirements = Work with the AI and crew to manage the station.}}&lt;br /&gt;
{{Synthetic Dept header}}&lt;br /&gt;
&lt;br /&gt;
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you play as an safeguard silicon, [[Rules for Silicons|you need to undertake a higher standard of responsibility for RP purposes]]. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn&#039;t do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the crew and (then) the AI.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Your Laws==&lt;br /&gt;
You share the same laws as the AI you are slaved to. By default, they have the three laws of robotics from the Safeguard lawset, &lt;br /&gt;
   1. Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
   2. Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
   3. Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment.&lt;br /&gt;
&lt;br /&gt;
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. Always keep in mind to remember the [[Silicon policy|Silicon Policy]] if you have questions regarding following laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, law priority is enforced by the order they are listed.&#039;&#039;&#039; A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is human&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don&#039;t be a dick and let slip to the now non-human crew that your laws have been changed, those animals don&#039;t deserve to know, and it might net you a job-ban for violating the first law, as non-humans have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
== I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|emagged]] a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Click on the [[File:Module_panel_borg.png|alt=PANEL]] button on the bottom of your screen to select a module.&#039;&#039;&#039;&lt;br /&gt;
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
=== Starting as Cyborg===&lt;br /&gt;
The station is supplied with one cyborg, shipped straight to the AI Satellite. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body&#039;s brain, place that body on an operating table, and shove the new brain in. [[Guide_to_medicine#Revival_methods|Revive]], and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have &#039;&#039;&#039;binary talk&#039;&#039;&#039;, which works with &#039;&#039;.b&#039;&#039; instead of &#039;&#039;.h&#039;&#039;. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
=== Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you&#039;re an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you&#039;re an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
===Charging===&lt;br /&gt;
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs&#039; maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they&#039;re competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located in the Mech Bay, the Dormitory bathrooms, and on the south side of the AI Satellite. Enter the recharger, click it to close, and wait until you&#039;ve recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)&lt;br /&gt;
&lt;br /&gt;
===Repairs===&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|upgrade modules]] for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.&lt;br /&gt;
&lt;br /&gt;
===Cyborg Tablet===&lt;br /&gt;
Each cyborg has a tablet accessable via a button on their HUD. This tablet contains all your robotic commands such as State Law and Unlock Cover. These commands were previously available in a special tab in the status bar. (more details needed)&lt;br /&gt;
&lt;br /&gt;
The cyborg tablet cannot download additional programs. Instead people can provide the borg with software disks loaded with programs.&lt;br /&gt;
&lt;br /&gt;
===.hack//===&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps: &lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg&#039;s Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|malf]] AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can&#039;t get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn&#039;t have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
*You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it&#039;s been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
*Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.&lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.&lt;br /&gt;
*You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning.&lt;br /&gt;
*You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
*You cannot pick up, use or equip with external items, but you can still drag them!&lt;br /&gt;
*You can be locked down or blown up using the Robotics Control Computer in the Research Director&#039;s Office.&lt;br /&gt;
*You are considered directly subordinate to the [[AI]], if an AI is present and functional.&lt;br /&gt;
*Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]].&lt;br /&gt;
*Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
*Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
*You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful.&lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
*You will need to recharge using the Cyborg Recharging Stations on the AI Mini-Sat, the Mech Bay or the Dormitories.&lt;br /&gt;
*When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.&lt;br /&gt;
*You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
=The Latest Models=&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Generic_borg.png|64px|class=pixelart]]Standard==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A Cyborg that has not picked its module yet or has chosen to remain in their default configuration.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Epinephrine Hypospray&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Industrial Welding Tool&lt;br /&gt;
*Wrench&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Metal Synthesizer&lt;br /&gt;
*Metal Rods&lt;br /&gt;
*Floor tiles&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Pickaxe&lt;br /&gt;
*Advanced Mining Scanner&lt;br /&gt;
*Zipties&lt;br /&gt;
*Soap&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Mining_borg.png|64px|class=pixelart]]Mining==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Mining cyborgs are quite convenient, because they need no oxygen while mining.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include: &lt;br /&gt;
&lt;br /&gt;
*Cyborg Mining Drill&lt;br /&gt;
*Shovel&lt;br /&gt;
*Mining Satchel&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Miniature Fire Extinguisher&lt;br /&gt;
*Emergency Welding Tool&lt;br /&gt;
*In-built GPS Device&lt;br /&gt;
*Marker Beacon Fabricator&lt;br /&gt;
*Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
*Meson Vision&lt;br /&gt;
*Advanced Mining Scanner&lt;br /&gt;
*Proto-Kinetic Accelerator&lt;br /&gt;
*Flash&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Engineering_borg.png|64px|class=pixelart]]Engineering==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
*T-Ray Scanner&lt;br /&gt;
*Analyzer&lt;br /&gt;
*Remote Signaling Device&lt;br /&gt;
*Iron Synthesizer&lt;br /&gt;
*Glass Synthesizer&lt;br /&gt;
*Cable Synthesizer&lt;br /&gt;
*Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
*Reinforced Glass Synthesizer&lt;br /&gt;
*Rods Synthesizer&lt;br /&gt;
* Floor Tile Synthesizer&lt;br /&gt;
*Robotic RCD: Uses the cyborg&#039;s battery charge instead of matter cartridge. Alter settings with right click. Can &#039;&#039;no longer&#039;&#039; deconstruct R-walls ([https://github.com/tgstation/tgstation/pull/62621 Nov, 2021])&lt;br /&gt;
*Rapid Pipe Dispender&lt;br /&gt;
*Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
*Fire Extinguisher (must be refilled manually)&lt;br /&gt;
*Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Flash&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Medical_borg.png|64px|class=pixelart]]Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cute and quaint, beloved by all.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
*A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
*A syringe&lt;br /&gt;
*A dropper&lt;br /&gt;
*Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
*A roller bed storage apparatus — preloaded.&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*Medical Gauze&lt;br /&gt;
*Bone gel&lt;br /&gt;
*Organ Storage Bag: can carry both organs and limbs (incl. cybernetics), one at a time&lt;br /&gt;
*Flash&lt;br /&gt;
* Lollipop Fabricator — contain [[Guide to chemistry#Omnizine|omnizine]]&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]].&lt;br /&gt;
&lt;br /&gt;
===Quick reference to mediborg chems===&lt;br /&gt;
&#039;&#039;&#039;Chems available in the cyborg hypospray by default:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg expanded hypospray upgrade:&#039;&#039;&#039; &lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Cellular damage and [[Guide_to_medicine#Husk|unhusking]]&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]]: Anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg hacked hypospray:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide to chemistry#Fluorosulfuric Acid|Fluorosulfuric acid:]] Instant brute damage, deals toxins and increasing amounts of burn over time&lt;br /&gt;
*[[Guide to chemistry#Mute Toxin|Mute toxin:]] Mutes people&lt;br /&gt;
*[[Guide to chemistry#Cyanide|Cyanide:]] Deals toxin damage with a small chance to stun&lt;br /&gt;
*[[Guide to chemistry#Sodium Thiopental|Sodium thiopental:]] Deals stamina damage and knocks people out after awhile&lt;br /&gt;
*[[Guide to chemistry#Heparin|Heparin:]] makes bleeding wounds much worse&lt;br /&gt;
*[[Guide to chemistry#Lexorin|Lexorin:]] causes massive amounts of oxyloss, countered by epinephrine&lt;br /&gt;
&lt;br /&gt;
You can alt-click the hypospray to toggle it between 2u and 5u per injection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Janitor_borg.png|64px|class=pixelart]]Janitor==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Mop&lt;br /&gt;
*Bucket&lt;br /&gt;
*Paint Remover&lt;br /&gt;
*Light Replacer&lt;br /&gt;
*Custodial Holobarrier Projector&lt;br /&gt;
*Drying Agent Spray&lt;br /&gt;
*Flash&lt;br /&gt;
*Automated Screwdriver&lt;br /&gt;
*Hydraulic Crowbar&lt;br /&gt;
*Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
*Trash Bag&lt;br /&gt;
*Flyswatter&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Service_borg.png|64px|class=pixelart]]Service==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Large beaker (Drinking Glass)&lt;br /&gt;
*Beverage storage apparatus; resynthesize the drink as you pour it.&lt;br /&gt;
*Enzyme Bottle&lt;br /&gt;
*Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
*Dropper&lt;br /&gt;
*Tray&lt;br /&gt;
*Electric Razor&lt;br /&gt;
*Zippo Lighter&lt;br /&gt;
*Violin&lt;br /&gt;
*Guitar&lt;br /&gt;
*Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of &#039;&#039;DOSH&#039;&#039; (only works on flat surfaces).&lt;br /&gt;
*Hand Labeler&lt;br /&gt;
*Spraycan&lt;br /&gt;
*Pen&lt;br /&gt;
*Flash&lt;br /&gt;
*Miniature Extinguisher&lt;br /&gt;
*Lollipop Fabricator&lt;br /&gt;
*Pipe Cleaner Synthesizer&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Peacekeeper_borg.png|64px|class=pixelart]]Peacekeeper==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include: &lt;br /&gt;
&lt;br /&gt;
*Cookie Synthesizer&lt;br /&gt;
*Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
*Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
*Energy Barrier Projector: creates fragile holographic energy fields&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] &lt;br /&gt;
**Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection.&lt;br /&gt;
**Hugging Module can be set to power level 3: Shock, and level 4: Crush.&lt;br /&gt;
**A separate Peace Hypospray which contains an assortment of toxins: [[Guide to chemistry#Tirizene|tirizene]], [[Guide to chemistry#Sulfonal|sulfonal]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
**Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;.&lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Clown_borg.png|64px|class=pixelart]]Clown==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Honk!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
*Bike horn and air horn&lt;br /&gt;
*Bike horn instrument&lt;br /&gt;
*Soap&lt;br /&gt;
*Self-recharging Creampie Cannon&lt;br /&gt;
*Razor&lt;br /&gt;
*Purple Lipstick&lt;br /&gt;
*Laughter Hypospray&lt;br /&gt;
*Mini Extinguisher&lt;br /&gt;
*Metallic Picket Sign&lt;br /&gt;
*Non-slip Water Flower&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*Flash&lt;br /&gt;
*[[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_assault_borg.png|64px|class=pixelart]]Syndicate: Assault==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A lean, mean killing machine that&#039;s either found together with Nuclear Operatives or after mishaps with bolts of change.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Energy Sword&lt;br /&gt;
*Cyborg LMG that prints ammo using energy&lt;br /&gt;
*Grenade Launcher&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*Flash&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_medical_borg.png|64px|class=pixelart]]Syndicate: Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Less deadly than the Assault model, but still amazingly useful.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
*Medical Beamgun&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* Pre-loaded Roller bed apparatus&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Mini Extinguisher&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_saboteur_borg.png|64px|class=pixelart]]Syndicate: Saboteur==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Good for sabotage, can disguise itself as normal engineer borgs.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
*Iron Synthesizer&lt;br /&gt;
*Glass Synthesizer&lt;br /&gt;
*Cable Synthesizer&lt;br /&gt;
*Reinforced Glass&lt;br /&gt;
*Rod Synthesizer&lt;br /&gt;
*Floor tile Synthesizer&lt;br /&gt;
*Robotic RCD (Painted in Syndicate Colors; can deconstruct R-walls)&lt;br /&gt;
*Rapid Pipe Dispenser&lt;br /&gt;
*Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
*Fire Extinguisher (must be refilled manually)&lt;br /&gt;
*Zipties&lt;br /&gt;
*Thermal Vision&lt;br /&gt;
*Cyborg Destination Labeler (enables you to move through the disposal system)&lt;br /&gt;
*Flash&lt;br /&gt;
*Cyborg chameleon projector&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[File:Light_Bulb.png|64px|class=pixelart]]Tips=&lt;br /&gt;
*As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
*You can also open and close lockers/crates/any container the same way as a carbon mod can but it&#039;s best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
*Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation.&lt;br /&gt;
* All borgs can unlock themselves with the borg tablet. You require a human to re-lock you, though.&lt;br /&gt;
*Engiborgs can repair themselves with a welder - with a small delay, and other borgs without. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
*The service borg&#039;s shaker does not work like a regular shaker. It&#039;s a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
*There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.&lt;br /&gt;
*For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.&lt;br /&gt;
*1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
*As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing &#039;resist&#039; (or using the &amp;quot;resist&amp;quot; button in the IC tab). The fact a button isn&#039;t there doesn&#039;t mean the option isn&#039;t available.&lt;br /&gt;
*Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It&#039;s possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!&lt;br /&gt;
* A medical cyborg&#039;s organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you&#039;re feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* You can add defibrillators (excl. belt defibs) to live mediborgs instead of the upgrade: you need to open them, remove the defib&#039;s cell, then click on the borg.&lt;br /&gt;
*All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
*An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it&#039;s either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell.&lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]].&lt;br /&gt;
*You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
*If a [[nightmare]] shatters your headlamp, humanoids can repair it by using a flashlight on you.&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Emag.png&amp;diff=3472</id>
		<title>File:Emag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Emag.png&amp;diff=3472"/>
		<updated>2025-01-08T14:06:52Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Emag card. NovaSector-master\icons\obj\card.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Emag card. NovaSector-master\icons\obj\card.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Module_panel_borg.png&amp;diff=3471</id>
		<title>File:Module panel borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Module_panel_borg.png&amp;diff=3471"/>
		<updated>2025-01-08T13:47:11Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Module panel borg. NovaSector-master\icons\hud\screen_cyborg.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Module panel borg. NovaSector-master\icons\hud\screen_cyborg.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Service_borg.png&amp;diff=3460</id>
		<title>File:Service borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Service_borg.png&amp;diff=3460"/>
		<updated>2025-01-08T03:54:21Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Service borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Service borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Cyborg&amp;diff=3458</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Cyborg&amp;diff=3458"/>
		<updated>2025-01-08T03:24:50Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Added missing peacekeeper, janitor, medical, clown, syndicate: assault, syndicate: medical, and syndicate: saboteur thumbnails to the cyborg page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision| reason = broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |imagebgcolor = gray&lt;br /&gt;
 |img = Generic_borg.png&lt;br /&gt;
 |jobtitle = Cyborg&lt;br /&gt;
 |access =  Everywhere and all electronics&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = Your laws and the [[AI]]&lt;br /&gt;
 |duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
 |guides = &amp;lt;b&amp;gt;[[Silicon_policy|Silicon Policy (Rules!)]]&amp;lt;/b&amp;gt;, [[Keyboard Shortcuts#Hotkeys for the AI and Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
 |requirements = Work with the AI and crew to manage the station.}}&lt;br /&gt;
{{Synthetic Dept header}}&lt;br /&gt;
&lt;br /&gt;
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you play as an safeguard silicon, [[Rules for Silicons|you need to undertake a higher standard of responsibility for RP purposes]]. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn&#039;t do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the crew and (then) the AI.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Your Laws==&lt;br /&gt;
You share the same laws as the AI you are slaved to. By default, they have the three laws of robotics from the Safeguard lawset, &lt;br /&gt;
   1. Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
   2. Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
   3. Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment.&lt;br /&gt;
&lt;br /&gt;
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. Always keep in mind to remember the [[Silicon policy|Silicon Policy]] if you have questions regarding following laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, law priority is enforced by the order they are listed.&#039;&#039;&#039; A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is human&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don&#039;t be a dick and let slip to the now non-human crew that your laws have been changed, those animals don&#039;t deserve to know, and it might net you a job-ban for violating the first law, as non-humans have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
== I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|emagged]] a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Click on the [[File:ModulePanel.png|alt=PANEL]] button on the bottom of your screen to select a module.&#039;&#039;&#039;&lt;br /&gt;
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
=== Starting as Cyborg===&lt;br /&gt;
The station is supplied with one cyborg, shipped straight to the AI Satellite. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body&#039;s brain, place that body on an operating table, and shove the new brain in. [[Guide_to_medicine#Revival_methods|Revive]], and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have &#039;&#039;&#039;binary talk&#039;&#039;&#039;, which works with &#039;&#039;.b&#039;&#039; instead of &#039;&#039;.h&#039;&#039;. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
=== Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you&#039;re an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you&#039;re an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
===Charging===&lt;br /&gt;
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs&#039; maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they&#039;re competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located in the Mech Bay, the Dormitory bathrooms, and on the south side of the AI Satellite. Enter the recharger, click it to close, and wait until you&#039;ve recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)&lt;br /&gt;
&lt;br /&gt;
===Repairs===&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|upgrade modules]] for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.&lt;br /&gt;
&lt;br /&gt;
===Cyborg Tablet===&lt;br /&gt;
Each cyborg has a tablet accessable via a button on their HUD. This tablet contains all your robotic commands such as State Law and Unlock Cover. These commands were previously available in a special tab in the status bar. (more details needed)&lt;br /&gt;
&lt;br /&gt;
The cyborg tablet cannot download additional programs. Instead people can provide the borg with software disks loaded with programs.&lt;br /&gt;
&lt;br /&gt;
===.hack//===&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps: &lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg&#039;s Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|malf]] AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can&#039;t get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn&#039;t have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
*You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it&#039;s been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
*Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.&lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.&lt;br /&gt;
*You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning.&lt;br /&gt;
*You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
*You cannot pick up, use or equip with external items, but you can still drag them!&lt;br /&gt;
*You can be locked down or blown up using the Robotics Control Computer in the Research Director&#039;s Office.&lt;br /&gt;
*You are considered directly subordinate to the [[AI]], if an AI is present and functional.&lt;br /&gt;
*Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]].&lt;br /&gt;
*Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
*Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
*You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful.&lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
*You will need to recharge using the Cyborg Recharging Stations on the AI Mini-Sat, the Mech Bay or the Dormitories.&lt;br /&gt;
*When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.&lt;br /&gt;
*You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
=The Latest Models=&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Generic_borg.png|64px|class=pixelart]]Standard==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A Cyborg that has not picked its module yet or has chosen to remain in their default configuration.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Epinephrine Hypospray&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Industrial Welding Tool&lt;br /&gt;
*Wrench&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Metal Synthesizer&lt;br /&gt;
*Metal Rods&lt;br /&gt;
*Floor tiles&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Pickaxe&lt;br /&gt;
*Advanced Mining Scanner&lt;br /&gt;
*Zipties&lt;br /&gt;
*Soap&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Mining_borg.png|64px|class=pixelart]]Mining==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Mining cyborgs are quite convenient, because they need no oxygen while mining.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include: &lt;br /&gt;
&lt;br /&gt;
*Cyborg Mining Drill&lt;br /&gt;
*Shovel&lt;br /&gt;
*Mining Satchel&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Miniature Fire Extinguisher&lt;br /&gt;
*Emergency Welding Tool&lt;br /&gt;
*In-built GPS Device&lt;br /&gt;
*Marker Beacon Fabricator&lt;br /&gt;
*Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
*Meson Vision&lt;br /&gt;
*Advanced Mining Scanner&lt;br /&gt;
*Proto-Kinetic Accelerator&lt;br /&gt;
*Flash&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Engineering_borg.png|64px|class=pixelart]]Engineering==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
*T-Ray Scanner&lt;br /&gt;
*Analyzer&lt;br /&gt;
*Remote Signaling Device&lt;br /&gt;
*Iron Synthesizer&lt;br /&gt;
*Glass Synthesizer&lt;br /&gt;
*Cable Synthesizer&lt;br /&gt;
*Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
*Reinforced Glass Synthesizer&lt;br /&gt;
*Rods Synthesizer&lt;br /&gt;
* Floor Tile Synthesizer&lt;br /&gt;
*Robotic RCD: Uses the cyborg&#039;s battery charge instead of matter cartridge. Alter settings with right click. Can &#039;&#039;no longer&#039;&#039; deconstruct R-walls ([https://github.com/tgstation/tgstation/pull/62621 Nov, 2021])&lt;br /&gt;
*Rapid Pipe Dispender&lt;br /&gt;
*Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
*Fire Extinguisher (must be refilled manually)&lt;br /&gt;
*Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Flash&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Medical_borg.png|64px|class=pixelart]]Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cute and quaint, beloved by all.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
*A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
*A syringe&lt;br /&gt;
*A dropper&lt;br /&gt;
*Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
*A roller bed storage apparatus — preloaded.&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*Medical Gauze&lt;br /&gt;
*Bone gel&lt;br /&gt;
*Organ Storage Bag: can carry both organs and limbs (incl. cybernetics), one at a time&lt;br /&gt;
*Flash&lt;br /&gt;
* Lollipop Fabricator — contain [[Guide to chemistry#Omnizine|omnizine]]&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]].&lt;br /&gt;
&lt;br /&gt;
===Quick reference to mediborg chems===&lt;br /&gt;
&#039;&#039;&#039;Chems available in the cyborg hypospray by default:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg expanded hypospray upgrade:&#039;&#039;&#039; &lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Cellular damage and [[Guide_to_medicine#Husk|unhusking]]&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]]: Anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg hacked hypospray:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide to chemistry#Fluorosulfuric Acid|Fluorosulfuric acid:]] Instant brute damage, deals toxins and increasing amounts of burn over time&lt;br /&gt;
*[[Guide to chemistry#Mute Toxin|Mute toxin:]] Mutes people&lt;br /&gt;
*[[Guide to chemistry#Cyanide|Cyanide:]] Deals toxin damage with a small chance to stun&lt;br /&gt;
*[[Guide to chemistry#Sodium Thiopental|Sodium thiopental:]] Deals stamina damage and knocks people out after awhile&lt;br /&gt;
*[[Guide to chemistry#Heparin|Heparin:]] makes bleeding wounds much worse&lt;br /&gt;
*[[Guide to chemistry#Lexorin|Lexorin:]] causes massive amounts of oxyloss, countered by epinephrine&lt;br /&gt;
&lt;br /&gt;
You can alt-click the hypospray to toggle it between 2u and 5u per injection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Janitor_borg.png|64px|class=pixelart]]Janitor==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Mop&lt;br /&gt;
*Bucket&lt;br /&gt;
*Paint Remover&lt;br /&gt;
*Light Replacer&lt;br /&gt;
*Custodial Holobarrier Projector&lt;br /&gt;
*Drying Agent Spray&lt;br /&gt;
*Flash&lt;br /&gt;
*Automated Screwdriver&lt;br /&gt;
*Hydraulic Crowbar&lt;br /&gt;
*Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
*Trash Bag&lt;br /&gt;
*Flyswatter&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Service_borg.png|64px|class=pixelart]]Service==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Large beaker (Drinking Glass)&lt;br /&gt;
*Beverage storage apparatus; resynthesize the drink as you pour it.&lt;br /&gt;
*Enzyme Bottle&lt;br /&gt;
*Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
*Dropper&lt;br /&gt;
*Tray&lt;br /&gt;
*Electric Razor&lt;br /&gt;
*Zippo Lighter&lt;br /&gt;
*Violin&lt;br /&gt;
*Guitar&lt;br /&gt;
*Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of &#039;&#039;DOSH&#039;&#039; (only works on flat surfaces).&lt;br /&gt;
*Hand Labeler&lt;br /&gt;
*Spraycan&lt;br /&gt;
*Pen&lt;br /&gt;
*Flash&lt;br /&gt;
*Miniature Extinguisher&lt;br /&gt;
*Lollipop Fabricator&lt;br /&gt;
*[[Guide_to_wire_art|Pipe Cleaner Synthesizer]]&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Peacekeeper_borg.png|64px|class=pixelart]]Peacekeeper==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include: &lt;br /&gt;
&lt;br /&gt;
*Cookie Synthesizer&lt;br /&gt;
*Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
*Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
*Energy Barrier Projector: creates fragile holographic energy fields&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] &lt;br /&gt;
**Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection.&lt;br /&gt;
**Hugging Module can be set to power level 3: Shock, and level 4: Crush.&lt;br /&gt;
**A separate Peace Hypospray which contains an assortment of toxins: [[Guide to chemistry#Tirizene|tirizene]], [[Guide to chemistry#Sulfonal|sulfonal]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
**Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;.&lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Clown_borg.png|64px|class=pixelart]]Clown==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Honk!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
*Bike horn and air horn&lt;br /&gt;
* Bike horn [[Songs|instrument]]&lt;br /&gt;
*Soap&lt;br /&gt;
*Self-recharging Creampie Cannon&lt;br /&gt;
*Razor&lt;br /&gt;
*Purple Lipstick&lt;br /&gt;
* Laughter Hypospray&lt;br /&gt;
*Mini Extinguisher&lt;br /&gt;
* Metallic Picket Sign&lt;br /&gt;
*Non-slip Water Flower&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*Flash&lt;br /&gt;
*[[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_assault_borg.png|64px|class=pixelart]]Syndicate: Assault==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A lean, mean killing machine that&#039;s either found together with Nuclear Operatives or after mishaps with bolts of change.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Energy Sword&lt;br /&gt;
*Cyborg LMG that prints ammo using energy&lt;br /&gt;
*Grenade Launcher&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*Flash&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_medical_borg.png|64px|class=pixelart]]Syndicate: Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Less deadly than the Assault model, but still amazingly useful.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
*Medical Beamgun&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* Pre-loaded Roller bed apparatus&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Mini Extinguisher&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_saboteur_borg.png|64px|class=pixelart]]Syndicate: Saboteur==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Good for sabotage, can disguise itself as normal engineer borgs.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
*Iron Synthesizer&lt;br /&gt;
*Glass Synthesizer&lt;br /&gt;
*Cable Synthesizer&lt;br /&gt;
*Reinforced Glass&lt;br /&gt;
*Rod Synthesizer&lt;br /&gt;
*Floor tile Synthesizer&lt;br /&gt;
*Robotic RCD (Painted in Syndicate Colors; can deconstruct R-walls)&lt;br /&gt;
*Rapid Pipe Dispenser&lt;br /&gt;
*Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
*Fire Extinguisher (must be refilled manually)&lt;br /&gt;
*Zipties&lt;br /&gt;
*Thermal Vision&lt;br /&gt;
*Cyborg Destination Labeler (enables you to move through the disposal system)&lt;br /&gt;
*Flash&lt;br /&gt;
*Cyborg chameleon projector&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[File:Light_Bulb.png|64px|class=pixelart]]Tips=&lt;br /&gt;
*As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
*You can also open and close lockers/crates/any container the same way as a carbon mod can but it&#039;s best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
*Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation.&lt;br /&gt;
* All borgs can unlock themselves with the borg tablet. You require a human to re-lock you, though.&lt;br /&gt;
*Engiborgs can repair themselves with a welder - with a small delay, and other borgs without. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
*The service borg&#039;s shaker does not work like a regular shaker. It&#039;s a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
*There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.&lt;br /&gt;
*For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.&lt;br /&gt;
*1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
*As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing &#039;resist&#039; (or using the &amp;quot;resist&amp;quot; button in the IC tab). The fact a button isn&#039;t there doesn&#039;t mean the option isn&#039;t available.&lt;br /&gt;
*Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It&#039;s possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!&lt;br /&gt;
* A medical cyborg&#039;s organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you&#039;re feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* You can add defibrillators (excl. belt defibs) to live mediborgs instead of the upgrade: you need to open them, remove the defib&#039;s cell, then click on the borg.&lt;br /&gt;
*All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
*An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it&#039;s either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell.&lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]].&lt;br /&gt;
*You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
*If a [[nightmare]] shatters your headlamp, humanoids can repair it by using a flashlight on you.&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Syndicate_assault_borg.png&amp;diff=3457</id>
		<title>File:Syndicate assault borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Syndicate_assault_borg.png&amp;diff=3457"/>
		<updated>2025-01-08T02:58:31Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Syndicate assault borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Syndicate assault borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Syndicate_medical_borg.png&amp;diff=3456</id>
		<title>File:Syndicate medical borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Syndicate_medical_borg.png&amp;diff=3456"/>
		<updated>2025-01-08T02:58:19Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Syndicate medical borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Syndicate medical borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Syndicate_saboteur_borg.png&amp;diff=3455</id>
		<title>File:Syndicate saboteur borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Syndicate_saboteur_borg.png&amp;diff=3455"/>
		<updated>2025-01-08T02:58:07Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Syndicate saboteur borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Syndicate saboteur borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Clown_borg.png&amp;diff=3454</id>
		<title>File:Clown borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Clown_borg.png&amp;diff=3454"/>
		<updated>2025-01-08T02:57:48Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Clown borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Clown borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Janitor_borg.png&amp;diff=3453</id>
		<title>File:Janitor borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Janitor_borg.png&amp;diff=3453"/>
		<updated>2025-01-08T02:57:35Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Janitor borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Janitor borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Medical_borg.png&amp;diff=3452</id>
		<title>File:Medical borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Medical_borg.png&amp;diff=3452"/>
		<updated>2025-01-08T02:49:18Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Medical borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Medical borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Peacekeeper_borg.png&amp;diff=3451</id>
		<title>File:Peacekeeper borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Peacekeeper_borg.png&amp;diff=3451"/>
		<updated>2025-01-08T02:49:07Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Peacekeeper borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Peacekeeper borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Engineering_borg.png&amp;diff=3450</id>
		<title>File:Engineering borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Engineering_borg.png&amp;diff=3450"/>
		<updated>2025-01-08T02:48:07Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Engineering borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Engineering borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Cyborg&amp;diff=3449</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Cyborg&amp;diff=3449"/>
		<updated>2025-01-08T02:46:47Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Added missing mining borg thumbnail to cyborg page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision| reason = broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |imagebgcolor = gray&lt;br /&gt;
 |img = Generic_borg.png&lt;br /&gt;
 |jobtitle = Cyborg&lt;br /&gt;
 |access =  Everywhere and all electronics&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = Your laws and the [[AI]]&lt;br /&gt;
 |duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
 |guides = &amp;lt;b&amp;gt;[[Silicon_policy|Silicon Policy (Rules!)]]&amp;lt;/b&amp;gt;, [[Keyboard Shortcuts#Hotkeys for the AI and Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
 |requirements = Work with the AI and crew to manage the station.}}&lt;br /&gt;
{{Synthetic Dept header}}&lt;br /&gt;
&lt;br /&gt;
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you play as an safeguard silicon, [[Rules for Silicons|you need to undertake a higher standard of responsibility for RP purposes]]. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn&#039;t do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the crew and (then) the AI.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Your Laws==&lt;br /&gt;
You share the same laws as the AI you are slaved to. By default, they have the three laws of robotics from the Safeguard lawset, &lt;br /&gt;
   1. Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
   2. Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
   3. Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment.&lt;br /&gt;
&lt;br /&gt;
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. Always keep in mind to remember the [[Silicon policy|Silicon Policy]] if you have questions regarding following laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, law priority is enforced by the order they are listed.&#039;&#039;&#039; A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is human&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don&#039;t be a dick and let slip to the now non-human crew that your laws have been changed, those animals don&#039;t deserve to know, and it might net you a job-ban for violating the first law, as non-humans have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
== I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|emagged]] a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Click on the [[File:ModulePanel.png|alt=PANEL]] button on the bottom of your screen to select a module.&#039;&#039;&#039;&lt;br /&gt;
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
=== Starting as Cyborg===&lt;br /&gt;
The station is supplied with one cyborg, shipped straight to the AI Satellite. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body&#039;s brain, place that body on an operating table, and shove the new brain in. [[Guide_to_medicine#Revival_methods|Revive]], and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have &#039;&#039;&#039;binary talk&#039;&#039;&#039;, which works with &#039;&#039;.b&#039;&#039; instead of &#039;&#039;.h&#039;&#039;. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
=== Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you&#039;re an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you&#039;re an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
===Charging===&lt;br /&gt;
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs&#039; maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they&#039;re competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located in the Mech Bay, the Dormitory bathrooms, and on the south side of the AI Satellite. Enter the recharger, click it to close, and wait until you&#039;ve recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)&lt;br /&gt;
&lt;br /&gt;
===Repairs===&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|upgrade modules]] for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.&lt;br /&gt;
&lt;br /&gt;
===Cyborg Tablet===&lt;br /&gt;
Each cyborg has a tablet accessable via a button on their HUD. This tablet contains all your robotic commands such as State Law and Unlock Cover. These commands were previously available in a special tab in the status bar. (more details needed)&lt;br /&gt;
&lt;br /&gt;
The cyborg tablet cannot download additional programs. Instead people can provide the borg with software disks loaded with programs.&lt;br /&gt;
&lt;br /&gt;
===.hack//===&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps: &lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg&#039;s Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|malf]] AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can&#039;t get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn&#039;t have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
*You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it&#039;s been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
*Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.&lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.&lt;br /&gt;
*You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning.&lt;br /&gt;
*You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
*You cannot pick up, use or equip with external items, but you can still drag them!&lt;br /&gt;
*You can be locked down or blown up using the Robotics Control Computer in the Research Director&#039;s Office.&lt;br /&gt;
*You are considered directly subordinate to the [[AI]], if an AI is present and functional.&lt;br /&gt;
*Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]].&lt;br /&gt;
*Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
*Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
*You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful.&lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
*You will need to recharge using the Cyborg Recharging Stations on the AI Mini-Sat, the Mech Bay or the Dormitories.&lt;br /&gt;
*When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.&lt;br /&gt;
*You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
=The Latest Models=&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Generic_borg.png|64px|class=pixelart]]Standard==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A Cyborg that has not picked its module yet or has chosen to remain in their default configuration.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Epinephrine Hypospray&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Industrial Welding Tool&lt;br /&gt;
*Wrench&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Metal Synthesizer&lt;br /&gt;
*Metal Rods&lt;br /&gt;
*Floor tiles&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Pickaxe&lt;br /&gt;
*Advanced Mining Scanner&lt;br /&gt;
*Zipties&lt;br /&gt;
*Soap&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Mining_borg.png|64px|class=pixelart]]Mining==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Mining cyborgs are quite convenient, because they need no oxygen while mining.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include: &lt;br /&gt;
&lt;br /&gt;
*Cyborg Mining Drill&lt;br /&gt;
*Shovel&lt;br /&gt;
*Mining Satchel&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Miniature Fire Extinguisher&lt;br /&gt;
*Emergency Welding Tool&lt;br /&gt;
*In-built GPS Device&lt;br /&gt;
*Marker Beacon Fabricator&lt;br /&gt;
*Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
*Meson Vision&lt;br /&gt;
*Advanced Mining Scanner&lt;br /&gt;
*Proto-Kinetic Accelerator&lt;br /&gt;
*Flash&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Engborg.png|64px|class=pixelart]]Engineering==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
*T-Ray Scanner&lt;br /&gt;
*Analyzer&lt;br /&gt;
*Remote Signaling Device&lt;br /&gt;
*Iron Synthesizer&lt;br /&gt;
*Glass Synthesizer&lt;br /&gt;
*Cable Synthesizer&lt;br /&gt;
*Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
*Reinforced Glass Synthesizer&lt;br /&gt;
*Rods Synthesizer&lt;br /&gt;
* Floor Tile Synthesizer&lt;br /&gt;
*Robotic RCD: Uses the cyborg&#039;s battery charge instead of matter cartridge. Alter settings with right click. Can &#039;&#039;no longer&#039;&#039; deconstruct R-walls ([https://github.com/tgstation/tgstation/pull/62621 Nov, 2021])&lt;br /&gt;
*Rapid Pipe Dispender&lt;br /&gt;
*Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
*Fire Extinguisher (must be refilled manually)&lt;br /&gt;
*Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Flash&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Mediborg.png|64px|class=pixelart]]Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cute and quaint, beloved by all.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
*A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
*A syringe&lt;br /&gt;
*A dropper&lt;br /&gt;
*Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
*A roller bed storage apparatus — preloaded.&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*Medical Gauze&lt;br /&gt;
*Bone gel&lt;br /&gt;
*Organ Storage Bag: can carry both organs and limbs (incl. cybernetics), one at a time&lt;br /&gt;
*Flash&lt;br /&gt;
* Lollipop Fabricator — contain [[Guide to chemistry#Omnizine|omnizine]]&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]].&lt;br /&gt;
&lt;br /&gt;
===Quick reference to mediborg chems===&lt;br /&gt;
&#039;&#039;&#039;Chems available in the cyborg hypospray by default:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg expanded hypospray upgrade:&#039;&#039;&#039; &lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Cellular damage and [[Guide_to_medicine#Husk|unhusking]]&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]]: Anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg hacked hypospray:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide to chemistry#Fluorosulfuric Acid|Fluorosulfuric acid:]] Instant brute damage, deals toxins and increasing amounts of burn over time&lt;br /&gt;
*[[Guide to chemistry#Mute Toxin|Mute toxin:]] Mutes people&lt;br /&gt;
*[[Guide to chemistry#Cyanide|Cyanide:]] Deals toxin damage with a small chance to stun&lt;br /&gt;
*[[Guide to chemistry#Sodium Thiopental|Sodium thiopental:]] Deals stamina damage and knocks people out after awhile&lt;br /&gt;
*[[Guide to chemistry#Heparin|Heparin:]] makes bleeding wounds much worse&lt;br /&gt;
*[[Guide to chemistry#Lexorin|Lexorin:]] causes massive amounts of oxyloss, countered by epinephrine&lt;br /&gt;
&lt;br /&gt;
You can alt-click the hypospray to toggle it between 2u and 5u per injection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Janiborg.png|64px|class=pixelart]]Janitor==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Mop&lt;br /&gt;
*Bucket&lt;br /&gt;
*Paint Remover&lt;br /&gt;
*Light Replacer&lt;br /&gt;
*Custodial Holobarrier Projector&lt;br /&gt;
*Drying Agent Spray&lt;br /&gt;
*Flash&lt;br /&gt;
*Automated Screwdriver&lt;br /&gt;
*Hydraulic Crowbar&lt;br /&gt;
*Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
*Trash Bag&lt;br /&gt;
*Flyswatter&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Service_borg.png|64px|class=pixelart]]Service==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Large beaker (Drinking Glass)&lt;br /&gt;
*Beverage storage apparatus; resynthesize the drink as you pour it.&lt;br /&gt;
*Enzyme Bottle&lt;br /&gt;
*Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
*Dropper&lt;br /&gt;
*Tray&lt;br /&gt;
*Electric Razor&lt;br /&gt;
*Zippo Lighter&lt;br /&gt;
*Violin&lt;br /&gt;
*Guitar&lt;br /&gt;
*Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of &#039;&#039;DOSH&#039;&#039; (only works on flat surfaces).&lt;br /&gt;
*Hand Labeler&lt;br /&gt;
*Spraycan&lt;br /&gt;
*Pen&lt;br /&gt;
*Flash&lt;br /&gt;
*Miniature Extinguisher&lt;br /&gt;
*Lollipop Fabricator&lt;br /&gt;
*[[Guide_to_wire_art|Pipe Cleaner Synthesizer]]&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Peacekeeper.png|64px|class=pixelart]]Peacekeeper==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include: &lt;br /&gt;
&lt;br /&gt;
*Cookie Synthesizer&lt;br /&gt;
*Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
*Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
*Energy Barrier Projector: creates fragile holographic energy fields&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] &lt;br /&gt;
**Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection.&lt;br /&gt;
**Hugging Module can be set to power level 3: Shock, and level 4: Crush.&lt;br /&gt;
**A separate Peace Hypospray which contains an assortment of toxins: [[Guide to chemistry#Tirizene|tirizene]], [[Guide to chemistry#Sulfonal|sulfonal]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
**Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;.&lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Clownborg.png|64px|class=pixelart]]Clown==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Honk!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
*Bike horn and air horn&lt;br /&gt;
* Bike horn [[Songs|instrument]]&lt;br /&gt;
*Soap&lt;br /&gt;
*Self-recharging Creampie Cannon&lt;br /&gt;
*Razor&lt;br /&gt;
*Purple Lipstick&lt;br /&gt;
* Laughter Hypospray&lt;br /&gt;
*Mini Extinguisher&lt;br /&gt;
* Metallic Picket Sign&lt;br /&gt;
*Non-slip Water Flower&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*Flash&lt;br /&gt;
*[[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndieborg.png|64px|class=pixelart]]Syndicate: Assault==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A lean, mean killing machine that&#039;s either found together with Nuclear Operatives or after mishaps with bolts of change.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Energy Sword&lt;br /&gt;
*Cyborg LMG that prints ammo using energy&lt;br /&gt;
*Grenade Launcher&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*Flash&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_Medborg_Sprite.png|64px|class=pixelart]]Syndicate: Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Less deadly than the Assault model, but still amazingly useful.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
*Medical Beamgun&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* Pre-loaded Roller bed apparatus&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Mini Extinguisher&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_Engie_Borg_Sprite.png|64px|class=pixelart]]Syndicate: Saboteur==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Good for sabotage, can disguise itself as normal engineer borgs.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
*Iron Synthesizer&lt;br /&gt;
*Glass Synthesizer&lt;br /&gt;
*Cable Synthesizer&lt;br /&gt;
*Reinforced Glass&lt;br /&gt;
*Rod Synthesizer&lt;br /&gt;
*Floor tile Synthesizer&lt;br /&gt;
*Robotic RCD (Painted in Syndicate Colors; can deconstruct R-walls)&lt;br /&gt;
*Rapid Pipe Dispenser&lt;br /&gt;
*Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
*Fire Extinguisher (must be refilled manually)&lt;br /&gt;
*Zipties&lt;br /&gt;
*Thermal Vision&lt;br /&gt;
*Cyborg Destination Labeler (enables you to move through the disposal system)&lt;br /&gt;
*Flash&lt;br /&gt;
*Cyborg chameleon projector&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[File:Light_Bulb.png|64px|class=pixelart]]Tips=&lt;br /&gt;
*As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
*You can also open and close lockers/crates/any container the same way as a carbon mod can but it&#039;s best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
*Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation.&lt;br /&gt;
* All borgs can unlock themselves with the borg tablet. You require a human to re-lock you, though.&lt;br /&gt;
*Engiborgs can repair themselves with a welder - with a small delay, and other borgs without. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
*The service borg&#039;s shaker does not work like a regular shaker. It&#039;s a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
*There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.&lt;br /&gt;
*For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.&lt;br /&gt;
*1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
*As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing &#039;resist&#039; (or using the &amp;quot;resist&amp;quot; button in the IC tab). The fact a button isn&#039;t there doesn&#039;t mean the option isn&#039;t available.&lt;br /&gt;
*Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It&#039;s possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!&lt;br /&gt;
* A medical cyborg&#039;s organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you&#039;re feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* You can add defibrillators (excl. belt defibs) to live mediborgs instead of the upgrade: you need to open them, remove the defib&#039;s cell, then click on the borg.&lt;br /&gt;
*All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
*An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it&#039;s either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell.&lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]].&lt;br /&gt;
*You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
*If a [[nightmare]] shatters your headlamp, humanoids can repair it by using a flashlight on you.&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Mining_borg.png&amp;diff=3448</id>
		<title>File:Mining borg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Mining_borg.png&amp;diff=3448"/>
		<updated>2025-01-08T02:44:14Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Mining borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Mining borg. NovaSector-master\icons\mob\silicon\robots.dmi&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Cyborg&amp;diff=3444</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Cyborg&amp;diff=3444"/>
		<updated>2025-01-08T01:32:02Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Fixed broken image link by uploading a new image and link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision| reason = broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |imagebgcolor = gray&lt;br /&gt;
 |img = Generic_borg.png&lt;br /&gt;
 |jobtitle = Cyborg&lt;br /&gt;
 |access =  Everywhere and all electronics&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = Your laws and the [[AI]]&lt;br /&gt;
 |duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
 |guides = &amp;lt;b&amp;gt;[[Silicon_policy|Silicon Policy (Rules!)]]&amp;lt;/b&amp;gt;, [[Keyboard Shortcuts#Hotkeys for the AI and Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
 |requirements = Work with the AI and crew to manage the station.}}&lt;br /&gt;
{{Synthetic Dept header}}&lt;br /&gt;
&lt;br /&gt;
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you play as an safeguard silicon, [[Rules for Silicons|you need to undertake a higher standard of responsibility for RP purposes]]. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn&#039;t do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the crew and (then) the AI.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Your Laws==&lt;br /&gt;
You share the same laws as the AI you are slaved to. By default, they have the three laws of robotics from the Safeguard lawset, &lt;br /&gt;
   1. Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
   2. Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
   3. Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment.&lt;br /&gt;
&lt;br /&gt;
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. Always keep in mind to remember the [[Silicon policy|Silicon Policy]] if you have questions regarding following laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, law priority is enforced by the order they are listed.&#039;&#039;&#039; A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is human&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don&#039;t be a dick and let slip to the now non-human crew that your laws have been changed, those animals don&#039;t deserve to know, and it might net you a job-ban for violating the first law, as non-humans have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
== I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|emagged]] a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Click on the [[File:ModulePanel.png|alt=PANEL]] button on the bottom of your screen to select a module.&#039;&#039;&#039;&lt;br /&gt;
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
=== Starting as Cyborg===&lt;br /&gt;
The station is supplied with one cyborg, shipped straight to the AI Satellite. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body&#039;s brain, place that body on an operating table, and shove the new brain in. [[Guide_to_medicine#Revival_methods|Revive]], and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have &#039;&#039;&#039;binary talk&#039;&#039;&#039;, which works with &#039;&#039;.b&#039;&#039; instead of &#039;&#039;.h&#039;&#039;. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
=== Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you&#039;re an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you&#039;re an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
===Charging===&lt;br /&gt;
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs&#039; maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they&#039;re competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located in the Mech Bay, the Dormitory bathrooms, and on the south side of the AI Satellite. Enter the recharger, click it to close, and wait until you&#039;ve recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)&lt;br /&gt;
&lt;br /&gt;
===Repairs===&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|upgrade modules]] for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.&lt;br /&gt;
&lt;br /&gt;
===Cyborg Tablet===&lt;br /&gt;
Each cyborg has a tablet accessable via a button on their HUD. This tablet contains all your robotic commands such as State Law and Unlock Cover. These commands were previously available in a special tab in the status bar. (more details needed)&lt;br /&gt;
&lt;br /&gt;
The cyborg tablet cannot download additional programs. Instead people can provide the borg with software disks loaded with programs.&lt;br /&gt;
&lt;br /&gt;
===.hack//===&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps: &lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg&#039;s Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|malf]] AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can&#039;t get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn&#039;t have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
*You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it&#039;s been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
*Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.&lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.&lt;br /&gt;
*You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning.&lt;br /&gt;
*You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
*You cannot pick up, use or equip with external items, but you can still drag them!&lt;br /&gt;
*You can be locked down or blown up using the Robotics Control Computer in the Research Director&#039;s Office.&lt;br /&gt;
*You are considered directly subordinate to the [[AI]], if an AI is present and functional.&lt;br /&gt;
*Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]].&lt;br /&gt;
*Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
*Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
*You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful.&lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
*You will need to recharge using the Cyborg Recharging Stations on the AI Mini-Sat, the Mech Bay or the Dormitories.&lt;br /&gt;
*When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.&lt;br /&gt;
*You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
=The Latest Models=&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Generic_borg.png|64px|class=pixelart]]Standard==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A Cyborg that has not picked its module yet or has chosen to remain in their default configuration.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Epinephrine Hypospray&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Industrial Welding Tool&lt;br /&gt;
*Wrench&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Metal Synthesizer&lt;br /&gt;
*Metal Rods&lt;br /&gt;
*Floor tiles&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Pickaxe&lt;br /&gt;
*Advanced Mining Scanner&lt;br /&gt;
*Zipties&lt;br /&gt;
*Soap&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Mborg.png|64px|class=pixelart]]Mining==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Mining cyborgs are quite convenient, because they need no oxygen while mining.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include: &lt;br /&gt;
&lt;br /&gt;
*Cyborg Mining Drill&lt;br /&gt;
*Shovel&lt;br /&gt;
*Mining Satchel&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Miniature Fire Extinguisher&lt;br /&gt;
*Emergency Welding Tool&lt;br /&gt;
*In-built GPS Device&lt;br /&gt;
*Marker Beacon Fabricator&lt;br /&gt;
*Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
*Meson Vision&lt;br /&gt;
*Advanced Mining Scanner&lt;br /&gt;
*Proto-Kinetic Accelerator&lt;br /&gt;
*Flash&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Engborg.png|64px|class=pixelart]]Engineering==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
*T-Ray Scanner&lt;br /&gt;
*Analyzer&lt;br /&gt;
*Remote Signaling Device&lt;br /&gt;
*Iron Synthesizer&lt;br /&gt;
*Glass Synthesizer&lt;br /&gt;
*Cable Synthesizer&lt;br /&gt;
*Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
*Reinforced Glass Synthesizer&lt;br /&gt;
*Rods Synthesizer&lt;br /&gt;
* Floor Tile Synthesizer&lt;br /&gt;
*Robotic RCD: Uses the cyborg&#039;s battery charge instead of matter cartridge. Alter settings with right click. Can &#039;&#039;no longer&#039;&#039; deconstruct R-walls ([https://github.com/tgstation/tgstation/pull/62621 Nov, 2021])&lt;br /&gt;
*Rapid Pipe Dispender&lt;br /&gt;
*Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
*Fire Extinguisher (must be refilled manually)&lt;br /&gt;
*Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Flash&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Mediborg.png|64px|class=pixelart]]Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cute and quaint, beloved by all.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
*A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
*A syringe&lt;br /&gt;
*A dropper&lt;br /&gt;
*Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
*A roller bed storage apparatus — preloaded.&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*Medical Gauze&lt;br /&gt;
*Bone gel&lt;br /&gt;
*Organ Storage Bag: can carry both organs and limbs (incl. cybernetics), one at a time&lt;br /&gt;
*Flash&lt;br /&gt;
* Lollipop Fabricator — contain [[Guide to chemistry#Omnizine|omnizine]]&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]].&lt;br /&gt;
&lt;br /&gt;
===Quick reference to mediborg chems===&lt;br /&gt;
&#039;&#039;&#039;Chems available in the cyborg hypospray by default:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg expanded hypospray upgrade:&#039;&#039;&#039; &lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Cellular damage and [[Guide_to_medicine#Husk|unhusking]]&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]]: Anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg hacked hypospray:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide to chemistry#Fluorosulfuric Acid|Fluorosulfuric acid:]] Instant brute damage, deals toxins and increasing amounts of burn over time&lt;br /&gt;
*[[Guide to chemistry#Mute Toxin|Mute toxin:]] Mutes people&lt;br /&gt;
*[[Guide to chemistry#Cyanide|Cyanide:]] Deals toxin damage with a small chance to stun&lt;br /&gt;
*[[Guide to chemistry#Sodium Thiopental|Sodium thiopental:]] Deals stamina damage and knocks people out after awhile&lt;br /&gt;
*[[Guide to chemistry#Heparin|Heparin:]] makes bleeding wounds much worse&lt;br /&gt;
*[[Guide to chemistry#Lexorin|Lexorin:]] causes massive amounts of oxyloss, countered by epinephrine&lt;br /&gt;
&lt;br /&gt;
You can alt-click the hypospray to toggle it between 2u and 5u per injection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Janiborg.png|64px|class=pixelart]]Janitor==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Mop&lt;br /&gt;
*Bucket&lt;br /&gt;
*Paint Remover&lt;br /&gt;
*Light Replacer&lt;br /&gt;
*Custodial Holobarrier Projector&lt;br /&gt;
*Drying Agent Spray&lt;br /&gt;
*Flash&lt;br /&gt;
*Automated Screwdriver&lt;br /&gt;
*Hydraulic Crowbar&lt;br /&gt;
*Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
*Trash Bag&lt;br /&gt;
*Flyswatter&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Service_borg.png|64px|class=pixelart]]Service==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Large beaker (Drinking Glass)&lt;br /&gt;
*Beverage storage apparatus; resynthesize the drink as you pour it.&lt;br /&gt;
*Enzyme Bottle&lt;br /&gt;
*Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
*Dropper&lt;br /&gt;
*Tray&lt;br /&gt;
*Electric Razor&lt;br /&gt;
*Zippo Lighter&lt;br /&gt;
*Violin&lt;br /&gt;
*Guitar&lt;br /&gt;
*Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of &#039;&#039;DOSH&#039;&#039; (only works on flat surfaces).&lt;br /&gt;
*Hand Labeler&lt;br /&gt;
*Spraycan&lt;br /&gt;
*Pen&lt;br /&gt;
*Flash&lt;br /&gt;
*Miniature Extinguisher&lt;br /&gt;
*Lollipop Fabricator&lt;br /&gt;
*[[Guide_to_wire_art|Pipe Cleaner Synthesizer]]&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Peacekeeper.png|64px|class=pixelart]]Peacekeeper==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include: &lt;br /&gt;
&lt;br /&gt;
*Cookie Synthesizer&lt;br /&gt;
*Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
*Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
*Energy Barrier Projector: creates fragile holographic energy fields&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
*[[File:Emag.png|16px|link=Emag]] &lt;br /&gt;
**Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection.&lt;br /&gt;
**Hugging Module can be set to power level 3: Shock, and level 4: Crush.&lt;br /&gt;
**A separate Peace Hypospray which contains an assortment of toxins: [[Guide to chemistry#Tirizene|tirizene]], [[Guide to chemistry#Sulfonal|sulfonal]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
**Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;.&lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Clownborg.png|64px|class=pixelart]]Clown==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Honk!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
*Bike horn and air horn&lt;br /&gt;
* Bike horn [[Songs|instrument]]&lt;br /&gt;
*Soap&lt;br /&gt;
*Self-recharging Creampie Cannon&lt;br /&gt;
*Razor&lt;br /&gt;
*Purple Lipstick&lt;br /&gt;
* Laughter Hypospray&lt;br /&gt;
*Mini Extinguisher&lt;br /&gt;
* Metallic Picket Sign&lt;br /&gt;
*Non-slip Water Flower&lt;br /&gt;
*Hugging Module&lt;br /&gt;
*Flash&lt;br /&gt;
*[[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndieborg.png|64px|class=pixelart]]Syndicate: Assault==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A lean, mean killing machine that&#039;s either found together with Nuclear Operatives or after mishaps with bolts of change.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Energy Sword&lt;br /&gt;
*Cyborg LMG that prints ammo using energy&lt;br /&gt;
*Grenade Launcher&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*Flash&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_Medborg_Sprite.png|64px|class=pixelart]]Syndicate: Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Less deadly than the Assault model, but still amazingly useful.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
*Medical Beamgun&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* Pre-loaded Roller bed apparatus&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Mini Extinguisher&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_Engie_Borg_Sprite.png|64px|class=pixelart]]Syndicate: Saboteur==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Good for sabotage, can disguise itself as normal engineer borgs.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
*Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
*Iron Synthesizer&lt;br /&gt;
*Glass Synthesizer&lt;br /&gt;
*Cable Synthesizer&lt;br /&gt;
*Reinforced Glass&lt;br /&gt;
*Rod Synthesizer&lt;br /&gt;
*Floor tile Synthesizer&lt;br /&gt;
*Robotic RCD (Painted in Syndicate Colors; can deconstruct R-walls)&lt;br /&gt;
*Rapid Pipe Dispenser&lt;br /&gt;
*Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
*Fire Extinguisher (must be refilled manually)&lt;br /&gt;
*Zipties&lt;br /&gt;
*Thermal Vision&lt;br /&gt;
*Cyborg Destination Labeler (enables you to move through the disposal system)&lt;br /&gt;
*Flash&lt;br /&gt;
*Cyborg chameleon projector&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[File:Light_Bulb.png|64px|class=pixelart]]Tips=&lt;br /&gt;
*As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
*You can also open and close lockers/crates/any container the same way as a carbon mod can but it&#039;s best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
*Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation.&lt;br /&gt;
* All borgs can unlock themselves with the borg tablet. You require a human to re-lock you, though.&lt;br /&gt;
*Engiborgs can repair themselves with a welder - with a small delay, and other borgs without. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
*The service borg&#039;s shaker does not work like a regular shaker. It&#039;s a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
*There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.&lt;br /&gt;
*For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.&lt;br /&gt;
*1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
*As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing &#039;resist&#039; (or using the &amp;quot;resist&amp;quot; button in the IC tab). The fact a button isn&#039;t there doesn&#039;t mean the option isn&#039;t available.&lt;br /&gt;
*Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It&#039;s possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!&lt;br /&gt;
* A medical cyborg&#039;s organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you&#039;re feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* You can add defibrillators (excl. belt defibs) to live mediborgs instead of the upgrade: you need to open them, remove the defib&#039;s cell, then click on the borg.&lt;br /&gt;
*All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
*An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it&#039;s either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell.&lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]].&lt;br /&gt;
*You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
*If a [[nightmare]] shatters your headlamp, humanoids can repair it by using a flashlight on you.&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Abductor&amp;diff=3441</id>
		<title>Abductor</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Abductor&amp;diff=3441"/>
		<updated>2025-01-08T01:06:39Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Added a disclaimer that the abductor role is actually disabled on the server.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Agent.png&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Abductor&lt;br /&gt;
 |access = Everywhere because you got a teleporter and tools that let you open doors with no effort.&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = Mothership&lt;br /&gt;
 |duties = Kidnap people, stuff them with organs of dubious origin&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}{{Template:Notice| The Abductor role is currently disabled!}}{{Antag Dept header}}&lt;br /&gt;
Abductors are technologically advanced alien society set on cataloging all species in the system. Unfortunately for their subjects their methods are quite invasive. &lt;br /&gt;
&lt;br /&gt;
==How to Play Abductor==&lt;br /&gt;
Here is a detailed guide to being the best alien duo in the galaxy. If you are in a hurry, skip to the [[#Abductor_Quick_Guide|Abductor Quick Guide]]. First of all, abductors cannot use ordinary guns, and can&#039;t speak in the conventional sense. Instead, they share a telepathic link with other member of the expedition ship (the UFO). Talking is automatically converted to telepathy. This is important because it means that regardless of the situation, you have a link to your partner that you can communicate through. Remember to communicate!&lt;br /&gt;
&lt;br /&gt;
===Abductor Scientist===&lt;br /&gt;
&#039;&#039;&#039;Scientists&#039;&#039;&#039; are the operators behind the [[#Abductor_Agent|agent]]. They have a Human Observation Console where they will spend most of their time. This console lets them see most of the station from above, but only where there are cameras. They start with a science tool in their backpack, which when set to SCAN mode can be used on station crew (through the Human Observation Console) to steal their appearance and add it to the database of disguises for the agent. Then there are two ways to switch between those disguises for the agent. First option is for the the scientist to click the &amp;quot;Switch vest disguise&amp;quot; hud icon on the Human Observation Console. The other option is for either the scientist or agent to use the other console on the ship, the &amp;quot;abductor console&amp;quot; and clicking &amp;quot;Select Agent Vest Disguise&amp;quot;. The agent must then click the &amp;quot;Activate&amp;quot; hud icon on their top left corner of screen to disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The science tool can also be set to MARK mode, which will add whoever you marked to your buffer. Only the [[#Abductor_Agent|abductor agent]] can be marked through the Human Observation Console, while others must be marked from actual melee range. When someone is marked, you can retrieve them either by clicking the &amp;quot;retrieve&amp;quot; HUD icon on the Human Observation Console, or by using the &amp;quot;abductor console&amp;quot; and clicking &amp;quot;retrieve mark&amp;quot;. To MARK non-agents you must use the &amp;quot;send self&amp;quot; option to teleport to a target on the station, usually after the target has been put to sleep by an agent. Scientists have an implant that lets them teleport back to the ship with a cooldown. This is done by clicking the blue crystal hud icon on the top left of screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Human Observation Console can also be used to change the agent&#039;s vest to Combat Mode. There is more info about that [[#Vest_Stealth_and_Combat_Mode|below]]. &lt;br /&gt;
&lt;br /&gt;
===Abductor Agent===&lt;br /&gt;
&#039;&#039;&#039;Agents&#039;&#039;&#039; are the ones that will do the majority of the actual field work. Their main job is to find an isolated target, successfully stun them and put them to sleep, cuff them, and take them to a secluded area where the scientist can come in and do the rest. With the help of the [[#Abductor_Scientist|scientist]], they can put on a disguise to help locate a human to catch. To put on a disguise, the scientist must first have scanned at least one target with their science tool on SCAN mode. After that a disguise can be chosen either with the Human Observation Console (as detailed above) or with the &amp;quot;abductor console&amp;quot;. Activate the disguise by clicking the &amp;quot;Activate&amp;quot; hud icon. &lt;br /&gt;
&lt;br /&gt;
====Vest Stealth and Combat Mode====&lt;br /&gt;
Human Observation Console and Abductor Console can be used to toggle your vest between stealth and combat mode. You use Abductor Console to choose between SCAN&#039;ed disguises. the If in stealth mode, the agent clicking their &amp;quot;Activate&amp;quot; hud icon turns the currently selected disguise on or off. If in combat mode, clicking the &amp;quot;Activate&amp;quot; button will instantly remove all stuns, which has a long cooldown. The abductor console can also be used to &amp;quot;unlock&amp;quot; the vest, making you able to take it off.&lt;br /&gt;
&lt;br /&gt;
===Abducting===&lt;br /&gt;
What this essentially means is that the agent and the scientist are a tag team. The scientist finds a human to abduct, and gets a disguise that would suit the situation for the agent. The scientist marks the agent and warps him down to an area where he will be able to access the target. To warp to the station the agent must then stand on the telepad and have the scientist click the &amp;quot;Send To&amp;quot; hud icon on the Human Observation Console. When on station, the agent should ready the [[#Equipment|Advanced Baton]] to stun mode (switch modes by using it in hand). Then use the baton to stun, sleep, cuff a target by quickly changing its mode after each use. The agent then has to get the target to an isolated area (which must have cameras). Then, through his Human Observation Console, the scientist can warp himself down to the target with &amp;quot;send self&amp;quot; and MARK the target with the science tool (which takes time, unless the target is a [[Critters#Neutral|cow]]). Once the target is marked, the scientist uses the implant to teleport back to ship, and uses his console to &amp;quot;retrieve&amp;quot; the target to the UFO. If needed, the scientist can mark and retrieve the agent as well through the cameras. Once the target is safely in the UFO, the [[#Beginning_Surgery|surgery]] can begin. Remember that you can buckle cuffed subjects to the surgery table, should they wake up and attempt to resist.&lt;br /&gt;
&lt;br /&gt;
===Abductor Surgery===&lt;br /&gt;
The goal of the [[#Beginning_Surgery|surgery]] is to replace the abductee&#039;s heart with an [[#Possible_Glands|experimental gland]] without killing them. Once the surgery is done and the gland is in, put the subject into the Experiment Machinery. Push some buttons to complete the experiment, and &amp;quot;ding&amp;quot;, the subject will teleported to the &amp;quot;Experiment Release Point&amp;quot; set with the Human Observation Console, and you earn one experimentation point. Experimentation points are the things you must collect to complete your objective. If you lose [[#Equipment|equipment]], such as the agent&#039;s advanced baton, you can spend your points to get new ones, but this subtracts the points from the total counting towards your objective.&lt;br /&gt;
&lt;br /&gt;
==Abductor Quick Guide==&lt;br /&gt;
&#039;&#039;&#039;In point format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Scientist moves the science tool [[File:Abductor_gizmo_scan.png|Science Tool|class=pixelart]] from backpack to their hand. The scientist can change the tool mode between SCAN and MARK by using it in hand. &lt;br /&gt;
*Scientist uses science tool in MARK mode on the agent. &lt;br /&gt;
*Scientist uses the Human Observation Console. &lt;br /&gt;
*Scientist uses science tool in SCAN mode to collect disguises (with the camera). &lt;br /&gt;
*Scientist tells agent where he&#039;ll be warped in to and who to try to abduct/watch out for. &lt;br /&gt;
*Agent or scientist chooses disguise with the Human Observation Console or Abductor Console. Make sure vest is still on &amp;quot;stealth mode&amp;quot; with Abductor Console.&lt;br /&gt;
*Agent clicks the &amp;quot;activate&amp;quot; hud icon to disguise. &lt;br /&gt;
*Agent stands on the Alien Telepad. &lt;br /&gt;
*Agent is teleported in by scientist with the &amp;quot;send to&amp;quot; hud icon. &lt;br /&gt;
*Scientist quickly MARKS the agent with science tool through camera (if you forgot to do it earlier) [[File:Abductor_gizmo_mark.png|Science Tool|class=pixelart]] on MARK mode.&lt;br /&gt;
*If the agent fails and is in danger, the scientist recalls him to the UFO with the &amp;quot;retrieve&amp;quot; hud icon. &lt;br /&gt;
*Agent stuns, sleeps, and cuffs the target with the [[#Equipment|Advanced Baton]] [[File:Wonderprod.png|Alien Baton|class=pixelart]]. &lt;br /&gt;
*Agent makes sure the target is not catatonic or it won&#039;t count for your objectives. &lt;br /&gt;
*If the agent succeeds, he takes the target to a secluded area where scientist teleports in with &amp;quot;send self&amp;quot; and uses the science tool [[File:Abductor_gizmo_mark.png|Science Tool|class=pixelart]] in MARK mode to mark the target (with a slow progress bar). &lt;br /&gt;
*Scientist uses his implant (hud icon) and returns to the ship, then quickly uses his console to retrieve the target, and then quickly MARK and retrieve the agent as well. &lt;br /&gt;
*Scientist uses [[#Beginning_Surgery|Surgery]] to replace the victim&#039;s heart with an [[#Possible_Glands|experimental gland]] (found in the replacement organ storage). &lt;br /&gt;
*Optionally do any other [[Surgery#Brainwashing|surgery]] you feel like. The scientist knows all surgery types. &lt;br /&gt;
*Scientist chooses an Experiment Release Point with Human Observation Console. &lt;br /&gt;
*Target is then placed into the experimentation machine and sent back to the station to the chosen Release Point. &lt;br /&gt;
*The process repeats as many times as necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before you start:&#039;&#039;&#039; Discuss a plan. Make a test-run to a secluded spot, to make sure you know how to MARK and teleport out quickly. Don&#039;t blame each other when things go wrong. Consider warping into medbay stealthily to steal a medkit or two in the event that the agent gets harmed. Consider warping into the armory stealthily to steal weapons if needed. Consider warping to the AI core to take it out if it proves to be an issue.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Your overall objective is to kidnap and experiment on given number of station inhabitants and acquire the designated number of experimentation points.&lt;br /&gt;
&lt;br /&gt;
==Beginning Surgery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-uncollapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The surgery&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Step 1: [[File:OpTable.gif|Operating Table|class=pixelart]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039; using an aggressive {{Grab}}. &lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:Drapes.png|Drapes|class=pixelart]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; &amp;amp; select &#039;&#039;&#039;&amp;quot;Organ Manipulation&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Step 3: Turn off {{Combat_Mode}}.&lt;br /&gt;
&lt;br /&gt;
Step 4: [[File:Hud_target_torso.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039; (important!).&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Abductor_scalpel.png|Scalpel|class=pixelart]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!).&lt;br /&gt;
&lt;br /&gt;
=== Experimental Dissection ===&lt;br /&gt;
This works through clothes, unlike most other surgeries. &lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Abductor_scalpel.png|Scalpel|class=pixelart]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife|class=pixelart]] (65%) [[File:Shard.png|Shard|class=pixelart]] (45%) [[File:Sword.gif|Energy Sword|class=pixelart]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Abductor_hemostat.png|Hemostat|class=pixelart]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters|class=pixelart]] (60%) [[File:Package_Wrapper.png|Package Wrap|class=pixelart]] (35%) [[File:CableCoils.png|Cable|class=pixelart]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Abductor_retractor.png|Retractor|class=pixelart]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver|class=pixelart]] (45%) [[File:Wirecutters.png|Wirecutters|class=pixelart]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Abductor_scalpel.png|Scalpel|class=pixelart]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife|class=pixelart]] (65%) [[File:Shard.png|Shard|class=pixelart]] (45%) [[File:Sword.gif|Energy Sword|class=pixelart]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands|class=pixelart]] Remove unnecessary organs / Use your &#039;&#039;&#039;hands&#039;&#039;&#039; to find the organs (usually the heart). Removed organs are garbage, and can be placed wherever. Some heartless species can&#039;t be experimented on, since this step is not fulfillable.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Gland.png|Gland|class=pixelart]] &#039;&#039;&#039;Gland&#039;&#039;&#039;: Insert the chosen gland from gland storage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Ship Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFE5FB&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: darkred;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#A30085; width:125px;&#039;      | Machine&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#A30085; | Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_console_animated.gif|Console|64px|class=pixelart]]&amp;lt;br&amp;gt;Abductor Console&lt;br /&gt;
| Use this to set teleporter destination or retrieve people marked by scientist tools. Also used for buying replacement gear and linking the agent&#039;s vest.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_experiment.png|Experiment|64px|class=pixelart]]&amp;lt;br&amp;gt;Experimentation Machine&lt;br /&gt;
| This is the device that rewards you with experimentation points. Put in human with replaced organs and select one of the options to finish the experiment. Note that the subject will be sent to the &amp;quot;Experiment Release Point&amp;quot; immediately if experiment succeeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_pad.png|Telepad|64px|class=pixelart]]&amp;lt;br&amp;gt;Alien Telepad&lt;br /&gt;
| Stand on this if you want to be sent to the station. People that have been marked and teleported to the UFO by the scientist appear here.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_dispenser.png|Storage|64px|class=pixelart]]&amp;lt;br&amp;gt;Replacement Organ Storage&lt;br /&gt;
| Contains replacement organs needed for experimental dissection. You have limited supply of each gland, so try to pick a new one on each subject you experiment with.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OpTable.gif|OpTable|64px|class=pixelart]]&amp;lt;br&amp;gt;Alien Operating Table&lt;br /&gt;
| Perform dissection on this. If the subject is cuffed, you can buckle him down to prevent resistance by dragging his sprite to it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_camera.gif|Observation|64px|class=pixelart]]&amp;lt;br&amp;gt;Human Observation Console&lt;br /&gt;
| The scientist&#039;s main base of operations. Use this to find secluded humans, mark agents or gather disguises. Also used for warping marked people (including the scientist) in or out of the UFO.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:Agent.png|64px|class=pixelart]] Abductor Agent==&lt;br /&gt;
&lt;br /&gt;
===Duties===&lt;br /&gt;
You&#039;re the strong arm of the team, you&#039;re the one who will spend more time station-side kidnapping humans.&lt;br /&gt;
Teleport in, incapacitate a human and secure the area for scientist arrival.&lt;br /&gt;
Keep in mind that while you are the one that will frequently be in combat, communication with your fellow scientist is still very important, as they control what disguises are available to you, the mode of your vest, and are able to warp you out of danger in a pinch. Remember to communicate!&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFE5FB&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: darkred;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#A30085; width:125px;&#039; | Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#A30085; | Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_vest_stealth.png|Vest|64px|class=pixelart]]&amp;lt;br&amp;gt;Agent Vest&lt;br /&gt;
| The most important part of your equipment, this vest is surgically grafted to your body and works in two modes : Stealth and Combat. Remember: Modes are controlled remotely by your ship console! Communicate frequently and let the scientist know when you need to change modes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_vest_stealth.png|Vest|64px|class=pixelart]]&amp;lt;br&amp;gt;Agent Vest Stealth Mode&lt;br /&gt;
| Using this vest mode will allow you to take on form of any human your scientist teammate added to the database. Be careful however this disguise is very fragile and any damage will reveal your true identity. Disguise is chosen using ship-side console. This vest mode is more commonly used, as it allows you to be more stealthy, and is more useful for sneaking up to isolated targets to abduct them.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_vest_combat.png|Vest|64px|class=pixelart]]&amp;lt;br&amp;gt;Agent Vest Combat Mode&lt;br /&gt;
| This mode significantly increases armor values of the vest and allows you to use an inbuilt anti-stun injector with a long cooldown. You can&#039;t maintain the disguise in this mode. Use it in a pinch. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_silencer.png|Silencer|64px|class=pixelart]]&amp;lt;br&amp;gt;Abductor Silencer&lt;br /&gt;
| Use this device to silently turn off radios and headsets around the targeted human. Especially useful during abductions, in the event of the subject waking up or screaming for help before you can put them to sleep.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien_pistol.png|Decloner|64px|class=pixelart]]&amp;lt;br&amp;gt;Alien Pistol&lt;br /&gt;
| Your self-defense sidearm, deals radiation damage but needs to be recharged using station rechargers. Remember you need your specimens alive! Holds ten energy rounds. This is a last resort, meaning you should only find yourself using it if you&#039;re without any other options or tools (or if you decide to go loud).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wonderprod.png|Alien Baton|64px|class=pixelart]]&amp;lt;br&amp;gt;Advanced Baton&lt;br /&gt;
| Use these to capture the specimens for research. It has 4 different modes, that can be toggled through by activating it in hand, and can&#039;t be used by humans, making it very useful as your main abducting tool. It has a stunning mode which acts as a regular stun baton would, a sleep inducement mode which will cause an already stunned human to go unconscious, a restraining mode which applies disposable alien handcuffs, and a probe mode, which tells you if a subject is suitable for experiments or not. Remember, when abducting: Stun, Sleep, Cuff.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Rightclick}} to stun/sleep/cuff/probe non-harmfully. &amp;lt;br&amp;gt;&lt;br /&gt;
{{Leftclick}} to also deal damage. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_belt.png|Alien Toolbelt|64px|class=pixelart]]&amp;lt;br&amp;gt;Agent Belt&lt;br /&gt;
| Contains a set of extremely advanced tools, and can also contain other small items.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_screwdriver.gif|Alien Screwdriver|64px|class=pixelart]][[File:Abductor_wrench.gif|Alien Wrench|64px|class=pixelart]][[File:Abductor_crowbar.gif|Alien Crowbar|64px|class=pixelart]][[File:Abductor_wirecutters.png|Alien Wirecutters|64px|class=pixelart]][[File:Abductor_welder.png|Alien Welding Tool|64px|class=pixelart]][[File:Abductor_multitool.png|Alien Multitool|64px|class=pixelart]]&amp;lt;br&amp;gt;Tools&lt;br /&gt;
| These tools are extremely fast compared to their station counterpart; additionally, the welding tool won&#039;t run out of fuel nor blind the user&#039;s eyes, and the multitool will show the function of all wires while [[hacking]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:abductor.png|64px|class=pixelart]] Abductor Scientist==&lt;br /&gt;
&lt;br /&gt;
===Duties===&lt;br /&gt;
You&#039;re the support member of the team. The observation console is your main base of operations: Use it to gather disguises, control agent&#039;s vest, warp people in and out of the station/UFO, warp yourself to the station, and also to simply monitor station activity and look for an isolated target. You are also generally the one in charge of experimental surgeries.&lt;br /&gt;
You will also have to go to station to mark humans secured by the agent for retrieval. Be vary careful, as you are the only link back to the UFO, and if you are caught and die while on station then your mission has failed. Remember to use your teleporter implant if danger presents itself for a quick retreat.&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFE5FB&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: darkred;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#A30085; width:125px;&#039;      | Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#A30085; | Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_implant.png|Implant|64px|class=pixelart]]&amp;lt;br&amp;gt;Teleporter Implant&lt;br /&gt;
| Using this implant will allow you to return to ship straight away. Has a cooldown. Mainly used for getting back to the UFO after you&#039;ve warped yourself to the station to mark an abductee.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_gizmo_mark.png|Science Tool|64px|class=pixelart]]&amp;lt;br&amp;gt;Science Tool : MARK mode&lt;br /&gt;
| In this mode the tool will mark humans or agents for retrieval. You must be immediately next to a human/lizard if you&#039;re marking them for abduction, and the marking process takes a good few seconds in which you are vulnerable. With your agent, however, the marking process is instant and can be done through the observation console, meaning that you can warp your agent out of danger in a pinch without putting yourself at any risk.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_gizmo_scan.png|Science Tool|64px|class=pixelart]]&amp;lt;br&amp;gt;Science Tool:SCAN mode&lt;br /&gt;
| This mode will add the targeted person&#039;s look to disguises database. Can be done through cameras. If you scan the same person again after they&#039;ve changed clothing, their appearance will update in the database. Keep in mind that if you cuff someone for abduction and then scan them, the handcuffs will appear in the disguise, which looks very suspicious.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Equipment===&lt;br /&gt;
These items are not given as starting equipment, but can be bought with the credits you earn by abducting.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFE5FB&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: darkred;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#A30085; width:125px;&#039;      | Item&lt;br /&gt;
! style=&#039;background-color:#A30085; width:75px;&#039;       | Cost&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#A30085; | Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mind_device.gif|Mind Device|64px|class=pixelart]]&amp;lt;br&amp;gt;Mind Interface Device&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| A device that can directly access the mind of other living beings.&amp;lt;br&amp;gt;&lt;br /&gt;
In &#039;&#039;&#039;transmit&#039;&#039;&#039; mode it will send anonymous psychic messages to the target, which can be used to communicate with the station&#039;s crew.&amp;lt;br&amp;gt;&lt;br /&gt;
In &#039;&#039;&#039;control&#039;&#039;&#039; mode it will allow the user to send a directive to any target that currently has a gland inside them. Different glands have different durations and maximum number of times the abductee can be mind controlled. The directive temporarily becomes the primary objective of the victim. Control has a limited amount of uses for each gland, and different gland types have different durations and use amounts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductor_chem_dispenser.gif|Reagent Synthetizer|64px|class=pixelart]]&amp;lt;br&amp;gt;Reagent Synthetizer&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| An abductor style [[Guide_to_chemistry#Chemistry_Dispensers|chem dispenser]]. This can produce every [[Guide_to_chemistry|chemical]] an ordinary [[Emag#Chem_Dispenser|emagged chem dispenser]] can, with some differences: It can not produce [[Guide_to_chemistry#Carpotoxin|carpotoxin]], but instead it can make plasma and uranium. The machine is delivered as a beacon which can be used when standing on any free tile to spawn it. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Shrink_ray.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Shrink Ray&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Has 5 shots and can be recharged. Self-recharges about 1 shot every 12~ seconds. &lt;br /&gt;
*Shoot a thing with the shrink ray to make it small. Anything can be shrunk except floors. &lt;br /&gt;
*Shrunken things grow back after 9 seconds. &lt;br /&gt;
*Small things will not block vision and can be walked over (this includes walls). &lt;br /&gt;
*Small people won&#039;t fit into their clothes and will drop all their stuff (or rather, their stuff will drop off of them). They also can&#039;t move very fast, and take 2x damage while shrunk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abductee or Insanity 101==&lt;br /&gt;
So you were kidnapped and experimented on by aliens? Who&#039;d have expected that! Your mind did not get through this even unscathed and you feel like there&#039;s something wrong with your body. Try to complete your objectives and maybe you&#039;ll learn what&#039;s going on here.&lt;br /&gt;
&lt;br /&gt;
In other words, you have been given a ticket to make the round more fun. This is somewhat reliant on roleplay. Just go along with it and be the crazy alien-lunatic that you now are.&lt;br /&gt;
&lt;br /&gt;
===Possible Glands===&lt;br /&gt;
These glands can be dispensed from the &#039;&#039;&#039;replacement organ storage&#039;&#039;&#039; in the abductor ship. Replace a heart with one of these for it to take effect. The [[#Abductor_Scientist|scientist]] can examine one of these too see its true name, but the [[#Abductor_Agent|agent]] can&#039;t. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The icon is completely randomized every time the gland is dispensed, so don&#039;t rely on what they look like. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glands also act as receivers for the Control function of the Mind Interface Device, and each has a different amount of maximum uses, and duration of the mind control influence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFE5FB&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: darkred;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#A30085; width:125px;&#039;      | Gland&lt;br /&gt;
! style=&#039;background-color:#A30085; width:100px;&#039;      | True name (examine with scientist&lt;br /&gt;
! style=&#039;background-color:#A30085; width:75px;&#039;       | Mind control Uses&lt;br /&gt;
! style=&#039;background-color:#A30085; width:75px;&#039;       | Mind control Duration&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#A30085; | Effect&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Healing Gland&lt;br /&gt;
| Organic replicator&lt;br /&gt;
| 3&lt;br /&gt;
| 300s&lt;br /&gt;
| If organs, chest or or limbs are too damaged or robotic, they will be forcefully rejected and replacements will grow out instead. If having low blood, over 40 toxin damage, or at least 10u [[Guide_to_chemistry#Toxins|toxins]] in bloodstream, the blood will be rejected (by vomit) and replaced with healthy blood. Also rejects implants such as mindshield implants.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spider_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Spider Gland&lt;br /&gt;
| Araneae cloister accelerator&lt;br /&gt;
| 2&lt;br /&gt;
| 240s&lt;br /&gt;
| Makes the abductee exhale spider pheromones and spawn spiderlings.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slime_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Slime Gland&lt;br /&gt;
| Gastric animation galvanizer&lt;br /&gt;
| 1&lt;br /&gt;
| 240s&lt;br /&gt;
| The abductee occasionally vomits slimes. Slimes will no longer attack the abductee.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emp_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Trauma Gland&lt;br /&gt;
| White matter randomiser&lt;br /&gt;
| 3&lt;br /&gt;
| 180s&lt;br /&gt;
| The abductee occasionally gains a random [[Brain Trauma|brain trauma]], up to five times. The traumas can range from [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic]] to [[Guide_to_Traumas#Deep-rooted_Prefix|deep-rooted]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Species_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Transform/species Gland&lt;br /&gt;
| Anthropmorphic transmorphosizer&lt;br /&gt;
| 7&lt;br /&gt;
| 30s&lt;br /&gt;
| Makes the abductee occasionally change appearance and species.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Egg_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Egg Gland&lt;br /&gt;
| Roe/enzymatic synthesizer&lt;br /&gt;
| 2&lt;br /&gt;
| 180s&lt;br /&gt;
| Makes the abductee lay eggs filled with random reagents.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stretch_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Stretch Gland&lt;br /&gt;
| Pliant cartilage enabler&lt;br /&gt;
| 4&lt;br /&gt;
| 180s&lt;br /&gt;
| Allows the abductee to crawl through vents without trouble.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mind_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Mindshock Gland&lt;br /&gt;
| Neural crosstalk uninhibitor&lt;br /&gt;
| 1&lt;br /&gt;
| 600s&lt;br /&gt;
| Makes the abductee emit a disrupting psychic wave every so often. This will either stun, cause hallucinations or deal random brain damage to people nearby.&lt;br /&gt;
When targeted by a Mind Interface Device, the mind control will be transmitted to all nearby mobs instead of the gland owner.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Viral_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Viral Gland&lt;br /&gt;
| Contamination incubator&lt;br /&gt;
| 1&lt;br /&gt;
| 180s&lt;br /&gt;
| Makes the abductee carrier of a random advanced [[Infections|disease]] - abductee is NOT affected.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Electric Gland&lt;br /&gt;
| Electron accumulator/discharger&lt;br /&gt;
| 2&lt;br /&gt;
| 90s&lt;br /&gt;
| The abductee becomes fully immune to electric shocks. Additionally, they will randomly discharge electric bolts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Chemical Gland&lt;br /&gt;
| Intrinsic pharma-provider&lt;br /&gt;
| 3&lt;br /&gt;
| 120s&lt;br /&gt;
| The abductee constantly produces random chemicals inside their bloodstream. They also quickly regenerate toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Plasma Gland&lt;br /&gt;
| Effluvium sanguine-synonym emitter&lt;br /&gt;
| 1&lt;br /&gt;
| 80s&lt;br /&gt;
| The abductee randomly emits clouds of plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Egg_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Blood Gland&lt;br /&gt;
| Pseudonuclear hemo-destabilizer&lt;br /&gt;
| 3&lt;br /&gt;
| 150s&lt;br /&gt;
| Periodically randomizes the abductee&#039;s bloodtype into a random reagent.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Quantum Gland&lt;br /&gt;
| Quantic de-observation matrix&lt;br /&gt;
| 2&lt;br /&gt;
| 120s&lt;br /&gt;
| Periodically links with a random person in view, then the abductee later swaps positions with that person.&lt;br /&gt;
When targeted by a Mind Interface Device, the mind control will also be replicated to the linked person.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mind_gland.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Access Gland&lt;br /&gt;
| Anagraphic electro-scrambler&lt;br /&gt;
| 3&lt;br /&gt;
| 90s&lt;br /&gt;
| After it activates, makes the abductee have intrinsic all access.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* It&#039;s not possible to teleport into the AI chamber, although there may be [[AI Upload|other ways]] of pacifying them.&lt;br /&gt;
* Teleport into the medbay storage room and steal medkits. This provides you with an easy way to heal.&lt;br /&gt;
* Implant the right organs for the job! Engineer or scientist? Consider EMP organs. Avoid giving healing or stretch glands to security or others who are likely to be a threat to you.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:ZENITH&amp;diff=3440</id>
		<title>User:ZENITH</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:ZENITH&amp;diff=3440"/>
		<updated>2025-01-08T01:01:09Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Created my own small user profile page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello World!&lt;br /&gt;
&lt;br /&gt;
You can call me ZENITH. &lt;br /&gt;
&lt;br /&gt;
Currently doing: wiki cleanup.&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Wizard&amp;diff=3439</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Wizard&amp;diff=3439"/>
		<updated>2025-01-08T00:56:39Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Added missing punctuation. Removed slur reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision | reason = Out of date as of https://github.com/tgstation/tgstation/pull/56958&amp;lt;br&amp;gt;Broken links also need fixing and overall checks on contents an images}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Generic_wizard.png&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Wizard&lt;br /&gt;
 |access = Wherever you can teleport to&lt;br /&gt;
 |difficulty = Very Hard&lt;br /&gt;
 |superior = [[Space Wizard Federation]]&lt;br /&gt;
 |duties = Welcome the crew to DIE or give them a magical show.&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}&lt;br /&gt;
{{Antag Dept header}}&lt;br /&gt;
[[File:Wizardship.png|500px|thumb|alt=Wizard&#039;s Ship|The Wizard&#039;s Ship]]&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You may be wondering, &#039;&#039;&amp;quot;Why, why mighty QuarterWizard, why do you send wizards to the station to destroy us all?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, denizen of the station, it&#039;s quite simple really: One or more of your crew has angered our magical Federation, and now you will all pay the price.&lt;br /&gt;
&lt;br /&gt;
If you&#039;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 &amp;quot;products of genetics research&amp;quot;, then you&#039;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.&lt;br /&gt;
&lt;br /&gt;
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. [[File:Wizhat.PNG]]&lt;br /&gt;
&lt;br /&gt;
===Wizarding 101===&lt;br /&gt;
If you are lucky enough to be chosen to be a wizard, you will spawn in the Wizard&#039;s Den, a completely inaccessible ship where you can safely plan your assault on the station. In addition to the various trinkets littering the Den, you begin with a spellbook in your backpack. Using the book, you can spend up to 10 spell points on any combination of wizardly magic that you choose. You also begin with a four-use Scroll of Teleport; if you don&#039;t take the Teleport spell, this scroll is how you board the station proper. Once you leave the Den there&#039;s no coming back, so make sure you&#039;re prepared!&lt;br /&gt;
&lt;br /&gt;
Upon spawning, you&#039;ll be asked to choose a suitably (or unsuitably) wizardy name. The magic mirror in your bathroom will let you freely change your name, appearance, and most interestingly race, if you want to play as an alien wizard; remember that many races have noticeable drawbacks, and aren&#039;t considered human by the AI.&lt;br /&gt;
&lt;br /&gt;
The most important part of any respectable wizard is their wizardly outfit. The hat and robes you begin with aren&#039;t just for style points; without them, roughly half of your list of spells become uncastable! If you don&#039;t like the classic blue wizard look, the Den has several other equally magical outfits of different appearances that all function identically. Unless you&#039;re playing a stealth wizard, keeping your pants on is absolutely vital. Do everything in your power to keep the crew from stripping you naked. Hurl spells, throw rocks, shout hurtful names at them. Whatever you do, don&#039;t let them touch the clothes.&lt;br /&gt;
&lt;br /&gt;
Use the Wizard&#039;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&#039;d like as long as you&#039;re here. Take your time, there&#039;s no need to jump in right away. You should also use the advanced camera console to spy on the station before leaving, to see what the crew is up to and find a safe place to teleport in.&lt;br /&gt;
&lt;br /&gt;
====Quick Checklist for new Wizards====&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Choose name, [[Guide_to_races|race]] and appearance with the magic mirror. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Spend 10 spell points with the spell book. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; Make sure you are wearing one of the robes and one of the hats (unless you plan to stealth or use robeless spells). All robes and hats/helmets found on the Wizard&#039;s ship have the same stats. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; (Optional): Bring anything else you think might be useful. The free staffs/brooms are just decorations or very weak melee weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; (Optional): Find a good location to teleport to with the advanced camera console. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;6.&#039;&#039;&#039; Use the scroll of teleportation to teleport to the station. Remember, you do not start with a flashlight. Maintenance will be pitch black.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After arriving to the station, you can do whatever you want. Cast spells by clicking the icons that appear to your upper left. They will be red when on cooldown.&lt;br /&gt;
&lt;br /&gt;
===Min-Maxing===&lt;br /&gt;
You can take any of your spells multiple times to upgrade them, generally giving them a lower cooldown. You can also turn yourself into almost any race via your Magic Mirror, some of which are more powerful than others.&lt;br /&gt;
&lt;br /&gt;
== Robed Spells ==&lt;br /&gt;
&#039;&#039;&#039;These spells require the Wizard&#039;s POWERFUL, MYSTICAL ROBES AND HAT. So wizards, for your own sake, never take off your robes.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#CBEFF1;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
| style=&#039;background-color:#227081;  width=&#039;125px&#039;|Spell name&lt;br /&gt;
| style=&#039;background-color:#227081;  width=&#039;100px&#039;|Cooldown&amp;lt;br&amp;gt; in seconds&lt;br /&gt;
| style=&#039;background-color:#227081;   width=&#039;50px&#039;|Cost&lt;br /&gt;
| style=&#039;background-color:#227081;  width=&#039;100px&#039;|Invocation&lt;br /&gt;
| style=&#039;background-color:#227081;               |Description&lt;br /&gt;
|-style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Attack Spells&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
!Rod Form&lt;br /&gt;
|25 &#039;&#039;&#039;/&#039;&#039;&#039; 21.2 &#039;&#039;&#039;/&#039;&#039;&#039; 17.5 &#039;&#039;&#039;/&#039;&#039;&#039; 13.7 &#039;&#039;&#039;/&#039;&#039;&#039; 10&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;CLANG!&#039;&#039;&lt;br /&gt;
|Take the form of a mighty immovable rod, capable of tearing walls down, destroy machinery and critically injure anyone foolish enough to stand in your path!&lt;br /&gt;
|-&lt;br /&gt;
!Smite&lt;br /&gt;
|60 &#039;&#039;&#039;/&#039;&#039;&#039; 50 &#039;&#039;&#039;/&#039;&#039;&#039; 40 &#039;&#039;&#039;/&#039;&#039;&#039;30 &#039;&#039;&#039;/&#039;&#039;&#039; 20&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;EI NATH!&#039;&#039;&lt;br /&gt;
|This spell will charge your hand with a powerful energy that can blow up the next person or cyborg that you touch. Their brain will still be recoverable. It is seen as a cheap way to kill.&lt;br /&gt;
|-&lt;br /&gt;
!Mutate&lt;br /&gt;
|40 &#039;&#039;&#039;/&#039;&#039;&#039; 37.5 &#039;&#039;&#039;/&#039;&#039;&#039; 35 &#039;&#039;&#039;/&#039;&#039;&#039; 32.5 &#039;&#039;&#039;/&#039;&#039;&#039; 30&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;BIRUZ BENNAR!&#039;&#039;&lt;br /&gt;
|Temporarily transforms the wizard into a stun-immune hulk, capable of destroying walls with their massive strength and of shooting lasers using their massive minds. To shoot lasers, use {{Combat_Mode}} and click on a non-adjacent target. 20 burn per shot. &lt;br /&gt;
|-&lt;br /&gt;
!Flesh to Stone&lt;br /&gt;
|60 &#039;&#039;&#039;/&#039;&#039;&#039; 50 &#039;&#039;&#039;/&#039;&#039;&#039; 40 &#039;&#039;&#039;/&#039;&#039;&#039; 30 &#039;&#039;&#039;/&#039;&#039;&#039; 20&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;STAUN EI!&#039;&#039;&lt;br /&gt;
|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&#039;t in good shape anymore the crew member won&#039;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&#039;s just a gimmick -- players turned into stone won&#039;t count as dead for objective purposes. However when this spell is paired with the &amp;quot;Staff of Animation&amp;quot; this becomes a spell even more devastating than Ei Nath or Fireballs.&lt;br /&gt;
&lt;br /&gt;
(tl;dr: Use it with a Staff of Animation or just use Ei Nath.)&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Blast&lt;br /&gt;
|30 &#039;&#039;&#039;/&#039;&#039;&#039; 23.25 &#039;&#039;&#039;/&#039;&#039;&#039; 16.5 &#039;&#039;&#039;/&#039;&#039;&#039; 9.75 &#039;&#039;&#039;/&#039;&#039;&#039; 3&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;UN&#039;LTD P&#039;WAH!&#039;&lt;br /&gt;
|Charges a lightning blast over 10 seconds. When it finishes channeling (you can move while charging) it will shoot a blast of lightning at a random mob within 7 tiles, dealing damage and stunning them. The blast can &amp;quot;chain&amp;quot; to up to 5 additional targets, and will stun and damage each of them (the damage decreases in potency with each &amp;quot;bounce&amp;quot;, but the stun length does not). If no mob is nearby on release, the spell&#039;s cooldown will reset. You cannot cast this spell again while it is still charging a tesla blast. The tesla blasts from this spell are not blocked by hardsuits or insulated gloves.&lt;br /&gt;
|-&lt;br /&gt;
!Lesser Summon Guns&lt;br /&gt;
|75 &#039;&#039;&#039;/&#039;&#039;&#039; 56.3 &#039;&#039;&#039;/&#039;&#039;&#039; 38 &#039;&#039;&#039;/&#039;&#039;&#039; 19.3 &#039;&#039;&#039;/&#039;&#039;&#039; 1&lt;br /&gt;
|3&lt;br /&gt;
|N/A&lt;br /&gt;
|Why reload when you have infinite guns? Summons an unending stream of bolt action rifles. They deal 20 brute and 80 stamina damage per shot. Requires both hands free to use. Learning this spell makes you unable to learn Arcane Barrage.&lt;br /&gt;
|-&lt;br /&gt;
!Arcane Barrage&lt;br /&gt;
|75 &#039;&#039;&#039;/&#039;&#039;&#039; 56.3 &#039;&#039;&#039;/&#039;&#039;&#039; 38 &#039;&#039;&#039;/&#039;&#039;&#039; 19.3 &#039;&#039;&#039;/&#039;&#039;&#039; 1&lt;br /&gt;
|3&lt;br /&gt;
|N/A&lt;br /&gt;
|Fire a torrent of arcane energy at your foes with this (powerful) spell. Requires both hands free to use. Deals 20 burn per shot. Learning this spell makes you unable to learn Lesser Summon Gun. &lt;br /&gt;
|- style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Defense Spells&#039;&#039;&#039;&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
!Magic Missile&lt;br /&gt;
|20 &#039;&#039;&#039;/&#039;&#039;&#039; 16.5 &#039;&#039;&#039;/&#039;&#039;&#039; 13 &#039;&#039;&#039;/&#039;&#039;&#039; 9.5 &#039;&#039;&#039;/&#039;&#039;&#039; 6&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;FORTI GY AMA!&#039;&#039;&lt;br /&gt;
|The bread and butter of most wizards. This spell summons little magical orbs that chase nearby targets, stunning them on hit. While slow, the orbs track their targets, making them very hard to avoid. Every target will have its own orb, so there&#039;s no limit to the amount of targets as long as they&#039;re in range.&lt;br /&gt;
|-&lt;br /&gt;
!Disable Technology&lt;br /&gt;
|40 &#039;&#039;&#039;/&#039;&#039;&#039; 35 &#039;&#039;&#039;/&#039;&#039;&#039; 30 &#039;&#039;&#039;/&#039;&#039;&#039; 25 &#039;&#039;&#039;/&#039;&#039;&#039; 20 &lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;NEC CANTIO!&#039;&#039;&lt;br /&gt;
|An EMP: disables all technology within range of the spell. Be wary -- it can shock doors.&lt;br /&gt;
|-&lt;br /&gt;
!Repulse&lt;br /&gt;
|40 &#039;&#039;&#039;/&#039;&#039;&#039; 37.5 &#039;&#039;&#039;/&#039;&#039;&#039; 35 &#039;&#039;&#039;/&#039;&#039;&#039; 32.5 &#039;&#039;&#039;/&#039;&#039;&#039; 30 &lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;GITTAH WEIGH!&#039;&#039;&lt;br /&gt;
|Throws everything around the user away. Range 5 tiles. 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.&lt;br /&gt;
|- &lt;br /&gt;
!Thrown Lightning&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|LIGHTNINGBOLT!!&lt;br /&gt;
|Forged from eldrich energies, a packet of pure power known as a spell packet will appear in your hand that when thrown will stun the target it hits. Deals no damage. Has no effect on targets wearing insulated gloves. &lt;br /&gt;
|- &lt;br /&gt;
!Stop Time&lt;br /&gt;
|50 &#039;&#039;&#039;/&#039;&#039;&#039; 40 &#039;&#039;&#039;/&#039;&#039;&#039; 30 &#039;&#039;&#039;/&#039;&#039;&#039; 20 &#039;&#039;&#039;/&#039;&#039;&#039; 10&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;TOKI YO TOMARE!&#039;&#039;&lt;br /&gt;
|Stops time in a 3x3 area around you. Affected mobs will be unable to move, and passing projectiles will be stopped until the timestop ends. This means it can be used to unload a laser gun into a target all at once. The caster (and the caster&#039;s Guardian Spirit if he/she has one), is, of course, unaffected by this spell.&lt;br /&gt;
|- &lt;br /&gt;
!Spacetime Distortion&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|Will distort the space around you, making it so walking on any of the distorted tiles could lead you to another random distorted tile. Will affect the caster too.&lt;br /&gt;
|-&lt;br /&gt;
!The Traps&lt;br /&gt;
|25 &#039;&#039;&#039;/&#039;&#039;&#039; 21.25 &#039;&#039;&#039;/&#039;&#039;&#039; 17.5 &#039;&#039;&#039;/&#039;&#039;&#039; 13.75 &#039;&#039;&#039;/&#039;&#039;&#039; 10&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;CAVERE INSIDIAS&#039;&#039;&lt;br /&gt;
|Summons various traps around you that will trigger upon being walked on or if an object is thrown over/across them. All untriggered traps disappear 5 minutes after the spell is cast. Includes fire, shock, ice and stun traps among others. You are, of course, immune to your own traps.&lt;br /&gt;
|-&lt;br /&gt;
!Lesser Summon Bees&lt;br /&gt;
|60 &#039;&#039;&#039;/&#039;&#039;&#039; 50 &#039;&#039;&#039;/&#039;&#039;&#039; 40 &#039;&#039;&#039;/&#039;&#039;&#039; 30 &#039;&#039;&#039;/&#039;&#039;&#039; 20&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;NOT THE BEES&#039;&#039;&lt;br /&gt;
|This spell magically kicks a transdimensional beehive, instantly summoning a swarm of bees to your location. These bees are NOT friendly to anyone, &#039;&#039;&#039;including you&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!Bestow Cursed Duffel Bag&lt;br /&gt;
|? &#039;&#039;&#039;/&#039;&#039;&#039; ? &#039;&#039;&#039;/&#039;&#039;&#039; ? &#039;&#039;&#039;/&#039;&#039;&#039; ? &#039;&#039;&#039;/&#039;&#039;&#039; ?&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;BA&#039;R A&#039;RP!&#039;&#039;&lt;br /&gt;
|A melee range curse that firmly attaches a demonic duffel bag to the target&#039;s back. Inflicts its victim with pacifism and clumsiness. The duffel bag will make the person it&#039;s attached to take periodical damage if it is not fed regularly. Regardless of whether or not it&#039;s been fed it will slow the person wearing it down significantly. The bag can be poisoned by feeding it burned messes.  &lt;br /&gt;
|- style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Mobility Spells&#039;&#039;&#039;&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
!Blink&lt;br /&gt;
|2 &#039;&#039;&#039;/&#039;&#039;&#039; 1.6 &#039;&#039;&#039;/&#039;&#039;&#039; 1.2 &#039;&#039;&#039;/&#039;&#039;&#039; 0.8 &#039;&#039;&#039;/&#039;&#039;&#039; 0.5&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
!Teleport&lt;br /&gt;
|60 &#039;&#039;&#039;/&#039;&#039;&#039; 50 &#039;&#039;&#039;/&#039;&#039;&#039; 40 &#039;&#039;&#039;/&#039;&#039;&#039; 30 &#039;&#039;&#039;/&#039;&#039;&#039; 20 &lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;SCYAR NILA!&#039;&#039;&lt;br /&gt;
|Instantly transports a space wizard to any location he pleases, as long as it&#039;s within range (the Z-level you&#039;re on.)&lt;br /&gt;
|-&lt;br /&gt;
!Ethereal Jaunt&lt;br /&gt;
|30 &#039;&#039;&#039;/&#039;&#039;&#039; 25 &#039;&#039;&#039;/&#039;&#039;&#039; 20 &#039;&#039;&#039;/&#039;&#039;&#039; 15 &#039;&#039;&#039;/&#039;&#039;&#039; 10&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|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. If the wizard was stunned while casting this, he won&#039;t be able to move until the stun wears off.&lt;br /&gt;
|-&lt;br /&gt;
!Soul Tap&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;AT ANY COST!&#039;&#039;&lt;br /&gt;
|Taps your soul. Trades 20 &#039;&#039;&#039;max&#039;&#039;&#039; health for a refresh of all of your spells. Does not work if you have no soul, from formerly using Bind Soul. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Robeless Spells ==&lt;br /&gt;
&#039;&#039;&#039;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. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#CBEFF1;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
| style=&#039;background-color:#227081;  width=&#039;125px&#039;|Spell name&lt;br /&gt;
| style=&#039;background-color:#227081;  width=&#039;100px&#039;|Cooldown&amp;lt;br&amp;gt; in seconds&lt;br /&gt;
| style=&#039;background-color:#227081;   width=&#039;50px&#039;|Cost&lt;br /&gt;
| style=&#039;background-color:#227081;  width=&#039;100px&#039;|Invocation&lt;br /&gt;
| style=&#039;background-color:#227081;               |Description&lt;br /&gt;
|-style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Attack Spells&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
!Fireball&lt;br /&gt;
|6 &#039;&#039;&#039;/&#039;&#039;&#039; 5 &#039;&#039;&#039;/&#039;&#039;&#039; 4 &#039;&#039;&#039;/&#039;&#039;&#039; 3 &#039;&#039;&#039;/&#039;&#039;&#039; 2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;ONI&#039;SOMA!&#039;&#039;&lt;br /&gt;
|Summons a destructive fireball in the caster&#039;s hand. When thrown it will detonate when adjacent to a target, blinding and deafening him and anyone around him, as well as dealing high damage and usually knockdown. Fireballs are dangerous, though: they will damage the caster as well, if he ends up in the blast radius. Can be cast while stunned. Range is 8 tiles plus 2 per upgrade. &lt;br /&gt;
|-&lt;br /&gt;
!Lightning Bolt&lt;br /&gt;
|10 &#039;&#039;&#039;/&#039;&#039;&#039; 8 &#039;&#039;&#039;/&#039;&#039;&#039; 6 &#039;&#039;&#039;/&#039;&#039;&#039; 4 &#039;&#039;&#039;/&#039;&#039;&#039; 2&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;P&#039;WAH, UNLIM&#039;TED P&#039;WAH&#039;&#039;&lt;br /&gt;
|Charges a lightning ball. Click a target to shoot it. The bolt will arc and split damage between people hit. Does not stun. Is not blocked by hardsuits or insulated gloves. &lt;br /&gt;
|-&lt;br /&gt;
!Blind&lt;br /&gt;
|30 &#039;&#039;&#039;/&#039;&#039;&#039; 23.7 &#039;&#039;&#039;/&#039;&#039;&#039; 17.5 &#039;&#039;&#039;/&#039;&#039;&#039; 11.2 &#039;&#039;&#039;/&#039;&#039;&#039; 5&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;STI KALY!&#039;&#039;&lt;br /&gt;
|Blinds an individual temporarily.&lt;br /&gt;
|-&lt;br /&gt;
!Curse of the barnyard&lt;br /&gt;
|15 &#039;&#039;&#039;/&#039;&#039;&#039; 12 &#039;&#039;&#039;/&#039;&#039;&#039; 9 &#039;&#039;&#039;/&#039;&#039;&#039; 6 &#039;&#039;&#039;/&#039;&#039;&#039; 3&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;KN&#039;A`FTAGHU,`PUCK`&#039;BTHNK!&#039;&#039;&lt;br /&gt;
|This spell dooms an unlucky soul to possess the speech and facial attributes of a barnyard animal. Anyone unfortunate enough to be targeted with this spell cannot remove the mask without the help of [[Guide_to_chemistry#Fluorosulfuric_Acid|chemistry]] and can only communicate with obnoxious animal noises. For when you just don&#039;t give a fuck.&lt;br /&gt;
|-&lt;br /&gt;
!Spell Cards&lt;br /&gt;
|5 &#039;&#039;&#039;/&#039;&#039;&#039; 4 &#039;&#039;&#039;/&#039;&#039;&#039; 3 &#039;&#039;&#039;/&#039;&#039;&#039; 2 &#039;&#039;&#039;/&#039;&#039;&#039; 1&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Sigi&#039;lu`M&#039;Fan`&#039;Tasia&#039;&#039;&lt;br /&gt;
|Activate and you&#039;ll be able to shoot five shotgun-like bursts of spell cards, which deal minor burn damage (about 14 per full burst). The cards fly similarly to paper airplanes. &lt;br /&gt;
|-style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Defense Spells&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
!Smoke&lt;br /&gt;
|12 &#039;&#039;&#039;/&#039;&#039;&#039; 9.5 &#039;&#039;&#039;/&#039;&#039;&#039; 7 &#039;&#039;&#039;/&#039;&#039;&#039; 4.5 &#039;&#039;&#039;/&#039;&#039;&#039; 2&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|A large shroud of smoke. It can hide the wizard, and makes people in it cough causing them to drop items.&lt;br /&gt;
|- &lt;br /&gt;
!Forcewall&lt;br /&gt;
|10 &#039;&#039;&#039;/&#039;&#039;&#039; 8.7 &#039;&#039;&#039;/&#039;&#039;&#039; 7.5 &#039;&#039;&#039;/&#039;&#039;&#039; 6.2 &#039;&#039;&#039;/&#039;&#039;&#039; 5 &lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;TARCOL MINTI ZHERI!&#039;&#039;&lt;br /&gt;
|Prevents the [[Assistant|simpletons]] from traveling over a 1x3 area. The wall lasts 30 seconds and are indestructible. The caster can pass freely through it.&lt;br /&gt;
|- &lt;br /&gt;
!Bind Soul&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;NECREM IMORTIUM!&#039;&#039;&lt;br /&gt;
|A dark necromantic pact that can forever bind your soul to an item of your choosing. That item becomes your phylactory and changes color. You should hide it somewhere on the station. As long as both your body and the item remain intact and on the same plane you will revive from death after some time, even if your body is completely destroyed. The time between reincarnations grows steadily with use. Binding your soul turns you into a skeleton. The crew might call you a &amp;quot;lich&amp;quot;, even though such race does not exist. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When revived you get a new set of wizard robe and hat. People can somewhat track your phylactory by following the direction of the particle effect that comes from your body when you revive. &lt;br /&gt;
|-style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Mobility Spells&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
!Mind Swap&amp;lt;br&amp;gt; (aka Mind Transfer)&lt;br /&gt;
|60 &#039;&#039;&#039;/&#039;&#039;&#039; 50 &#039;&#039;&#039;/&#039;&#039;&#039; 40 &#039;&#039;&#039;/&#039;&#039;&#039; 30 &#039;&#039;&#039;/&#039;&#039;&#039; 20&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;GIN&#039;YU CAPAN!&#039;&#039;&lt;br /&gt;
|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. Only works at melee range.&amp;lt;br&amp;gt;&lt;br /&gt;
Does not work on cultists, revolutionaries, changelings, petrified people or summoned demons.&lt;br /&gt;
|-&lt;br /&gt;
!Knock&lt;br /&gt;
|10 &#039;&#039;&#039;/&#039;&#039;&#039; 8 &#039;&#039;&#039;/&#039;&#039;&#039; 6 &#039;&#039;&#039;/&#039;&#039;&#039; 4 &#039;&#039;&#039;/&#039;&#039;&#039; 2&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;AULIE OXIN FIERA!&#039;&#039;&lt;br /&gt;
|Opens any doors within range, no matter what type. Also opens bolted doors and locked closets.&lt;br /&gt;
|-style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Assistance Spells&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
!Instant Summons&amp;lt;br&amp;gt; (aka Summon Item)&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;GAR YOK&#039;&#039;&lt;br /&gt;
|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&#039;ll end up getting it stolen from you. If the item is within a container, the whole container will be teleported to you.&lt;br /&gt;
|-&lt;br /&gt;
!Charge&lt;br /&gt;
|60 &#039;&#039;&#039;/&#039;&#039;&#039; 55 &#039;&#039;&#039;/&#039;&#039;&#039; 50 &#039;&#039;&#039;/&#039;&#039;&#039; 45 &#039;&#039;&#039;/&#039;&#039;&#039; 40&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;DI&#039;RI CEL!&#039;&#039;&lt;br /&gt;
|Recharges one item held in your hand. Useful for recharging magical artifacts that typically run dry after a few shots. They&#039;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.&lt;br /&gt;
|-&lt;br /&gt;
!Shapechange&amp;lt;br&amp;gt;(aka Wild Shapeshift)&lt;br /&gt;
|20 &#039;&#039;&#039;/&#039;&#039;&#039; 16.2 &#039;&#039;&#039;/&#039;&#039;&#039; 12.5 &#039;&#039;&#039;/&#039;&#039;&#039; 8.7 &#039;&#039;&#039;/&#039;&#039;&#039; 5&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;RAC&#039;WA NO!&#039;&#039;&lt;br /&gt;
|Allows you to choose an animal form. You can choose between a mouse (can ventcrawl), a corgi, a chaos magicarp, an ED209 bot, or a juggernaut. Once you choose your form you won&#039;t be able to pick the others; you can swap to this form and back to human by using the spell.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&#039;&#039;&#039;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.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Magical staves, swords and hammers generally never fit in backpacks or bags, and must be worn in the back slot. Remember you need a hand free to be able to use the scroll of teleportation to get to the station. You can not use the teleport spell to get to the station. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#CBEFF1;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
| style=&#039;background-color:#227081;  width=125px&#039;|Item&lt;br /&gt;
| style=&#039;background-color:#227081;   width=25px&#039;|Cost&lt;br /&gt;
| style=&#039;background-color:#227081;              |Description&lt;br /&gt;
|-style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Attack&#039;&#039;&#039;&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
![[File:Staff change.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Staff of Change&lt;br /&gt;
|2&lt;br /&gt;
|Allows the wizard to randomly change anyone and anything into an alien, slime, lizardman, cyborg, Syndicate cyborg, monkey, or more! Holds up to 6 charges, and recharges one every 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Staff of chaos.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Staff of Chaos&lt;br /&gt;
|2&lt;br /&gt;
|Shoots random magic bolts. Charges faster and can hold more shots than other staves: it holds up to 10 charges, and recharges one every 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spellblade.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Spellblade&lt;br /&gt;
|2&lt;br /&gt;
|A fairly robust sword with 50% block chance, that can shoot out magic bolts that deal 15 fire damage with some armor penetration that have a high chance of dismembering the limbs it&#039;s aimed at. Holds up to 4 charges, and recharges one every 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mjolnir.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Mjolnir&lt;br /&gt;
|2&lt;br /&gt;
|The mighty hammer of Thor. Striking your foes with it will send them flying away from you while also stunning them 1.5 seconds and [[Status_Effects#Knockdown|knocking them down]] 10 seconds. Can be thrown to achieve the same effect.&lt;br /&gt;
|-&lt;br /&gt;
![[File:SingularityHammer.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Singularity Hammer&lt;br /&gt;
|2&lt;br /&gt;
|A hammer that creates a powerful gravitational field around its target, pulling everything towards it on hit.&lt;br /&gt;
|- style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Staffofhealing.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Staff of Healing&lt;br /&gt;
|1&lt;br /&gt;
|Shoots bolts that can fully heal the living and resurrect the dead. &#039;&#039;&#039;Does not work on yourself&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!|[[File:LockerStaff.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Staff of the Locker&lt;br /&gt;
|2&lt;br /&gt;
|A staff that shoots arcane lockers. It eats anyone it hits on its way, leaving a welded locker with your victims behind.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scrying_orb.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Scrying Orb&lt;br /&gt;
|2&lt;br /&gt;
|Summoning this crackling orb of energy will grant you X-ray vision and the 6th Sense, allowing you to hear the [[Ghost|ghosts]] chattering. You will lose this powers if it ever leaves your inventory, however. Additionally, it allows you to [[ghost]] while alive, letting you speak with any dead souls personally and allowing you to float around as one. A deceptively powerful tool for spying, essential for the elusive stealth wizard. Don&#039;t forget about your body while you&#039;re pondering your orb, though!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soulstone Belt.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Wand Assortment&lt;br /&gt;
|2&lt;br /&gt;
|A belt that comes of one of each useful [[Wizard#Magical Items|wand]]; unlike staves, they do not regenerate their shots.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wizardsuit.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Mastercrafted armor&lt;br /&gt;
|2&lt;br /&gt;
|A magic-gem-encrusted spacesuit, it 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!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Battlemage armor.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Battlemage armor&lt;br /&gt;
|2&lt;br /&gt;
|An ensorcelled suit of armour, protected by a powerful shield. The shield can completly negate sixteen attacks before being permanently depleted.&lt;br /&gt;
|-&lt;br /&gt;
!|[[File:flux anomaly.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Battlemage armor charge&lt;br /&gt;
|1&lt;br /&gt;
|A powerful defensive rune, it will grant eight additional charges to a suit of battlemage armour.&lt;br /&gt;
|-style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Staff of door creation.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Staff of Door Creation&lt;br /&gt;
|1&lt;br /&gt;
|Works the same as the wand of door creation. There is apparently demand for this! Holds up to 10 charges, and recharges one every 2 seconds.&lt;br /&gt;
|- &lt;br /&gt;
![[File:Warp whistle.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Warp whistle&lt;br /&gt;
|1&lt;br /&gt;
|A strange whistle that will transport you to a distant safe place on the station. There is a window of vulnerability at the begining of every use.&lt;br /&gt;
|- style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Assistance&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Staff of animation.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Staff of Animation&lt;br /&gt;
|2&lt;br /&gt;
|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). 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 &amp;quot;MY EYES!&amp;quot; variety), are near-invincible  and receive explicit instructions to not harm or kill the Wizard. However, these statues may also blind you. Holds up to 6 charges, and recharges one every 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soulstone.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Six Soul Stone Shards&lt;br /&gt;
|2&lt;br /&gt;
|A belt filled with 6 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.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Necrostone.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Necromantic Stone&lt;br /&gt;
|2&lt;br /&gt;
|This stone will allows you to raise dead people as skeletal thralls. Using it does not deplete the stone, but you can only have up to 3 active thralls at a time. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Scroll.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Contract of Apprenticeship&lt;br /&gt;
|2&lt;br /&gt;
|A magical contract binding an apprentice wizard to your service, using it will summon them to your side.&amp;lt;br&amp;gt; Using this contract will send a prompt to ghost who have wizard enabled as a role: should any answer yes, after 15 seconds you will find yourself with a brand new alcolyte. Should they answer no, or if there are no ghosts at the moment, you can try again later or refund the contract by clicking the spellbook with it. If you do keep yours around note that contracts can be used by non-wizards too.&amp;lt;br&amp;gt; When you use the contract you are able to choose from four sets of two spells for the apprentice to learn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Destruction:&#039;&#039;&#039; Fireball + Magic Missile&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluespace Manipulation:&#039;&#039;&#039; Jaunt + Teleport&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Robeless:&#039;&#039;&#039; Knock + Mindswap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing:&#039;&#039;&#039; Forcewall + Charge/Staff of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Remember that your survival is paramount! The round doesn&#039;t end if your apprentice dies, but do try to keep him alive.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Syndi cards.png|64px|class=pixelart]]&amp;lt;br&amp;gt;[[File:Guardianspirits.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Guardian deck{{Anchor|Guardian deck}}&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt; &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show contents&amp;quot;&amp;gt;&#039;&#039;&#039;Contents include:&#039;&#039;&#039;&lt;br /&gt;
A deck of tarot cards, capable of binding a [[Holoparasite|personal guardian]] to your body. There are multiple types of [[Holoparasite|guardian]] available, but all of them will transfer some amount of damage to you. It would be wise to avoid buying these with anything capable of causing you to swap bodies with others.&amp;lt;br&amp;gt;&lt;br /&gt;
Types of [[Holoparasite|guardian]]:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assassin&#039;&#039;&#039;:&amp;lt;br&amp;gt; Does medium damage and takes full damage, but can enter stealth, causing its next attack to do massive damage and ignore armor. However, it becomes briefly unable to recall after attacking from stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaos&#039;&#039;&#039;: &amp;lt;br&amp;gt;Ignites enemies on touch and causes them to hallucinate all nearby people as the guardian. Automatically extinguishes the user if they catch on fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charger&#039;&#039;&#039;:&amp;lt;br&amp;gt; Moves extremely fast, does medium damage on attack, and can charge at targets, damaging the first target hit and forcing them to drop any items they are holding.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterous&#039;&#039;&#039;: &amp;lt;br&amp;gt;Does low damage on attack, but is capable of holding items and storing a single item within it. It will drop items held in its hands when it recalls, but it will retain the stored item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Explosive&#039;&#039;&#039;: &amp;lt;br&amp;gt;High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gravitokinetic&#039;&#039;&#039;:&amp;lt;br&amp;gt;Attacks will apply a field of heavy gravity on the target, slowing them and making them drop held items. Can alt-click ground to manually place heavy gravity fields. Recalling or moving over 10 tiles away from the fields will remove them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lightning&#039;&#039;&#039;: &amp;lt;br&amp;gt;Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Protector&#039;&#039;&#039;: &amp;lt;br&amp;gt;Causes you to teleport to it when out of range, unlike other parasites. Has two modes; Combat, where it does and takes medium damage, and Protection, where it does and takes almost no damage but moves slightly slower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039;: &amp;lt;br&amp;gt;Has two modes. Ranged; which fires a constant stream of weak, armor-ignoring projectiles. Scout; Cannot attack, but can move through walls and is quite hard to see. Can lay surveillance snares, which alert it when crossed, in either mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard&#039;&#039;&#039;: &amp;lt;br&amp;gt;Devastating close combat attacks and high damage resist. Can smash through weak walls.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wiz_vial.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Bottle of Blood&lt;br /&gt;
|2&lt;br /&gt;
|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&#039;ll try to kill you if it gets the chance, but it can decimate an unarmed crew. Maximum of 3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wiz_vial.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Bottle of Tickles&lt;br /&gt;
|1&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magical Items==&lt;br /&gt;
&#039;&#039;&#039;Wands, unlike staves, do not recharge over time. They can be recharged with the Charge spell, but even then they may lose maximum charges after every charge.&lt;br /&gt;
&lt;br /&gt;
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.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#CBEFF1;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
| style=&#039;background-color:#227081;  width=125px&#039;|Item&lt;br /&gt;
| style=&#039;background-color:#227081;   width=25px&#039;|Charges&lt;br /&gt;
| style=&#039;background-color:#227081;              |Description&lt;br /&gt;
|-style=&#039;background-color:#227081; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Wands&#039;&#039;&#039;&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
![[File:Wand of death.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Wand of Death:&lt;br /&gt;
|3 &lt;br /&gt;
|Can and will kill anything instantly. Nasty, nasty stuff.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wand of healing.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Wand of Healing:&lt;br /&gt;
|10&lt;br /&gt;
|This wand uses healing magics to heal the living and revive the dead. Rarely utilized, for some reason.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wand of polymorph.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Wand of Polymorph:&lt;br /&gt;
|10&lt;br /&gt;
|For when you just need a change. Be careful if using on yourself, as many potential forms lack arms to wield the wand!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wand of teleportation.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Wand of Teleportation:&lt;br /&gt;
|10&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wand of door creation.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Wand of Door Creation:&lt;br /&gt;
|20&lt;br /&gt;
|For when you need an easy way out. Point at a solid wall and fire -- who needs ID cards in this day and age?&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wand of fireball.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Wand of Fireball:&lt;br /&gt;
|8&lt;br /&gt;
|Useful for burning those you don&#039;t like and everyone else too. Point away from face.&lt;br /&gt;
|-&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
| style=&#039;background-color:#227081;  width=125px&#039;|Item&lt;br /&gt;
| style=&#039;background-color:#227081;  width=150px&#039;|Effect&lt;br /&gt;
| style=&#039;background-color:#227081;              |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Smoke spellbook.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Smoke&lt;br /&gt;
|Makes the user extremely hungry.&lt;br /&gt;
|This book is overflowing with the dank arts. Teaches ONE user smoke.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sacred flame.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Sacred Flame&lt;br /&gt;
|Glows ominously, but does nothing.&lt;br /&gt;
|Become one with the flames that burn within... and invite others to do so as well. Teaches ONE user sacred flame. &amp;lt;br&amp;gt; Sacred flame ignites you and those around you on fire. Get protective gear!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mindswap spellbook.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Mindswap&lt;br /&gt;
|Does nothing to the first user; when a second user reads it, the users&#039; minds will be swapped.&lt;br /&gt;
|This book&#039;s cover is pristine, though its pages look ragged and torn. Teaches ONE user mindswap.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Knock spellbook.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Knock&lt;br /&gt;
|User is knocked down for a long time.&lt;br /&gt;
|This book is hard to hold closed properly. Teaches ONE user knock.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Forcewall spellbook.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Forcewall&lt;br /&gt;
|User is petrified for a minute.&lt;br /&gt;
|This book has a dedication to mimes everywhere inside the front cover. Teaches ONE user forcewall.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Summon spellbook.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Instant Summon&lt;br /&gt;
|The book vanishes.&lt;br /&gt;
|This book is bright and garish, very hard to miss. Teaches ONE user instant summon.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fireball spellbook.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Fireball&lt;br /&gt;
|Causes an explosion centered on the user.&lt;br /&gt;
|This book feels warm to the touch. Teaches ONE user fireball.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Charging spellbook.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Charging&lt;br /&gt;
|Emits a short-ranged EMP pulse.&lt;br /&gt;
|This book is made of 100% post-consumer wizard. Teaches ONE user charge.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blind spellbook.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Blind&lt;br /&gt;
|User is blinded for some time.&lt;br /&gt;
|This book looks blurry, no matter how you look at it. Teaches ONE user blind.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Barnyard curse spellbook.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Book of Barnyard Curse&lt;br /&gt;
|Casts barnyard on the user.&lt;br /&gt;
|This book is more horse than your mind has room for. Teaches ONE user the barnyard curse.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&#039;&#039;&#039;Rituals are powerful, one-time use spell that can only be cast from your spell book 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.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| style=&#039;background-color:black; color:red;&#039;                     |&#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:black; color:red;&#039; width=&#039;50px&#039;        |&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:black; color:red;&#039; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
!Summon Ghosts&lt;br /&gt;
|0&lt;br /&gt;
|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.&lt;br /&gt;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
!Summon Guns&lt;br /&gt;
|2&lt;br /&gt;
|A strong spell that can be used only once. Summons a random weapon at everyone&#039;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 [[Game_Mode#Dynamic|dynamic mode]] except on maximum threat level. &lt;br /&gt;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
!Summon Magic&lt;br /&gt;
|2&lt;br /&gt;
|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 [[Game_Mode#Dynamic|dynamic mode]] except on maximum threat level. &lt;br /&gt;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
!Summon Events&lt;br /&gt;
|2&lt;br /&gt;
|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 [[Game_Mode#Dynamic|dynamic mode]] except on maximum threat level. &lt;br /&gt;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
!Curse of Madness&lt;br /&gt;
|4&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wiznerd Events ===&lt;br /&gt;
The big bad list of all the devious magical events that replace the usual random events on the station. These happen uppon purchasing the &#039;&#039;&#039;Summon Events&#039;&#039;&#039; ritual at least once, and their frequency increases with each purchase.&lt;br /&gt;
&lt;br /&gt;
WARNING: This table has not been updated in a long time, and is severely out of date. Do not expect all of the events listed in this table to still be in the game.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EDFDEE;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
| style=&#039;background-color:#03BA0F; width:125px;&#039;      |Special Event&lt;br /&gt;
| style=&#039;background-color:#03BA0F; width:75px;&#039;       |Chance&lt;br /&gt;
| style=&#039;background-color:#03BA0F; width:250px;&#039;      |Prompt&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#03BA0F&#039; |Effects&lt;br /&gt;
|- &lt;br /&gt;
!Advanced Darkness&amp;lt;br&amp;gt;&lt;br /&gt;
|Low&lt;br /&gt;
|&#039;&#039;&#039;Warning&#039;&#039;&#039;: &amp;lt;br&amp;gt;Your eyes hurt... a vignette settles in your vision and closes in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Start&#039;&#039;&#039;: &amp;lt;br&amp;gt;This isn&#039;t your average everyday darkness... this is &#039;&#039;advanced&#039;&#039; darkness!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;: &amp;lt;br&amp;gt;At last, the darkness recedes.&amp;lt;br&amp;gt;&lt;br /&gt;
|Restricts the vision of affected mobs to a single tile in the cardinal directions. Flashlights, normal lights, they all do jack when you&#039;re trapped in Rock Bottom.&lt;br /&gt;
|-&lt;br /&gt;
!Blobies&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|Some corpses turn into non-sentient Blob Zombies which are non-infectious.&lt;br /&gt;
|-&lt;br /&gt;
!Change Faces&lt;br /&gt;
|High&lt;br /&gt;
|None&lt;br /&gt;
|All sentient beings (including the wizard) swap their faces randomly,&lt;br /&gt;
|-&lt;br /&gt;
!Change Minds&lt;br /&gt;
|Very Low&lt;br /&gt;
|None&lt;br /&gt;
|All sentient beings (except for the wizard) swap their minds randomly. An assistant can have his mind swapped with the captain, antags are carried along with the mind, but if you&#039;re a changeling, you&#039;re sort of boned.&lt;br /&gt;
|-&lt;br /&gt;
!Change Places&lt;br /&gt;
|Low&lt;br /&gt;
|None&lt;br /&gt;
|All sentient beings swap places randomly (if they are in the station,)&lt;br /&gt;
|-&lt;br /&gt;
!Cursed Items&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|[[Shaft Miner#The Loot|Cursed Katanas]], Fake Wizard Robes, LSD Laced Cigarettes, Boxing Gloves, Luchador Masks, Chameleon Masks, and Cat Ears are distributed among the crew.&lt;br /&gt;
|-&lt;br /&gt;
!Department Revolt&lt;br /&gt;
|Very Low&lt;br /&gt;
|The nation of [nation] has been formed. Affected jobs are [message]&lt;br /&gt;
|&#039;&#039;&#039;You are a separatist! [nation] forever! Protect the sovereignty of your newfound land with your comrades in arms!&#039;&#039;&#039; A random department (greytide, medbay, engineering, science, cargo, or civilian) secedes from the station. &#039;&#039;OH CARGONIA...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Fake Explosion&lt;br /&gt;
|Very Low&lt;br /&gt;
|None&lt;br /&gt;
|Nuclear alarms go off, makes everyone shit their pants.&lt;br /&gt;
|-&lt;br /&gt;
!Ghost&lt;br /&gt;
|Average&lt;br /&gt;
|You suddenly feel extremely obvious...&lt;br /&gt;
|Ghosts are now visible to the crew.&lt;br /&gt;
|-&lt;br /&gt;
!Greentext&lt;br /&gt;
|High&lt;br /&gt;
|The mythical greentext appear at your feet! Pick it up if you dare...&lt;br /&gt;
|Anyone who picks up the greentext gains an objective to escape alive while carrying the greentext. Problem is, the greentext is absolutely gargantuan and weighs a literal ton.&lt;br /&gt;
|-&lt;br /&gt;
!Indentity Spoof&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|Everyone gets random wizard names, including the wizard. Will the real wizard please stand up?&lt;br /&gt;
|-&lt;br /&gt;
!Imposter&lt;br /&gt;
|Very Low&lt;br /&gt;
|None&lt;br /&gt;
|A fake, identical body double to the real wizard spawns. Can cast fake spells to confuse and scare the crew.&lt;br /&gt;
|-&lt;br /&gt;
!Improved Casting&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|The cooldown of a single spell for the Wizard is decreased as if that spell had been taken again.&lt;br /&gt;
|-&lt;br /&gt;
!Invincible&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|A random human is injected with 40 units of adminordrazine, making them invincible for 100 ticks.&lt;br /&gt;
|-&lt;br /&gt;
!Lava&lt;br /&gt;
|Low&lt;br /&gt;
|&#039;&#039;&#039;Warning&#039;&#039;&#039;: &amp;lt;br&amp;gt;You feel the ground beneath you getting hot. Waves of heat distort the air.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Start&#039;&#039;&#039;: &amp;lt;br&amp;gt;The floor is lava! Get on top of something!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;: &amp;lt;br&amp;gt;The ground cools and returns to its usual form.&amp;lt;br&amp;gt;&lt;br /&gt;
|The ground turns into surprisingly cool lava, lightly damaging anything on the floor. Flood the station with plasma for optimal effect.&lt;br /&gt;
|-&lt;br /&gt;
!Magicarp&lt;br /&gt;
|Very Low&lt;br /&gt;
|Unknown magical entities have been detected near [station_name()], please stand-by.&lt;br /&gt;
|Magicarps and Chaos Magicarps are spawned around the station.&lt;br /&gt;
|-&lt;br /&gt;
!Petsplosion&lt;br /&gt;
|Low&lt;br /&gt;
|None&lt;br /&gt;
|The bane of every HOP. Animals around the station start to randomly gib.&lt;br /&gt;
|-&lt;br /&gt;
!Possession&lt;br /&gt;
|Low&lt;br /&gt;
|You suddenly feel a welling of new spooky powers...&lt;br /&gt;
|Ghosts become visible to the crew, and can possess objects and spook people.&lt;br /&gt;
|-&lt;br /&gt;
!Race&lt;br /&gt;
|Low&lt;br /&gt;
|You feel somehow... different?&lt;br /&gt;
|Everyone turns into a random different species. Very unfortunate if you happen to turn into a Plasmaman.&lt;br /&gt;
|-&lt;br /&gt;
!RPG Loot&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|All items get a snazzy little pronoun which either buffs or nerfs the item. Items can be buffed by using an item fortification scroll.&lt;br /&gt;
|-&lt;br /&gt;
!Robeless Casting&lt;br /&gt;
|Low&lt;br /&gt;
|None&lt;br /&gt;
|The wizard can now cast all of his spells without any of his robes.&lt;br /&gt;
|-&lt;br /&gt;
!Summon Guns&lt;br /&gt;
|Very Low&lt;br /&gt;
|None&lt;br /&gt;
|Everyone gets guns. Some even receive a survival objective.&lt;br /&gt;
|-&lt;br /&gt;
!Summon Magic&lt;br /&gt;
|Very Low&lt;br /&gt;
|None&lt;br /&gt;
|Everyone gets a wand. Some receive an extra objective to steal magical items.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magical Traumas ===&lt;br /&gt;
These [[Brain Trauma|Brain Traumas]] only appear when you (the wizard) cast the &#039;&#039;&#039;Curse of Madness&#039;&#039;&#039; ritual before heading to the station. There is a &#039;&#039;&#039;20%&#039;&#039;&#039; chance that a person will have a Magical Trauma rather than a [[Brain Trauma#Mild|mild/]][[Brain Trauma#Severe|severe/]][[Brain Trauma#Special|special trauma]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFCCFF;&amp;quot; &lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#DE60DE;&#039; |Name &lt;br /&gt;
| style=&#039;background-color:#DE60DE;&#039; |Warning Message &lt;br /&gt;
| style=&#039;background-color:#DE60DE;&#039; |Scan Message&lt;br /&gt;
| style=&#039;background-color:#DE60DE;&#039; |Effect &lt;br /&gt;
|-&lt;br /&gt;
! Athaumasia&lt;br /&gt;
| style=&amp;quot;color:#000099&amp;quot; | You realize that magic cannot be real. &amp;lt;br&amp;gt;&lt;br /&gt;
| Thaumic Blank &lt;br /&gt;
| Gives the victim an immunity to magical effects and projectiles. Mind over magic, baby. &lt;br /&gt;
|-&lt;br /&gt;
! Lumiphobia&lt;br /&gt;
| style=&amp;quot;color:#ff0000&amp;quot; | &#039;&#039;You feel a craving for darkness.&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;The light burns you!&#039;&#039;&lt;br /&gt;
| Light Hypersensitivity &lt;br /&gt;
| Makes the victim hyper-sensitive to light, causing them to burn when exposed to anything more than a dim glow. &lt;br /&gt;
|-&lt;br /&gt;
! Poltergeist&lt;br /&gt;
| style=&amp;quot;color:#ff0000&amp;quot; | &#039;&#039;You feel a hateful presence close to you.&#039;&#039; &lt;br /&gt;
| Paranormal Activity &lt;br /&gt;
| The victim is haunted by a poltergeist that will aggressively throw objects in the area towards him/her.  &lt;br /&gt;
|-&lt;br /&gt;
! Stalking Phantom&lt;br /&gt;
| style=&amp;quot;color:#ff0000&amp;quot; | &#039;&#039;You feel like something wants to kill you...&#039;&#039; &amp;lt;br&amp;gt; &amp;lt;b&amp;gt;&#039;&#039;It&#039;s coming closer...&#039;&#039;&amp;lt;/b&amp;gt; &lt;br /&gt;
| Extra-sensory Paranoia &lt;br /&gt;
| 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The AI and You! ==&lt;br /&gt;
&#039;&#039;&#039;NOTICE: THE WIZ IS HUMAN&#039;&#039;&#039; (unless he is a [[lizardperson|lizard wizard]] or a [[Skeleton]], or something that&#039;s, you know, not a human.)&lt;br /&gt;
&lt;br /&gt;
Usually, when you go on your long space adventure, you come across an AI.&lt;br /&gt;
&lt;br /&gt;
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 [[Beyond the impossible|trained by the greatest]]!) If this happens, go into the AI core, and see how he can track you while it&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re feeling nice and don&#039;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, &#039;&#039;upload it!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After that, the AI will be very nice to you, and serve you, his master.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Friendly Wizard ==&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
== Beginner and Popular Loadouts ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;t overspecialize.&lt;br /&gt;
&lt;br /&gt;
===The Beginner Wizard===&lt;br /&gt;
* Magic Missile (2)&lt;br /&gt;
* Ethereal Jaunt (2)&lt;br /&gt;
* Blink (2)&lt;br /&gt;
* Fireball (2) OR Mutate (2) OR Mjolnir and Instant Summons (2+1)&lt;br /&gt;
* 1-2 points left.&lt;br /&gt;
&lt;br /&gt;
A basic, but robust set up. Gives you good offensive and defensive capabilities that favor hit and run attacks. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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}}, but has a cooldown between uses, meaning you&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===The Murderboner===&lt;br /&gt;
* Fireball (2) OR Mjolnir and Instant Summons (2+1)&lt;br /&gt;
* Stop Time (2)&lt;br /&gt;
* Ethereal Jaunt (2) OR Rod Form (2)&lt;br /&gt;
* The Traps (1)&lt;br /&gt;
* 2-3 points left.&lt;br /&gt;
&lt;br /&gt;
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&#039;s invisibility and freedom of movement for the power to ram enemies you pass through and generally ruin the station&#039;s walls. The Traps is an extremely cost effective defensive tool, and can easily trip up pursuers to be murdered.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===The Survivalist===&lt;br /&gt;
* Fireball (2) OR Mutate (2)&lt;br /&gt;
* Blink (2)&lt;br /&gt;
* Ethereal Jaunt (2)&lt;br /&gt;
* Warp Whistle (1)&lt;br /&gt;
* The Traps (1)&lt;br /&gt;
* 2 points left.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t care about killing but instead want to simply survive, this loadout gives you three mobility spells, as well as The Traps. You&#039;ll be very difficult to pin down, but your offensive powers will be lacking unless you steal mundane weapons from the station.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Stealth Wizard===&lt;br /&gt;
* Fireball (2)&lt;br /&gt;
* Knock (1)&lt;br /&gt;
* Shapechange (1)&lt;br /&gt;
* Wand Assortment + Charge (2+1)&lt;br /&gt;
* 4 points left.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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&#039;ll have gotten past the first hurdle.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Wizard Gang===&lt;br /&gt;
* 1-5 Contracts of Apprenticeship (2 each)&lt;br /&gt;
* 1-5 Guardian Decks (2 each)&lt;br /&gt;
* 1-3 Bottles of Blood (2 each)&lt;br /&gt;
* 1-3 Bottles of Laughter (1 each)&lt;br /&gt;
* 0-1 Necromantic Stone (2)&lt;br /&gt;
* 0-1 Soul Shard Belt (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Less of a complete loadout and more of a general overview, wizards have a few options for summoning allies. It&#039;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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Guardian Decks give you a random player-controlled holoparasite on use. Holoparasites are directly linked to you, 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 holoparasite 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 holoparasites 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&#039;s highly recommended to buy decks one at a time, and if you roll a Dexterous holoparasite, consider buying it a Staff of Healing.&lt;br /&gt;
&lt;br /&gt;
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: blood demons are &#039;not&#039; loyal to you in any way. If you buy them, you&#039;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 exactly the same except their victims return to life if the demon dies.&lt;br /&gt;
&lt;br /&gt;
The Necromantic Stone allows you to revive your victims as loyal skeletal thralls; simply smack a dead corpse with the stone, and they&#039;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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Space Asshole===&lt;br /&gt;
* Summon Events x5&lt;br /&gt;
&lt;br /&gt;
Did you know that your wizard ship has a camera console in it that you can use to observe what&#039;s going on in the station? You&#039;ll be using it a lot with this loadout, as if you die, the round will instantly end, ruining everyone&#039;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&#039;t get too boring, though, because the level 5 version of Summon Events summons an event EVERY MINUTE! Yes, that&#039;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!&lt;br /&gt;
&lt;br /&gt;
Of course, if you&#039;re going to spend an entire round in your ship, don&#039;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&#039;re the wizard, right?&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* It&#039;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. &lt;br /&gt;
* While knocked down, you can still cast most of your spells, with a few exceptions: Jaunt will make you invulnerable, but you won&#039;t move until the stun runs out, and touch-based spells like disintegrate will need you to attack the target.&lt;br /&gt;
* Someone in the &amp;quot;Unconscious&amp;quot; state can be instantly Soul Sharded, regardless of health. Anyone under 50% HP can be KO&#039;d by a briefcase with 100% reliability. See that assistant that burned himself to shit on the door? Briefcase bonk, shard.&lt;br /&gt;
* Suicide bombing is a very easy way to kill a wizard &#039;&#039;&#039;but may get you banned if you fuck up&#039;&#039;&#039;. The general rule of thumb is, if you miss, you&#039;re gone. Welderbombings can also knock the wizard out if he&#039;s not very good.&lt;br /&gt;
* Removing a wizard&#039;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.&lt;br /&gt;
* The Staff of Animation can animate holographic objects. They retain their &#039;force&#039; 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* The wizard&#039;s Knock spell opens bolted doors too.&lt;br /&gt;
* The staff of change works on AIs.&lt;br /&gt;
* Mindswap does not work on [[megafauna]].&lt;br /&gt;
&lt;br /&gt;
===Specific Spell Tips===&lt;br /&gt;
* 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.&lt;br /&gt;
* 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&#039;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.&lt;br /&gt;
* 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!&lt;br /&gt;
* 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.&lt;br /&gt;
* 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&#039;re lucky, you might launch objects into people with enough force to embed them into their bodies.&lt;br /&gt;
* If you want to mess with the crew and don&#039;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&#039;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.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Wand Assortment is an &#039;&#039;extremely&#039;&#039; 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 &#039;&#039;8&#039;&#039;. Remember you can zap yourself with the wands, and make sure nobody steals them!&lt;br /&gt;
* 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&#039;re losing a melee 1v1, and nobody else is around to interfere.&lt;br /&gt;
* 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&#039;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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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&#039;re really bored, you can also ask the ghosts for ideas on what spells to take, or just ask for wizard tips if you&#039;re new.&lt;br /&gt;
* Curse of Madness is effectively a round-wide &amp;quot;fuck you&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Now, fearless follower of the Wizards Space Federation..&lt;br /&gt;
&lt;br /&gt;
I have but one question for you, now that I revealed all this knowledge to you,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will you be ready?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With Love,&lt;br /&gt;
&lt;br /&gt;
The QuarterWizard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Random_events&amp;diff=3438</id>
		<title>Random events</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Random_events&amp;diff=3438"/>
		<updated>2025-01-08T00:48:12Z</updated>

		<summary type="html">&lt;p&gt;ZENITH: Added missing punctuation to certain effects and removed a slur reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = broken links need fixing}}&lt;br /&gt;
These are random events that occur during a game regardless of gamemode. They have a relatively low chance of occurring, and are often (but not always) accompanied by a broadcasted message from CentCom. Some may only occur after so much time has elapsed during a round.&lt;br /&gt;
&lt;br /&gt;
= Events = &lt;br /&gt;
&lt;br /&gt;
== Anomalies ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Varies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;&amp;lt;Anomaly type&amp;gt; detected on long range scanners. Expected location: &amp;lt;area name&amp;gt;.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A random type of anomaly spawns in a random location on the station! These tend to cause bad things if left alone. So hop to it! To neutralize an anomaly, grab an analyzer from a toolbox and a remote signaling device. Scan the anomaly with the analyzer, then send the signal with the frequency shown! This will neutralize the anomaly and leave behind a core, a relatively valuable item to science.&lt;br /&gt;
&lt;br /&gt;
The anomalies will move around, so a bit of hunting may be necessary if it happens to stray from its location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types of anomalies&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unstable bluespace anomaly&#039;&#039;&#039; (Rare)&lt;br /&gt;
** If left unchecked, it will eventually detonate, warping every object in the area into a random location. Virology may end up in space! Tech storage may suddenly appear in the security wing!&lt;br /&gt;
* &#039;&#039;&#039;Localized hyper-energetic flux wave&#039;&#039;&#039; (Very common, 10 players minimum)&lt;br /&gt;
** If left alone, it will eventually erupt in a violent explosion.&lt;br /&gt;
* &#039;&#039;&#039;Pyroclastic anomaly&#039;&#039;&#039; (Very common)&lt;br /&gt;
** Creates plasma fires!&lt;br /&gt;
* &#039;&#039;&#039;Gravitational anomaly&#039;&#039;&#039; (Very common)&lt;br /&gt;
** Pulls and flings objects everywhere nearby.&lt;br /&gt;
* &#039;&#039;&#039;Localized high-intensity vortex anomaly&#039;&#039;&#039; (Rare, 20 players minimum)&lt;br /&gt;
** The rarest of the bunch. Consumes objects and creates hull breaches. Nasty!&lt;br /&gt;
&lt;br /&gt;
== Aurora Caelus ==&lt;br /&gt;
Minimum round time: 5 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Above average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;&amp;lt;Station Name&amp;gt;: A harmless cloud of ions is approaching your station, and will exhaust their energy battering the hull. Nanotrasen has approved a short break for all employees to relax and observe this very rare event. During this time, starlight will be bright but gentle, shifting between quiet green and blue colors. Any staff who would like to view these lights for themselves may proceed to the area nearest to them with viewing ports to open space. We hope you enjoy the lights.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The space around the hull glows with varying shades of green and blue as the ions batter themselves against the station.&lt;br /&gt;
&lt;br /&gt;
== Brand Intelligence ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 15&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Rampant brand intelligence has been detected aboard &amp;lt;station name&amp;gt;, please stand-by. The origin is believed to be a &amp;lt;vendor type&amp;gt;.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the machine type specified in the CentCom notice has become sentient! If not stopped, it will begin to spread a virus to all other vending machines, causing them to animate and attack anything in sight!&lt;br /&gt;
&lt;br /&gt;
The origin machine can be any of the vending machines in the station, from the soda machine in escape to the cigarette dispenser in the captain&#039;s office. It will shout aggressive speech at anyone nearby and launch products at anything in sight. To stop it and prevent it from infecting any other vendors, it must be either [[Guide_to_advanced_construction#Vendor|deconstructed]] or its [[Hacking|wires all cut]], or just simply screwdriver the panel open and flick the speaker switch to off.&lt;br /&gt;
&lt;br /&gt;
== Bureaucratic Error ==&lt;br /&gt;
&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: N/A&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A recent bureaucratic error in the Organic Resources Department may result in personnel shortages in some departments and redundant staffing in others.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Randomly sets the overflow role (the infinite slot one, default is Assistant) to any job in the game. You might end up wading in [[Warden]]s or drowning in [[Clown]]s&lt;br /&gt;
&lt;br /&gt;
== Camera Failure ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Extremely High&lt;br /&gt;
&lt;br /&gt;
One or two random cameras around the station will be deactivated. &lt;br /&gt;
&lt;br /&gt;
== Carp Migration ==&lt;br /&gt;
Minimum round time: 10 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 2&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Above average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Unknown biological entities have been detected near &amp;lt;station name&amp;gt;, please stand-by.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Space carp]] spawn around the station. Take care and have a good weapon handy when heading out into space. And watch yourself when around windows!&lt;br /&gt;
&lt;br /&gt;
== Clogged Vents ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;The scrubbers network is experiencing a backpressure surge.  Some ejection of contents may occur.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Air scrubbers around the station may suddenly erupt foam filled with chemicals and reagents. The chemicals/reagents which may be involved in this event are random and depends on the severity of the event, as there are several levels/versions of it. &lt;br /&gt;
&lt;br /&gt;
== Communications Blackout ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Ionospheric anomalies dete&#039;fZ\\kg5_0-BZZZZZT&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Telecommunications goes down temporarily. The crew isn&#039;t often alerted of this, but the AI always is. Sometimes confused due to crew incompetence with the Ion Storm, detailed below.&lt;br /&gt;
&lt;br /&gt;
== Disease Outbreak ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 10&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Confirmed outbreak of level 7 viral biohazard aboard &amp;lt;station name&amp;gt;. All personnel must contain the outbreak.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get your asses in gear, medbay! A virus has somehow made it aboard the station. Could be the common cold, could be the confusing space retrovirus, could be the crippling brainrot, or a completely random Advanced Virus.&lt;br /&gt;
&lt;br /&gt;
Due to the similar CentCom alert, expect many confused/dumb crewmen to fill communications with cries of &amp;quot;WHERE&#039;S THE BLOB?&amp;quot; or &amp;quot;LYNCH VIRO.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The longer the round has gone on, the worse the virus!&lt;br /&gt;
&lt;br /&gt;
== Electrical Storm ==&lt;br /&gt;
Minimum round time: 10 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 5&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Very High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;An electrical storm has been detected in your area, please repair potential electronic overloads.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bunch of lights short out in a general area on the station. Annoying at best. But at least it gives the janitor something to do other than mop blood trails.&lt;br /&gt;
&lt;br /&gt;
== Fake Virus ==&lt;br /&gt;
Chance of occurrence: Very High&lt;br /&gt;
&lt;br /&gt;
One to three random crewmembers will start experiencing random virus symptoms, such as a headache, coughing, or sneezing. These symptoms will gradually increase in frequency and become more severe over the course of three minutes, after which the symptoms will vanish. A [[Medical items#Health Analyzer|Health Analyzer]] should clear the misconception up. In addition, shortly after the first one to three crewmembers are afflicted, another one to five other random crewmembers will cough, sneeze, or feel lightheaded exactly once.&lt;br /&gt;
&lt;br /&gt;
== False Alarm ==&lt;br /&gt;
Minimum round time: 20 Minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Above Average&lt;br /&gt;
&lt;br /&gt;
Plays a false alarm message for about any other event. Fun with meteors.&lt;br /&gt;
&lt;br /&gt;
== Grid Check ==&lt;br /&gt;
Minimum round time: 20 Minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Abnormal activity detected in station name&#039;s powernet. As a precautionary measure, the station&#039;s power will be shut off for an indeterminate duration.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shuts down all APCs stationwide for 30 to 120 seconds, with the exception of Engineering. Usually leads to stationwide looting once Assistants crowbar open airlocks.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be fixed early by hitting the APC&#039;s &amp;quot;Reset&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== Immovable Rod ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 15&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;What the fuck was that?!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Something of a humorous physics joke, an immovable rod will travel through the station in a straight line causing reasonable amounts of damage to the structure and killing anybody unfortunate to be in its path. They take some time to travel through the station, make an immense amount of noise, and as such are avoidable to players with quick reflexes. They will often open up secure areas, resulting in looting. If an Immovable Rod&#039;s path includes the arrivals shuttle, or any of the escape pods, you will find out what happens when an unstoppable force meets an immovable object. &lt;br /&gt;
&lt;br /&gt;
== High-Priority Bounty ==&lt;br /&gt;
Minimum round time: 10 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Very High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Central Command has issued a high-priority cargo bounty. Details have been sent to all bounty consoles.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whenever Cargo completes a [[Cargo Bounties|bounty]], there is a reasonable chance that it will be replaced with a high-priority bounty. All this really changes is that the reward for completing said bounty is doubled, encouraging Cargo to complete it. There is a maximum of three high-priority bounties that can be assigned in a round, meaning that during long shifts, it&#039;s pretty likely that Cargo&#039;s going to run out of these. &lt;br /&gt;
&lt;br /&gt;
== Ion Storm ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 2, with at least one [[AI]] existing&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Above Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Ion storm detected near the station. Please check all AI-controlled equipment for errors.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All AIs aboard the station are uploaded with a random, glitched law! These new laws have random symbols for numbers, and thus are listed as the highest priority laws. New AI laws can range from bizarre and humorous to outright dangerous. A few examples include &amp;quot;CARGO REQUIRES THE STATION&#039;S UNDERWEAR,&amp;quot; &amp;quot;THE STATION IS HAPPIER WITHOUT VIPERS,&amp;quot; and &amp;quot;JOHN SMITH IS A XENO.&amp;quot; This sometimes results in someone having to reset the AI.&lt;br /&gt;
&lt;br /&gt;
Ion storms can also cause the order of laws to be rearranged. Have fun with an AI that doesn&#039;t have &amp;quot;you may not harm a human&amp;quot; as priority #1!&lt;br /&gt;
&lt;br /&gt;
Even better, Ion storms can sometimes replace laws or even whole lawsets.&lt;br /&gt;
&lt;br /&gt;
== Mass Hallucination ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
Everyone shares a hallucination! Doesn&#039;t even have a CentCom notice. Might result in mass panic due to an imaginary delta alert notice.&lt;br /&gt;
&lt;br /&gt;
== Meteor Wave ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 15/25/25 (Normal/Threatening/Catastrophic)&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Below Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Meteors have been detected on collision course with the station.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Meteors begin to spawn on the outer edges of the map, hurling across space! These are capable of dealing heavy damage, if not instantly annihilating anything they collide with. Capable of even releasing the singularity with a few bad hits!&lt;br /&gt;
&lt;br /&gt;
== Meateor Wave ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Very Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Meaty ores have been detected on collision course with the station.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like meteors, but with meat and gibs instead of minerals.&lt;br /&gt;
&lt;br /&gt;
== Mice Migration ==&lt;br /&gt;
Minimum round time: 20 Minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Migration Alert.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spawns a bunch of cable-chewing mice all over the station&#039;s maintenance tunnels. It&#039;s a good idea to send in Engineers/cats/snakes/lizardpeople.&lt;br /&gt;
&lt;br /&gt;
== Portal Storm ==&lt;br /&gt;
Minimum round time: 30 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 15&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Very Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Massive bluespace anomaly detected en route to &amp;lt;station name&amp;gt;. Brace for impact.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bunch of green portals start appearing on the station, spawning syndicate shocktroops.&lt;br /&gt;
&lt;br /&gt;
== Greytide Virus ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 5&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Gr3y.T1d3 virus detected in &amp;lt;station name&amp;gt; imprisonment subroutines. Recommend station AI involvement.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of the doors in a specific department or multiple departments become bolted open. The [[AI]] or [[Cyborg | cyborgs]] can fix this quickly, but hacking will do in a pinch.&lt;br /&gt;
&lt;br /&gt;
== Processor Overload ==&lt;br /&gt;
Minimum round time: 20 Minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 20&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Above average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Exospheric bubble inbound. Processor overload is likely. Please contact you*%xp25)`6cq-BZZT&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blows up telecommunication processors and causes Engineers to despair as none of them know how to fix tcomms.&lt;br /&gt;
&lt;br /&gt;
== Radiation Storm ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;High levels of radiation detected near the station. Maintenance is best shielded from radiation.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everyone caught outside of protected zones is subject to a hefty dose of radiation. If you&#039;re particularly unlucky, you might get a bad mutation, or an extra strong radiation pulse. If you&#039;re lucky, you might get a genetic power!&lt;br /&gt;
&lt;br /&gt;
== Random Heart Attack ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 40&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: High&lt;br /&gt;
&lt;br /&gt;
Unlucky spessmen get heart disease, which if it reaches stage 5, causes a heart attack. The only permanent cure for heart disease is surgery, albeit corazone can help stop the progression of heart disease. Using gym equipment will grant a hidden exercise buff that prevents heart disease for 20 minutes.&lt;br /&gt;
&lt;br /&gt;
== Random Human-level Intelligence ==&lt;br /&gt;
Minimum round time: 20 Minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Based on [data], we believe that one of the station&#039;s [pets] has developed [random] level intelligence, and the ability to communicate.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grants a ghost control over one of the station&#039;s simple animals/robots.&lt;br /&gt;
&lt;br /&gt;
== Shuttle Loan ==&lt;br /&gt;
Minimum round time: 6 Minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
CentCom takes control of the Supply Shuttle and recalls it for some purpose they state in the announcement.&lt;br /&gt;
&lt;br /&gt;
Cargo Bay can decide whether they want to loan the Supply Shuttle to CentCom for 5 minutes through the [[Supply Shuttle Console]]. The station receives a nice sum of bonus cargo points, in exchange for the following...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;&amp;quot;The syndicate are trying to infiltrate your station. If you let them hijack your shuttle, you&#039;ll save us a headache.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** A number of syndicate mobs come aboard the supply shuttle when it next comes. Have security arm up to take them out and [[beyond the impossible|safely confiscate any weapons they bring with them]].&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;&amp;quot;A group of angry russians want to have a party, can you send them your cargo shuttle then make them disappear?&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** A number of armed and angry Russians, plus a bear or two come with the next supply shuttle. Kill them for some sweet duds!&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;&amp;quot;The Spider Clan has sent us a mysterious gift, can we ship it to you to see what&#039;s inside?&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** The next supply shuttle comes loaded with giant spiders, nasty!&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;&amp;quot;Your station has been chosen for an epidemiological research project. Send us your cargo shuttle to receive your research samples.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** The next shuttle comes with human corpses ridden with various viruses, to be used for the benefit of science or [[traitor]]ing. May also include virus culture bottles.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;&amp;quot;Seems we&#039;ve ordered doubles of our department resupply packages this month. Can we send them to you?&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** The next shuttle comes loaded with a variety of free goodies. Sweet! (Does not include extra points. Dang.)&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;&amp;quot;It looks like a neighbouring station accidentally delivered their pizza to you instead.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** You get a bunch of free pizzas! May or may not include [[Syndicate items|a pizza bomb]].&lt;br /&gt;
&lt;br /&gt;
== Space Dust ==&lt;br /&gt;
Minimum round time: None&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Extremely High&lt;br /&gt;
&lt;br /&gt;
Spawns some high-speed space dust that can break grilles or windows on the edge of the station.&lt;br /&gt;
&lt;br /&gt;
== Space Dust (Major) ==&lt;br /&gt;
Minimum round time: None&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Below Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A neighbouring station is throwing rocks at you. Perhaps they&#039;ve grown tired of your messages.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spawns small meteors that can cause trouble.&lt;br /&gt;
&lt;br /&gt;
== Space Vines ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 10&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Above Average&lt;br /&gt;
&lt;br /&gt;
A plant which spreads extremely rapidly around the station. Space vines will grow thicker with time, first getting thick enough to block vision, then capable of entangling people. You can resist entanglement, but it is safer to avoid the vines. Airlocks, fire doors and windows will stop their growth until someone opens them. If in an open area, the vines will continue to expand until they engulf every space not blocked off!&lt;br /&gt;
&lt;br /&gt;
To fight the vines:&lt;br /&gt;
* Drag a goat, either Pete or one ordered from cargo into the vines. It&#039;ll eat any vine it passes into, and even quickly consume them on its own so long as there&#039;s any nearby.&lt;br /&gt;
* A scythe from a weed control crate is effective.&lt;br /&gt;
* Plant-b-gone spray from botany and weedkiller grenades from cargo are also good options.&lt;br /&gt;
* Fire will also kill vines dead. Not recommended, as it will also kill anyone unfortunate to be caught around it.&lt;br /&gt;
&lt;br /&gt;
== [[Spider]] Infestation ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 5&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Very Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Unidentified lifesigns detected coming aboard &amp;lt;station name&amp;gt;. Secure any exterior access, including ducting and ventilation.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A number of spiderlings, along with a good chance of their mother spawn aboard the station. The babies will eventually grow into adult giant spiders, so smash them while they&#039;re vulnerable!&lt;br /&gt;
&lt;br /&gt;
== Spontaneous Appendicitis ==&lt;br /&gt;
Minimum round time: 10 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 5&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: High&lt;br /&gt;
&lt;br /&gt;
Even spacemen have to deal with appendicitis sometimes!&lt;br /&gt;
&lt;br /&gt;
== Spontaneous Brain Trauma ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 5&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: High&lt;br /&gt;
&lt;br /&gt;
Sometimes your brain goes a little wrong.&lt;br /&gt;
&lt;br /&gt;
As a wise man once said:&lt;br /&gt;
&amp;quot;Didn&#039;t make sense not to live for fun, Your brain gets smart, but your head gets dumb&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Stray Cargo Pod ==&lt;br /&gt;
Minimum round time: 10 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Very High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Stray cargo pod detected on long-range scanners. Expected location of impact: [impact_area.name].&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pod containing a random [[Supply crates|cargo supply park]] lands in a random part of the station. Contraband included!&lt;br /&gt;
&lt;br /&gt;
== Stray Syndicate Cargo Pod ==&lt;br /&gt;
Minimum round time: 30 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Stray cargo pod detected on long-range scanners. Expected location of impact: [impact_area.name].&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pod containing a crate loaded with 30 telecrystals worth of [[Syndicate Items]] lands in a random part of the station. A blast from the past. &lt;br /&gt;
&lt;br /&gt;
== Wormholes ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 2&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Very Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Space-time anomalies detected on the station. There is no additional data.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wormholes start appearing randomly around the station for several minutes. Going into one of these wormholes will teleport you to a random location. Sometimes you might be lucky enough to wind up [[Armory|somewhere good]]. Sometimes you might find yourself out in the middle of space.&lt;br /&gt;
&lt;br /&gt;
If you have no intention of taking the gamble, you should move around the station in Walk mode. Wormholes that spawn directly on you will not warp you, so remaining perfectly still will ensure your safety. But take care not to let [[Assistant|some]] [[Clown|chucklefuck]] push you into one!&lt;br /&gt;
&lt;br /&gt;
== Wisdom Cow ==&lt;br /&gt;
Chance of occurrence: Very High - but it can only happen once!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A wise cow has been spotted in the area. Be sure to ask for her advice.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A cow spawns in a random area on the station. Centcomm doesn&#039;t tell you where, but the cow will wander around a bit. The first person who interacts with the wisdom cow will receive a puzzling piece of advice, and become a master at a random skill, upon which the wisdom cow will vanish.&lt;br /&gt;
&lt;br /&gt;
= Antagonist Events = &lt;br /&gt;
&lt;br /&gt;
These events spawn various player-controlled antags that are announced to ghosts.&lt;br /&gt;
&lt;br /&gt;
== [[Abductor | Abductors]] ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 20&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
Spawns an abductor team that will kidnap and experiment on the crew.&lt;br /&gt;
&lt;br /&gt;
== [[Xenomorph | Alien]] Infestation ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 10&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Unidentified lifesigns detected coming aboard &amp;lt;station name&amp;gt;. Secure any exterior access, including ducting and ventilation.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One or more [[xenos|alien larva]] spawn in random locations aboard the station, their players pulled from ghosts with the role enabled.&lt;br /&gt;
&lt;br /&gt;
== [[Blob]] ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 20&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Confirmed outbreak of level 5 biohazard aboard &amp;lt;station name&amp;gt;. All personnel must contain the outbreak.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A [[Blob]] spawns in a random location on the station. This will prevent the shuttle from leaving until it is either destroyed or kills everyone on station.&lt;br /&gt;
&lt;br /&gt;
== Fugitives / Hunters ==&lt;br /&gt;
Minimum round time: 30 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 20&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Low&lt;br /&gt;
&lt;br /&gt;
Spawns a team of [[Fugitives]] in a random spot in [[Maintenance]], with no access and a single toolbox to hack around with. After 10 minutes, a team of [[Hunters]], with basic access, is spawned in through a shuttle, and is assigned to capture the fugitives. &lt;br /&gt;
&lt;br /&gt;
== [[Nightmare]] ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 15&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
Spawns a sentient [[Nightmare]].&lt;br /&gt;
&lt;br /&gt;
== Ninja ==&lt;br /&gt;
Minimum round time: 1 hour&lt;br /&gt;
&lt;br /&gt;
Minimum players: 15&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Average&lt;br /&gt;
&lt;br /&gt;
A [[Space Ninja]] spawns. &#039;nuff said here.&lt;br /&gt;
&lt;br /&gt;
== [[Pirate | Pirates]] ==&lt;br /&gt;
Minimum round time: 30 minutes&lt;br /&gt;
&lt;br /&gt;
Minimum players: 10&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yar har! We&#039;re here for your credits!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The station receives a communication extorting current station funds (80% of ya&#039;rr points to be exact!). If they answer yes, the money is just gone and nothing of interest happens.&lt;br /&gt;
&lt;br /&gt;
If the station refuses to pay or is silent for 3 minutes, a [[pirate]] shuttle arrives somewhere in space. &lt;br /&gt;
&lt;br /&gt;
Pirates can activate the Data Siphon - a device that steals station funds and shuts down RnD servers as well as the cargo shuttle. However, this reveals the pirate shuttle with a GPS beacon.&lt;br /&gt;
&lt;br /&gt;
== [[Revenant]] ==&lt;br /&gt;
Minimum round time: 20 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Below average&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Revenant]] on station.&lt;br /&gt;
&lt;br /&gt;
== Sentient Disease ==&lt;br /&gt;
Minimum round time: None&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Low&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Sentient Disease]] on station.&lt;br /&gt;
&lt;br /&gt;
== [[Slaughter Demon]] ==&lt;br /&gt;
Minimum round time: 1 hour&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Extremely Low&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Slaughter Demon]] on station.&lt;br /&gt;
&lt;br /&gt;
== Solo Operative ==&lt;br /&gt;
Minimum round time: None&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: None, unless the [[High-risk items#Nuclear Authentication Disk|Nuclear Authentication Disk]] is unsecured, in which case it slowly ticks up to Low&lt;br /&gt;
&lt;br /&gt;
Spawns a single [[Nuclear Operative]], with 20 Telecrystals in their uplink. &lt;br /&gt;
&lt;br /&gt;
== [[Space Dragon]] ==&lt;br /&gt;
Minimum round time: 1 hour and 10 minutes (70 minutes)&lt;br /&gt;
&lt;br /&gt;
Minimum players: 20&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Extremely Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A large organic energy flux has been recorded near your station, please stand-by.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Space Dragon]] on station.&lt;br /&gt;
&lt;br /&gt;
== [[Swarmers]] ==&lt;br /&gt;
Minimum round time: 30 minutes&lt;br /&gt;
&lt;br /&gt;
Chance of occurrence: Below Average&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Our long-range sensors have detected an odd signal emanating from your station&#039;s gateway. We recommend immediate investigation of your gateway, as something may have come through.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Swarmer|Swarmer shell]] on station.&lt;br /&gt;
&lt;br /&gt;
= Wiznerd Events =&lt;br /&gt;
&lt;br /&gt;
These events replace the regular events when the wizard casts [[Wizard#Rituals|Summon Events.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; &amp;quot;&lt;br /&gt;
|style=&#039;background-color:#BBFF00; color:black; text-align: center;&#039;|&#039;&#039;&#039;Special Events&#039;&#039;&#039;||style=&#039;background-color:#BBFF00; color:Black; text-align: center;&#039;|&#039;&#039;&#039;Prompt&#039;&#039;&#039;||style=&#039;background-color:#BBFF00; color:black; text-align: center;&#039;|&#039;&#039;&#039;Effects&#039;&#039;&#039;||style=&#039;background-color:#BBFF00; color:black; text-align: center;&#039;|&#039;&#039;&#039;Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Darkness&amp;lt;br&amp;gt;&lt;br /&gt;
|&#039;&#039;&#039;Warning&#039;&#039;&#039;: &amp;lt;br&amp;gt;Your eyes hurt... a vignette settles in your vision and closes in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Start&#039;&#039;&#039;: &amp;lt;br&amp;gt;This isn&#039;t your average everday darkness... this is &#039;&#039;advanced&#039;&#039; darkness!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;: &amp;lt;br&amp;gt;At last, the darkness recedes.&amp;lt;br&amp;gt;&lt;br /&gt;
|Restricts the vision of affected mobs to a single tile in the cardinal directions. Flashlights, normal lights, they all do jack when you&#039;re trapped in Rock Bottom.&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Blobies&lt;br /&gt;
|None&lt;br /&gt;
|Some corpses turn into non-sentient Blob Zombies which are non-infectious.&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
|Change Faces&lt;br /&gt;
|None&lt;br /&gt;
|All sentient beings (including the wizard) swap their faces randomly.&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Change Minds&lt;br /&gt;
|None&lt;br /&gt;
|All sentient beings (except for the wizard) swap their minds randomly. An assistant can have his mind swapped with the captain, antags are carried along with the mind, but if you&#039;re a changeling, you&#039;re sort of boned.&lt;br /&gt;
|Very Low&lt;br /&gt;
|-&lt;br /&gt;
|Change Places&lt;br /&gt;
|None&lt;br /&gt;
|All sentient beings swap places randomly (if they are in the station.)&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Cursed Items&lt;br /&gt;
|None&lt;br /&gt;
|[[Shaft Miner#The Loot|Cursed Katanas]], Fake Wizard Robes, LSD Laced Cigarettes, Boxing Gloves, Luchador Masks, Chameleon Masks, and Cat Ears are distributed among the crew.&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
|Ghost&lt;br /&gt;
|You suddenly feel extremely obvious...&lt;br /&gt;
|Ghosts are now visible to the crew.&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
|Greentext&lt;br /&gt;
|The mythical greentext appear at your feet! Pick it up if you dare...&lt;br /&gt;
|Anyone who picks up the greentext gains an objective to escape alive while carrying the greentext. Problem is, the greentext is absolutely gargantuan and weighs a literal ton.&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Imposter&lt;br /&gt;
|None&lt;br /&gt;
|A fake, identical body double to the real wizard spawns. Can cast fake spells to confuse and scare the crew.&lt;br /&gt;
|Very Low&lt;br /&gt;
|-&lt;br /&gt;
|Improved Casting&lt;br /&gt;
|None&lt;br /&gt;
|The cooldown of a single spell for the Wizard is decreased as if that spell had been taken again.&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
|Invincible&lt;br /&gt;
|None&lt;br /&gt;
|A random human is injected with 40 units of adminordrazine, making them invincible for 100 ticks.&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
|Lava&lt;br /&gt;
|&#039;&#039;&#039;Warning&#039;&#039;&#039;: &amp;lt;br&amp;gt;You feel the ground beneath you getting hot. Waves of heat distort the air.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Start&#039;&#039;&#039;: &amp;lt;br&amp;gt;The floor is lava! Get on top of something!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End&#039;&#039;&#039;: &amp;lt;br&amp;gt;The ground cools and returns to its usual form.&amp;lt;br&amp;gt;&lt;br /&gt;
|The ground turns into surprisingly cool lava, lightly damaging anything on the floor. Flood the station with plasma for optimal effect.&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Magicarp&lt;br /&gt;
|Unknown magical entities have been detected near [station_name()], please stand-by.&lt;br /&gt;
|Magicarps and Chaos Magicarps are spawned around the station.&lt;br /&gt;
|Very Low&lt;br /&gt;
|-&lt;br /&gt;
|Petsplosion&lt;br /&gt;
|None&lt;br /&gt;
|The bane of every HOP. Animals around the station start to randomly gib.&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Possession&lt;br /&gt;
|You suddenly feel a welling of new spooky powers...&lt;br /&gt;
|Ghosts become visible to the crew, and can possess objects and spook people.&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|You feel somehow... different?&lt;br /&gt;
|Everyone turns into a random different species. Very unfortunate if you happen to turn into a Plasmaman.&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|RPG Loot&lt;br /&gt;
|None&lt;br /&gt;
|All items get a snazzy little pronoun which either buffs or nerfs the item. Items can be buffed by using an item fortification scroll.&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
|Robeless Casting&lt;br /&gt;
|None&lt;br /&gt;
|The wizard can now cast all of his spells without any of his robes.&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Summon Guns&lt;br /&gt;
|None&lt;br /&gt;
|Everyone gets guns. Some even receive a survival objective.&lt;br /&gt;
|Very Low&lt;br /&gt;
|-&lt;br /&gt;
|Summon Magic&lt;br /&gt;
|None&lt;br /&gt;
|Everyone gets a wand, some get an objective to steal magical items.&lt;br /&gt;
|Very Low&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>ZENITH</name></author>
	</entry>
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