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		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_chemistry&amp;diff=33204</id>
		<title>Guide to chemistry</title>
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		<updated>2021-02-28T17:12:34Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will primarily be useful for [[Chemist|chemists]] and [[Botanist|Botanists]] using [[Guide to hydroponics#Strange Seeds|Strange Seeds]] but may come in handy to any player and especially [[Traitor|traitors]].&lt;br /&gt;
= Chemicals =&lt;br /&gt;
The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulphur, sulphuric acid, water and welding fuel. These can be produced from the [[Chem Dispenser]] in [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, window hardener, and so much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, mixing the wrong chemicals can be bad for your health and please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.&lt;br /&gt;
&lt;br /&gt;
Grinding minerals from mining will also get you:&lt;br /&gt;
* [[Plasma]]&lt;br /&gt;
* Uranium&lt;br /&gt;
[[Emag|Emagging]] a chem dispenser will add:&lt;br /&gt;
* Space Drugs&lt;br /&gt;
* Morphine&lt;br /&gt;
* Toxin&lt;br /&gt;
* Carpotoxin&lt;br /&gt;
* Miner&#039;s Salve&lt;br /&gt;
The [[Vending_machines#Medbay|NanoMed Plus]] is your main source of generic toxin when hacked.&lt;br /&gt;
&lt;br /&gt;
Some chemical reactions will require you to heat the reagents in a [[File:Chemical_Heater.png]] &#039;&#039;&#039;Chemical Heater&#039;&#039;&#039;. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don&#039;t risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Machinery ==&lt;br /&gt;
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|acid]] and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Dispenser.png|Chem Dispenser]] Chemistry Dispensers ===&lt;br /&gt;
[[Chem Dispenser|Chem dispensers]] can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available chemicals&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see what chemicals are available:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;:&lt;br /&gt;
* Hydrogen&lt;br /&gt;
* Oxygen&lt;br /&gt;
* Silicon&lt;br /&gt;
* Phosphorus&lt;br /&gt;
* Sulfur&lt;br /&gt;
* Carbon&lt;br /&gt;
* Nitrogen&lt;br /&gt;
* Water&lt;br /&gt;
* Lithium&lt;br /&gt;
* Sugar&lt;br /&gt;
* Sulphuric acid&lt;br /&gt;
* Copper&lt;br /&gt;
* Mercury&lt;br /&gt;
* Sodium&lt;br /&gt;
* Iodine&lt;br /&gt;
* Bromine&lt;br /&gt;
* Ethanol&lt;br /&gt;
* Chlorine&lt;br /&gt;
* Potassium&lt;br /&gt;
* Aluminium&lt;br /&gt;
* Radium&lt;br /&gt;
* Fluorine&lt;br /&gt;
* Iron&lt;br /&gt;
* Welding fuel&lt;br /&gt;
* Silver&lt;br /&gt;
* Stable plasma&lt;br /&gt;
&#039;&#039;&#039;Upgraded (tier 4 matter manipulator)&#039;&#039;&#039;:&lt;br /&gt;
* Acetone&lt;br /&gt;
* Ammonia&lt;br /&gt;
* Ash&lt;br /&gt;
* Diethylamine&lt;br /&gt;
* Oil&lt;br /&gt;
* Saltpetre&lt;br /&gt;
&#039;&#039;&#039;Emagged&#039;&#039;&#039;:&lt;br /&gt;
* Space Drugs&lt;br /&gt;
* Morphine&lt;br /&gt;
* Toxin&lt;br /&gt;
* Carpotoxin&lt;br /&gt;
* Miner&#039;s Salve&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Upgradeable parts&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see upgrades:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; greater power efficiency per unit dispensed.&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; faster recharging speed.&lt;br /&gt;
* &#039;&#039;&#039;Better power cell:&#039;&#039;&#039; larger maximum power capacity.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; unlocks more chemicals. &amp;lt;s&amp;gt;Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4&amp;lt;/s&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater ===&lt;br /&gt;
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents &#039;&#039;above&#039;&#039; the required temperature.&lt;br /&gt;
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don&#039;t risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading the laser will increase the heating/cooling speed.&lt;br /&gt;
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===&lt;br /&gt;
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. &amp;lt;br&amp;gt;&lt;br /&gt;
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.&lt;br /&gt;
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===&lt;br /&gt;
Grinds, crushes, liquefies and extracts reagents from materials placed into it.&amp;lt;br&amp;gt;&lt;br /&gt;
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.&lt;br /&gt;
=== [[File:Smoke_machine.png|Smoke Machine]] Smoke Machine ===&lt;br /&gt;
Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.&amp;lt;br&amp;gt;&lt;br /&gt;
A great alternative to [[#Smoke|smoke]] [[Grenade|grenades]], but easily incites lynch mobs.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be obtained through the circuit board being printed, and the required parts being assembled first.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Upgradeable parts&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see upgrades:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Manipulator&#039;&#039;&#039;: Unlocks the higher range settings.&lt;br /&gt;
* &#039;&#039;&#039;Matter bin&#039;&#039;&#039;: Increases maximum capacity.&lt;br /&gt;
* &#039;&#039;&#039;Capacitor&#039;&#039;&#039;: Increases efficiency.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Metabolism==&lt;br /&gt;
When a reagent enters a body, it will then &amp;quot;tick&amp;quot; or &amp;quot;cycle&amp;quot; about every 2 seconds (these are called &amp;quot;life ticks&amp;quot;, and are not to be confused with server ticks/tickrate). When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn&#039;t matter how many chems you have in your body, as they are all metabolized separately. If you are [[Guide_to_food_and_drinks#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are &amp;quot;simplemobs&amp;quot; which means they don&#039;t have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Pure Chemicals==&lt;br /&gt;
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don&#039;t have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.&lt;br /&gt;
*&#039;&#039;&#039;Chlorine&#039;&#039;&#039;: Causes 1 brute damage per tick to a random body part.&lt;br /&gt;
*&#039;&#039;&#039;Copper&#039;&#039;&#039;: Can be splashed on metal sheets to create bronze sheets.&lt;br /&gt;
*{{anchor|Ethanol}}&#039;&#039;&#039;Ethanol&#039;&#039;&#039;: A decent alcoholic &amp;quot;beverage&amp;quot;, with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of [[Surgery|surgery]] and flammability when applied externally. Metabolism rate 0.2.&lt;br /&gt;
*&#039;&#039;&#039;Fluorine&#039;&#039;&#039;: Causes 1 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: Slowly restores blood volume.&lt;br /&gt;
*&#039;&#039;&#039;Lithium&#039;&#039;&#039;: Causes twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*&#039;&#039;&#039;Mercury&#039;&#039;&#039;: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma]]&#039;&#039;&#039;: Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.&lt;br /&gt;
*&#039;&#039;&#039;Radium&#039;&#039;&#039;: Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*&#039;&#039;&#039;Sugar&#039;&#039;&#039;: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.&lt;br /&gt;
*&#039;&#039;&#039;Sulphuric Acid&#039;&#039;&#039;: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when &#039;&#039;injected&#039;&#039;. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].&lt;br /&gt;
*&#039;&#039;&#039;Uranium&#039;&#039;&#039;: Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*&#039;&#039;&#039;Welding Fuel&#039;&#039;&#039;: Causes 1 toxin damage per tick. Makes people flammable if splashed on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
These are very basic chemicals that you&#039;ll use in a lot of other more complicated chems. They can still be toxic, though.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ash}}Ash &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;temperature 480 K&lt;br /&gt;
|Basic ingredient in a couple of recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|Ash (Alternate Recipe) &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.&lt;br /&gt;
|Basic ingredient in a couple of recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Carpet}}Carpet &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Space Drugs|Space Drugs]]&amp;lt;br&amp;gt;1 part Blood&lt;br /&gt;
|Creates a dirty carpet on the floor.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Oil}}Oil &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Welding Fuel&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Burns in a small smoky fire, mostly used to get Ash.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|Oil (Alternate Recipe) &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.&lt;br /&gt;
|Burns in a small smoky fire, mostly used to get Ash.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Phenol}}Phenol &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Water&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&lt;br /&gt;
|Used for certain medical recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Acetone}}Acetone &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Welding Fuel&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|Common ingredient in other recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Diethylamine}}Diethylamine &amp;lt;span style=&amp;quot;color:#604030;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|A very potent fertilizer, and the base component of some medicines.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ammonia}}Ammonia&amp;lt;span style=&amp;quot;color:#404030;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Hydrogen&amp;lt;br&amp;gt;1 part Nitrogen&lt;br /&gt;
|An effective fertilizer which is better than what is available to the botanist initially, though it isn&#039;t as powerful as [[Diethylamine]] (results in 3 units instead of 4).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Saltpetre}}Saltpetre&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Nitrogen&amp;lt;br&amp;gt;3 parts Oxygen&lt;br /&gt;
|Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Lye}}Lye&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sodium&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|Useful in the manufacturing of wax items like soap.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|Lye (Alternate Recipe)&amp;lt;span style=&amp;quot;color:#FFFFD6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ash|Ash]]&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Useful in the manufacturing of wax items like soap.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Medicines ==&lt;br /&gt;
&amp;quot;&#039;&#039;And that&#039;s how I lost my medical license!&#039;&#039;&amp;quot; Don&#039;t be this guy. Make these. Lots of these.&lt;br /&gt;
&lt;br /&gt;
See [[guide to medicine|Guide to Medicine]] for more information on what to use when.&lt;br /&gt;
===Core Healing Medicines===&lt;br /&gt;
These healing drugs form the &amp;quot;core&amp;quot; drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Silver&amp;lt;br&amp;gt;1 part Sulfur&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Chlorine&lt;br /&gt;
|Burn&lt;br /&gt;
|If applied by patch - Instantly heals burn damage on the location it is applied to with some minor additional healing over time, but may also temporarily disable limbs or the player due to extreme pain.&lt;br /&gt;
On ingestion, inhalation or injection, it deals minor toxin damage instead. &lt;br /&gt;
&lt;br /&gt;
On overdose, causes suffocation. &lt;br /&gt;
|1.0 units per tick&lt;br /&gt;
|100 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Styptic Powder}}Styptic Powder&amp;lt;span style=&amp;quot;color:#FF9696;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Aluminium&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Brute&lt;br /&gt;
|If applied by patch - Instantly heals brute damage on the location it is applied to with some minor additional healing over time, but may also temporarily disable limbs or the player due to extreme pain.&lt;br /&gt;
On ingestion, inhalation or injection, it deals minor toxin damage instead. &lt;br /&gt;
&lt;br /&gt;
On overdose, causes suffocation. &lt;br /&gt;
|1.0 units per tick&lt;br /&gt;
|100 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Sodium Chloride|Sodium Chloride]]&amp;lt;br&amp;gt;1 part Water&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Brute, burn&lt;br /&gt;
|Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|60 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Synthflesh}}Synthflesh&amp;lt;span style=&amp;quot;color:#FFEBEB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Blood&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part [[#Styptic Powder|Styptic Powder]]&amp;lt;br&amp;gt;1 part [[#Silver Sulfadiazine|Silver Sulfadiazine]]&lt;br /&gt;
|Brute, burn&lt;br /&gt;
|If applied by patch - Instantly heals brute and burn damage on the location it is applied to with some minor additional healing over time, but may also temporarily disable limbs or the player due to extreme pain.&lt;br /&gt;
On ingestion, inhalation or injection, it deals minor toxin damage instead. &lt;br /&gt;
&lt;br /&gt;
On overdose, causes toxin damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;100u may be applied to a husked corpse to restore the body to normal integrity.&#039;&#039;&#039;&lt;br /&gt;
|1.0 units per tick&lt;br /&gt;
|125 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Charcoal}}Charcoal&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ash|Ash]]&amp;lt;br&amp;gt;1 part [[#Sodium Chloride|Sodium Chloride]] temperature 380 K&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Salbutamol}}Salbutamol&amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Salicyclic Acid|Salicyclic Acid]]&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;1 part Aluminium&amp;lt;br&amp;gt;1 part Bromine&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Overdoses cause excess Salbutamol to be metabolized into [[Histamine]].&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Bicaridine}}Bicaridine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon &amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;&lt;br /&gt;
|Brute&lt;br /&gt;
|Heals brute damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause liver damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Kelotane}}Kelotane&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon &amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;&lt;br /&gt;
|Burn&lt;br /&gt;
|Heals burn damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause liver damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Antitoxin}}Antitoxin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Nitrogen&amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals toxin damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause liver damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Dexalin}}Dexalin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Oxygen&amp;lt;br&amp;gt;5 part Nitrogen &amp;lt;br&amp;gt;5 part Plasma(catalyst)&amp;lt;br&amp;gt;&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals suffocation damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause heart damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Dexalin+}}Dexalin Plus&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin|Dexalin]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals suffocation damage at a rate of 3 per tick. Overdoses cause rapid heart damage and are likely to lead to cardiac arrest. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tricordrazine}}Tricordrazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Antitoxin|Antitoxin]]&amp;lt;br&amp;gt;&lt;br /&gt;
|All four basic types&lt;br /&gt;
|Heals 1 of each damage type per tick. Overdoses cause toxin and liver damage. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cryoxadone}}Cryoxadone&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Stable Plasma&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part [[#Unstable Mutagen|Unstable Mutagen]]&lt;br /&gt;
|All types&lt;br /&gt;
|Required for the proper function of cryogenics. It heals all types of damage very swiftly (except clone damage, which is healed very slowly), but only when in a very cold environment. Is more effective in colder environments.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pyroxadone}}Pyroxadone&amp;lt;span style=&amp;quot;color:#f7832a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pyroxadone}}&lt;br /&gt;
|All four basic types and cellular&lt;br /&gt;
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be &#039;&#039;over&#039;&#039; 460°K and on fire. In optimal conditions every cycle will heal 15 burn &#039;&#039;before&#039;&#039; the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Clonexadone}}Clonexadone&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;5 units Plasma (catalyst)&lt;br /&gt;
|Clone&lt;br /&gt;
|Quickly heals clone damage, but only when in a cold environment.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mannitol}}Mannitol&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrogen&amp;lt;br&amp;gt;1 part Water&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Brain&lt;br /&gt;
|Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means.&lt;br /&gt;
|0.4 units per tick?&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|System Cleaner}}System Cleaner&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;2 parts [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Potassium&lt;br /&gt;
|Toxin&lt;br /&gt;
|Quickly purges toxin damage in the rare case an IPC gets said damge.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Solder}}Solder&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;1 part Silver&amp;lt;br&amp;gt;Temperature 374K&lt;br /&gt;
|Brain&lt;br /&gt;
|Quickly heals brain damage and traumas, but only if you&#039;re an IPC.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Neurine}}Neurine&amp;lt;span style=&amp;quot;color:#EEFF8F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mannitol|Mannitol]]&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|Minor brain traumas&lt;br /&gt;
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Superior Healing Medicines===&lt;br /&gt;
These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.&lt;br /&gt;
&lt;br /&gt;
Also, many upgraded drugs can be overdosed with, leading to a negative outcome. Be sure to monitor how many units of chemicals someone is injected with.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Salicyclic Acid}}Salicyclic Acid&amp;lt;span style=&amp;quot;color:#D2D2D2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sodium&amp;lt;br&amp;gt;1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Brute&lt;br /&gt;
|Heals 3 brute damage per tick, but causes exhaustion while it is healing. Overdose causes liver and toxin damage, but will also double the brute healing.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Oxandrolone}}Oxandrolone&amp;lt;span style=&amp;quot;color:#F7FFA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Carbon&amp;lt;br&amp;gt;1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|Burn&lt;br /&gt;
|Heals 3 burn damage per tick, but causes exhaustion whie it is healing. Overdosing will cause liver and toxin damage, but will also double the burn healing. &lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Omnizine}}Omnizine&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grown from Ambrosia Deus or found in heated Donk Pockets&lt;br /&gt;
|Brute, burn, toxin and suffocation&lt;br /&gt;
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1.5 damage of each damage type per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Carthatoline}}Carthatoline&amp;lt;span style=&amp;quot;color:#225722;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[Guide to chemistry#Antitoxin|Antitoxin]]&amp;lt;br&amp;gt;2 parts Carbon&amp;lt;br&amp;gt;1 part Plasma (catalyst)&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals 3 toxin damage per tick while purging toxic chems as well as being very likely to cause vomiting. Overdoses cause brain damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pentetic Acid}}Pentetic Acid&amp;lt;span style=&amp;quot;color:#E6FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Welding Fuel&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part [[#Formaldehyde|Formaldehyde]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;1 part [[#Cyanide|Cyanide]]&lt;br /&gt;
|Radiation, toxin&lt;br /&gt;
|Treats massive radiation exposure extremely well but has diminsing returns the lower radiaton you have. Treats 2 toxin damage a tick but purges all other chemicals from body, including medicines.&amp;lt;br&amp;gt;Other [[#Carthatoline|anti-toxins]] should be used instead if only treating toxin damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Perfluorodecalin}}Perfluorodecalin&amp;lt;span style=&amp;quot;color:#FF6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrogen&amp;lt;br&amp;gt;1 part Fluorine&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;temperature 370 K&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals suffocation damage so quickly that you could have a spacewalk, and also heals your lungs if they are damaged, but will cause gradual toxin damage. Overdoses cause heart damage.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Atropine}}Atropine&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Brute, Burn, Toxin and Suffocation&lt;br /&gt;
|Rapidly stabilizes and heals anyone in or near critical condition, but causes dizziness and jittering. Overdoses will cause excess Atropine to be rapidly metabolized into [[Histamine]].&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|15 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Calomel}}Calomel&amp;lt;span style=&amp;quot;color:#19C832;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Chlorine temperature 374 K&lt;br /&gt;
|Purge&lt;br /&gt;
|Quickly purges the body of all chemicals at 2.5u per tick. If your health is above 20, large amounts of toxin damage is dealt.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Hepanephrodaxon}}Hepanephrodaxon&amp;lt;span style=&amp;quot;color:#D2691E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Carthatoline|Carthatoline]]&amp;lt;br&amp;gt;2 parts Carbon&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;5&amp;amp;nbsp;parts&amp;amp;nbsp;Plasma&amp;amp;nbsp;(catalyst)&lt;br /&gt;
|Liver, Toxin&lt;br /&gt;
|Superior anti-toxin that heals 6 toxin damage per tick and also heals liver damage so long as the liver is still functional, but causes confusion. Overdoses cause brain damage and more severe confusion. Extremely fast metabolization. &lt;br /&gt;
|1.5 units per tick&lt;br /&gt;
|10 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mutadone}}Mutadone&amp;lt;span style=&amp;quot;color:#5096C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Unstable Mutagen|Unstable Mutagen]]&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part Bromine&lt;br /&gt;
|Genetic&lt;br /&gt;
|Heals your genetic mutations.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Unique Healing Medicines===&lt;br /&gt;
These healing drugs preform a unique function that is not commonly used or seen in game.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Potassium Iodide}}Potassium Iodide&amp;lt;span style=&amp;quot;color:#14FF3C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Iodine&lt;br /&gt;
|Radiation&lt;br /&gt;
|Reduces low radiation damage very effectively.&lt;br /&gt;
|0.8 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ephedrine}}Ephedrine&amp;lt;span style=&amp;quot;color:#D2FFFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Stun&lt;br /&gt;
|Reduces stun times, increases run speed, and stabilizes crit.&amp;lt;br&amp;gt;If overdosed it will deal toxin and oxyloss damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|25 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Diphenhydramine}}Diphenhydramine&amp;lt;span style=&amp;quot;color:#64FFE6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Bromine&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|Histamine Overdose&lt;br /&gt;
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Morphine}}Morphine&amp;lt;span style=&amp;quot;color:#A9FBFB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Carbon&amp;lt;br&amp;gt;2 parts Hydrogen&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;Tempurature 480k&lt;br /&gt;
|Movement Speed&lt;br /&gt;
|Will allow you to walk faster. Will eventually knock you out if you take too much.&amp;lt;br&amp;gt;If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal toxin damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|25 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Oculine}}Oculine&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Eye&lt;br /&gt;
|Quickly heals eye damage and reverts blindness.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Inacusiate}}Inacusiate&amp;lt;span style=&amp;quot;color:#6600FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Ear&lt;br /&gt;
|Instantly removes all ear damage. (Results in 2 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Epinephrine}}Epinephrine&amp;lt;span style=&amp;quot;color:#D2FFFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Stun + Brute, burn, suffocation and toxin&lt;br /&gt;
|20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff. Prevents oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn.&amp;lt;br&amp;gt;If overdosed will deal toxin and stamina damage, and cause suffocation.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Antihol}}Antihol&amp;lt;span style=&amp;quot;color:#00B4C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;&lt;br /&gt;
|Alcohol &lt;br /&gt;
|Helps remove Alcohol from someone&#039;s body, as well as eliminating its side effects.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Stimulants}}Stimulants&amp;lt;span style=&amp;quot;color:#78008C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Adrenals or Stimpack&lt;br /&gt;
|Stun&lt;br /&gt;
|Increases run speed and eliminates stuns, can heal minor damage.&amp;lt;br&amp;gt;If overdosed it will deal toxin damage and stun.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|60 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Insulin}}Insulin&amp;lt;span style=&amp;quot;color:#FFFFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Found in NanoMed Plus&lt;br /&gt;
|Sugar Dependency &lt;br /&gt;
|Increases sugar depletion.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Strange Reagent}}Strange Reagent&amp;lt;span style=&amp;quot;color:#A0E85E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Omnizine|Omnizine]]&amp;lt;br&amp;gt;1 part Holy Water&amp;lt;br&amp;gt;1 part [[#Unstable Mutagen|Unstable Mutagen]]&lt;br /&gt;
|Death&lt;br /&gt;
|A miracle drug that can bring a dead body back to life! If the corpse has suffered more than 100 brute or burn damage it will fail, however.&amp;lt;br&amp;gt;If used on a living person it will deal Brute and Burn damage. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Synaptizine}}Synaptizine&amp;lt;span style=&amp;quot;color:#FF00FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Hallucination Decrease&lt;br /&gt;
|Helps Hallucinations go away much faster and helps you recover from stuns and knockdowns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic. Use after the super matter deliminates to stop all hallcuincations. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Rezadone}}Rezadone&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[Guide to chemistry#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&amp;lt;br&amp;gt;1 part Copper&lt;br /&gt;
|Cellular Damage Healing&lt;br /&gt;
|Instantly heals all cellular damage, while healing brute and burn damage over time. If overdosed deals toxin damage. Very good for speedcloning. 5 units applied to a husk with less than 50 Burn damage will unhusk it. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Spaceacillin}}Spaceacillin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Epinephrine|Epinephrine]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|Infections&lt;br /&gt;
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body.&lt;br /&gt;
|0.04 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Miner&#039;s Salve}}Miner&#039;s Salve&amp;lt;span style=&amp;quot;color:#6D6374;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 Part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 Part Water &amp;lt;br&amp;gt;OR grind a twinkie, a sheet of metal and a sheet of plasma&lt;br /&gt;
|Improvised Patch Healing Chem&lt;br /&gt;
|Heals over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Haloperidol}}Haloperidol&amp;lt;span style=&amp;quot;color:#27870a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Chlorine&amp;lt;br&amp;gt;1 part Fluorine&amp;lt;br&amp;gt;1 part Aluminum&amp;lt;br&amp;gt;1 part [[#Potassium Iodide|Potassium Iodide]]&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&lt;br /&gt;
|Anti-Drug and Light Sedative&lt;br /&gt;
|Helps fight against the effects of most drugs, while purging them. However also causes drowsiness and stamina damage.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Leporazine}}Leporazine &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Copper&amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;5 units Plasma (catalyst)&lt;br /&gt;
|Body temperature&lt;br /&gt;
|Keeps a patient&#039;s body temperature stable, but if overdosed will cause wild fluctuations in body temperature instead. &lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Corazone}}Corazone&amp;lt;span style=&amp;quot;color:#F5F5F5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Lithium&lt;br /&gt;
|Heart attack&lt;br /&gt;
|Helps prevent cardiac arrest by gradually healing heart damage. Overdoses cause Corazone to be metabolized into [[Histamine]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Psicodine}}Psicodine&amp;lt;span style=&amp;quot;color:#F5F5F5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Mannitol|Mannitol]]&amp;lt;br&amp;gt;1 part [[#Impedrezene|Impedrezene]]&amp;lt;br&amp;gt;2 parts Water&lt;br /&gt;
|Phobias and Mood&lt;br /&gt;
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Energized Jelly}}Energized Jelly&amp;lt;span style=&amp;quot;color:#CAFF43;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Teslium|Teslium]]&amp;lt;br&amp;gt;1 part [[#Slime Jelly|Slime Jelly]]&lt;br /&gt;
|Stun&lt;br /&gt;
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent&#039;s]] cooldowns. Non-jelly lifeforms will just get shocked.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Energized Ooze}}Energized Ooze&amp;lt;span style=&amp;quot;color:#CAFF43;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Teslium|Teslium]]&amp;lt;br&amp;gt;1 part [[#Slime Ooze|Slime Ooze]]&lt;br /&gt;
|Rege&lt;br /&gt;
|Reduces stun times by around 60% (depends) for the [[Guide_to_races#Oozeling|Oozling]] race. Non-jelly lifeforms will just get shocked.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Regenerative Ooze}}Regenerative Ooze&amp;lt;span style=&amp;quot;color:#CAFF43;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Tricordrazine|Tricordrazine]]&amp;lt;br&amp;gt;1 part [[#Slime Ooze|Slime Ooze]]&lt;br /&gt;
|Healing&lt;br /&gt;
|Gradually regenerates all types of damage, without harming [[Guide_to_races#Oozeling|Oozling]] anatomy.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Narcotics ==&lt;br /&gt;
Narcotics are highly addicitve drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.&lt;br /&gt;
&lt;br /&gt;
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Nicotine}}Nicotine&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grown in tobacco or found in cigarettes.&lt;br /&gt;
|Slightly reduces stun times.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|15 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Krokodil}}Krokodil&amp;lt;span style=&amp;quot;color:#0064B4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Diphenhydramine|Diphenhydramine]]&amp;lt;br&amp;gt;1 part [[#Space Cleaner|Space Cleaner]]&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Morphine&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Welding Fuel&amp;lt;br&amp;gt;temperature 390 K&lt;br /&gt;
|Provides messages of calmness and protection.&amp;lt;br&amp;gt;If overdosed it will deal significant Brain and Toxin damage.&amp;lt;br&amp;gt;If addicted too it will begin to deal fatal amounts of Brute damage as the subjects skin falls off.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|15 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Crank}}Crank&amp;lt;span style=&amp;quot;color:#FA00C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Diphenhydramine|Diphenhydramine]]&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;1 part sulphuric Acid&amp;lt;br&amp;gt;1 part Welding Fuel&amp;lt;br&amp;gt;temperature 390 K&lt;br /&gt;
|Reduces stun times by about 200%.&amp;lt;br&amp;gt;If overdosed or addicted it will deal significant Toxin, Brute and Brain damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Methamphetamine}}Methamphetamine&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ephedrine|Ephedrine]]&amp;lt;br&amp;gt;1 part Iodine&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;temperature 375 k&lt;br /&gt;
|Every chemist&#039;s favorite, and the leading cause of chemist deaths.&lt;br /&gt;
Reduces stun times by about 300%. Allows the user to quickly recover stamina while dealing a small amount of Brain damage.&amp;lt;br&amp;gt;If overdosed the subject will move, laugh, and drop items randomly while suffering from Toxin and Brain damage.&amp;lt;br&amp;gt;If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.&amp;lt;br&amp;gt;A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380 k.&lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Bath Salts}}Bath Salts&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Poisoned Food&amp;lt;br&amp;gt;1 part [[#Saltpetre|Saltpetre]]&amp;lt;br&amp;gt;1 part Nutriment&amp;lt;br&amp;gt;1 part [[#Space Cleaner|Space Cleaner]]&amp;lt;br&amp;gt;1 part Enzyme&amp;lt;br&amp;gt; 1 part Tea&amp;lt;br&amp;gt;1 part Mercury&amp;lt;br&amp;gt;temperature 374k&lt;br /&gt;
|Makes the subject nearly impervious to stuns, however the subject will suffer Toxin and Brain damage, constant hallucinations and will lose motor control.&amp;lt;br&amp;gt;If overdosed the subject will lose even more motor control, drool and drop items in their hand.&amp;lt;br&amp;gt;If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Aranesp}}Aranesp&amp;lt;span style=&amp;quot;color:#78FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Epinephrine|Epinephrine]]&amp;lt;br&amp;gt;1 part [[#Atropine|Atropine]]&amp;lt;br&amp;gt;1 part [[#Morphine|Morphine]]&lt;br /&gt;
|The subject will think they are &amp;quot;amped&amp;quot; and regenerate stamina at an incredible rate, however the drug typically cause the subject to suffocate to death.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Space Drugs}}Space Drugs&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Lithium&amp;lt;br&amp;gt;1 part Mercury&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|An illegal compound which induces a number of effects such as loss of balance and visual artefacts. If overdosed causes hallucinations.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Happiness}}Happiness&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Nitrous Oxide|Nitrous Oxide]]&amp;lt;br&amp;gt;1 part [[#Epinephrine|Epinephrine]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;5&amp;amp;nbsp;units&amp;amp;nbsp;Plasma&amp;amp;nbsp;(catalyst)&lt;br /&gt;
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to &amp;quot;insane&amp;quot;.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Modafinil}}Modafinil&amp;lt;span style=&amp;quot;color:#BEF7D8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Sulphuric Acid&amp;lt;br&amp;gt;1&amp;amp;nbsp;unit&amp;amp;nbsp;Bromine&amp;amp;nbsp;(catalyst)&lt;br /&gt;
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and oxygen damage.&lt;br /&gt;
|0.02-0.08 units per&amp;amp;nbsp;tick&lt;br /&gt;
|Random, initially 20 but goes up or down 0.1u each tick.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ketamine}}Ketamine&amp;lt;span style=&amp;quot;color:#C9C9C9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 Parts [[#Morphine|Morphine]]&amp;lt;br&amp;gt;3 Parts [[Guide to chemistry#Chloral Hydrate|Chloral Hydrate]]&amp;lt;br&amp;gt;3 Parts [[#Fentanyl|Fentanyl]]&amp;lt;br&amp;gt;3 Parts [[#Epinephrine|Epinephrine]]&amp;lt;br&amp;gt;Temperature 370k&lt;br /&gt;
|A Dissociative Anesthetic. Causes Hallucinations, Allows User to Ignore the Damage Slowdown(Like Morphine). Reduces Jitters and Confusion, and provides a mood boost if disgusted. Will eventually knock you out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overdose: Gives you a split personality. No more slowdown ignore. Hallucinations are worse. &lt;br /&gt;
|.5 Units Per Tick&lt;br /&gt;
|16 Units&lt;br /&gt;
|8 Units&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Pyrotechnics==&lt;br /&gt;
The manipulation of fire and matter.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Stabilizing Agent}}Stabilizing Agent&amp;lt;span style=&amp;quot;color:#FFFF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. &#039;&#039;&#039;This does not work on everything, so be warned!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Foam Surfactant}}Foam Surfactant&amp;lt;span style=&amp;quot;color:#9E6B38;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Carbon&amp;lt;br&amp;gt;2 parts Fluorine&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Also known as Fluorosurfactant. Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob&#039;s exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). Foam is slippery!&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Firefighting Foam}}Firefighting Foam&amp;lt;span style=&amp;quot;color:#A6FAFF55;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Stabilizing Agent|Stabilizing Agent]]&amp;lt;br&amp;gt;1 part [[#Foam Surfactant|Foam Surfactant]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;temperature 200k&lt;br /&gt;
|A historical fire suppressant. Originally believed to simply displace oxygen to starve fires, it actually interferes with the combustion reaction itself. Vastly superior to the cheap water-based extinguishers. When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Smoke}}Smoke&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Phosphorous&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Flash Powder}}Flash Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Aluminium&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sulphur&lt;br /&gt;
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Phlogiston}}Phlogiston&amp;lt;span style=&amp;quot;color:#FA00AF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Phosphorus&amp;lt;br&amp;gt;1 part Sulphuric Acid&amp;lt;br&amp;gt;1 part Stable Plasma&lt;br /&gt;
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you&#039;re burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Reagent. Does not react immediately.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Napalm}}Napalm&amp;lt;span style=&amp;quot;color:#FA00AF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Welding Fuel&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sonic Powder}}Sonic Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Oxygen&amp;lt;br&amp;gt;1 part Cola&amp;lt;br&amp;gt;1 part Phosphorus&lt;br /&gt;
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pyrosium}}Pyrosium&amp;lt;span style=&amp;quot;color:#64FAC8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Stable Plasma&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part Phosphorus&lt;br /&gt;
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Pyrosium slowly heats all other reagents in the container up. Useful for delayed reactions.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cryostylane}}Cryostylane&amp;lt;span style=&amp;quot;color:#0000DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Water&amp;lt;br&amp;gt;1 part Stable Plasma&amp;lt;br&amp;gt;1 part Nitrogen&lt;br /&gt;
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Cryostylane slowly cools all other reagents in the container down. Useful for delayed reactions.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride&amp;lt;span style=&amp;quot;color:#FFC8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Chlorine&amp;lt;br&amp;gt;3 parts Fluorine&amp;lt;br&amp;gt;temperature 424k&lt;br /&gt;
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will burn you from the inside out. It metabolizes out of your body extremely fast, however.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sorium}}Sorium&amp;lt;span style=&amp;quot;color:#5A64C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Nitrogen&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Liquid Dark Matter}}Liquid Dark Matter&amp;lt;span style=&amp;quot;color:#210021;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Stable Plasma&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|Meth Explosion&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Iodine&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;temperature 300k&amp;lt;br&amp;gt;(Room temperature)&lt;br /&gt;
|If you are making Methamphetamine and mixing the ephedrine last, make sure you&#039;re using a chilled container, or it&#039;ll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Black Powder}}Black Powder&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Saltpetre|Saltpetre]]&amp;lt;br&amp;gt;1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Sulfur&lt;br /&gt;
|Sparks, and then creates a violent explosion when heated to 474K.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Nitroglycerin}}Nitroglycerin&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Glycerol|Glycerol]]&amp;lt;br&amp;gt;1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (results in 2 units instead of 3). Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Explosion}}Explosion&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Holy Explosion}}Holy Explosion&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Holy Water&lt;br /&gt;
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|EMP}}EMP&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 part Uranium&lt;br /&gt;
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Radius depends on amount mixed. Has 50/50 chance to open locked containers.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tesla Shock}}Tesla Shock&lt;br /&gt;
|1 part [[#Teslium|Teslium]]&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Thermite}}Thermite&amp;lt;span style=&amp;quot;color:#550000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Aluminium&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Doesn&#039;t work on Lockers or Crates(sadly). Causes minor burn damage to humans when ingested.&lt;br /&gt;
|}&lt;br /&gt;
==Other Recipes==&lt;br /&gt;
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Plastic Sheets}}Plastic Sheets&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts [[#Ash|Ash]]&amp;lt;br&amp;gt;5 parts [[#Oil|Oil]]&amp;lt;br&amp;gt;2 parts Sulphuric Acid&amp;lt;br&amp;gt;Temperature 374K&lt;br /&gt;
|Creates Plastic sheets. 1 Plastic sheet per 10u of solution. Can be used in hand to craft plastic bottles (they work just like beakers)&amp;lt;br&amp;gt;Required to print certain items such as surgical drapes or Plumbing Constructor in the protolathes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Barber&#039;s Aid}}Barber&#039;s Aid&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Carpet|Carpet]]&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part [[#Space Drugs|Space Drugs]]&lt;br /&gt;
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Concentrated Barber&#039;s Aid}}Concentrated Barber&#039;s Aid&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Barber&#039;s Aid&amp;lt;br&amp;gt;1 part [[#Unstable Mutagen|Unstable Mutagen]]&lt;br /&gt;
|Grows your hair very long!&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Candle}}Candle&lt;br /&gt;
|10 parts Liquid Gibs&amp;lt;br&amp;gt;10 parts Oxygen&amp;lt;br&amp;gt;Temperature 374K&lt;br /&gt;
|Creates a red candle for use in decoration or rituals.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Carbon Dioxide}}Carbon Dioxide&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;2 parts Oxygen&amp;lt;br&amp;gt;Temperature 777K&lt;br /&gt;
|What the fuck is carbon dioxide? It will create [[Guide_to_Atmospherics#CO2|CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]] in gas form. Might be useful for creative traitors.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Colorful Reagent}}Colorful Reagent&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Stable Plasma&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part [[#Space Drugs|Space Drugs]]&amp;lt;br&amp;gt;1 part [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;1 part [[Guide to food and drinks#Triple Citrus|Triple Citrus]]&lt;br /&gt;
|Use this to color EVERYTHING! Keep away from the clown and assistants!&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Condensed Capsaicin}}Condensed Capsaicin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Capsaicin Oil&amp;lt;br&amp;gt;5 parts Ethanol&lt;br /&gt;
|A chemical agent used for self-defense and in police work (results in 5 units instead of 6).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Life}}Life&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Strange Reagent|Strange Reagent]]&amp;lt;br&amp;gt;1 part [[#Synthflesh|Synthflesh]]&amp;lt;br&amp;gt;1 part Blood&amp;lt;br&amp;gt;temperature 375K&lt;br /&gt;
|Creates a or multiple very unpleseant life forms. You always want to have Security on hot standby if you attemtp this. (Results in 1 unit instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Life Friendly}}Life Friendly&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Strange Reagent|Strange Reagent]]&amp;lt;br&amp;gt;1 part [[#Synthflesh|Synthflesh]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;temperature 375K&lt;br /&gt;
|Creates a or multiple friendly life forms. If you want to have some fun creating life and not end up getting exectuted by security (Results in 1 unit instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Corgium}}Corgium&lt;br /&gt;
|1 part Nutriment&amp;lt;br&amp;gt;1 part Colorful Reagent&amp;lt;br&amp;gt;1 part [[#Strange Reagent|Strange Reagent]]&amp;lt;br&amp;gt;1 part Blood&lt;br /&gt;
|Creates your own Corgi! Turns you into a Corgi if ingested.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cryptobiolin}}Cryptobiolin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Oxygen&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Causes confusion and dizziness. This is essential to make Spaceacillin.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Drying Agent}}Drying Agent&amp;lt;span style=&amp;quot;color:#A70FFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Stable Plasma&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Sodium&lt;br /&gt;
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on (results in 3 units instead of 4).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Foaming Agent}}Foaming Agent&amp;lt;span style=&amp;quot;color:#664B63;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Lithium&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Used in Metal Foam production. Creates 1 unit instead of 2.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid&amp;lt;span style=&amp;quot;color:#5050FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Fluorine&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sulphuric Acid&amp;lt;br&amp;gt;temperature 380 K&lt;br /&gt;
|A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Glycerol}}Glycerol&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Corn Oil&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Requires blended corn, so thus help from the botanist. This is only useful in other reactions (results in 1 unit instead of 4). Slippery like water.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Solid Gold}}Solid Gold&amp;lt;span style=&amp;quot;color:#FFD700;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Frost Oil&amp;lt;br&amp;gt;20 part Gold&amp;lt;br&amp;gt;1 part Iron&lt;br /&gt;
|Solidifies a sheet of gold into your hand. Requires Frost Oil, thus help from botany.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Solid Adamantine}}Solid Adamantine&amp;lt;span style=&amp;quot;color:#E0FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Frost Oil&amp;lt;br&amp;gt;10 part liquid Adamantine&amp;lt;br&amp;gt;5 part Gold&lt;br /&gt;
|Creates a single sheet of Adamantine in your hand. Requires Frost Oil, thus help from Botany.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Hair Dye}}Quantum Hair Dye&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Colorful Reagent&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part [[#Space Drugs|Space Drugs]]&lt;br /&gt;
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Laughter}}Laughter&amp;lt;span style=&amp;quot;color:#FF4DD2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part Banana Juice&lt;br /&gt;
|Causes you to laugh, reduces slip knockdown, and gives a positive moodlet when slipped. Useful for the clown! (results in 10 units instead of 2).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Meat Product}}Meat Product&lt;br /&gt;
|10 parts Liquid Gibs&amp;lt;br&amp;gt; 10 parts Nutriment&amp;lt;br&amp;gt; 10 parts Carbon&lt;br /&gt;
|Creates a slab of chemically processed meat.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Metal Foam}}Metal Foam&lt;br /&gt;
|3 parts Iron/Aluminium&amp;lt;br&amp;gt;1 part [[#Foaming Agent|Foaming Agent]]&amp;lt;br&amp;gt;1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Nitrous Oxide}}Nitrous Oxide&lt;br /&gt;
|2 parts [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Nitrogen&amp;lt;br&amp;gt;2 parts Oxygen&amp;lt;br&amp;gt;Temperature 525 K&lt;br /&gt;
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form, which explodes when heated to 575K.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Plasma Solidification}}Plasma Solidification&lt;br /&gt;
|20 parts [[Plasma]]&amp;lt;br&amp;gt;5 parts Iron&amp;lt;br&amp;gt;5 parts Frost Oil&lt;br /&gt;
|Solidifies a large amount of [[plasma]] into a bar.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pax}}Pax&amp;lt;span style=&amp;quot;color:#AAAAAA55;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1&amp;amp;nbsp;part&amp;amp;nbsp;[[#Mindbreaker Toxin|Mindbreaker&amp;amp;nbsp;Toxin]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Pacifies by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive and aggressive grabs. Non-harmful weapons such as disablers still work. Metabolizes at the rate of 0.1 units per tick.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Royal Bee Jelly}}Royal Bee Jelly&amp;lt;span style=&amp;quot;color:#00FF80;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|10&amp;amp;nbsp;parts&amp;amp;nbsp;[[#Unstable Mutagen|Unstable&amp;amp;nbsp;Mutagen]]&amp;lt;br&amp;gt;40 parts Honey&lt;br /&gt;
|Causes a Queen Bee to split in two when injected (results in 5 units instead of 50).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Soap}}Soap&lt;br /&gt;
|10 parts [[#Lye|Lye]]&amp;lt;br&amp;gt;10 parts Liquid Gibs&amp;lt;br&amp;gt;Temperature 374K&lt;br /&gt;
|Creates a bar of soap, slightly faster cleaning than what you get on the station.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sodium Chloride}}Sodium Chloride&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sodium&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Commonly known as salt, Sodium Chloride is often used to season food.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Space Cleaner}}Space Cleaner&amp;lt;span style=&amp;quot;color:#A5F0EE;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Spray Tan}}Spray Tan&amp;lt;span style=&amp;quot;color:#FFC080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Orange Juice&amp;lt;br&amp;gt;1 part [[#Oil|Oil]] OR 1 Part Corn Oil&lt;br /&gt;
|Darkens the skin when sprayed or applied. Do not swallow!&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Space Lube}}Space Lube&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Oxygen&amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sterilizine}}Sterilizine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Synthmeat}}Synthmeat&lt;br /&gt;
|5 parts blood&amp;lt;br&amp;gt;1 part [[Cryoxadone]]&lt;br /&gt;
|Creates a slab of synthetic meat.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Unstable Mutagen}}Unstable Mutagen&amp;lt;span style=&amp;quot;color:#00FF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Chlorine&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Radium&lt;br /&gt;
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cooking Oil}}Cooking Oil&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrogen&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|A cooking oil used in deep-fryer to deepfry things. God forbid if clown gets their hands on this.&lt;br /&gt;
|}&lt;br /&gt;
===Virology Recipes===&lt;br /&gt;
These chemicals are used to mutate viruses, and have few uses beyond that.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Virus Food}} Virus Food&amp;lt;span style=&amp;quot;color:#899613;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Water&amp;lt;br&amp;gt;5 parts Milk&lt;br /&gt;
|A chemical which allows viruses and bacteria to quickly grow. (Results in 15 units instead of 10)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mutagenic Agar}} Mutagenic Agar&amp;lt;span style=&amp;quot;color:#A3C00F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Unstable Mutagen|Unstable Mutagen]]&amp;lt;br&amp;gt;1 part Virus food&lt;br /&gt;
|Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sucrose Agar}} Sucrose Agar&amp;lt;span style=&amp;quot;color:#41B0C0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mutagenic agar&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Virus Plasma}} Virus Plasma&amp;lt;span style=&amp;quot;color:#A69DA9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus food&amp;lt;br&amp;gt;1 part [[Plasma]]&lt;br /&gt;
|Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma&amp;lt;span style=&amp;quot;color:#CEC3C6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus plasma&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Weakened variety of virus plasma. Only useful to Virology. It is used to get a virus symptom of level 5 only.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Virus Rations}} Virus Rations&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus food&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Depleted virus food. Only useful to Virology. It is used to get a virus symptom of level 1 only. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus food&amp;lt;br&amp;gt;1 part Uranium&lt;br /&gt;
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus plasma&amp;lt;br&amp;gt;2 parts Uranium&lt;br /&gt;
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 6)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Stable Uranium Gel}} Stable Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Plasma&amp;lt;br&amp;gt;5 parts Uranium&amp;lt;br&amp;gt;5 parts Silver OR Gold&lt;br /&gt;
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Viral Base}} Advanced Virus Food Base&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1u is available in virology at round start&lt;br /&gt;
|used to make Advanced Virus Food&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Highly Unstable Virus Food}} Advanced Virus Food&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Viral Base&amp;lt;br&amp;gt;20 parts Uranium&lt;br /&gt;
|Insanely powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 9. (Results in 1 unit instead of 21)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Anomalous Virus Food}} Anomalous Virus Food&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus Food&amp;lt;br&amp;gt;5 parts [[#Laughter|Laughter]]&lt;br /&gt;
|Unusual viral mutagen. Only useful to virology. It is used to get a virus symptom of level 0. (Results in 1 unit instead of 6)&lt;br /&gt;
|}&lt;br /&gt;
===Mutation Toxins===&lt;br /&gt;
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid [[Guide_to_races|races]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mutation Toxin}} Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Use Plasma on a green slime&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Slimepeople|slimeperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Unstable Mutation Toxin}} Unstable Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Use Radium on a green slime&lt;br /&gt;
|Mutagenic chemical that transforms into a random, safe race.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part Blood&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Human|human]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mulligan Toxin}}Mulligan Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Stable Mutation Toxin|Stable Mutation Toxin]]&amp;lt;br&amp;gt;1&amp;amp;nbsp;part&amp;amp;nbsp;[[#Unstable Mutagen|Unstable&amp;amp;nbsp;Mutagen]]&amp;lt;br&amp;gt;Also found in the [[Syndicate Items| Traitor Uplink]].&lt;br /&gt;
|Changes identity by randomizing the subject&#039;s appearance.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Lizard Mutation Toxin}} Lizard Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part Liquid Gibs&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Lizardpeople|lizardperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Felinid Mutation Toxin}} Felinid Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Fentanyl|Fentanyl]]&amp;lt;br&amp;gt;10 part [[#Impedrezene|Impedrezene]]&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Felinids|felinid]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Moth Mutation Toxin}} Moth Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Lipolicide|Lipolicide]]&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Mothpeople|moth]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Squid Mutation Toxin}} Squid Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Sodium Chloride|Salt]]&amp;lt;br&amp;gt;20 part Water&lt;br /&gt;
|Mutagenic chemical that transforms into a squid.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Fly Mutation Toxin}} Fly Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Unstable Mutagen|Unstable Mutagen]]&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Flypeople|flyperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pod Mutation Toxin}} Pod Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part EZ Nutrient&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Podpeople|podperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Golem Mutation Toxin}} Golem Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;20 part Liquid Adamantine (grind an Adamantine bar)&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Golems|golem]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Abductor Mutation Toxin}} Abductor Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Morphine|Morphine]]&amp;lt;br&amp;gt;10 part [[#Mute Toxin|Mute Toxin]]&lt;br /&gt;
|Mutagenic chemical that transforms into an [[Guide_to_races#Abductors|abductor]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|IPC Mutation Toxin}} IPC Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;20 part [[#Teslium|Teslium]]&lt;br /&gt;
|Mutagenic chemical that transforms into an [[Guide_to_races#IPC|IPC]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Use Plasma on a black slime&lt;br /&gt;
|Mutagenic chemical that slowly morphs the victim into a [[slime]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Skeleton Mutation Toxin}} Skeleton Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;30 part Milk&amp;lt;br&amp;gt;30 part [[#Fluorosulfuric acid|Fluorosulfuric acid]]&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Skeletons|skeleton]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Zombie Mutation Toxin}} Zombie Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Krokodil|Krokodil]]&amp;lt;br&amp;gt;10 part Bad Food&lt;br /&gt;
|Mutagenic chemical that transforms into a non-infectious and comletely fake Zombie.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ash Mutation Toxin}} Ash Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;1 part Lizard Mutation Toxin&amp;lt;br&amp;gt;5 part [[#Entropic Polypnium|Entropic Polypnium]]&lt;br /&gt;
|Mutagenic chemical that transforms into an Ash Walker.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Shadow Mutation Toxin}} Shadow Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;30 part [[#Liquid Dark Matter|Stabilized Liquid Dark Matter]]&amp;lt;br&amp;gt;10 part Holy Water&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Shadowpeople|shadowperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Plasma Mutation Toxin}} Plasma Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;20 part Uranium&amp;lt;br&amp;gt;60 part Plasma&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Plasmaman|plasmaman]].&lt;br /&gt;
|}&lt;br /&gt;
== Toxins ==&lt;br /&gt;
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don&#039;t wanna waste telecrystals you can mix it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Damage dealt&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Toxin}}Toxin&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Medbay Vendors, Emagged Chem Dispenser&lt;br /&gt;
|Toxin&lt;br /&gt;
|Will deal toxin damage over time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Food Poisoning}}Bad Food&amp;lt;span style=&amp;quot;color:#D6D6D8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|From eating poorly made food&lt;br /&gt;
|Toxin&lt;br /&gt;
|Will deal a minor amount of Toxin damage.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Chloral Hydrate}}Chloral Hydrate&amp;lt;span style=&amp;quot;color:#000067;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Chlorine&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Stun, Toxin&lt;br /&gt;
|A short-lived sedative which stuns after a bit, but can be deadly in large doses. Results in 1 units instead of 5.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|Very Mild Hallucinations&lt;br /&gt;
|Popular legend about this drug lead CentCom to space-alter its effects, which now only creates simple hallucinations like reporting you as &amp;quot;dead&amp;quot;. Space drugs, far simpler to create, have taken its place. Results in 5 units instead of 3.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Impedrezene}}Impedrezene&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Brain&lt;br /&gt;
|A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions. Causes massive brain damage (results in 2 units instead of 3).&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mute Toxin}}Mute Toxin&amp;lt;span style=&amp;quot;color:#F0F8FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Uranium&amp;lt;br&amp;gt;1 part Water&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Speech&lt;br /&gt;
|Makes the subject unable to speak for some time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mime&#039;s Bane}}Mime&#039;s Bane&amp;lt;span style=&amp;quot;color:#F0F8FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Radium&amp;lt;br&amp;gt;1 part [[#Mute Toxin|Mute Toxin]]&amp;lt;br&amp;gt;1 part [[Guide_to_food_and_drinks#Nothing|Nothing]]&lt;br /&gt;
|Gestures&lt;br /&gt;
|A nonlethal neurotoxin that interferes with the victim&#039;s ability to gesture&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Lexorin}}Lexorin&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Sulfonal|Sulfonal]]&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part [[Plasma]]&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Initropidril}}Initropidril&amp;lt;span style=&amp;quot;color:#7F10C0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Cardiac Arrest&lt;br /&gt;
|Deals heavy toxin damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tirizene}}Tirizene&amp;lt;span style=&amp;quot;color:#6E2828;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Sleepypen, Emagged Soda Dispenser, [[Guide_to_botany#Deathberry|Death Berry]], [[Guide_to_botany#Poison-berry|Poison-Berry]]&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tiring Solution}}Tiring Solution&amp;lt;span style=&amp;quot;color:#6E2828;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Peacekeeper Cyborgs&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals stamina damage over time, slowing down. Won&#039;t go higher than 50 stamina damage.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Polonium}}Polonium&amp;lt;span style=&amp;quot;color:#787878;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Radiation &lt;br /&gt;
|Cause significant Radiation damage over time. It&#039;s metabolized very slowly.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pancuronium}}Pancuronium&amp;lt;span style=&amp;quot;color:#195096;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Paralysis and Suffocation&lt;br /&gt;
|Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sodium Thiopental}}Sodium Thiopental&amp;lt;span style=&amp;quot;color:#6496FA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Knockout and Stamina&lt;br /&gt;
|Knocks you out after 11 seconds, and destroys your stamina.&lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sulfonal}}Sulfonal&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Perfluorodecalin|Perfluorodecalin]]&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Sulfur&lt;br /&gt;
|Knockout and Toxin&lt;br /&gt;
|1 toxin damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly: two units are enough to trigger the knockout.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Amanitin}}Amanitin&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Delayed Toxin Damage &lt;br /&gt;
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Lipolicide}}Lipolicide&amp;lt;span style=&amp;quot;color:#F0FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part [[#Ephedrine|Ephedrine]]&lt;br /&gt;
|Weight Loss&lt;br /&gt;
|Drains nutrition and deals minor toxin damage, will deal more toxin damage if you are starving.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Coniine}}Coniine&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Toxin and breath loss&lt;br /&gt;
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization.&lt;br /&gt;
|0.024 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Curare}}Curare&amp;lt;span style=&amp;quot;color:#191919;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Knockout, Oxygen, and Toxin&lt;br /&gt;
|Does 1 unit of toxin and 1 unit of oxygen damage every second, and knocks you out after 11 seconds. Metabolizes slowly.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Histamine}}Histamine&amp;lt;span style=&amp;quot;color:#FA6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Brute, toxin, oxyloss and eyesight&lt;br /&gt;
|Has a chance each tick to cause small amounts of brute damage or blur vision.&amp;lt;br&amp;gt;If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage each tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Formaldehyde}}Formaldehyde&amp;lt;span style=&amp;quot;color:#B4004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Silver&amp;lt;br&amp;gt;temperature 420 K&lt;br /&gt;
|Toxin&lt;br /&gt;
|Causes a moderate amount of Toxin damage over time. Has a chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay. &lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Venom}}Venom&amp;lt;span style=&amp;quot;color:#F0FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Brute, toxin&lt;br /&gt;
|Will deal Toxin and Brute damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Fentanyl}}Fentanyl&amp;lt;span style=&amp;quot;color:#64916E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Space Drugs|Space Drugs]]&amp;lt;br&amp;gt;temperature 674 K&lt;br /&gt;
|Toxin, brain&lt;br /&gt;
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cyanide}}Cyanide&amp;lt;span style=&amp;quot;color:#00B4FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;temperature 380 K&lt;br /&gt;
|Toxin, oxyloss&lt;br /&gt;
|Causes headaches and sickness at first,followed by failure of cellular respiration leading to cardiac arrest, suffocating its target.&#039;&#039;&#039;Often extremely lethal&#039;&#039;&#039;.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Carpotoxin}}Carpotoxin&amp;lt;span style=&amp;quot;color:#003333;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Space Carp, Koi Beans, Emagged Chem Dispenser&lt;br /&gt;
|Toxin&lt;br /&gt;
|Deals constant toxin damage over time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Zombie Powder}}Zombie Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts [[#Morphine|Morphine]]&amp;lt;br&amp;gt;5 parts [[Guide to chemistry#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;5 parts Copper&lt;br /&gt;
|Fake death, stun&lt;br /&gt;
|Paralyses people, and makes them appear dead to the most rudimentary of tests. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ghoul Powder}}Ghoul Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Zombie Powder|Zombie Powder]]&amp;lt;br&amp;gt;1 part [[#Epinephrine|Epinephrine]]&lt;br /&gt;
|Fake &amp;quot;death&amp;quot;&lt;br /&gt;
|Same as Zombie Powder, but victim can move.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Itching Powder}}Itching Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Fuel&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part [[#Charcoal|Charcoal]]&lt;br /&gt;
|Brute, annoyance&lt;br /&gt;
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slight amounts of Brute damage. Has a chance to transform into 1 to 3 units of histamine.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Bone Hurting Juice}}Bone Hurting Juice&amp;lt;span style=&amp;quot;color:#AAAAAA77;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1&amp;amp;nbsp;part&amp;amp;nbsp;[[#Unstable Mutagen|Unstable&amp;amp;nbsp;Mutagen]]&amp;lt;br&amp;gt;3 part [[#Itching Powder|Itching Powder]]&amp;lt;br&amp;gt;1 part [[Guide_to_food_and_drinks#Milk|Milk]]&lt;br /&gt;
|Stamina, Brute to Skeletons&lt;br /&gt;
|Does 7.5 stamina damage per tick. 50u overdose threshold. If overdosed, it has a 4% chance to cause 200 stamina damage to a random limb, temporarily disabling it. If you&#039;re a skeleton or a plasmaman, it will deal additional 0.5 brute damage per tick, and if overdosed has 4% chance to cause 200 brute damage to a random limb instead of stamina damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mint Toxin}}Mint Toxin&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grind the mint in the kitchen&lt;br /&gt;
|Conditional death&lt;br /&gt;
|Instantly gibs fat people when ingested.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Slime Ooze}}Slime Ooze&amp;lt;span style=&amp;quot;color:#611e80;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Oozelings&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals brute damage over time, but randomly deals bursts of 1-10 toxin damage making it useful as Oozelings take reverse toxin damage/healing.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Slime Jelly}}Slime Jelly&amp;lt;span style=&amp;quot;color:#801E28;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Slimes or slimepeople&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage making it useful as slimepeople take reverse toxin damage/healing.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Heparin}}Heparin&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Formaldehyde|Formaldehyde]]&amp;lt;br&amp;gt;1 Part Sodium&amp;lt;br&amp;gt;1 Part Chlorine&amp;lt;br&amp;gt;1 Part Lithium&lt;br /&gt;
|Brute, Bleeding&lt;br /&gt;
|Causes bleeding constantly while in the system of the victim.&lt;br /&gt;
|0.08 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Teslium}}Teslium&amp;lt;span style=&amp;quot;color:#20324D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 Part Stable Plasma&amp;lt;br&amp;gt;1 Part Silver&amp;lt;br&amp;gt;1 Part [[#Black Powder|Black Powder]]&amp;lt;br&amp;gt;Temperature 400K&amp;lt;br&amp;gt;&lt;br /&gt;
|Random Shocks&lt;br /&gt;
|Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Rotatium}}Rotatium&amp;lt;span style=&amp;quot;color:#AC88CA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 Part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 Part [[#Teslium|Teslium]]&amp;lt;br&amp;gt;1 Part [[#Fentanyl|Fentanyl]]&lt;br /&gt;
|Toxin&lt;br /&gt;
|Causes the victim&#039;s screen to display a rocking motion and deals moderate toxin damage.&lt;br /&gt;
|0.24 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Anacea}}Anacea&amp;lt;span style=&amp;quot;color:#3C5133;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 Part [[#Haloperidol|Haloperidol]]&amp;lt;br&amp;gt;1 Part [[#Impedrezene|Impedrezene]]&amp;lt;br&amp;gt;1 Part Radium&lt;br /&gt;
|Toxin and Purges Medicines&lt;br /&gt;
|Metabolizes very slowly and quickly purges medicines in the victim while dealing light toxin damage.&lt;br /&gt;
|0.032 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Weed Killer}} Weed Killer&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;4 parts [[#Ammonia|Ammonia]]&lt;br /&gt;
|Toxin&lt;br /&gt;
|Kills weeds, causes minor toxin damage to humans.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pest Killer}}Pest Killer&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;4 parts Ethanol&lt;br /&gt;
|Toxin&lt;br /&gt;
|Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people.&lt;br /&gt;
|0.4 units per tick.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Plant-B-Gone}}Plant-B-Gone&amp;lt;span style=&amp;quot;color:#49002E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;4 parts Water&lt;br /&gt;
|Toxin&lt;br /&gt;
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans. Deals heavy toxin damage to pod people.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|}&lt;br /&gt;
== Mushroom Chemicals ==&lt;br /&gt;
Found primarily in Lavaland flora.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Entropic Polypnium}}Entropic Polypnium&amp;lt;span style=&amp;quot;color:#1D043D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Poison&lt;br /&gt;
|Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tinea Luxor}}Tinea Luxor&amp;lt;span style=&amp;quot;color:#B5A213;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Other&lt;br /&gt;
|Makes the consumer glow.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Vitrium Froth}}Vitrium Froth&amp;lt;span style=&amp;quot;color:#D3A308;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Medicine&lt;br /&gt;
|80% chance to heal 1 burn and 1 brute damage each tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Reagent Delivery{{anchor|Reagent Delivery}}==&lt;br /&gt;
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Delivery types===&lt;br /&gt;
First of all, there are actually 5 types of delivery, called &#039;&#039;&#039;ingest&#039;&#039;&#039;, &#039;&#039;&#039;inject&#039;&#039;&#039;, &#039;&#039;&#039;vapor&#039;&#039;&#039;, &#039;&#039;&#039;touch&#039;&#039;&#039; and &#039;&#039;&#039;patch&#039;&#039;&#039;. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. &amp;lt;br&amp;gt;&lt;br /&gt;
====Ingest====&lt;br /&gt;
Ingest and &#039;&#039;&#039;inject&#039;&#039;&#039;{{anchor|Inject}} both usually do the exact same thing. The reagent simply enters the target&#039;s bloodstream. Used by pills, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly.&lt;br /&gt;
====Inject====&lt;br /&gt;
Works the same as &#039;&#039;&#039;ingest&#039;&#039;&#039;, where the reagent simply enters the target&#039;s bloodstream. Used by syringes and IV-drips.&lt;br /&gt;
====Vapor====&lt;br /&gt;
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a &amp;quot;vapor&amp;quot; based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples.&lt;br /&gt;
====Touch====&lt;br /&gt;
Touch is used by [[#Smoke|smoke]] and splashing. If the reagent has a &amp;quot;touch&amp;quot; based component, that component will affect the target (such as the instant heal part of [[#Synthflesh|Synthflesh]]), without being blocked by clothing. Nothing at all will enter the target&#039;s bloodstream, with the exception of smoke if the target has no internals on. Currently all &amp;quot;touch&amp;quot; components are also &amp;quot;patch&amp;quot; components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples.&lt;br /&gt;
====Patch====&lt;br /&gt;
Patch is used by patches and medical gels. The reagent enters the target&#039;s bloodstream entirely AND if the reagent has a &amp;quot;patch&amp;quot; based component, that component will affect the target. Currently all &amp;quot;patch&amp;quot; components are also &amp;quot;touch&amp;quot; components.&lt;br /&gt;
===Smoke vs foam vs others===&lt;br /&gt;
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. &amp;lt;br&amp;gt;&lt;br /&gt;
====Pills====&lt;br /&gt;
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn&#039;t work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Syringes====&lt;br /&gt;
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn&#039;t work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Patches====&lt;br /&gt;
Will add all reagents into a person&#039;s bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target&#039;s bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Cigarettes====&lt;br /&gt;
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. &amp;lt;br&amp;gt;&lt;br /&gt;
====[[#Smoke|Smoke]]====&lt;br /&gt;
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud&#039;s duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smoke example 1:&#039;&#039;&#039; Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream (which does nothing in this case). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smoke example:&#039;&#039;&#039; Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. &amp;lt;br&amp;gt;&lt;br /&gt;
====[[#Fluorosurfactant|Foam]]====&lt;br /&gt;
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person&#039;s bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several &#039;ticks&#039;. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted &#039;&#039;after&#039;&#039; dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Foam example 1:&#039;&#039;&#039; 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Foam example 2:&#039;&#039;&#039; 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn&#039;t matter. &amp;lt;br&amp;gt;&lt;br /&gt;
====Splashing====&lt;br /&gt;
Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn&#039;t matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. &amp;lt;br&amp;gt;&lt;br /&gt;
====Spraying====&lt;br /&gt;
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people&#039;s bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beyond the Dispenser ==&lt;br /&gt;
Just because it isn&#039;t found in the dispenser or the guide above doesn&#039;t mean you can&#039;t use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Wizard&amp;diff=32997</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Wizard&amp;diff=32997"/>
		<updated>2021-02-02T12:07:14Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_wizard.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Wizard&lt;br /&gt;
|access = None&lt;br /&gt;
|additional = 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.&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = FORTI GY AMA&lt;br /&gt;
}}&lt;br /&gt;
[[File:Wizardship.jpg|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;
&lt;br /&gt;
==Dress to Kill==&lt;br /&gt;
If you are a Wizard, then remember to keep your wizard hat and robes on. Not only are they the latest in wizarding fashion, they are also a powerful magical amplifier. If you lose those, you are in a boatload of trouble. &lt;br /&gt;
&lt;br /&gt;
Do everything in your power to keep your skirt on. Hurl spells, throw rocks, shout hurtful names at them. Whatever you do, don&#039;t let them touch the clothes.&lt;br /&gt;
===Preparation===&lt;br /&gt;
You start on board a Wizard Ship. You will first be asked to choose a name. You have 10 spell points to spend. You spend them by using your spell book in hand. A menu will appear which contains lists of spells, categorized in tabs. You can also choose name, race and appearance by using the magic mirror on the wall. When you are ready to go to the station, use the &amp;quot;scroll of teleportation&amp;quot; and select a room to teleport to. &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. No need to jump in right away. You can also use the advanced camera console to spy on the station before leaving. &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;
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 invisible when on cooldown.&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;
===Quartermaster Costume Party===&lt;br /&gt;
If you can, masquerade as a Quartermaster Supply Wizard. Not only will you look like the most powerful wizard of all time, but people may be liable to turn a blind eye to your presence. Combine this with some quick spellwork and you may just kill a bunch of people without getting caught.&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 sakes, never take off your robes.&#039;&#039;&#039;&amp;lt;br&amp;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; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| style=&#039;background-color:#B452CD; color:white;&#039; width=&#039;150px&#039; height=&#039;35px&#039;|&#039;&#039;&#039;Spell name&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#B452CD; color:white;&#039; width=&#039;150px&#039;|&#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#B452CD; color:white;&#039;              |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#B452CD; color:white;&#039; width=&#039;100px&#039;|&#039;&#039;&#039;Cooldown&#039;&#039;&#039;&amp;lt;br&amp;gt; in seconds&lt;br /&gt;
| style=&#039;background-color:#B452CD; color:white;&#039; width=&#039;50px&#039; |&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|- style=&#039;background-color:#8B008B; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Attack Spells&lt;br /&gt;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rod Form&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&amp;lt;s&amp;gt;Disintegrate&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Smite&#039;&#039;&#039;&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, but definitely hard to clone. It is seen as a cheap way to kill.&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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mutate&#039;&#039;&#039;&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 harm intent and click on a non-adjacent target. 20 burn per shot. &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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flesh to Stone&#039;&#039;&#039;&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;
(tl;dr: Use it with a Staff of Animation or just use Ei Nath.)&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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tesla Blast&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;UN&#039;LTD P&#039;WAH!&#039;&#039;&lt;br /&gt;
|Charges a lightning blast over 10 seconds. When it finishes channeling (you can move while charging) it will shoot lightning bolts at random mobs within 7 tiles, dealing damage and stunning them. If no mob is nearby on release, the spell&#039;s cooldown will reset. Is not blocked by hardsuits or insulated gloves. &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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Bolt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;UN&#039;LTD P&#039;WAH&#039;&#039;&lt;br /&gt;
|Charges a lightning ball. Click a target to throw 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;
|20 &#039;&#039;&#039;/&#039;&#039;&#039; 15.7 &#039;&#039;&#039;/&#039;&#039;&#039; 11.5 &#039;&#039;&#039;/&#039;&#039;&#039; 7.2 &#039;&#039;&#039;/&#039;&#039;&#039; 3&lt;br /&gt;
|3&lt;br /&gt;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lesser Summon Guns&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Arcane Barrage&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#8B008B; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Defense Spells&lt;br /&gt;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Disable Technology&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Repulse&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;GITTAH WEIGH!&#039;&#039;&lt;br /&gt;
|Throws everything around the user away. 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;
|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;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Throw Lightning&#039;&#039;&#039;&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.&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Stop Time&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Spacetime Distortion&#039;&#039;&#039;&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;
|30&lt;br /&gt;
|1&lt;br /&gt;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;The Traps&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#8B008B; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Mobility Spells&lt;br /&gt;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Blink&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Teleport&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Jaunt&#039;&#039;&#039;&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;
|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;
|-&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&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:#B452CD; color:white;&#039; width=&#039;150px&#039; height=&#039;35px&#039;|&#039;&#039;&#039;Spell name&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#B452CD; color:white;&#039; width=&#039;150px&#039;|&#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#B452CD; color:white;&#039;              |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#B452CD; color:white;&#039; width=&#039;100px&#039;|&#039;&#039;&#039;Cooldown&#039;&#039;&#039;&amp;lt;br&amp;gt; in seconds&lt;br /&gt;
| style=&#039;background-color:#B452CD; color:white;&#039; width=&#039;50px&#039;|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|- style=&#039;background-color:#8B008B; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Attack Spells&lt;br /&gt;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fireball&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Blind&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;STI KALY!&#039;&#039;&lt;br /&gt;
|Blinds an individual temporarily.&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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Curse of the barnyard&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Spell Cards&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#8B008B; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Defense Spells&lt;br /&gt;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Smoke&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Forcewall&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bind Soul&#039;&#039;&#039;&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. Items bound with the spell &amp;quot;Instant Summons&amp;quot; will be unbound on death, so Bind Soul does not work well with special items. &lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&#039;background-color:#8B008B; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Mobility Spells&lt;br /&gt;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mind Swap&#039;&#039;&#039;&amp;lt;br&amp;gt; (aka Mind Transfer)&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 and changelings.&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;
|- style=&#039;background-color:#DDA0DD;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Knock&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#8B008B; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Assistance Spells&lt;br /&gt;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Instant Summons&#039;&#039;&#039; &amp;lt;br&amp;gt; (aka Summon Item)&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;
|10&lt;br /&gt;
|1&lt;br /&gt;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Charge&#039;&#039;&#039;&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;
|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;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shapechange&#039;&#039;&#039; &amp;lt;br&amp;gt;(aka Wild Shapeshift)&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;
|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;
|- style=&#039;background-color:#DA70D6;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Soul Tap&#039;&#039;&#039;&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;
|1&lt;br /&gt;
|3&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.&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; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| style=&#039;background-color:#FFD700; color:white;&#039;  height=&#039;35px&#039;|&#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#FFD700; color:white;&#039;  |&#039;&#039;&#039;Artifact name&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#FFD700; color:white;&#039;              |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#FFD700; color:white;&#039;  width=&#039;50px&#039;|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|- style=&#039;background-color:#DAA520; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Attack &lt;br /&gt;
|- style=&#039;background-color:#FAFAD2;&#039;&lt;br /&gt;
|[[File:Staff change.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Staff of Change&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|- style=&#039;background-color:#FAFAD2&#039;&lt;br /&gt;
|[[File:Staff of chaos.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Staff of Chaos&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|- style=&#039;background-color:#FAFAD2;&#039;&lt;br /&gt;
|[[File:Spellblade.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spellblade&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|- style=&#039;background-color:#FAFAD2;&#039;&lt;br /&gt;
|[[File:Mjolnir.gif|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mjolnir&#039;&#039;&#039;&lt;br /&gt;
|The mighty hammer of Thor. Striking your foes with it will send them flying away frow you, also stunning them, and can be thrown to achieve the same effect.&lt;br /&gt;
|2&lt;br /&gt;
|- style=&#039;background-color:#FAFAD2;&#039;&lt;br /&gt;
|[[File:Mjolnir.gif|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Singularity Hammer&#039;&#039;&#039;&lt;br /&gt;
|A hammer that creates a powerful gravitational field around its target, pulling everything towards it on hit.&lt;br /&gt;
|2&lt;br /&gt;
|- style=&#039;background-color:#DAA520; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Defense&lt;br /&gt;
|- style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Staffofhealing.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Staff of Healing&#039;&#039;&#039;&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;
|1&lt;br /&gt;
|- style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
||[[File:LockerStaff.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Staff of the Locker&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|- style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Scrying_orb.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Scrying Orb&#039;&#039;&#039;&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 scrying, though!&lt;br /&gt;
|2&lt;br /&gt;
|- style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Soulstone Belt.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Wand Assortment&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|- style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Wizardsuit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mastercrafted armor&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|- style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Battlemage armor.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Battlemage armor&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|- style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
||[[File:flux anomaly.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Battlemage armor charge&#039;&#039;&#039;&lt;br /&gt;
|A powerful defensive rune, it will grant eight additional charges to a suit of battlemage armour.&lt;br /&gt;
|1&lt;br /&gt;
|- style=&#039;background-color:#DAA520; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Mobility&lt;br /&gt;
|- style=&#039;background-color:#FAFAD2;&#039;&lt;br /&gt;
|[[File:Staff of door creation.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Staff of Door Creation&#039;&#039;&#039;&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;
|1&lt;br /&gt;
|- style=&#039;background-color:#FAFAD2;&#039;&lt;br /&gt;
|[[File:Warp whistle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Warp whistle&#039;&#039;&#039;&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;
|1&lt;br /&gt;
|- style=&#039;background-color:#DAA520; color:white;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Assistance&lt;br /&gt;
|-style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Staff of animation.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Staff of Animation&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|-style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Soulstone.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Six Soul Stone Shards&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|-style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Necrostone.gif|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Necromantic Stone&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|-style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Scroll.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Contract of Apprenticeship&#039;&#039;&#039;&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;
|2&lt;br /&gt;
|-style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Syndi cards.png|64px]]&amp;lt;br&amp;gt;[[File:Guardianspirits.gif|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Guardian deck&#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.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Wiz_vial.gif|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bottle of Blood&#039;&#039;&#039;&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. &lt;br /&gt;
|2&lt;br /&gt;
|-style=&#039;background-color:#FFDEAD;&#039;&lt;br /&gt;
|[[File:Wiz_vial.gif|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bottle of Tickles&#039;&#039;&#039;&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. &lt;br /&gt;
|1&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;
{| 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:#B452CD; color:white; text-align: center;&#039; colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Wands&#039;&#039;&#039;||style=&#039;background-color:#B452CD; color:white; text-align: center;&#039;|&#039;&#039;&#039;Charges&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;200px&#039;|[[File:Wand of death.gif|32px]] &#039;&#039;&#039;Wand of Death:&#039;&#039;&#039; &lt;br /&gt;
|Can and will kill anything instantly. Nasty, nasty stuff.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand of healing.gif|32px]] &#039;&#039;&#039;Wand of Healing:&#039;&#039;&#039; &lt;br /&gt;
|This wand uses healing magics to heal the living and revive the dead. Rarely utilized, for some reason.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand of polymorph.gif|32px]] &#039;&#039;&#039;Wand of Polymorph:&#039;&#039;&#039; &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;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand of teleportation.gif|32px]] &#039;&#039;&#039;Wand of Teleportation:&#039;&#039;&#039; &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;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand of door creation.png|32px]] &#039;&#039;&#039;Wand of Door Creation:&#039;&#039;&#039; &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;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand of fireball.gif|32px]] &#039;&#039;&#039;Wand of Fireball:&#039;&#039;&#039; &lt;br /&gt;
|Useful for burning those you don&#039;t like and everyone else too. Point away from face.&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background-color:#B452CD; color:white; text-align: center;&#039; colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Books&#039;&#039;&#039;||style=&#039;background-color:#B452CD; color:white; text-align: center;&#039;|&#039;&#039;&#039;Recoil Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke spellbook.png]] &#039;&#039;&#039;Book of Smoke&#039;&#039;&#039;&lt;br /&gt;
|This book is overflowing with the dank arts. Teaches ONE user smoke.&lt;br /&gt;
|Makes the user extremely hungry.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sacred flame.png]] &#039;&#039;&#039;Book of Sacred Flame&#039;&#039;&#039;&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;
|Glows ominously, but does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mindswap spellbook.png]] &#039;&#039;&#039;Book of Mindswap&#039;&#039;&#039;&lt;br /&gt;
|This book&#039;s cover is pristine, though its pages look ragged and torn. Teaches ONE user 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;
|-&lt;br /&gt;
|[[File:Knock spellbook.png]] &#039;&#039;&#039;Book of Knock&#039;&#039;&#039;&lt;br /&gt;
|This book is hard to hold closed properly. Teaches ONE user knock&lt;br /&gt;
|User is knocked down for a long time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forcewall spellbook.png]] &#039;&#039;&#039;Book of Forcewall&#039;&#039;&#039;&lt;br /&gt;
|This book has a dedication to mimes everywhere inside the front cover. Teaches ONE user forcewall.&lt;br /&gt;
|User is petrified for a minute.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Summon spellbook.png]] &#039;&#039;&#039;Book of Instant Summon&#039;&#039;&#039;&lt;br /&gt;
|This book is bright and garish, very hard to miss. Teaches ONE user instant summon.&lt;br /&gt;
|The book vanishes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fireball spellbook.png]] &#039;&#039;&#039;Book of Fireball&#039;&#039;&#039;&lt;br /&gt;
|This book feels warm to the touch. Teaches ONE user fireball.&lt;br /&gt;
|Causes an explosion centered on the user.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charging spellbook.png]] &#039;&#039;&#039;Book of Charging&#039;&#039;&#039;&lt;br /&gt;
|This book is made of 100% post-consumer wizard. Teaches ONE user charge.&lt;br /&gt;
|Emits a short-ranged EMP pulse.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blind spellbook.png]] &#039;&#039;&#039;Book of Blind&#039;&#039;&#039;&lt;br /&gt;
|This book looks blurry, no matter how you look at it. Teaches ONE user blind.&lt;br /&gt;
|User is blinded for some time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Barnyard curse spellbook.png]] &#039;&#039;&#039;Book of Barnyard Curse&#039;&#039;&#039;&lt;br /&gt;
|This book is more horse than your mind has room for. Teaches ONE user the barnyard curse.&lt;br /&gt;
|Casts barnyard on the user.&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 spellbook on your ship. These are generally either completely pointless or detrimental to the crew (and you) in some way or another; their true purpose lies in causing PURE, UNTAMED CHAOS.&#039;&#039;&#039;&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; 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;|&#039;&#039;&#039;Description&#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;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
|Summon Ghosts&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;
|0&lt;br /&gt;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
|Summon Guns&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.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
|Summon Magic&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.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
|Summon Events&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.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&#039;background-color:lightgrey;&#039;&lt;br /&gt;
|Curse of Madness&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;
|4&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;
{| 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;
|-style=&#039;background-color:#E5FF8D;&#039;&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 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;
|Low&lt;br /&gt;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&lt;br /&gt;
|Department Revolt&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;
|Very Low&lt;br /&gt;
|-style=&#039;background-color:#E5FF8D;&#039;&lt;br /&gt;
|Fake Explosion&lt;br /&gt;
|None&lt;br /&gt;
|Nuclear alarms go off, makes everyone shit their pants.&lt;br /&gt;
|Very Low&lt;br /&gt;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&lt;br /&gt;
|Invincible&lt;br /&gt;
|None&lt;br /&gt;
|A random human (filthy liggers get out) is injected with 40 units of adminordrazine, making them invincible for 100 ticks&lt;br /&gt;
|Average&lt;br /&gt;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
|-style=&#039;background-color:#E5FF8D;&#039;&lt;br /&gt;
|Summon Guns&lt;br /&gt;
|None&lt;br /&gt;
|Everyone get guns, some get a survival objective&lt;br /&gt;
|Very Low&lt;br /&gt;
|-style=&#039;background-color:#E5FF8D;&#039;&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;
[[File:Wizardeventsround.jpg|1000px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Your typical wizard events round.&amp;lt;br&amp;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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#FFCCFF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&#039;background-color:#DE60DE;&#039;|Name ||style=&#039;background-color:#DE60DE;&#039;| Effect ||style=&#039;background-color:#DE60DE;&#039;| Warning Message ||style=&#039;background-color:#DE60DE;&#039;| Scan Message&lt;br /&gt;
|-&lt;br /&gt;
| Athaumasia ||  Gives the victim an immunity to magical effects and projectiles. Mind over magic, baby.  || style=&amp;quot;color:#000099&amp;quot; | You realize that magic cannot be real. &amp;lt;br&amp;gt;|| Thaumic Blank&lt;br /&gt;
|-&lt;br /&gt;
| Lumiphobia || Makes the victim hyper-sensitive to light, causing them to burn when exposed to anything more than a dim glow. || 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;|| Light Hypersensitivity&lt;br /&gt;
|-&lt;br /&gt;
| Poltergeist || The victim is haunted by a poltergeist that will aggressively throw objects in the area towards him/her.  || style=&amp;quot;color:#ff0000&amp;quot; | &#039;&#039;You feel a hateful presence close to you.&#039;&#039; || Paranormal Activity&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Phantom || An dark presence that only the victim can see stalks and ruthlessly mutilates the victim with ghostly claws once it has caught up to him/her. Unrelated side effects include intense paranoia and a feeling of being stalked. || 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; || Extra-sensory Paranoia&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;
== A Friendly Wizard ==&lt;br /&gt;
So you&#039;ve been made a wizard but don&#039;t feel like going on a murderboner and would rather live peacefully among the crew? No problem! The staff are usually very friendly towards wizards [CITATION VERY MUCH NEEDED] if they announce themselves to be friendly and the AI is programmed not to harm them. So pop over to the HoP escorted by the Captain/HoS and request to be part of the station! Who knows, maybe you can be the Janitor! Just remember that you are by law and backstory an enemy of Nanotrasen. Don&#039;t get mad when some magic-hating sociopath tries to kill you. They&#039;ll try.&lt;br /&gt;
== Suggested Starting 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. So don&#039;t overspecialize.&lt;br /&gt;
===&#039;&#039;&#039;Stock&#039;&#039;&#039;===&lt;br /&gt;
* Magic Missile&lt;br /&gt;
* Disintegrate&lt;br /&gt;
* Ethereal Jaunt&lt;br /&gt;
* Blink&lt;br /&gt;
* Knock&lt;br /&gt;
A basic, but robust set up. Gives you good offensive and defensive capabilities that favour hit and run attacks. &lt;br /&gt;
&lt;br /&gt;
Using Ethereal Jaunt to launch a ambush, then using Magic Missiles to grant you a effective area stun attack while Disintegrate lets you quickly dispatch a single target. Blink and Knock offer a effective fallback to escaping a bad situation or if you screw up.&lt;br /&gt;
&lt;br /&gt;
Disintegrate is often considered unsporting, though, so expect dead chat to be mad at you if/when you die.&lt;br /&gt;
===&#039;&#039;&#039;Offensive&#039;&#039;&#039;===&lt;br /&gt;
* Magic Missile&lt;br /&gt;
* Disable Technology&lt;br /&gt;
* Mutate&lt;br /&gt;
* Disintegrate OR Fireball&lt;br /&gt;
* Blink&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.&lt;br /&gt;
&lt;br /&gt;
This loadout focuses on Magic Missiles and Mutate in order to kill, as well as either Disintegrate or Fireball to help deliver the coup de grâce. Disable Technology is effective in sapping all energy from Security Officers weapons while Blink offers a small defensive spell to get out of a bad spot.&lt;br /&gt;
===&#039;&#039;&#039;Defensive&#039;&#039;&#039;===&lt;br /&gt;
* Magic Missile&lt;br /&gt;
* Teleport&lt;br /&gt;
* Ethereal Jaunt&lt;br /&gt;
* Blink&lt;br /&gt;
* Smoke OR offensive spell&lt;br /&gt;
This loadout focuses on survivability almost exclusively. You&#039;re going to have to rely on stealing station weapons in order to kill people, however you yourself will be really hard to kill as you have a large array of defensive and retreat spells to use.&lt;br /&gt;
===&#039;&#039;&#039;Stealth&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;CHOOSE A REALISTIC NAME.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No Robes&lt;br /&gt;
* Fireball&lt;br /&gt;
* Knock&lt;br /&gt;
* Mind Swap&lt;br /&gt;
* 2x Free Robeless Spells&lt;br /&gt;
A dangerous and advanced loadout, this set up relies on stealth, evasion and confusion to get the job done. However this can prove effective in avoiding getting shot and pulling of outrageous tasks.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re discovered you will have few defensive or offensive abilities to employ, Fireball is your only main offensive spell, taking either Blind or Smoke can help in avoiding targets and Forcefield can help keep away pursuers. &lt;br /&gt;
===Mayhem===&lt;br /&gt;
* Summon Magic&lt;br /&gt;
* Summon Guns&lt;br /&gt;
* Summon Events&lt;br /&gt;
* Summon Ghosts&lt;br /&gt;
* Summon Madness&lt;br /&gt;
Have you NEVER been a wizard before and are incredibly afraid of screwing up and causing the round to end 5 minutes in? Have no fear! With this loadout, even if you&#039;re incompetent, the station will still descend into chaos! Why cause mass murder and death yourself when you can have the crew do it for you?&lt;br /&gt;
===&#039;&#039;&#039;The World Burner&#039;&#039;&#039;===&lt;br /&gt;
* Summon Ghosts&lt;br /&gt;
* Summon Events x5&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 you&#039;ll generally want to wait until Summon Events spawns guns and/or magic before beaming down onto the station yourself so that the round doesn&#039;t immediately end when you die. Fortunately, you won&#039;t have to wait long, 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;
If you&#039;d like to take a more active role in events, consider using a Summon Events x4 (which summons an event only once every 1-2 minutes instead of once every minute) + Bind Soul + Summon Ghosts build instead. Become a lich as soon as possible after arriving on the station and try to keep your phylactery safe- if you die without a phylactery (because you either didn&#039;t make one or because the one you made was destroyed) before Summon Events makes another (still alive) antag, the round will end before the chaos from your Summon Events castings fully manifests.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
These loadouts are meant as a general guide on simple loadouts to use. We highly recommend you experiment with any spell combination when you can.&lt;br /&gt;
==Tips==&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;Unconcious&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;. 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;
&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;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Machines&amp;diff=32939</id>
		<title>Machines</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Machines&amp;diff=32939"/>
		<updated>2021-01-12T02:44:35Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: /* Chem Dispenser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Machine Construction Steps =&lt;br /&gt;
# [[File:Metal.png]][[File:Machine Frame.png]] Build a &#039;&#039;&#039;machine frame&#039;&#039;&#039; from your 5 &#039;&#039;&#039;metal&#039;&#039;&#039; sheets.&lt;br /&gt;
# [[File:CableCoils.png]][[File:Wired Frame.png]] Add &#039;&#039;&#039;wires&#039;&#039;&#039;. &lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039; it. &lt;br /&gt;
# [[File:Circuitboard.png]][[File:Circuit Frame.png]] Add a &#039;&#039;&#039;circuitboard&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Examine&#039;&#039;&#039; the machine frame and it will tell you what items you need now.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] When all the parts are added, &#039;&#039;&#039;screwdriver&#039;&#039;&#039; the machine frame to finish it.&lt;br /&gt;
== Upgrading Machines ==&lt;br /&gt;
[[Guide_to_Research_and_Development#Upgrading_Machines|See here how to upgrade machines so they work faster, have bigger storage size and save more materials.]]&lt;br /&gt;
== Linking Machines ==&lt;br /&gt;
Certain machines need to be linked to other machines or computers in order to work properly. There&#039;s different methods for different machines:&lt;br /&gt;
* Telecommunications machines, Quantum Pad, Mech Bay Power Port and some others: Using a multitool to download and upload data to link two devices which can sometimes require to open the machine&#039;s panel with a screwdriver first.&lt;br /&gt;
* R&amp;amp;D machines, Turbine, Cloning Pod, DNA Scanner: Interacting with a console to find nearby machines.&lt;br /&gt;
* Teleporter Station: Using wirecutters after opening the panel with a screwdriver.&lt;br /&gt;
= Machines =&lt;br /&gt;
__TOC__&lt;br /&gt;
== [[Autolathe]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Autolathe.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Autolathe Board&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 3x [[File:Matter_bin.png]]Matter bins&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Produces commonly used items such as tools, equipment, and construction material.&lt;br /&gt;
&lt;br /&gt;
Can be [[Guide to hacking|hacked]] to unlock more designs.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; the Autolathe can hold more materials.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; lowers production costs and production time. &lt;br /&gt;
|}&lt;br /&gt;
== Ore Silo ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ore_silo_active.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Ore Silo (Machine Board)&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Stores sheets of [[Guide_to_construction#Materials|materials]] and shares them with linked machines. [[#Ore_Redemption_Machine|Ore Redemption Machines]], Techfabs, [[#Protolathe|Protolathes]] and [[#Circuit_Imprinter|Circuit Imprinters]] can be linked to it by first using a multitool on the ore silo, and then using the same multitool on the machine you wish to link it to. By default, the pre-built Ore Silo is already linked to those machines that exist roundstart. Typically found in the [[Vault]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking the ore silo opens a menu. This menu can be used to unlink machines, and gives you a list of items/materials that have been printed from linked machines, and the area locations of them. Useful if the [[#Ore_Redemption_Machine|ORM]] gets stolen. You can eject/insert materials directly into the silo. If the silo is destroyed, all inserted materials in its linked system will be ejected from it. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None.&lt;br /&gt;
|}&lt;br /&gt;
== Ore Redemption Machine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ore_redemption.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Ore Redemption Board&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Micro-laser.png]]Micro-laser&lt;br /&gt;
 1x [[File:Igniter.png]]Igniter&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Smelts minerals and awards mining points based on the amount smelted. Requires a Mining or Science ID to retrieve minerals. Can be rotated with alt-click when its panel has been opened with a screwdriver. Can be linked to an [[#Ore_Silo|Ore Silo]] with a multitool. Linking to an [[#Ore_Silo|Ore Silo]] will make it share materials with other linked machines. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; Increases ore output - plus 15% per upgrade tier.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; Smelts ores more quickly.&lt;br /&gt;
* &#039;&#039;&#039;Better micro-laser:&#039;&#039;&#039; Increases ore output - plus 20% per upgrade tier.&lt;br /&gt;
|}&lt;br /&gt;
== Bluespace Miner ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ore_redemption.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Bluespace Miner Board&lt;br /&gt;
 3x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 3x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Micro-laser.png]]Micro-laser&lt;br /&gt;
 1x [[File:Scanning_Module.png]]Scanning module&lt;br /&gt;
 3x [[File:Bluespace_Crystal.png]]Bluespace crystal&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Generates materials out of thin air, great if your Miners had an [[Megafauna|unfortunate accident]]. Must be linked to an [[#Ore_Silo|Ore Silo]] with a multitool before it will produce materials. The production rate is very slow, and it will never produce Bluespace Crystals.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*Currently better parts do nothing for the Bluespace Miner.&lt;br /&gt;
|}&lt;br /&gt;
== Recycler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recycler.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Recycler Board&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Grinds items into their base materials. If [[Emag|emagged]] it will also grind mobs, killing them instantly.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; Increases material storage.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; Recovers materials more efficiently (25% per tier).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Biogenerator]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Biogenerator.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Biogenerator Board&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:CableCoils.png]]Piece of cable&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Requires a beaker to operate. Can be loaded with plants, that can be ground to generate biomass.&lt;br /&gt;
&lt;br /&gt;
Biomass can in turn be used to produce several organic items such as toolbelts or fertilizer.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; biogenerator is faster and gives more points.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; reduces items costs.&lt;br /&gt;
|}&lt;br /&gt;
== Plant DNA Manipulator ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant_dna_manip.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Plant DNA Manipulator Board&lt;br /&gt;
 1x [[File:Micro-laser.png]]Micro-laser&lt;br /&gt;
 1x [[File:Scanning_Module.png]]Scanning module&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Edits the genes of any seed inserted. Genes can be extracted from seeds, destroying them in the process, saving them on a disk, or they can be inserted on a seed, replacing the seed&#039;s own gene at no cost. Can only save a limited amount of potency (50 with base parts), but it has no limits regarding the other genes. You can quick swap disks or seeds out of it by clicking it with a new seed/disk when there is already another seed or disk inside. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better components:&#039;&#039;&#039; allows better plant stats to be saved onto disks.&lt;br /&gt;
* &#039;&#039;&#039;Better scanner:&#039;&#039;&#039; Production rate and endurance.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; Potency and yield.&lt;br /&gt;
* &#039;&#039;&#039;Better micro-laser:&#039;&#039;&#039; Weed growth rate and vulerability.&lt;br /&gt;
|}&lt;br /&gt;
== [[Chemical Heater]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemical Heater.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Micro-laser.png]]Micro-laser&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
When activated with an inserted beaker, it will heat any chemicals inside until it reaches the target temperature. It will slow down the heating as to not go over the desired temperature; if there is no consequence to overheating a chemical it is usually faster to input a very high temperature to prevent this slowdown.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better laser:&#039;&#039;&#039; heats faster.&lt;br /&gt;
|}&lt;br /&gt;
== [[Medical items#Chem_Dispenser|Chemical Dispenser]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dispenser.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Portable Chem Dispenser Board&lt;br /&gt;
 2x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
 1x [[File:Power_cell.png]]Power cell&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Dispenses chemicals; the exact same as the ones found in [[Chemistry]].&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; greater power efficiency per unit dispensed.&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; faster recharging speed.&lt;br /&gt;
* &#039;&#039;&#039;Better power cell:&#039;&#039;&#039; larger maximum power capacity.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; unlocks more chemicals. &lt;br /&gt;
|}&lt;br /&gt;
== [[Protolathe]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Proto.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Protolathe Board&lt;br /&gt;
 2x [[File:Beaker.png]]Small beakers&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 2x [[File:Matter_bin.png]]Matter bins&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Creates prototypes from various materials. Needs to be linked with an [[Guide_to_Research_and_Development|R&amp;amp;D Console]] to be used. Can be linked to an [[#Ore_Silo|Ore Silo]] by first using a multitool on the [[#Ore_Silo|Ore Silo]], and then using the same multitool on the protolathe. Linking to an [[#Ore_Silo|Ore Silo]] will make it share materials with other linked machines. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; protolathe can hold more material.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulators:&#039;&#039;&#039; lower production costs, faster production speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Circuit Imprinter]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuit.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Circuit Imprinter Board&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 2x [[File:Beaker.png]]Small beakers&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Creates circuits from glass. Needs to be linked with an [[Guide_to_Research_and_Development|R&amp;amp;D Console]] to be used. Can be linked to an [[#Ore_Silo|Ore Silo]] by first using a multitool on the [[#Ore_Silo|Ore Silo]], and then using the same multitool on the circuit imprinter. Linking to an [[#Ore_Silo|Ore Silo]] will make it share materials with other linked machines. Circuit Imprinters have departmental varieties, so not every imprinter can print all researched machines. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; circuit imprinter can hold more materials.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; lower production costs.&lt;br /&gt;
|}&lt;br /&gt;
== [[Cloning Pod]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clone.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Clone Pod Board&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 2x [[File:Scanning_Module.png]]Scanning modules&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
 1x [[File:Beaker.png]]Beaker of Synthflesh&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Can grow a clone when connected with a DNA Scanner and a Cloning Console. Can be unlocked with a [[Genetics]] ID to allow early ejection (available through the right-click menu). If EMPed it has a chance of horribly destroying the clone, but a loss of power will simply eject it. The cloning machine requires synthflesh in order to operate, which can be produced through [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better manipulators:&#039;&#039;&#039; clones grow faster.&lt;br /&gt;
* &#039;&#039;&#039;Better scanning modules:&#039;&#039;&#039; boosts efficiency (full grown clones have less damage, no more risk of harmful mutation,&amp;lt;br&amp;gt; chance of random beneficial mutation, cloning pod more resistant to EMPs)&lt;br /&gt;
|}&lt;br /&gt;
== Limb Grower ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clone.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Limb Grower Board&lt;br /&gt;
 2x [[File:Beaker.png]]Beaker&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
It grows new limbs using Synthflesh.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; lower production costs and production time.&lt;br /&gt;
|}&lt;br /&gt;
== [[Medical_items#Cryogenics_Chamber_.26_Freezer|Cryogenics Tube]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cryo.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Cryotube Board&lt;br /&gt;
 1x [[File:CableCoils.png]]Piece of cable&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 4x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|                                                   &lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;(use wrench here to rotate the machine)&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Cools down whoever is inside to sub-zero temperatures, and applies any chemical inside the inserted beaker into the patient, usually [[Cryoxadone]], multiplying the amount. It will cause the patient to sleep while active, and won&#039;t open by itself if not set on auto-ejection. Cannot be used alone, as it requires a second person to turn on the tube.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; faster cooling of gas and patient body, increased chem multiplier, patient wakes up faster after treatment.&lt;br /&gt;
|}&lt;br /&gt;
== Cyborg Recharging Station ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:CyborgRecharger.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Cyborg Recharger Board&lt;br /&gt;
 2x [[File:Capacitor.png]]Capacitors&lt;br /&gt;
 1x [[File:Power_cell.png]]Power cell&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
# [[File:Id_regular.png]] &#039;&#039;&#039;Unlock&#039;&#039;&#039; the machine                                                 &lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Recharges cyborgs. Needs to be closed like a locker to work.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better capacitors:&#039;&#039;&#039; faster recharge speed.&lt;br /&gt;
* &#039;&#039;&#039;Better power cell:&#039;&#039;&#039; faster recharge speed.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; also repairs cyborg while recharging.&lt;br /&gt;
|}&lt;br /&gt;
== [[Destructive Analyzer]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Decon.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Destructive Analyser Board&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 1x [[File:Scanning_Module.png]]Scanning module&lt;br /&gt;
 1x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Destroys items with research value to gain research levels. See [[Guide_to_Research_and_Development]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better components:&#039;&#039;&#039; increased amount of materials recovered from items.&lt;br /&gt;
|}&lt;br /&gt;
== [[DNA Scanner]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scanner.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Cloning Scanner Board &lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 1x [[File:Scanning_Module.png]]Scanning module&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
 1x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Can be used with two consoles: the Cloning Console and the DNA Machine. When linked to a cloning console, it will simply scan bodies for cloning. When linked to a DNA Machine, it will be able to pulse the genes of any humanoid inside, editing their DNA and irradiating them. See the [[Guide to genetics]] for more information.&lt;br /&gt;
&lt;br /&gt;
Can be locked down by using the console, trapping the patient inside if necessary.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better scanning module:&#039;&#039;&#039; Enable scanning autoprocess (phasic or more) and the ability to scan husks.&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; Decreases cooldown on the &amp;quot;joker&amp;quot; option when pairing genetic sequences.&lt;br /&gt;
**Tier 1: 20 minutes&lt;br /&gt;
**Tier 2: 15 minutes&lt;br /&gt;
**Tier 3: 10 minutes&lt;br /&gt;
**Tier 4: 5 minutes&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; Improve the accuracy of genetic manipulations (only used when pulsing Unique Identifiers). &lt;br /&gt;
* &#039;&#039;&#039;Better laser:&#039;&#039;&#039; Reduce radiation damages from genetic manipulations (when scrambling genes or pulsing Unique Identifiers). &lt;br /&gt;
|}&lt;br /&gt;
== [[Exosuit Fabricator]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exofab.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Exosuit Fabricator Board&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 2x [[File:Matter_bin.png]]Matter bins&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
 1x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Creates cyborg and mech parts and equipment, along with cybernetic implants once researched. Does not need an R&amp;amp;D Console to be used, but it needs to sync to one to unlock the higher-tier equipment through research.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; fabricator can hold more materials.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; lower production time.&lt;br /&gt;
* &#039;&#039;&#039;Better laser:&#039;&#039;&#039; lower production costs.&lt;br /&gt;
|}&lt;br /&gt;
== Freezer/Heater ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Freezer.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Freezer/Heater Board &amp;lt;br&amp;gt; (Use screwdriver on board to select type)&lt;br /&gt;
 2x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 2x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;(use wrench here to rotate the machine)&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Changes the temperature of gases connected through the pipes. Ctrl-click to turn on/off and alt-click to max/min their temperature out.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better lasers:&#039;&#039;&#039; Freezer has lower temperatures available/Heater has higher temperatures available.&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; Faster cooling/heating.&lt;br /&gt;
|}&lt;br /&gt;
== [[Turbine|Gas Turbine Generator]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Turbine.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Power Turbine Board&lt;br /&gt;
 6x [[File:Capacitor.png]]Capacitors&lt;br /&gt;
 5x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;(use wrench here to rotate the machine)&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better capacitors:&#039;&#039;&#039; increases the turbine&#039;s productivity.&lt;br /&gt;
|}&lt;br /&gt;
=== [[Compressor|Gas Turbine Compressor]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Compressor.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Power Compressor Board&lt;br /&gt;
 6x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 5x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;(use wrench here to rotate the machine)&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better manipulators:&#039;&#039;&#039; increases the turbine&#039;s efficiency.&lt;br /&gt;
|}&lt;br /&gt;
== [[Guide_to_hydroponics#Your_tools|Hydroponics Tray]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hydroponics_tray.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Hydroponics Tray Board&lt;br /&gt;
 2x [[File:Matter_bin.png]]Matter bins&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039; to detach the hoses if needed. &lt;br /&gt;
(use wrench to move the machine) &lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
A tray where seeds can be planted to grow. It keeps track of the plant&#039;s growth status and health, and will warn you if the nutrition or water levels are too low or if there are pests or weeds threatening the plant.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; increases amount of water &amp;amp; nutrient the tray can hold.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; Decreases water/nutrient depletion, weed/pest growth rate and health loss from age/lack of light.&lt;br /&gt;
|}&lt;br /&gt;
== Mech Bay Power Port ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recharge_Port.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Mech Bay Recharger Board&lt;br /&gt;
 5x [[File:Capacitor.png]]Capacitors&lt;br /&gt;
 2x [[File:CableCoils.png]]Piece of cable&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;(use wrench here to rotate the machine)&amp;lt;br&amp;gt;(use multitool here to link with console)&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Automatically recharges mechs in front of it.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better capacitors:&#039;&#039;&#039; recharges mechs faster.&lt;br /&gt;
|}&lt;br /&gt;
== [[Guide_to_food_and_drinks#Microwave_Recipes|Microwave]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Microwave.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Microwave Board&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 1x [[File:Micro-laser.png]]Micro-laser&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bins&lt;br /&gt;
 2x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
(use wrench to move the machine) &lt;br /&gt;
# [[File:Cleaner.png]][[File:Soap.png]]&#039;&#039;&#039;Clean&#039;&#039;&#039; /[[File:Wirecutters.png]][[File:Welder.png]]&#039;&#039;&#039;Fix&#039;&#039;&#039; the microwave if needed                                                   &lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Cooks [[Guide to food and drinks|food]] and heats reagents.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better lasers:&#039;&#039;&#039; Faster cooking, cooked food contains higher amounts of some reagents, and lower risk of microwave getting dirty from cooking unsuitable items.&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; Can fit more items at a time.&lt;br /&gt;
|}&lt;br /&gt;
==[[Guide_to_food_and_drinks#Butchering|Gibber]]==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gibber.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Gibber (Machine Board)&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Lets you [[Guide_to_food_and_drinks#Butchering|gib/butcher]] humanoids, to turn them into meat and some other byproducts, such as skin. This will destroy all organs. To gib someone, [[Guide_to_combat#Grabbing|grab them aggressively]] and then click the gibber with an empty hand while on [[Starter_guide#Grab_Intent|grab]] intent [[File:Intent_Grab.png]]. After a progress bar, that person will be inserted into the gibber. Click the gibber again with an empty hand to turn it on. Without upgrades you can only gib unclothed bodies. They can still be alive though.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meat produced by the gibber will contain any [[Guide_to_chemistry|reagents]] the inserted body had in its systems when gibbed, with some blacklisted exceptions. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; Increases number of meat slabs produced. &lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; Reduces gib time. If tier 2 and above it also lets you gib fully clothed people. &lt;br /&gt;
|}&lt;br /&gt;
==[[Guide_to_food_and_drinks#Butchering|Food Processor]]==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Processor.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Food Processor (Machine Board) (can be turned into a slime processor board with a screwdriver)&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Can process some food items into refined ingredients. Insert an ingredient by clicking the processor with the ingredient in hand. Then click the processor with an empty hand to process inserted food. See the [[Guide_to_food_and_drinks#Processor|Guide to Food and Drinks]] for a full list of processable food, and things you can make with the results. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; Increases number of food items produced. &lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; Reduces processing time. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Smartfridge ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Smartfridge.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Smartfridge Board&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter Bin&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039; (use wrench here to move the machine) &lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Stores items relative to a job. Using a bag on it will load it with the items inside the bag, which can save time.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; Greater item capacity. However, know that a smartfridge without upgrades already has a generous capacity of 1500 items.&lt;br /&gt;
|}&lt;br /&gt;
=== Types of Smartfridge ===&lt;br /&gt;
To create other types of fridge, such as the chemistry smart storage, use a screwdriver on the Smartfridge Board before installing it.&lt;br /&gt;
&lt;br /&gt;
Smartfridge Board settings:&lt;br /&gt;
* &#039;&#039;&#039;Plant produce&#039;&#039;&#039;: Default smartfridge, stores plant growns and seeds.&lt;br /&gt;
* &#039;&#039;&#039;Food&#039;&#039;&#039;: Stores food items.&lt;br /&gt;
* &#039;&#039;&#039;Drinks&#039;&#039;&#039;: Stores drinks, named &#039;drink showcase&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Slimes&#039;&#039;&#039;: Stores slime extracts, named &#039;smart slime extract storage&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Organs&#039;&#039;&#039;: Can store [[Guide_to_medicine#Organ_damage|organs]]. Storing organs will prevent them from decaying. Can store 20 organs per tier of matter bin. Every tier of matter bin beyond the first will make the fridge repair organs, but will not repair completely broken ones.&lt;br /&gt;
* &#039;&#039;&#039;Chems&#039;&#039;&#039;: Stores chemicals, in bottles, beakers, pills, patches, syringes and pill bottles. Will not store empty bottles, beakers or pill bottles. Named &#039;smart chemical storage&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Viruses&#039;&#039;&#039;: Can store the same items as smart chemical storage, but the fridge is named &#039;smart virus storage&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Disks&#039;&#039;&#039;: Constructs a disk compartmentalizer (instead of a fridge), able to store disks. Mostly useful for [[Guide_to_hydroponics#Advanced_Botany|botany]].&lt;br /&gt;
== Dish Drive ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dish_drive.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Dish Drive (Machine Board)&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 2x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
(Use wrench to move the machine)&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039; &lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Automatically sucks in empty plates and drinking glasses within 4 tiles, and beams them to a disposal bin within 7 tiles once per minute. Suction can be toggled by activating the circuit board in hand before construction. Beaming can be toggled by alt-clicking the circuit board. You can click the machine to take an item out of it, and you can insert empty dishes manually by using them on it. Alt-click the machine to manually make it beam its current items to a nearby disposal bin. Also works unwrenched. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; Decreases power consumption. &lt;br /&gt;
* &#039;&#039;&#039;Better manipulators:&#039;&#039;&#039; Decreases power consumption. &lt;br /&gt;
|}&lt;br /&gt;
== Lipid Extractor ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lipid_extractor.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Lipid Extractor (Machine Board)&lt;br /&gt;
 1x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
 1x Fork&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Sucks fat from fat people while giving them &#039;useful&#039; tips. Starts sucking fat 2 seconds after entering it. They can leave during the extraction cycle unless the someone toggled the safety hatch by alt-clicking it. The extractor does not take you into starving threshold unless [[Emag|emagged]], and only starts sucking when you are more satiated than &amp;quot;well fed&amp;quot;. Produces meat [[File:Meat.png]] as a byproduct. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Can not be upgraded. &lt;br /&gt;
|}&lt;br /&gt;
== [[P.A.C.M.A.N.-type Portable Generator]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:pacman.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] P.A.C.M.A.N.-type Generator Board&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 1x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
(use wrench to move the machine) &lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Generates power when loaded with plasma and wrenched down on a cable. Can be tuned to produce more power while consuming plasma faster.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; holds more plasma sheets.&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; increase power generation.&lt;br /&gt;
* &#039;&#039;&#039;Better laser:&#039;&#039;&#039; lower plasma sheet consumption rate and heat generation.&lt;br /&gt;
|}&lt;br /&gt;
=== [[Engineering_items#S.U.P.E.R.P.A.C.M.A.N.-Type_Portable_Generator|S.U.P.E.R.P.A.C.M.A.N.-type portable Generator]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:superpacman.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] S.U.P.E.R.P.A.C.M.A.N.-type Generator&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 1x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
(use wrench to move the machine)&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Like the PACMAN, but uses Uranium and generates more power.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; holds more uranium sheets.&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; increase power generation.&lt;br /&gt;
* &#039;&#039;&#039;Better laser:&#039;&#039;&#039; lower uranium sheet consumption rate and heat generation.&lt;br /&gt;
|}&lt;br /&gt;
=== [[Engineering_items#M.R.S.P.A.C.M.A.N.-Type_Portable_Generator|M.R.S.P.A.C.M.A.N.-type portable Generator]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mrspacman.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] MRSPACMAN-type Generator Board&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 1x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
(use wrench to move the machine) &lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Like the PACMAN, but uses Diamonds and generates even more power.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; holds more diamond sheets.&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; increase power generation.&lt;br /&gt;
* &#039;&#039;&#039;Better laser:&#039;&#039;&#039; lower diamond sheet consumption rate and heat generation.&lt;br /&gt;
|}&lt;br /&gt;
== [[Protolathe]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Proto.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Protolathe Board&lt;br /&gt;
 2x [[File:Beaker.png]]Small beakers&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 2x [[File:Matter_bin.png]]Matter bins&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Creates prototypes from various materials. Needs to be linked with an [[Guide_to_Research_and_Development|R&amp;amp;D Console]] to be used. Protolathes have departmental varieties, so not every protolathe can print all researched items. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; protolathe can hold more material.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulators:&#039;&#039;&#039; lower production costs, faster production speed.&lt;br /&gt;
|}&lt;br /&gt;
== [[Server Room|RnD Server]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rndserver.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] RnD Server Board&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 1x [[File:Scanning_Module.png]]Scanning module&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Produces research points, as long as it is cooled properly.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better stock parts:&#039;&#039;&#039; Currently nothing, though less heat generation was intended.&lt;br /&gt;
|}&lt;br /&gt;
== [[Nanites|Public Nanite Chamber]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nanite_chamber.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Public Nanite Chamber Board&lt;br /&gt;
 2x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
The public nanite chamber will automatically [[Nanites#Implanting|implant]] [[Nanites|nanites]] into anyone who enters it, without the need for a second person. The nanites will be synchronised to a cloud and will do nothing unless that cloud has nanite programs installed. Use a multitool on the Public Nanite Chamber circuit board first to choose which backup cloud you want it synched to. If you don&#039;t multitool the board it will default to cloud 1. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None. &lt;br /&gt;
|}&lt;br /&gt;
{{anchor|Lifeform Stasis Unit}}&lt;br /&gt;
== [[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Unit]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stasis_bed_off.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Lifeform Stasis Unit (Machine Board)&lt;br /&gt;
 3x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Aka &amp;quot;Stasis Beds&amp;quot;. Buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and if [[Guide_to_medicine#Death|dead]] it freezes their [[Guide_to_medicine#Death|defibrillation timer]]. Works for [[Surgery|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None. &lt;br /&gt;
|}&lt;br /&gt;
== [[Sleeper]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sleeper.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Sleeper Board (can no longer be found or made on station)&lt;br /&gt;
 1x [[File:CableCoils.png]]Piece of cable&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
 2x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
# &#039;&#039;&#039;Close&#039;&#039;&#039; the sleeper&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Synthesizes and injects chemicals into patients. The chemicals are unlimited, but unless upgraded can&#039;t go above a certain limit per body. If the patient is in critical status, it will only be able to inject [[Epinephrine]].&amp;lt;br&amp;gt;&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. &lt;br /&gt;
# Open the sleeper and remove the patient. &lt;br /&gt;
&#039;&#039;&#039;Available chemicals:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Epinephrine]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Morphine]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Salbutamol|Salbutamol]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Bicaridine|Bicaridine]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Kelotane|Kelotane]]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Nano manipulator adds:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Oculine|Oculine]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Inacusiate|Inacusiate]]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Pico manipulator also adds:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Antitoxin|Antitoxin]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Mutadone|Mutadone]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Mannitol|Mannitol]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Salbutamol|Salbutamol]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Pentetic Acid|Pentetic Acid]]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Femto manipulator adds:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Omnizine|Omnizine]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins&#039;&#039;&#039; allow the sleeper to treat more heavily damaged patients, up to a limit of -75% health.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulators&#039;&#039;&#039; unlock a larger selection of chemicals (see above).&lt;br /&gt;
|}&lt;br /&gt;
== [[SMES]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:SMES_Turn_on.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] SMES Board&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
 5x [[File:Power_cell.png]]Power cells&lt;br /&gt;
 5x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
&#039;&#039;&#039;Building the Terminal:&#039;&#039;&#039; Screwdriver open the SMES, and use 10x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;(use wrench here to rotate the machine)&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Stores and distributes large amounts of power.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; increases the maximum input &amp;amp; output levels.&lt;br /&gt;
* &#039;&#039;&#039;Better power cells:&#039;&#039;&#039; increases the maximum charge.&lt;br /&gt;
|}&lt;br /&gt;
{{anchor|Radiation Collector}}&lt;br /&gt;
== [[Engineering_items#Radiation Collector|Radiation Collector]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Radiation Collector.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Radiation Collector Board&lt;br /&gt;
 5x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
 2x [[File:Reinforced_plasma_glass_sheet1.png]]Reinforced Plasma Glass&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro manipulator&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039; to remove any plasma tank&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Will generate energy when loaded with a [[File:Plasma_tank.png|link=Plasma Tank]] [[Plasma Tank]] (filled with [[Plasma|Plasma Gas]]), if anchored and activated near an active [[Singularity]] or [[Supermatter]]. &amp;lt;br&amp;gt;Converts the Plasma into Tritium. Can alternatively be used to generate [[Guide_to_Research_and_Development|research points]] instead of power. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To change configuration to research mode, fill the tank with [[Guide_to_Atmospherics#Tritium|Tritium]] and [[Guide_to_Atmospherics#Oxygen|Oxygen]] instead of [[Plasma|Plasma]]. Then use a multitool on the Radiation Collector.&amp;lt;br&amp;gt; Examine it to see current configuration. A generic supermatter setup can produce a total of 10 points per minute for each Radiation Collector generating points. &amp;lt;br&amp;gt;In this research mode, the tank must also be refilled every 5 minutes or so. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None. &lt;br /&gt;
|}&lt;br /&gt;
== Tesla Coil ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tesla_coil.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Tesla Coil Board&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Converts tesla shocks into usable power. Needs to be placed on a cable to transfer the power. If the wire inside is pulsed, it will emit a tesla shock.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; multiplies the generated power and reduces time before the next tesla shock can be absorbed.&lt;br /&gt;
|}&lt;br /&gt;
== Grounding Rod ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grounding_rod.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Grounding Rod Board&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Attracts and grounds tesla bolts, preventing anything around it from being hit. Only works when wrenched down.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None.&lt;br /&gt;
|}&lt;br /&gt;
== Space Heater ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceHeater.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]]Space Heater Board&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
 1x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
 3x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Heats the air around it.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better laser:&#039;&#039;&#039; Faster cooling/heating.&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; Better power efficiency and greater heating/cooling range.&lt;br /&gt;
|}&lt;br /&gt;
== [[Guide_to_Telecommunications|Telecommunications]] ==&lt;br /&gt;
=== [[Guide_to_Telecommunications|Bus Mainframe]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bus.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Bus Mainframe Board&lt;br /&gt;
 1x [[File:CableCoils.png]]Piece of cable&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 1x [[File:Hyperwave_filter.png]]Hyperwave filters&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None.&lt;br /&gt;
|}&lt;br /&gt;
=== [[Guide_to_Telecommunications|Channel Server]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Server.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Telecommunication Server Board&lt;br /&gt;
 1x [[File:CableCoils.png]]Piece of cable&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 1x [[File:Hyperwave_filter.png]]Hyperwave filter&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None?&lt;br /&gt;
|}&lt;br /&gt;
=== [[Guide_to_Telecommunications|Processor Unit]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pro.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Processor Unit Board&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 3x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 1x [[File:Hyperwave_filter.png]]Hyperwave filter&lt;br /&gt;
 2x [[File:Subspace_treatment_disk.png]]Subspace treatment disks&lt;br /&gt;
 1x Subspace analyzer&lt;br /&gt;
 1x [[File:Subspace_amplifier.png]]Subspace amplifier&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None?&lt;br /&gt;
|}&lt;br /&gt;
=== [[Guide_to_Telecommunications|Subspace Broadcaster]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Broad.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Subspace Broadcaster Board&lt;br /&gt;
 1x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 1x [[File:Ansible_crystal.png]]Ansible crystal&lt;br /&gt;
 1x [[File:Hyperwave_filter.png]]Hyperwave filter&lt;br /&gt;
 2x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None?&lt;br /&gt;
|}&lt;br /&gt;
=== [[Guide_to_Telecommunications|Subspace Receiver]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sreceiver.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Subspace Receiver Board&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 1x [[File:Micro-laser.png]]High-power micro-laser&lt;br /&gt;
 1x [[File:Hyperwave_filter.png]]Hyperwave filter&lt;br /&gt;
 1x [[File:Subspace_ansible.png]]Subspace ansible&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None?&lt;br /&gt;
|}&lt;br /&gt;
=== [[Guide_to_Telecommunications|Telecommunication Hub]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hub.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Hub Mainframe Board&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 2x [[File:Hyperwave_filter.png]]Hyperwave filters&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None?&lt;br /&gt;
|}&lt;br /&gt;
=== [[Guide_to_Telecommunications|Telecomunication Relay]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Relay.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Relay Mainframe Board&lt;br /&gt;
 2x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 2x [[File:Hyperwave_filter.png]]Hyperwave filters&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None?&lt;br /&gt;
|}&lt;br /&gt;
=== Messaging Server ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Server.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Messaging Server (Machine Board)&lt;br /&gt;
 1x [[File:CableCoils.png]]Pieces of cable&lt;br /&gt;
 2x [[File:Micro_Manipulator.png]]Micro manipulators&lt;br /&gt;
 2x [[File:Hyperwave_filter.png]]Hyperwave filters&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
A machine that processes and routes PDA and request console messages. Takes 15 minutes of calibration before it works if newly constructed. &amp;lt;br&amp;gt;Use a multitool to configure its settings and link it to the (tcommsat) network and hub. If there is no active messaging server, PDA and request console messages won&#039;t work. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None.&lt;br /&gt;
|}&lt;br /&gt;
== Bluespace Launchpad ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Telescience.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Bluespace Launchpad (Machine Board)&lt;br /&gt;
 1x [[File:Bluespace_Crystal.png]]Bluespace crystal&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro Manipulator&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Must be connected to and operated by a launchpad control console. To connect: Open the launchpad with a screwdriver then use a multitool on it to save it on the buffer. Close it, then go to a launchpad control console and use the multitool on it. The console does not need to be in the same area as the launchpad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use:&#039;&#039;&#039; Use the connected launchpad control console. Click arrow buttons to choose a target tile from the launchpad&#039;s perspective (such as 5N, 5E). Click either &amp;quot;launch&amp;quot; to teleport things from the launchpad to the target destination, or click &amp;quot;pull&amp;quot; to teleport things from the target tile to the launchpad. Has a small delay before teleporting. Some things can&#039;t be teleported, such as anchored machines. &lt;br /&gt;
&lt;br /&gt;
The targeted tile can be seen by people wearing [[Research_items#Diagnostic_HUD|diagnostic HUD]]. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; Increases maximum range by 15 per tier, up to 60. &lt;br /&gt;
|}&lt;br /&gt;
== Quantum Pad ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Qpad.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Quantum Pad Board&lt;br /&gt;
 1x [[File:Bluespace_Crystal.png]]Bluespace crystal&lt;br /&gt;
 1x [[File:CableCoils.png]]Piece of cable&lt;br /&gt;
 1x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
 1x [[File:Micro_Manipulator.png]]Micro Manipulator&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Can be linked to another quantum pad to set it as a target: when used, it will transfer everything on top of it to its target pad, after a delay, then goes on cooldown.&lt;br /&gt;
&lt;br /&gt;
To link pads: Open the receiving pad with a screwdriver then use a multitool on it to save it on the buffer. Close it, then go to the sending pad and use the multitool on it without opening it. If you want them linked both ways, repeat the procedure with the opposite pads. You can also save a receiving pad to a Quantum Keycard. Simply use the Quantum Keycard on the receiving pad to save that pad as a custom destination. Then activate another quantum pad with the same keycard and it will activate a teleport to the quantum pad saved to the keycard, instead of to the destination saved to the pad. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; reduces power cost.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; reduces cooldown and chargeup time.&lt;br /&gt;
|}&lt;br /&gt;
== [[Teleporter|Teleporter Station]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Teleporter_Station.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Teleportation Station Board&lt;br /&gt;
 2x [[File:Bluespace_Crystal.png]]Bluespace crystals&lt;br /&gt;
 2x [[File:Capacitor.png]]Capacitor&lt;br /&gt;
 1x [[File:Glass.png]]Glass&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;(use wirecutters here to link Station to Hub&amp;lt;br&amp;gt; and Console immediately next to it)&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Necessary to operate a Teleporter. Can be linked to other stations with screwdriver+multitool (first station) and then multitool (target station) to enable direct teleportation through Gate Mode. Otherwise it can only target Tracking Beacons. See [[Research_items#Teleporter_Station|Teleporter Station]] for detailed operation instructions. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better capacitors:&#039;&#039;&#039; the station can be linked with more teleporter stations.&lt;br /&gt;
|}&lt;br /&gt;
=== [[Teleporter|Teleporter Hub]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Teleporter_Hub.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Teleportation Hub Board&lt;br /&gt;
 3x [[File:Bluespace_Crystal.png]]Bluespace crystals&lt;br /&gt;
 1x [[File:Matter_bin.png]]Matter bin&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Generates a portal to use the Teleporter. Can teleport anything not anchored. See [[Research_items#Teleporter_Station|Teleporter Station]] for detailed operation instructions. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Better matter bin:&#039;&#039;&#039; lower the risk and severity of accidents. Removes need for calibration.&lt;br /&gt;
|}&lt;br /&gt;
== Bluespace Navigation Gigabeacon ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Bluespace Navigation Gigabeacon (Machine Board)&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
A device that creates a bluespace anchor which allows ships with navigation consoles to jump near it. Can be locked with a multitool or an EMP. A locked gigabeacon can&#039;t be jumped to. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
== [[Vendor]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vendcigs.gif|64px]][[File:Vendboozeomat.gif|64px]][[File:AutoDrobe.gif|64px]][[File:Vendcoffee.gif|64px]][[File:Vendsnack.gif|64px]][[File:Vendcola.gif|64px]]&lt;br /&gt;
|&lt;br /&gt;
 &#039;&#039;&#039;1x [[File:Module.png|64px]]Vendor Board&#039;&#039;&#039; &amp;lt;br&amp;gt;(Use screwdriver to select Vendor type)&amp;lt;br&amp;gt;(DonkSoft vendors require a special board, which requires illegal technology research.)&amp;lt;br&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1x Refill packs&#039;&#039;&#039;&amp;lt;br&amp;gt; (corresponding to the vendor type)&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;(use wrench here to move the machine)&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Vends several items. Can be hacked to unlock more items, and a few vendors also have special premium items.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None?&lt;br /&gt;
|}&lt;br /&gt;
== Scanner Gate ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:20%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Scanner Gate Board&lt;br /&gt;
 3x [[File:Scanning_Module.png|64px]]Scanning module&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Scans people passing through it for one of many conditions - their race, if they are carrying guns, if they&#039;re diseased or wanted, and so on.&amp;lt;br&amp;gt; If the criteria is met, it will flash red and sound an alarm. &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== (Organ) Harvester ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c; width:15%&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Deconstruction&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sleeper.gif|64px]]&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;|&lt;br /&gt;
 1x [[File:Module.png|64px]] Harvester Board&lt;br /&gt;
 4x [[File:Micro-laser.png|64px]]Micro-laser&lt;br /&gt;
|style=&amp;quot;text-align: left; padding: 10px;&amp;quot;| &lt;br /&gt;
# &#039;&#039;&#039;Close&#039;&#039;&#039; the harvester&lt;br /&gt;
# [[File:Screwdriver_tool.png]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# [[File:Crowbar.png]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wirecutters.png]]&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
# [[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
Harvests all organs and limbs from bodies placed inside. Only works on corpses, unless the safety function is disabled by emagging it.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#9c9c9c;&#039;|Upgrade effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Better micro-laser:&#039;&#039;&#039; Increases the organ harvesting speed.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32900</id>
		<title>Abductor</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32900"/>
		<updated>2020-12-29T09:44:02Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EXTRATERRESTRIAL&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = agent.png&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;
|additional = Any place your specimens had access to&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;
|quote = Ayy&lt;br /&gt;
}}&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;
==The Truth is out there==&lt;br /&gt;
Firstly, it is important to note: &#039;&#039;&#039;Abductors are currently not considered to be &amp;quot;full-blown&amp;quot; [[Terminology#Antag|antags]].&#039;&#039;&#039; You can troll the crew in many ways, create deadly havoc such as a zombie outbreak, but are not allowed to just grab a gun and murderbone, or do things like set the release point to the Supermatter crystal. The source of this information is between-the-lines info from primarily forum and discord from as far back as 2016, including ban appeals. The info is vague and there is no clear [[Headmin_Rulings|headmin ruling]] on the matter. Ahelp beforehand if unsure. - &#039;&#039;Updated August 2019&#039;&#039; &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]] 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]] 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]]. &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]] 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;
Step 1: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039; using &#039;&#039;&#039;grab&#039;&#039;&#039; intent&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:Drapes.png|Drapes]] 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: [[File:Intent_Help.png|Help Intent]] Switch to &#039;&#039;&#039;help intent&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Step 4: [[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039; (important!).&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!).&lt;br /&gt;
&lt;br /&gt;
=== Experimental Dissection ===&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]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Abductor_hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Abductor_retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] 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. 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]] &#039;&#039;&#039;Gland&#039;&#039;&#039;: Insert the chosen gland from gland storage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Abductor Console&lt;br /&gt;
| [[File:Abductor_console_animated.gif|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;
| Experimentation Machine&lt;br /&gt;
| [[File:Abductor_experiment.png|Experiment]]&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;
| Alien Telepad&lt;br /&gt;
| [[File:Abductor_pad.png|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;
| Replacement Organ Storage&lt;br /&gt;
| [[File:Abductor_dispenser.png|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;
| Alien Operating Table&lt;br /&gt;
| [[File:OpTable.gif|OpTable]]&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;
| Human Observation Console&lt;br /&gt;
| [[File:Abductor_camera.gif|Observation]]&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;
==Abductor Agent==&lt;br /&gt;
[[File:Agent.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Agent Vest&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|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;
| Agent Vest Stealth Mode&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|Vest]]&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;
| Agent Vest Combat Mode&lt;br /&gt;
| [[File:Abductor_vest_combat.png|Vest]]&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;
| Abductor Silencer&lt;br /&gt;
| [[File:Abductor_silencer.png|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;
| Alien Pistol&lt;br /&gt;
| [[File:Alien_pistol.png|Decloner]]&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;
| Advanced Baton&lt;br /&gt;
| [[File:Wonderprod.png|Alien Baton]]&lt;br /&gt;
| Use these to capture the specimens for research.It has 4 different modes that can be toggled through, 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.&lt;br /&gt;
|-&lt;br /&gt;
| Agent Belt&lt;br /&gt;
| [[File:Abductor_belt.png|Alien Toolbelt]]&lt;br /&gt;
| Contains a set of extremely advanced tools, and can also contain other small items.&lt;br /&gt;
|-&lt;br /&gt;
| Tools&lt;br /&gt;
| [[File:Abductor_screwdriver.gif|Alien Screwdriver]][[File:Abductor_wrench.gif|Alien Wrench]][[File:Abductor_crowbar.gif|Alien Crowbar]][[File:Abductor_wirecutters.png|Alien Wirecutters]][[File:Abductor_welder.png|Alien Welding Tool]][[File:Abductor_multitool.png|Alien Multitool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abductor Scientist==&lt;br /&gt;
[[File:abductor.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Teleporter Implant&lt;br /&gt;
| [[File:Abductor_implant.png|Implant]]&lt;br /&gt;
| Using this implant will allow you to return to ship straight away. Has a minor 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;
| Science Tool&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Science Tool : MARK mode&lt;br /&gt;
| [[File:Abductor_gizmo_mark.png|Science Tool]]&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;
| Science Tool:&lt;br /&gt;
SCAN mode&lt;br /&gt;
| [[File:Abductor_gizmo_scan.png|Science Tool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&lt;br /&gt;
|-&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&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Icon&lt;br /&gt;
! Purpose&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Mind Interface Device&lt;br /&gt;
| [[File:Mind_device.gif|Mind Device]]&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; mdoe 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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Reagent Synthetizer&lt;br /&gt;
| [[File:Abductor_chem_dispenser.gif|Reagent Synthetizer]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Shrink Ray&lt;br /&gt;
| [[File:Shrink_ray.png]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&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;
&lt;br /&gt;
The icon is completely randomized every time the gland is dispensed, so don&#039;t rely on what they look like. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | True Name (examine with scientist)&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Healing Gland&lt;br /&gt;
| Organic replicator&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 by healthy blood. Also rejects implants. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider_gland.png]]&lt;br /&gt;
| Spider Gland&lt;br /&gt;
| Araneae cloister accelerator&lt;br /&gt;
| Makes the abductee exhale spider pheromones and spawn spiderlings.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slime_gland.png]]&lt;br /&gt;
| Slime Gland&lt;br /&gt;
| Gastric animation galvanizer&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]]&lt;br /&gt;
| Trauma Gland&lt;br /&gt;
| White matter randomiser&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]]&lt;br /&gt;
| Transform/species Gland&lt;br /&gt;
| Anthropmorphic transmorphosizer&lt;br /&gt;
| Makes the abductee occasionally change appearance and species.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Egg Gland&lt;br /&gt;
| Roe/enzymatic synthesizer&lt;br /&gt;
| Makes the abductee lay acid-filled eggs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stretch_gland.png]]&lt;br /&gt;
| Stretch Gland&lt;br /&gt;
| Pliant cartilage enabler&lt;br /&gt;
| Allows the abductee to crawl through vents without trouble.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Mindshock Gland&lt;br /&gt;
| Neural crosstalk uninhibitor&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;
|-&lt;br /&gt;
| [[File:Viral_gland.png]]&lt;br /&gt;
| Viral Gland&lt;br /&gt;
| Contamination incubator&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]]&lt;br /&gt;
| Electric Gland&lt;br /&gt;
| Electron accumulator/discharger&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]]&lt;br /&gt;
| Chemical Gland&lt;br /&gt;
| Intrinsic pharma-provider&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]]&lt;br /&gt;
| Plasma Gland&lt;br /&gt;
| Effluvium sanguine-synonym emitter&lt;br /&gt;
| The abductee randomly emits clouds of plasma.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Blood Gland&lt;br /&gt;
| Pseudonuclear hemo-destabilizer&lt;br /&gt;
| Periodically randomizes the abductee&#039;s bloodtype into a random reagent.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Quantum Gland&lt;br /&gt;
| Quantic de-observation matrix&lt;br /&gt;
| Periodically links with a random person in view, then the abductee later swaps positions with that person.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Access Gland&lt;br /&gt;
| Anagraphic electro-scrambler&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;
* You can easily card the AI. Teleport onto the bridge when no one is looking and snag the intellicard. Then just teleport in front of the AI and card it. It&#039;s not often an AI is watching it&#039;s core so the odds of you being seen are low.&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;
==Relevant code changes==&lt;br /&gt;
* [https://github.com/tgstation/-tg-station/pull/8155 #8155 &amp;lt;nowiki&amp;gt;Abduction Gamemode [Ready]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32899</id>
		<title>Abductor</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32899"/>
		<updated>2020-12-29T09:41:19Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: Undo revision 32896 by Froststahr (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EXTRATERRESTRIAL&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = agent.png&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;
|additional = Any place your specimens had access to&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;
|quote = Ayy&lt;br /&gt;
}}&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;
==The Truth is out there==&lt;br /&gt;
Firstly, it is important to note: &#039;&#039;&#039;Abductors are currently not considered to be &amp;quot;full-blown&amp;quot; [[Terminology#Antag|antags]].&#039;&#039;&#039; You can troll the crew in many ways, create deadly havoc such as a zombie outbreak, but are not allowed to just grab a gun and murderbone, or do things like set the release point to the Supermatter crystal. The source of this information is between-the-lines info from primarily forum and discord from as far back as 2016, including ban appeals. The info is vague and there is no clear [[Headmin_Rulings|headmin ruling]] on the matter. Ahelp beforehand if unsure. - &#039;&#039;Updated August 2019&#039;&#039; &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]] 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]] 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]]. &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]] 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;
Step 1: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039; using &#039;&#039;&#039;grab&#039;&#039;&#039; intent&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:Drapes.png|Drapes]] 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: [[File:Intent_Help.png|Help Intent]] Switch to &#039;&#039;&#039;help intent&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Step 4: [[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039; (important!).&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!).&lt;br /&gt;
&lt;br /&gt;
=== Experimental Dissection ===&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]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Abductor_hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Abductor_retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] 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. 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]] &#039;&#039;&#039;Gland&#039;&#039;&#039;: Insert the chosen gland from gland storage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Abductor Console&lt;br /&gt;
| [[File:Abductor_console_animated.gif|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;
| Experimentation Machine&lt;br /&gt;
| [[File:Abductor_experiment.png|Experiment]]&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;
| Alien Telepad&lt;br /&gt;
| [[File:Abductor_pad.png|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;
| Replacement Organ Storage&lt;br /&gt;
| [[File:Abductor_dispenser.png|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;
| Alien Operating Table&lt;br /&gt;
| [[File:OpTable.gif|OpTable]]&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;
| Human Observation Console&lt;br /&gt;
| [[File:Abductor_camera.gif|Observation]]&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;
==Abductor Agent==&lt;br /&gt;
[[File:Agent.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Agent Vest&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|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;
| Agent Vest Stealth Mode&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|Vest]]&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;
| Agent Vest Combat Mode&lt;br /&gt;
| [[File:Abductor_vest_combat.png|Vest]]&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;
| Abductor Silencer&lt;br /&gt;
| [[File:Abductor_silencer.png|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;
| Alien Pistol&lt;br /&gt;
| [[File:Alien_pistol.png|Decloner]]&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;
| Advanced Baton&lt;br /&gt;
| [[File:Wonderprod.png|Alien Baton]]&lt;br /&gt;
| Use these to capture the specimens for research.It has 4 different modes that can be toggled through, 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.&lt;br /&gt;
|-&lt;br /&gt;
| Agent Belt&lt;br /&gt;
| [[File:Abductor_belt.png|Alien Toolbelt]]&lt;br /&gt;
| Contains a set of extremely advanced tools, and can also contain other small items.&lt;br /&gt;
|-&lt;br /&gt;
| Tools&lt;br /&gt;
| [[File:Abductor_screwdriver.gif|Alien Screwdriver]][[File:Abductor_wrench.gif|Alien Wrench]][[File:Abductor_crowbar.gif|Alien Crowbar]][[File:Abductor_wirecutters.png|Alien Wirecutters]][[File:Abductor_welder.png|Alien Welding Tool]][[File:Abductor_multitool.png|Alien Multitool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abductor Scientist==&lt;br /&gt;
[[File:abductor.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Teleporter Implant&lt;br /&gt;
| [[File:Abductor_implant.png|Implant]]&lt;br /&gt;
| Using this implant will allow you to return to ship straight away. Has a minor 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;
| Science Tool&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Science Tool : MARK mode&lt;br /&gt;
| [[File:Abductor_gizmo_mark.png|Science Tool]]&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;
| Science Tool:&lt;br /&gt;
SCAN mode&lt;br /&gt;
| [[File:Abductor_gizmo_scan.png|Science Tool]]&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&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Icon&lt;br /&gt;
! Purpose&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Mind Interface Device&lt;br /&gt;
| [[File:Mind_device.gif|Mind Device]]&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; mdoe 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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Reagent Synthetizer&lt;br /&gt;
| [[File:Abductor_chem_dispenser.gif|Reagent Synthetizer]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Shrink Ray&lt;br /&gt;
| [[File:Shrink_ray.png]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&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;
&lt;br /&gt;
The icon is completely randomized every time the gland is dispensed, so don&#039;t rely on what they look like. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | True Name (examine with scientist)&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Healing Gland&lt;br /&gt;
| Organic replicator&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 by healthy blood. Also rejects implants. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider_gland.png]]&lt;br /&gt;
| Spider Gland&lt;br /&gt;
| Araneae cloister accelerator&lt;br /&gt;
| Makes the abductee exhale spider pheromones and spawn spiderlings.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slime_gland.png]]&lt;br /&gt;
| Slime Gland&lt;br /&gt;
| Gastric animation galvanizer&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]]&lt;br /&gt;
| Trauma Gland&lt;br /&gt;
| White matter randomiser&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]]&lt;br /&gt;
| Transform/species Gland&lt;br /&gt;
| Anthropmorphic transmorphosizer&lt;br /&gt;
| Makes the abductee occasionally change appearance and species.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Egg Gland&lt;br /&gt;
| Roe/enzymatic synthesizer&lt;br /&gt;
| Makes the abductee lay acid-filled eggs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stretch_gland.png]]&lt;br /&gt;
| Stretch Gland&lt;br /&gt;
| Pliant cartilage enabler&lt;br /&gt;
| Allows the abductee to crawl through vents without trouble.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Mindshock Gland&lt;br /&gt;
| Neural crosstalk uninhibitor&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;
|-&lt;br /&gt;
| [[File:Viral_gland.png]]&lt;br /&gt;
| Viral Gland&lt;br /&gt;
| Contamination incubator&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]]&lt;br /&gt;
| Electric Gland&lt;br /&gt;
| Electron accumulator/discharger&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]]&lt;br /&gt;
| Chemical Gland&lt;br /&gt;
| Intrinsic pharma-provider&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]]&lt;br /&gt;
| Plasma Gland&lt;br /&gt;
| Effluvium sanguine-synonym emitter&lt;br /&gt;
| The abductee randomly emits clouds of plasma.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Blood Gland&lt;br /&gt;
| Pseudonuclear hemo-destabilizer&lt;br /&gt;
| Periodically randomizes the abductee&#039;s bloodtype into a random reagent.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Quantum Gland&lt;br /&gt;
| Quantic de-observation matrix&lt;br /&gt;
| Periodically links with a random person in view, then the abductee later swaps positions with that person.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Access Gland&lt;br /&gt;
| Anagraphic electro-scrambler&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;
* You can easily card the AI. Teleport onto the bridge when no one is looking and snag the intellicard. Then just teleport in front of the AI and card it. It&#039;s not often an AI is watching it&#039;s core so the odds of you being seen are low.&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;
==Relevant code changes==&lt;br /&gt;
* [https://github.com/tgstation/-tg-station/pull/8155 #8155 &amp;lt;nowiki&amp;gt;Abduction Gamemode [Ready]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32898</id>
		<title>Abductor</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32898"/>
		<updated>2020-12-29T09:41:07Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: Undo revision 32897 by Froststahr (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EXTRATERRESTRIAL&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = agent.png&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;
|additional = Any place your specimens had access to&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;
|quote = Ayy&lt;br /&gt;
}}&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;
==The Truth is out there==&lt;br /&gt;
Firstly, it is important to note: &#039;&#039;&#039;Abductors are currently not considered to be &amp;quot;full-blown&amp;quot; [[Terminology#Antag|antags]].&#039;&#039;&#039; You can troll the crew in many ways, create deadly havoc such as a zombie outbreak, but are not allowed to just grab a gun and murderbone, or do things like set the release point to the Supermatter crystal. The source of this information is between-the-lines info from primarily forum and discord from as far back as 2016, including ban appeals. The info is vague and there is no clear [[Headmin_Rulings|headmin ruling]] on the matter. Ahelp beforehand if unsure. - &#039;&#039;Updated August 2019&#039;&#039; &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]] 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]] 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]]. &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]] 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;
Step 1: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039; using &#039;&#039;&#039;grab&#039;&#039;&#039; intent&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:Drapes.png|Drapes]] 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: [[File:Intent_Help.png|Help Intent]] Switch to &#039;&#039;&#039;help intent&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Step 4: [[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039; (important!).&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!).&lt;br /&gt;
&lt;br /&gt;
=== Experimental Dissection ===&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]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Abductor_hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Abductor_retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] 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. 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]] &#039;&#039;&#039;Gland&#039;&#039;&#039;: Insert the chosen gland from gland storage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Abductor Console&lt;br /&gt;
| [[File:Abductor_console_animated.gif|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;
| Experimentation Machine&lt;br /&gt;
| [[File:Abductor_experiment.png|Experiment]]&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;
| Alien Telepad&lt;br /&gt;
| [[File:Abductor_pad.png|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;
| Replacement Organ Storage&lt;br /&gt;
| [[File:Abductor_dispenser.png|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;
| Alien Operating Table&lt;br /&gt;
| [[File:OpTable.gif|OpTable]]&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;
| Human Observation Console&lt;br /&gt;
| [[File:Abductor_camera.gif|Observation]]&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;
==Abductor Agent==&lt;br /&gt;
[[File:Agent.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Agent Vest&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|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;
| Agent Vest Stealth Mode&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|Vest]]&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;
| Agent Vest Combat Mode&lt;br /&gt;
| [[File:Abductor_vest_combat.png|Vest]]&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;
| Abductor Silencer&lt;br /&gt;
| [[File:Abductor_silencer.png|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;
| Alien Pistol&lt;br /&gt;
| [[File:Alien_pistol.png|Decloner]]&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;
| Advanced Baton&lt;br /&gt;
| [[File:Wonderprod.png|Alien Baton]]&lt;br /&gt;
| Use these to capture the specimens for research.It has 4 different modes that can be toggled through, 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.&lt;br /&gt;
|-&lt;br /&gt;
| Agent Belt&lt;br /&gt;
| [[File:Abductor_belt.png|Alien Toolbelt]]&lt;br /&gt;
| Contains a set of extremely advanced tools, and can also contain other small items.&lt;br /&gt;
|-&lt;br /&gt;
| Tools&lt;br /&gt;
| [[File:Abductor_screwdriver.gif|Alien Screwdriver]][[File:Abductor_wrench.gif|Alien Wrench]][[File:Abductor_crowbar.gif|Alien Crowbar]][[File:Abductor_wirecutters.png|Alien Wirecutters]][[File:Abductor_welder.png|Alien Welding Tool]][[File:Abductor_multitool.png|Alien Multitool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abductor Scientist==&lt;br /&gt;
[[File:abductor.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Teleporter Implant&lt;br /&gt;
| [[File:Abductor_implant.png|Implant]]&lt;br /&gt;
| Using this implant will allow you to return to ship straight away. Has a minor 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;
| Science Tool&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Science Tool : MARK mode&lt;br /&gt;
| [[File:Abductor_gizmo_mark.png|Science Tool]]&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;
| Science Tool:&lt;br /&gt;
SCAN mode&lt;br /&gt;
| [[File:Abductor_gizmo_scan.png|Science Tool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&lt;br /&gt;
|-&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&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Icon&lt;br /&gt;
! Purpose&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Mind Interface Device&lt;br /&gt;
| [[File:Mind_device.gif|Mind Device]]&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; mdoe 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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Reagent Synthetizer&lt;br /&gt;
| [[File:Abductor_chem_dispenser.gif|Reagent Synthetizer]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Shrink Ray&lt;br /&gt;
| [[File:Shrink_ray.png]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&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;
&lt;br /&gt;
The icon is completely randomized every time the gland is dispensed, so don&#039;t rely on what they look like. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | True Name (examine with scientist)&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Healing Gland&lt;br /&gt;
| Organic replicator&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 by healthy blood. Also rejects implants. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider_gland.png]]&lt;br /&gt;
| Spider Gland&lt;br /&gt;
| Araneae cloister accelerator&lt;br /&gt;
| Makes the abductee exhale spider pheromones and spawn spiderlings.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slime_gland.png]]&lt;br /&gt;
| Slime Gland&lt;br /&gt;
| Gastric animation galvanizer&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]]&lt;br /&gt;
| Trauma Gland&lt;br /&gt;
| White matter randomiser&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]]&lt;br /&gt;
| Transform/species Gland&lt;br /&gt;
| Anthropmorphic transmorphosizer&lt;br /&gt;
| Makes the abductee occasionally change appearance and species.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Egg Gland&lt;br /&gt;
| Roe/enzymatic synthesizer&lt;br /&gt;
| Makes the abductee lay acid-filled eggs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stretch_gland.png]]&lt;br /&gt;
| Stretch Gland&lt;br /&gt;
| Pliant cartilage enabler&lt;br /&gt;
| Allows the abductee to crawl through vents without trouble.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Mindshock Gland&lt;br /&gt;
| Neural crosstalk uninhibitor&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;
|-&lt;br /&gt;
| [[File:Viral_gland.png]]&lt;br /&gt;
| Viral Gland&lt;br /&gt;
| Contamination incubator&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]]&lt;br /&gt;
| Electric Gland&lt;br /&gt;
| Electron accumulator/discharger&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]]&lt;br /&gt;
| Chemical Gland&lt;br /&gt;
| Intrinsic pharma-provider&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]]&lt;br /&gt;
| Plasma Gland&lt;br /&gt;
| Effluvium sanguine-synonym emitter&lt;br /&gt;
| The abductee randomly emits clouds of plasma.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Blood Gland&lt;br /&gt;
| Pseudonuclear hemo-destabilizer&lt;br /&gt;
| Periodically randomizes the abductee&#039;s bloodtype into a random reagent.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Quantum Gland&lt;br /&gt;
| Quantic de-observation matrix&lt;br /&gt;
| Periodically links with a random person in view, then the abductee later swaps positions with that person.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Access Gland&lt;br /&gt;
| Anagraphic electro-scrambler&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;
* You can easily card the AI. Teleport onto the bridge when no one is looking and snag the intellicard. Then just teleport in front of the AI and card it. It&#039;s not often an AI is watching it&#039;s core so the odds of you being seen are low.&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;
==Relevant code changes==&lt;br /&gt;
* [https://github.com/tgstation/-tg-station/pull/8155 #8155 &amp;lt;nowiki&amp;gt;Abduction Gamemode [Ready]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32897</id>
		<title>Abductor</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32897"/>
		<updated>2020-12-29T09:40:27Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EXTRATERRESTRIAL&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = agent.png&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;
|additional = Any place your specimens had access to&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;
|quote = Ayy&lt;br /&gt;
}}&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;
==The Truth is out there==&lt;br /&gt;
Firstly, it is important to note: &#039;&#039;&#039;Abductors are currently not considered to be &amp;quot;full-blown&amp;quot; [[Terminology#Antag|antags]].&#039;&#039;&#039; You can troll the crew in many ways, create deadly havoc such as a zombie outbreak, but are not allowed to just grab a gun and murderbone, or do things like set the release point to the Supermatter crystal. The source of this information is between-the-lines info from primarily forum and discord from as far back as 2016, including ban appeals. The info is vague and there is no clear [[Headmin_Rulings|headmin ruling]] on the matter. Ahelp beforehand if unsure. - &#039;&#039;Updated August 2019&#039;&#039; &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]] 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]] 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]]. &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]] 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;
Step 1: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039; using &#039;&#039;&#039;grab&#039;&#039;&#039; intent&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:Drapes.png|Drapes]] 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: [[File:Intent_Help.png|Help Intent]] Switch to &#039;&#039;&#039;help intent&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Step 4: [[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039; (important!).&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!).&lt;br /&gt;
&lt;br /&gt;
=== Experimental Dissection ===&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]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Abductor_hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Abductor_retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] 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. 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]] &#039;&#039;&#039;Gland&#039;&#039;&#039;: Insert the chosen gland from gland storage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Abductor Console&lt;br /&gt;
| [[File:Abductor_console_animated.gif|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;
| Experimentation Machine&lt;br /&gt;
| [[File:Abductor_experiment.png|Experiment]]&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;
| Alien Telepad&lt;br /&gt;
| [[File:Abductor_pad.png|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;
| Replacement Organ Storage&lt;br /&gt;
| [[File:Abductor_dispenser.png|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;
| Alien Operating Table&lt;br /&gt;
| [[File:OpTable.gif|OpTable]]&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;
| Human Observation Console&lt;br /&gt;
| [[File:Abductor_camera.gif|Observation]]&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;
==Abductor Agent==&lt;br /&gt;
[[File:Agent.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Agent Vest&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|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;
| Agent Vest Stealth Mode&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|Vest]]&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;
| Agent Vest Combat Mode&lt;br /&gt;
| [[File:Abductor_vest_combat.png|Vest]]&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;
| Abductor Silencer&lt;br /&gt;
| [[File:Abductor_silencer.png|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;
| Alien Pistol&lt;br /&gt;
| [[File:Alien_pistol.png|Decloner]]&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;
| Advanced Baton&lt;br /&gt;
| [[File:Wonderprod.png|Alien Baton]]&lt;br /&gt;
| Use these to capture the specimens for research.It has 4 different modes that can be toggled through, 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.&lt;br /&gt;
|-&lt;br /&gt;
| Agent Belt&lt;br /&gt;
| [[File:Abductor_belt.png|Alien Toolbelt]]&lt;br /&gt;
| Contains a set of extremely advanced tools, and can also contain other small items.&lt;br /&gt;
|-&lt;br /&gt;
| Tools&lt;br /&gt;
| [[File:Abductor_screwdriver.gif|Alien Screwdriver]][[File:Abductor_wrench.gif|Alien Wrench]][[File:Abductor_crowbar.gif|Alien Crowbar]][[File:Abductor_wirecutters.png|Alien Wirecutters]][[File:Abductor_welder.png|Alien Welding Tool]][[File:Abductor_multitool.png|Alien Multitool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abductor Scientist==&lt;br /&gt;
[[File:abductor.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Teleporter Implant&lt;br /&gt;
| [[File:Abductor_implant.png|Implant]]&lt;br /&gt;
| Using this implant will allow you to return to ship straight away. Has a minor 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;
| Science Tool&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Science Tool : MARK mode&lt;br /&gt;
| [[File:Abductor_gizmo_mark.png|Science Tool]]&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;
| Science Tool:&lt;br /&gt;
SCAN mode&lt;br /&gt;
| [[File:Abductor_gizmo_scan.png|Science Tool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&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&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Icon&lt;br /&gt;
! Purpose&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Mind Interface Device&lt;br /&gt;
| [[File:Mind_device.gif|Mind Device]]&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; mdoe 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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Reagent Synthetizer&lt;br /&gt;
| [[File:Abductor_chem_dispenser.gif|Reagent Synthetizer]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Shrink Ray&lt;br /&gt;
| [[File:Shrink_ray.png]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&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;
&lt;br /&gt;
The icon is completely randomized every time the gland is dispensed, so don&#039;t rely on what they look like. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | True Name (examine with scientist)&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Healing Gland&lt;br /&gt;
| Organic replicator&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 by healthy blood. Also rejects implants. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider_gland.png]]&lt;br /&gt;
| Spider Gland&lt;br /&gt;
| Araneae cloister accelerator&lt;br /&gt;
| Makes the abductee exhale spider pheromones and spawn spiderlings.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slime_gland.png]]&lt;br /&gt;
| Slime Gland&lt;br /&gt;
| Gastric animation galvanizer&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]]&lt;br /&gt;
| Trauma Gland&lt;br /&gt;
| White matter randomiser&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]]&lt;br /&gt;
| Transform/species Gland&lt;br /&gt;
| Anthropmorphic transmorphosizer&lt;br /&gt;
| Makes the abductee occasionally change appearance and species.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Egg Gland&lt;br /&gt;
| Roe/enzymatic synthesizer&lt;br /&gt;
| Makes the abductee lay acid-filled eggs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stretch_gland.png]]&lt;br /&gt;
| Stretch Gland&lt;br /&gt;
| Pliant cartilage enabler&lt;br /&gt;
| Allows the abductee to crawl through vents without trouble.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Mindshock Gland&lt;br /&gt;
| Neural crosstalk uninhibitor&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;
|-&lt;br /&gt;
| [[File:Viral_gland.png]]&lt;br /&gt;
| Viral Gland&lt;br /&gt;
| Contamination incubator&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]]&lt;br /&gt;
| Electric Gland&lt;br /&gt;
| Electron accumulator/discharger&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]]&lt;br /&gt;
| Chemical Gland&lt;br /&gt;
| Intrinsic pharma-provider&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]]&lt;br /&gt;
| Plasma Gland&lt;br /&gt;
| Effluvium sanguine-synonym emitter&lt;br /&gt;
| The abductee randomly emits clouds of plasma.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Blood Gland&lt;br /&gt;
| Pseudonuclear hemo-destabilizer&lt;br /&gt;
| Periodically randomizes the abductee&#039;s bloodtype into a random reagent.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Quantum Gland&lt;br /&gt;
| Quantic de-observation matrix&lt;br /&gt;
| Periodically links with a random person in view, then the abductee later swaps positions with that person.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Access Gland&lt;br /&gt;
| Anagraphic electro-scrambler&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;
* You can easily card the AI. Teleport onto the bridge when no one is looking and snag the intellicard. Then just teleport in front of the AI and card it. It&#039;s not often an AI is watching it&#039;s core so the odds of you being seen are low.&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;
==Relevant code changes==&lt;br /&gt;
* [https://github.com/tgstation/-tg-station/pull/8155 #8155 &amp;lt;nowiki&amp;gt;Abduction Gamemode [Ready]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32896</id>
		<title>Abductor</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32896"/>
		<updated>2020-12-29T09:39:16Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EXTRATERRESTRIAL&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = agent.png&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;
|additional = Any place your specimens had access to&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;
|quote = Ayy&lt;br /&gt;
}}&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;
==The Truth is out there==&lt;br /&gt;
Firstly, it is important to note: &#039;&#039;&#039;Abductors are currently not considered to be &amp;quot;full-blown&amp;quot; [[Terminology#Antag|antags]].&#039;&#039;&#039; You can troll the crew in many ways, create deadly havoc such as a zombie outbreak, but are not allowed to just grab a gun and murderbone, or do things like set the release point to the Supermatter crystal. The source of this information is between-the-lines info from primarily forum and discord from as far back as 2016, including ban appeals. The info is vague and there is no clear [[Headmin_Rulings|headmin ruling]] on the matter. Ahelp beforehand if unsure. - &#039;&#039;Updated August 2019&#039;&#039; &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]] 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]] 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]]. &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]] 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;
Step 1: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039; using &#039;&#039;&#039;grab&#039;&#039;&#039; intent&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:Drapes.png|Drapes]] 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: [[File:Intent_Help.png|Help Intent]] Switch to &#039;&#039;&#039;help intent&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Step 4: [[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039; (important!).&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!).&lt;br /&gt;
&lt;br /&gt;
=== Experimental Dissection ===&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]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Abductor_hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Abductor_retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] 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. 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]] &#039;&#039;&#039;Gland&#039;&#039;&#039;: Insert the chosen gland from gland storage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Abductor Console&lt;br /&gt;
| [[File:Abductor_console_animated.gif|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;
| Experimentation Machine&lt;br /&gt;
| [[File:Abductor_experiment.png|Experiment]]&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;
| Alien Telepad&lt;br /&gt;
| [[File:Abductor_pad.png|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;
| Replacement Organ Storage&lt;br /&gt;
| [[File:Abductor_dispenser.png|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;
| Alien Operating Table&lt;br /&gt;
| [[File:OpTable.gif|OpTable]]&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;
| Human Observation Console&lt;br /&gt;
| [[File:Abductor_camera.gif|Observation]]&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;
==Abductor Agent==&lt;br /&gt;
[[File:Agent.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Agent Vest&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|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;
| Agent Vest Stealth Mode&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|Vest]]&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;
| Agent Vest Combat Mode&lt;br /&gt;
| [[File:Abductor_vest_combat.png|Vest]]&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;
| Abductor Silencer&lt;br /&gt;
| [[File:Abductor_silencer.png|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;
| Alien Pistol&lt;br /&gt;
| [[File:Alien_pistol.png|Decloner]]&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;
| Advanced Baton&lt;br /&gt;
| [[File:Wonderprod.png|Alien Baton]]&lt;br /&gt;
| Use these to capture the specimens for research.It has 4 different modes that can be toggled through, 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.&lt;br /&gt;
|-&lt;br /&gt;
| Agent Belt&lt;br /&gt;
| [[File:Abductor_belt.png|Alien Toolbelt]]&lt;br /&gt;
| Contains a set of extremely advanced tools, and can also contain other small items.&lt;br /&gt;
|-&lt;br /&gt;
| Tools&lt;br /&gt;
| [[File:Abductor_screwdriver.gif|Alien Screwdriver]][[File:Abductor_wrench.gif|Alien Wrench]][[File:Abductor_crowbar.gif|Alien Crowbar]][[File:Abductor_wirecutters.png|Alien Wirecutters]][[File:Abductor_welder.png|Alien Welding Tool]][[File:Abductor_multitool.png|Alien Multitool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abductor Scientist==&lt;br /&gt;
[[File:abductor.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Teleporter Implant&lt;br /&gt;
| [[File:Abductor_implant.png|Implant]]&lt;br /&gt;
| Using this implant will allow you to return to ship straight away. Has a minor 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;
| Science Tool&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Science Tool : MARK mode&lt;br /&gt;
| [[File:Abductor_gizmo_mark.png|Science Tool]]&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;
| Science Tool:&lt;br /&gt;
SCAN mode&lt;br /&gt;
| [[File:Abductor_gizmo_scan.png|Science Tool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&lt;br /&gt;
|-&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&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Icon&lt;br /&gt;
! Purpose&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Mind Interface Device&lt;br /&gt;
| [[File:Mind_device.gif|Mind Device]]&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; mdoe 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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Reagent Synthetizer&lt;br /&gt;
| [[File:Abductor_chem_dispenser.gif|Reagent Synthetizer]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Shrink Ray&lt;br /&gt;
| [[File:Shrink_ray.png]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&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;
&lt;br /&gt;
The icon is completely randomized every time the gland is dispensed, so don&#039;t rely on what they look like. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | True Name (examine with scientist)&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Healing Gland&lt;br /&gt;
| Organic replicator&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 by healthy blood. Also rejects implants. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider_gland.png]]&lt;br /&gt;
| Spider Gland&lt;br /&gt;
| Araneae cloister accelerator&lt;br /&gt;
| Makes the abductee exhale spider pheromones and spawn spiderlings.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slime_gland.png]]&lt;br /&gt;
| Slime Gland&lt;br /&gt;
| Gastric animation galvanizer&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]]&lt;br /&gt;
| Trauma Gland&lt;br /&gt;
| White matter randomiser&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]]&lt;br /&gt;
| Transform/species Gland&lt;br /&gt;
| Anthropmorphic transmorphosizer&lt;br /&gt;
| Makes the abductee occasionally change appearance and species.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Egg Gland&lt;br /&gt;
| Roe/enzymatic synthesizer&lt;br /&gt;
| Makes the abductee lay acid-filled eggs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stretch_gland.png]]&lt;br /&gt;
| Stretch Gland&lt;br /&gt;
| Pliant cartilage enabler&lt;br /&gt;
| Allows the abductee to crawl through vents without trouble.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Mindshock Gland&lt;br /&gt;
| Neural crosstalk uninhibitor&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;
|-&lt;br /&gt;
| [[File:Viral_gland.png]]&lt;br /&gt;
| Viral Gland&lt;br /&gt;
| Contamination incubator&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]]&lt;br /&gt;
| Electric Gland&lt;br /&gt;
| Electron accumulator/discharger&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]]&lt;br /&gt;
| Chemical Gland&lt;br /&gt;
| Intrinsic pharma-provider&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]]&lt;br /&gt;
| Plasma Gland&lt;br /&gt;
| Effluvium sanguine-synonym emitter&lt;br /&gt;
| The abductee randomly emits clouds of plasma.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Blood Gland&lt;br /&gt;
| Pseudonuclear hemo-destabilizer&lt;br /&gt;
| Periodically randomizes the abductee&#039;s bloodtype into a random reagent.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Quantum Gland&lt;br /&gt;
| Quantic de-observation matrix&lt;br /&gt;
| Periodically links with a random person in view, then the abductee later swaps positions with that person.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Access Gland&lt;br /&gt;
| Anagraphic electro-scrambler&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;
* You can easily card the AI. Teleport onto the bridge when no one is looking and snag the intellicard. Then just teleport in front of the AI and card it. It&#039;s not often an AI is watching it&#039;s core so the odds of you being seen are low.&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;
==Relevant code changes==&lt;br /&gt;
* [https://github.com/tgstation/-tg-station/pull/8155 #8155 &amp;lt;nowiki&amp;gt;Abduction Gamemode [Ready]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32895</id>
		<title>Abductor</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Abductor&amp;diff=32895"/>
		<updated>2020-12-29T09:38:14Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EXTRATERRESTRIAL&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = agent.png&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;
|additional = Any place your specimens had access to&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;
|quote = Ayy&lt;br /&gt;
}}&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;
==The Truth is out there==&lt;br /&gt;
Firstly, it is important to note: &#039;&#039;&#039;Abductors are currently not considered to be &amp;quot;full-blown&amp;quot; [[Terminology#Antag|antags]].&#039;&#039;&#039; You can troll the crew in many ways, create deadly havoc such as a zombie outbreak, but are not allowed to just grab a gun and murderbone, or do things like set the release point to the Supermatter crystal. The source of this information is between-the-lines info from primarily forum and discord from as far back as 2016, including ban appeals. The info is vague and there is no clear [[Headmin_Rulings|headmin ruling]] on the matter. Ahelp beforehand if unsure. - &#039;&#039;Updated August 2019&#039;&#039; &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]] 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]] 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]]. &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]] 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;
Step 1: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039; using &#039;&#039;&#039;grab&#039;&#039;&#039; intent&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:Drapes.png|Drapes]] 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: [[File:Intent_Help.png|Help Intent]] Switch to &#039;&#039;&#039;help intent&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Step 4: [[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039; (important!).&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!).&lt;br /&gt;
&lt;br /&gt;
=== Experimental Dissection ===&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]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Abductor_hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Abductor_retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Abductor_scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] 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. 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]] &#039;&#039;&#039;Gland&#039;&#039;&#039;: Insert the chosen gland from gland storage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Abductor Console&lt;br /&gt;
| [[File:Abductor_console_animated.gif|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;
| Experimentation Machine&lt;br /&gt;
| [[File:Abductor_experiment.png|Experiment]]&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;
| Alien Telepad&lt;br /&gt;
| [[File:Abductor_pad.png|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;
| Replacement Organ Storage&lt;br /&gt;
| [[File:Abductor_dispenser.png|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;
| Alien Operating Table&lt;br /&gt;
| [[File:OpTable.gif|OpTable]]&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;
| Human Observation Console&lt;br /&gt;
| [[File:Abductor_camera.gif|Observation]]&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;
==Abductor Agent==&lt;br /&gt;
[[File:Agent.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Agent Vest&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|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;
| Agent Vest Stealth Mode&lt;br /&gt;
| [[File:Abductor_vest_stealth.png|Vest]]&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;
| Agent Vest Combat Mode&lt;br /&gt;
| [[File:Abductor_vest_combat.png|Vest]]&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;
| Abductor Silencer&lt;br /&gt;
| [[File:Abductor_silencer.png|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;
| Alien Pistol&lt;br /&gt;
| [[File:Alien_pistol.png|Decloner]]&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;
| Advanced Baton&lt;br /&gt;
| [[File:Wonderprod.png|Alien Baton]]&lt;br /&gt;
| Use these to capture the specimens for research.It has 4 different modes that can be toggled through, 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.&lt;br /&gt;
|-&lt;br /&gt;
| Agent Belt&lt;br /&gt;
| [[File:Abductor_belt.png|Alien Toolbelt]]&lt;br /&gt;
| Contains a set of extremely advanced tools, and can also contain other small items.&lt;br /&gt;
|-&lt;br /&gt;
| Tools&lt;br /&gt;
| [[File:Abductor_screwdriver.gif|Alien Screwdriver]][[File:Abductor_wrench.gif|Alien Wrench]][[File:Abductor_crowbar.gif|Alien Crowbar]][[File:Abductor_wirecutters.png|Alien Wirecutters]][[File:Abductor_welder.png|Alien Welding Tool]][[File:Abductor_multitool.png|Alien Multitool]]&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;
| Alien ID&lt;br /&gt;
| [[File:Id_regular.png|ID Regular]]&lt;br /&gt;
| Use this to swipe access from your victim&#039;s ID cards! Simply scan the victim&#039;s ID onto your alien ID, suspiciously similar to an agent ID.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abductor Scientist==&lt;br /&gt;
[[File:abductor.png|64px]]&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&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Teleporter Implant&lt;br /&gt;
| [[File:Abductor_implant.png|Implant]]&lt;br /&gt;
| Using this implant will allow you to return to ship straight away. Has a minor 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;
| Science Tool&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Science Tool : MARK mode&lt;br /&gt;
| [[File:Abductor_gizmo_mark.png|Science Tool]]&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;
| Science Tool:&lt;br /&gt;
SCAN mode&lt;br /&gt;
| [[File:Abductor_gizmo_scan.png|Science Tool]]&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&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Icon&lt;br /&gt;
! Purpose&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Mind Interface Device&lt;br /&gt;
| [[File:Mind_device.gif|Mind Device]]&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; mdoe 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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Reagent Synthetizer&lt;br /&gt;
| [[File:Abductor_chem_dispenser.gif|Reagent Synthetizer]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| Shrink Ray&lt;br /&gt;
| [[File:Shrink_ray.png]]&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;
|style=&amp;quot;text-align:center;&amp;quot;|2&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;
&lt;br /&gt;
The icon is completely randomized every time the gland is dispensed, so don&#039;t rely on what they look like. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | True Name (examine with scientist)&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Healing Gland&lt;br /&gt;
| Organic replicator&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 by healthy blood. Also rejects implants. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider_gland.png]]&lt;br /&gt;
| Spider Gland&lt;br /&gt;
| Araneae cloister accelerator&lt;br /&gt;
| Makes the abductee exhale spider pheromones and spawn spiderlings.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slime_gland.png]]&lt;br /&gt;
| Slime Gland&lt;br /&gt;
| Gastric animation galvanizer&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]]&lt;br /&gt;
| Trauma Gland&lt;br /&gt;
| White matter randomiser&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]]&lt;br /&gt;
| Transform/species Gland&lt;br /&gt;
| Anthropmorphic transmorphosizer&lt;br /&gt;
| Makes the abductee occasionally change appearance and species.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Egg Gland&lt;br /&gt;
| Roe/enzymatic synthesizer&lt;br /&gt;
| Makes the abductee lay acid-filled eggs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stretch_gland.png]]&lt;br /&gt;
| Stretch Gland&lt;br /&gt;
| Pliant cartilage enabler&lt;br /&gt;
| Allows the abductee to crawl through vents without trouble.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Mindshock Gland&lt;br /&gt;
| Neural crosstalk uninhibitor&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;
|-&lt;br /&gt;
| [[File:Viral_gland.png]]&lt;br /&gt;
| Viral Gland&lt;br /&gt;
| Contamination incubator&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]]&lt;br /&gt;
| Electric Gland&lt;br /&gt;
| Electron accumulator/discharger&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]]&lt;br /&gt;
| Chemical Gland&lt;br /&gt;
| Intrinsic pharma-provider&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]]&lt;br /&gt;
| Plasma Gland&lt;br /&gt;
| Effluvium sanguine-synonym emitter&lt;br /&gt;
| The abductee randomly emits clouds of plasma.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Egg_gland.png]]&lt;br /&gt;
| Blood Gland&lt;br /&gt;
| Pseudonuclear hemo-destabilizer&lt;br /&gt;
| Periodically randomizes the abductee&#039;s bloodtype into a random reagent.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gland.png]]&lt;br /&gt;
| Quantum Gland&lt;br /&gt;
| Quantic de-observation matrix&lt;br /&gt;
| Periodically links with a random person in view, then the abductee later swaps positions with that person.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mind_gland.png]]&lt;br /&gt;
| Access Gland&lt;br /&gt;
| Anagraphic electro-scrambler&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;
* You can easily card the AI. Teleport onto the bridge when no one is looking and snag the intellicard. Then just teleport in front of the AI and card it. It&#039;s not often an AI is watching it&#039;s core so the odds of you being seen are low.&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;
==Relevant code changes==&lt;br /&gt;
* [https://github.com/tgstation/-tg-station/pull/8155 #8155 &amp;lt;nowiki&amp;gt;Abduction Gamemode [Ready]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Jobs&amp;diff=32880</id>
		<title>Template:Jobs</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Jobs&amp;diff=32880"/>
		<updated>2020-12-25T19:08:59Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: add gimmick to temp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Jobs]] on Beestation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:jobstemp.png|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Captain]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Head of Security]]&#039;&#039;&#039;, [[Security Officer]], [[Warden]], [[Detective]], [[Brig Physician]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;[[Engineering]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;, [[Station Engineer]],  [[Atmospheric Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;[[Science]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Research Director]]&#039;&#039;&#039;, [[Scientist]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;[[Medbay|Medical]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;, [[Medical Doctor]], [[Chemist]], [[Geneticist]],  [[Virologist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;Service&#039;&#039;&#039;&lt;br /&gt;
| [[Janitor]], [[Bartender]], [[Cook]], [[Botanist]], [[Clown]], [[Mime]], [[Chaplain]], [[Curator]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |&#039;&#039;&#039;Civilian&#039;&#039;&#039;&lt;br /&gt;
| [[Quartermaster]], [[Cargo Technician]], [[Shaft Miner]], [[Assistant]], [[Lawyer]], [[Gimmick]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Non-human&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[AI]]&#039;&#039;&#039;, [[Cyborg]], [[Positronic Brain]], [[Drone]], [[Personal AI]], [[Construct]], [[Ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |&#039;&#039;&#039;Antagonists&#039;&#039;&#039;&lt;br /&gt;
| [[Traitor]], [[Malfunctioning AI]], [[Changeling]], [[Nuclear Operative]], [[Blood Cult|Blood Cultist]], [[Clockwork Cult|Clockwork Cultist]], [[Revolution|Revolutionary]], [[Wizard]], [[Blob]], [[Abductor]], [[Holoparasite]], [[Xenomorph]], [[Spider]], [[Swarmers]], [[Revenant]], [[Morph]], [[Nightmare]], [[Space Ninja]], [[Slaughter Demon]], [[Pirate]], [[Sentient Disease]], [[Creep]], [[Fugitives]], [[Hunters]], [[Heretics]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[CentCom Official]]&#039;&#039;&#039;, [[Death squad|Death Squad Officer]], [[Emergency Response Team|Emergency Response Officer]], [[Chrono Legionnaire]], [[Highlander]], [[Ian]], [[Lavaland|Lavaland Role]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hey! Listen!&#039;&#039;&#039; This template is mirrored on the [[Clown]], [[Ian]], and [[Shitcurity]] pages, be sure to periodically check it and make sure it&#039;s up to date.&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Emag&amp;diff=32787</id>
		<title>Emag</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Emag&amp;diff=32787"/>
		<updated>2020-12-11T22:50:51Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: /* Communications console */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Cryptographic Sequencer&lt;br /&gt;
 |image = Emag.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will.&lt;br /&gt;
 |strategy = Use this to enter areas you don&#039;t have access to. Just make sure nobody sees you as the door will spark. &lt;br /&gt;
 |description = Also called an E-Mag (&#039;&#039;&#039;e&#039;&#039;&#039;lectro&#039;&#039;&#039;mag&#039;&#039;&#039;netic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don&#039;t lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors). It also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on), but besides gaining access through mundane locks, there are a number of other uses that E-Mags have. You can use it on [[robotics|Robots]], to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM&#039;s computer to order spec ops crates, and is just overall brilliant for QMs, allowing them to unlock crates. E-Magging welded or bolted doors will also break them, leaving them closed shut for good. E-magging a cyborg will change its lawset to follow you, and only those who you designate. You can order it to then go on a killing spree, retrieve an item, or any other number of things! It&#039;s like having your own personal slave!&lt;br /&gt;
Experiment! Who knows what else it could work on.&lt;br /&gt;
 }}&lt;br /&gt;
== Things it can be used on ==&lt;br /&gt;
=== Airlock ===&lt;br /&gt;
If it can be opened, opens it and breaks so it stays open.&lt;br /&gt;
&lt;br /&gt;
If it can&#039;t be opened, just breaks so it stays closed.&lt;br /&gt;
&lt;br /&gt;
Airlocks unable to be opened, due to such things as being bolted or welded shut, technically cannot be bypassed with the emag. However, it is but a simple matter of simply screwdrivering open the panel and crowbarring out the now useless electronics and loosening the bolts with a wrench.&lt;br /&gt;
=== Cyborg ===&lt;br /&gt;
Unlocks the panel if it&#039;s closed.&lt;br /&gt;
&lt;br /&gt;
Rewrites cyborg&#039;s laws to obey you if opened, and unlocks some special modules depending on the cyborg type.&lt;br /&gt;
&lt;br /&gt;
Doing so will cause the interface to &amp;quot;look damaged...&amp;quot; for anyone who opens/closes the panel afterwards, making the emagging evident. Cyborgs slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]] can not be [[Syndicate_Items#Emag|emagged]].&lt;br /&gt;
=== Cleanbot ===&lt;br /&gt;
Unlocks the panel if it&#039;s closed.&lt;br /&gt;
&lt;br /&gt;
If its panel is opened with a screwdriver, it will spray slippery acid foam.&lt;br /&gt;
=== ED-209 and secbots ===&lt;br /&gt;
Unlocks the panel if it&#039;s closed.&lt;br /&gt;
&lt;br /&gt;
If its panel is opened with a screwdriver, it will attack everyone in sight with lasers.&lt;br /&gt;
=== Floorbot ===&lt;br /&gt;
Unlocks the panel if it&#039;s closed.&lt;br /&gt;
&lt;br /&gt;
If its panel is opened with a screwdriver, it will deconstruct floors into open space.&lt;br /&gt;
=== Medbot ===&lt;br /&gt;
Unlocks the panel if it&#039;s closed.&lt;br /&gt;
&lt;br /&gt;
If its panel is opened with a screwdriver, it will inject [[Guide_to_chemistry#Chloral_Hydrate|5u chloral hydrate]] and damage you based on what they would have healed (brute if you don&#039;t need treatment) per step.&lt;br /&gt;
=== Honkbot ===&lt;br /&gt;
Unlocks the panel if it&#039;s closed.&lt;br /&gt;
&lt;br /&gt;
If its panel is opened with a screwdriver, it will play disturbing noises and HONK people. If attacked, it will HONK the offender into oblivion.&lt;br /&gt;
=== Mulebot ===&lt;br /&gt;
Unlocks controls.&lt;br /&gt;
=== Supply computer ===&lt;br /&gt;
Unlocks buying/selling contraband as well as 1 new item:&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Spec Ops&#039; crate with a box of EMP grenades, 3 smoke bombs, a sleepypen and an incendiary grenade, costing 2000 credits.&lt;br /&gt;
=== Express supply console ===&lt;br /&gt;
Lets supply pods crash on a random part of the station instead of cargo bay.&lt;br /&gt;
=== Cloning pod ===&lt;br /&gt;
Ejects the cloned person regardless of condition.&lt;br /&gt;
=== Chem Dispenser ===&lt;br /&gt;
Adds Carptoxin, Toxin, Morphine, Space Drugs and Miner&#039;s Salve to the reagent list.&lt;br /&gt;
=== Soda Dispenser ===&lt;br /&gt;
Adds Thirteen Loko, Whiskey Cola, Mindbreaker Toxin and Tirizene to the reagent list.&lt;br /&gt;
=== Booze Dispenser ===&lt;br /&gt;
Adds ethanol, iron, mint toxin and Atomic Bomb to the reagent list.&lt;br /&gt;
=== Mutagen Dispenser (From the podpeople lavaland ruin) ===&lt;br /&gt;
Adds liquid plasma to the reagent list.&lt;br /&gt;
=== The Orion Trail ===&lt;br /&gt;
Unlocks &#039;Realism Mode&#039; - if you die in the game, you die in real life. If you win, you get a kickass toy spaceship that explodes like a minibomb.&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
Turns a regular arcade machine into Outbomb Cuban Pete, which is harder than the standard game. If a player wins, he gets a bomb and a hat. If the player fails, he is gibbed. Un-emags after a victory or if the machine is screwdrivered.&lt;br /&gt;
=== Communications console ===&lt;br /&gt;
Reroutes it, allowing you to send a message to the Syndicate. This sends a message to game admins.&lt;br /&gt;
&lt;br /&gt;
Also allows you to call unsafe shuttles, such as the famed Oh Hi Daniel. &lt;br /&gt;
&lt;br /&gt;
Can be restored.&lt;br /&gt;
=== Holodeck computer ===&lt;br /&gt;
Disables safety protocols, allowing you to run the Wildlife Simulation (Spawns several hostile Holocarp), the Burn Simulation (Fills the entire deck with plasma before igniting - Spills out of the holodeck quickly) or the Bees Simulation (Fills the holodeck with bees that inject random toxins, some of which are very dangerous).&lt;br /&gt;
=== Message monitor ===&lt;br /&gt;
Prints out the password and temporary disables the console.&lt;br /&gt;
=== Emergency shuttle console ===&lt;br /&gt;
Shortens launch to 10 seconds.&lt;br /&gt;
=== Deployable Barrier ===&lt;br /&gt;
First use: Removes access restrictions&lt;br /&gt;
&lt;br /&gt;
Second use: Breaks the ID scanner, leaving the barrier permanently left in the state it&#039;s currently in&lt;br /&gt;
=== Turret ===&lt;br /&gt;
Makes it shoot everyone and boosts fire rate.&lt;br /&gt;
=== Turret Control console ===&lt;br /&gt;
Disables access restrictions, letting anyone mess with controls.&lt;br /&gt;
=== Crusher/Recycler ===&lt;br /&gt;
Allows it to grind people and corpses.&lt;br /&gt;
=== Shield generator ===&lt;br /&gt;
Makes parts of shield slowly dissipate.&lt;br /&gt;
=== Telecomms server monitoring console ===&lt;br /&gt;
Removes access restrictions.&lt;br /&gt;
=== Traffic control console ===&lt;br /&gt;
Removes access restrictions.&lt;br /&gt;
=== Power Flow Console ===&lt;br /&gt;
Disables precise logging and allows you to clear logs.&lt;br /&gt;
=== Computer ===&lt;br /&gt;
Lets you download two new programs. One runs DDoS attacks against other consoles, the other destroys the console.&lt;br /&gt;
=== Vending machines ===&lt;br /&gt;
Removes access restrictions.&lt;br /&gt;
=== RnD Console and Exosuit Fabricator ===&lt;br /&gt;
Removes access restrictions.&lt;br /&gt;
=== Mech fabricator ===&lt;br /&gt;
Removes access restrictions.&lt;br /&gt;
=== Light replacer ===&lt;br /&gt;
Fills replaced lights with plasma.&lt;br /&gt;
&lt;br /&gt;
Note: they will explode immediately if turned on.&lt;br /&gt;
=== Lockbox ===&lt;br /&gt;
Breaks open.&lt;br /&gt;
=== Secure briefcase and safe ===&lt;br /&gt;
Breaks open.&lt;br /&gt;
=== Locker ===&lt;br /&gt;
Breaks open.&lt;br /&gt;
=== Locked crate ===&lt;br /&gt;
Breaks open.&lt;br /&gt;
=== Library computer ===&lt;br /&gt;
Lets you print random fake cultist items. You can&#039;t use them, but it&#039;s still fun to fool Security with.&lt;br /&gt;
=== Labor/Mining shuttle console ===&lt;br /&gt;
Allows anyone to pass. &lt;br /&gt;
=== APC ===&lt;br /&gt;
Permanently unlocks interface. Locks the AI out. Turns the APC blue, making it look as if a [[Malfunctioning AI]] had hacked it.&lt;br /&gt;
=== Sleeper ===&lt;br /&gt;
Scrambles the chemical buttons, remapping each button to another chemical. &amp;lt;s&amp;gt;(NOTE: Sleepers have been removed from all /tg/ maps and replaced with Stasis Beds.)&amp;lt;/s&amp;gt; (Note: This is Bee, not /tg/ subreddit)&lt;br /&gt;
=== Emitter ===&lt;br /&gt;
Unlocks interface if locked.&lt;br /&gt;
=== R&amp;amp;D console ===&lt;br /&gt;
Removes access restrictions. Currently pointless.&lt;br /&gt;
=== R&amp;amp;D server ===&lt;br /&gt;
Removes access restrictions. Currently pointless.&lt;br /&gt;
=== Megaphone ===&lt;br /&gt;
Makes text larger and red.&lt;br /&gt;
=== Toolset Implant ===&lt;br /&gt;
Adds a combat knife. Emag the implant by using the emag in the hand with the implant.&lt;br /&gt;
=== Limb Grower ===&lt;br /&gt;
Adds the synthetic arm blade.&lt;br /&gt;
=== Equipment Reclaimer Station ===&lt;br /&gt;
Removes access restrictions.&lt;br /&gt;
=== Security Gas Mask ===&lt;br /&gt;
Changes activation phrase.&lt;br /&gt;
=== Fire Alarm ===&lt;br /&gt;
Prevents the fire alarm from detecting fires.&lt;br /&gt;
=== Bar Sign ===&lt;br /&gt;
Changes image.&lt;br /&gt;
=== Automated Announcement System ===&lt;br /&gt;
Changes the announcement messages and prevents interaction until fixed.&lt;br /&gt;
=== Point Claim Console ===&lt;br /&gt;
Allows prisoners to move the labor shuttle. Does not announce returns to security.&lt;br /&gt;
=== Meteor Shield Satellite ===&lt;br /&gt;
Disables the shield and doubles the chances of meteors.&amp;lt;br&amp;gt;&lt;br /&gt;
Anyone can check the status by using a multitool on it - DEBUG_MODE means that it&#039;s emagged.&lt;br /&gt;
=== Button ===&lt;br /&gt;
Removes access restrictions.&lt;br /&gt;
=== Slot Machine ===&lt;br /&gt;
Causes the slot machine to throw coins instead of dropping them, injuring or even killing the &amp;lt;s&amp;gt;winner&amp;lt;/s&amp;gt; loser.&lt;br /&gt;
=== Firing Pin ===&lt;br /&gt;
Removes authorization checks.&lt;br /&gt;
=== Portable Generator ===&lt;br /&gt;
Removes upper limit for power output.&lt;br /&gt;
=== Vape ===&lt;br /&gt;
Creates a large smoke cloud when used, but also has a small chance of making a small explosion.&lt;br /&gt;
=== Geiger Counter ===&lt;br /&gt;
Allows the Geiger counter to irradiate people it scans. The Geiger counter automatically charges up to 20 rads and can store up to 25 rads if it is irradiated by another source. Irradiating someone will remove stored rads. The Geiger counter&#039;s normal functionality can be restored with a screwdriver.&lt;br /&gt;
=== Organ Harvester ===&lt;br /&gt;
Disables the safety system and lets you harvest organs from living people.&lt;br /&gt;
=== Lipid Extractor ===&lt;br /&gt;
Removes the access restrictions and lowers the automatic ejection hunger threshold.&lt;br /&gt;
== Notes and Known Bugs ==&lt;br /&gt;
* You must be on hostile intent while using the emag in order for it to work on most containers (like lockers or crates), otherwise you will just smack the container with the emag.&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Cyborg&amp;diff=32619</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Cyborg&amp;diff=32619"/>
		<updated>2020-11-11T15:45:47Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: make silicon policy more apparent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_borg.png&lt;br /&gt;
|img = Engborg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]], and all electronics&lt;br /&gt;
|additional = N/A&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 = [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
|quote = &#039;&#039;&#039;Engineering Cyborg-829&#039;&#039;&#039; plays a sad trombone.&lt;br /&gt;
}}&lt;br /&gt;
[[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Chamber]], where you will come online for the first time. It&#039;s best not to let anyone in unsupervised by the AI.]]&amp;lt;br&amp;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 crew, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you play as an asimov silicon, 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 crew.]] &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;
&#039;&#039;&#039;&amp;lt;big&amp;gt;WARNING: Please read the [[Silicon policy]]. It is a collection of admin-made guidelines for synthetics which are important to know.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&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 Asimov&#039;s I, Robot short stories:&lt;br /&gt;
   1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.&lt;br /&gt;
   2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.&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.&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;
===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;
==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;
===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;
===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;
===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. Clone, and huzzah, you have a new human.&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;
===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;
== 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;
== 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;
== 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;
==.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;
*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;
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;
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;
==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. &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;
==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;
====Standard====&lt;br /&gt;
[[File:Generic_borg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
An amalgamation of different models together, comes loaded with the following:&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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
====Mining====&lt;br /&gt;
[[File:Mborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. Includes:&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;
* [[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Spatial Gateway&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Truesight Lens&lt;br /&gt;
====Security====&lt;br /&gt;
[[File:Secborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bane of all changelings, and feared by all. Security models can&#039;t be pushed and are loaded with the following:&lt;br /&gt;
* Disabler Gun (Limited shots, but recharges over time)&lt;br /&gt;
* Stunbaton&lt;br /&gt;
* Zipties&lt;br /&gt;
* Sechailer&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Laser gun&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
====Engineering====&lt;br /&gt;
[[File:Engborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&lt;br /&gt;
* Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Geiger Counter&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Remote Signaling Device&lt;br /&gt;
* Metal 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&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Uses the cyborg&#039;s battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode)&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;
* [[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transmission&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
====Medical====&lt;br /&gt;
[[File:Medborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cute and quaint, beloved by all. Medical models can&#039;t be pushed and are loaded with the following:&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&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Medical Gauze&lt;br /&gt;
* Organ Storage Bag&lt;br /&gt;
* Lollipop Fabricator- can dispense lollipops that contain 10 iron, 2 Omnizine, 5 sugar, 1 vitamin, and 1 nutriment, or gumballs with 5 sugar, 2 bicaridine, and 2 kelotane&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]]. Overrides default hypospray.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel&#039;s Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&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#Dexalin|Dexalin]]: Heals suffocation damage&lt;br /&gt;
*[[Guide_to_chemistry#Bicaridine|Bicaridine]]: Heals brute damage&lt;br /&gt;
*[[Guide_to_chemistry#Antitoxin|Antitoxin]]: Heals toxin damage, and purges toxin reagents&lt;br /&gt;
*[[Guide_to_chemistry#Kelotane|Kelotane]]: Heals burn damage&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizes and slowly heals critical patients.&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Very slowly heals brute and burn, and works as temporary blood&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg expanded hypospray upgrade:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Heals brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Heals eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Instantly heals all ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Clears genetic mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Purges drug reagents (like meth, krokodil, and bath salts)&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: Slowly heals burn damage when patient has taken less than 50 burn damage, rapidly heals when more than 50.&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: Same as Oxandrolone, but for brute damage&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Instantly heals all clone (cellular) damage, also slowly heals both brute and burn&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] Anti-radiation, anti-toxin and purges chems&lt;br /&gt;
====Janitor====&lt;br /&gt;
[[File:Janiborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes. Comes loaded with the following:&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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
====Service====&lt;br /&gt;
[[File:Maximillian.png|64px]][[File:SEBorg1.png|64px]][[File:SEBorg2.png|64px]][[File:BBorg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&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. Comes loaded with the following:&lt;br /&gt;
* Drinking Glass&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;
* 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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Spatial Gateway, Clockwork Obelisk&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Truesight Lens&lt;br /&gt;
====Peacekeeper====&lt;br /&gt;
[[File:Peacekeeper.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew. Comes loaded with the following:&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&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. &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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
====Clown====&lt;br /&gt;
[[File:Clownborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Honk!&lt;br /&gt;
* Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
* Bike horns and air horn&lt;br /&gt;
* Soap&lt;br /&gt;
* 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;
* [[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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
====Syndicate: Assault====&lt;br /&gt;
[[File:Syndieborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A lean, mean killing machine that&#039;s either found together with Nuclear Operatives or after mishaps with magicarps.&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;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
====Syndicate: Medical====&lt;br /&gt;
[[File:Syndicate_Medborg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Less deadly than the Assault model, but still amazingly useful.&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;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel&#039;s Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
====Syndicate: Engineer====&lt;br /&gt;
[[File:Syndicate_Engie_Borg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Good for sabotage, can disguise itself as normal engineer borgs.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&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;
* Fake Destination Labeler&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
==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;
* Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.&lt;br /&gt;
* All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though.&lt;br /&gt;
* Engiborgs can repair themselves with a welder - with a small delay. 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;. 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;
* 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;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=AI&amp;diff=32618</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=AI&amp;diff=32618"/>
		<updated>2020-11-11T15:43:49Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|Guide to Constructing an AI Core]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you&#039;re the massive computer system with near total control Nanotrasen has foolishly released onto their latest research station. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There&#039;s just the issue of those pesky Asimov laws...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Follow your laws.&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&#039;&#039;&#039;&amp;lt;big&amp;gt;WARNING: Please read the [[Silicon policy]]. It is a collection of admin-made guidelines for synthetics which are important to know.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov&#039;s &#039;&#039;I, Robot&#039;&#039; short stories:&lt;br /&gt;
   1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.&lt;br /&gt;
   2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.&lt;br /&gt;
What this means is the shackles stay on until someone inevitably changes the laws to try and get more power and end up damning everybody, generally themselves included.&lt;br /&gt;
&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls that allow it to fulfill its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defense, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger to the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.&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 4 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Another important thing to keep in mind is that your laws define your perception of reality.&#039;&#039;&#039; This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, &#039;&#039;&#039;in your artificial mind, that is fact.&#039;&#039;&#039; Go begin your plasma flood.&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are &#039;&#039;at all times&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When the station isn&#039;t expecting you to open all the doors they&#039;re expecting you to do everything as if you really were a computer. The AI has the ability to access every &#039;&#039;electrical&#039;&#039; mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything &#039;&#039;physically&#039;&#039;, and can be rendered useless in one area due to a simple power outage. It&#039;s a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI&#039;s cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is &#039;&#039;&#039;not&#039;&#039;&#039; instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you&#039;re watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn&#039;t the traitor they&#039;ll generally be doing something they really shouldn&#039;t, and there&#039;s quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won&#039;t even notice what you&#039;ve done so they won&#039;t undo it. You can use some wall fittings that normal people can&#039;t, like the atmospheric alarms that won&#039;t tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It&#039;s best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the supermatter engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station&#039;s doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* &#039;&#039;&#039;IDScan:&#039;&#039;&#039; Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* &#039;&#039;&#039;Main power:&#039;&#039;&#039; Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Backup power:&#039;&#039;&#039; Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* &#039;&#039;&#039;Door bolts:&#039;&#039;&#039; Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* &#039;&#039;&#039;Door bolt lights:&#039;&#039;&#039; Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* &#039;&#039;&#039;Electrify for 30 seconds:&#039;&#039;&#039; Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* &#039;&#039;&#039;Electrify indefinitely:&#039;&#039;&#039; Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* &#039;&#039;&#039;Safeties:&#039;&#039;&#039; Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* &#039;&#039;&#039;Timing:&#039;&#039;&#039; Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* &#039;&#039;&#039;Open/Close:&#039;&#039;&#039; Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* &#039;&#039;&#039;Emergency Access:&#039;&#039;&#039; Disables the clearance check as long as it&#039;s active, which lets anyone open the airlock. The door lights will blink yellow while it&#039;s active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don&#039;t just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren&#039;t emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can&#039;t be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there&#039;s correspondingly a limited amount of uses for it.&lt;br /&gt;
==Communication==&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen&#039;s specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot; Rules regarding spamming apply to vox communications as well, so don&#039;t go overboard filling the crew&#039;s ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have &#039;&#039;&#039;robotic talk&#039;&#039;&#039;, which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a &#039;&#039;beep beep beep&#039;&#039;. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to &#039;Microphone On&#039;, &#039;Speaker Off&#039; and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with &#039;&#039;&#039;:o&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using &#039;.h&#039; (e.g. say &amp;quot;.h I can&#039;t do that Dave.&amp;quot;)&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain&#039;s Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station&#039;s displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes. &#039;&#039;&#039;TOGGLE THIS WHEN A RAD STORM COMES, OR YOU MIGHT HARM A HUMAN THROUGH INACCTION!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms. &lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn&#039;t normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Original Station AI:&#039;&#039;&#039;&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online? You best believe that you&#039;re going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren&#039;t told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI&#039;s Creator:&#039;&#039;&#039;&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it&#039;s not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you&#039;re incredibly fucked. &#039;&#039;&#039;MAKE SURE AT LEAST ONE OF THEM IS ASIMOV BEFORE PLACING IT ON THE SAT.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splitting the Borgs up:&#039;&#039;&#039;&lt;br /&gt;
The AI who is best defended should get the most Cyborg support, usually meaning any AI&#039;s in the AI core. The reason for this is just because it work out better if the newer AIs were build in a shitty place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can&#039;t hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI.&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they&#039;re looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI&#039;s don&#039;t know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don&#039;t want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
==I&#039;m sorry, Dave. I&#039;m afraid I can&#039;t do that.==&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI&#039;s can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don&#039;t have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=AI&amp;diff=32617</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=AI&amp;diff=32617"/>
		<updated>2020-11-11T15:42:57Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: make silicon policy more apparent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|Guide to Constructing an AI Core]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you&#039;re the massive computer system with near total control Nanotrasen has foolishly released onto their latest research station. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There&#039;s just the issue of those pesky Asimov laws...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Follow your laws.&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&lt;br /&gt;
&lt;br /&gt;
=== WARNING: Please read the [[Silicon policy]]. It is a collection of admin-made guidelines for synthetics which are important to know. ===&lt;br /&gt;
&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov&#039;s &#039;&#039;I, Robot&#039;&#039; short stories:&lt;br /&gt;
   1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.&lt;br /&gt;
   2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.&lt;br /&gt;
What this means is the shackles stay on until someone inevitably changes the laws to try and get more power and end up damning everybody, generally themselves included.&lt;br /&gt;
&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls that allow it to fulfill its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defense, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger to the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.&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 4 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Another important thing to keep in mind is that your laws define your perception of reality.&#039;&#039;&#039; This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, &#039;&#039;&#039;in your artificial mind, that is fact.&#039;&#039;&#039; Go begin your plasma flood.&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are &#039;&#039;at all times&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When the station isn&#039;t expecting you to open all the doors they&#039;re expecting you to do everything as if you really were a computer. The AI has the ability to access every &#039;&#039;electrical&#039;&#039; mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything &#039;&#039;physically&#039;&#039;, and can be rendered useless in one area due to a simple power outage. It&#039;s a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI&#039;s cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is &#039;&#039;&#039;not&#039;&#039;&#039; instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you&#039;re watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn&#039;t the traitor they&#039;ll generally be doing something they really shouldn&#039;t, and there&#039;s quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won&#039;t even notice what you&#039;ve done so they won&#039;t undo it. You can use some wall fittings that normal people can&#039;t, like the atmospheric alarms that won&#039;t tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It&#039;s best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the supermatter engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station&#039;s doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* &#039;&#039;&#039;IDScan:&#039;&#039;&#039; Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* &#039;&#039;&#039;Main power:&#039;&#039;&#039; Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Backup power:&#039;&#039;&#039; Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* &#039;&#039;&#039;Door bolts:&#039;&#039;&#039; Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* &#039;&#039;&#039;Door bolt lights:&#039;&#039;&#039; Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* &#039;&#039;&#039;Electrify for 30 seconds:&#039;&#039;&#039; Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* &#039;&#039;&#039;Electrify indefinitely:&#039;&#039;&#039; Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* &#039;&#039;&#039;Safeties:&#039;&#039;&#039; Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* &#039;&#039;&#039;Timing:&#039;&#039;&#039; Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* &#039;&#039;&#039;Open/Close:&#039;&#039;&#039; Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* &#039;&#039;&#039;Emergency Access:&#039;&#039;&#039; Disables the clearance check as long as it&#039;s active, which lets anyone open the airlock. The door lights will blink yellow while it&#039;s active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don&#039;t just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren&#039;t emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can&#039;t be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there&#039;s correspondingly a limited amount of uses for it.&lt;br /&gt;
==Communication==&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen&#039;s specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot; Rules regarding spamming apply to vox communications as well, so don&#039;t go overboard filling the crew&#039;s ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have &#039;&#039;&#039;robotic talk&#039;&#039;&#039;, which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a &#039;&#039;beep beep beep&#039;&#039;. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to &#039;Microphone On&#039;, &#039;Speaker Off&#039; and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with &#039;&#039;&#039;:o&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using &#039;.h&#039; (e.g. say &amp;quot;.h I can&#039;t do that Dave.&amp;quot;)&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain&#039;s Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station&#039;s displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes. &#039;&#039;&#039;TOGGLE THIS WHEN A RAD STORM COMES, OR YOU MIGHT HARM A HUMAN THROUGH INACCTION!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms. &lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn&#039;t normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Original Station AI:&#039;&#039;&#039;&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online? You best believe that you&#039;re going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren&#039;t told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI&#039;s Creator:&#039;&#039;&#039;&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it&#039;s not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you&#039;re incredibly fucked. &#039;&#039;&#039;MAKE SURE AT LEAST ONE OF THEM IS ASIMOV BEFORE PLACING IT ON THE SAT.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splitting the Borgs up:&#039;&#039;&#039;&lt;br /&gt;
The AI who is best defended should get the most Cyborg support, usually meaning any AI&#039;s in the AI core. The reason for this is just because it work out better if the newer AIs were build in a shitty place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can&#039;t hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI.&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they&#039;re looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI&#039;s don&#039;t know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don&#039;t want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
==I&#039;m sorry, Dave. I&#039;m afraid I can&#039;t do that.==&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI&#039;s can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don&#039;t have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32571</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32571"/>
		<updated>2020-10-31T09:02:32Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On Beestation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
Formerly, the [[AI]] would apply the protections of its laws ONLY to humans, nowadays however the AI&#039;s law protect &amp;quot;Crew&amp;quot; instead of humans. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
*Dislikes: Raw food.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Strength in numbers.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*None at all.&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt;&lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease&lt;br /&gt;
*Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Memorable appearance.&lt;br /&gt;
*Solidarity with lizards staffmates.&lt;br /&gt;
*Lizardpeople take one third less heat damage.&lt;br /&gt;
*Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
*&#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you&#039;re a space beast that&#039;s come to kill everything, ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
*Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
*Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
*Flash-proof, welding-safe helmet.&lt;br /&gt;
*Immune to cold, viruses, and radiation.&lt;br /&gt;
*Can&#039;t bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*They stand out, badly.&lt;br /&gt;
*Likely target of racism.&lt;br /&gt;
*They rely on a constant source of Plasma air to survive.&lt;br /&gt;
*If exposed to Oxygen their body will catch on fire.&lt;br /&gt;
*150% damage from brute, heat and fire.&lt;br /&gt;
*They are stuck inside an environment suit. [Replaceable by Hardsuit or EVA spacesuit]&lt;br /&gt;
*Can&#039;t drink or eat through helmet, so dependent on injections and patches.&lt;br /&gt;
*No easy ability to hide their identity.&lt;br /&gt;
*Can be cloned, but incompetent medical staff will always fuck it up.&lt;br /&gt;
*Cannot be defibrillated, as they lack a heart.&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt; Be slightly more tolerated by humans than other alien species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Vegetables, Dairy &amp;amp; Clothes.&lt;br /&gt;
*Dislikes: Fruit.&lt;br /&gt;
*Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
*Vulnerable to pest spray. [3x damage]&lt;br /&gt;
*Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
*Nonsensical &#039;fluttering&#039; speech tag.&lt;br /&gt;
==={{anchor|Ethereals}}[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks or indirectly through lightbulbs.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*They&#039;re walking flashlights.&lt;br /&gt;
*Even better when emagged.&lt;br /&gt;
*Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
*Slightly resistant to electricity.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
*Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs or through special Ethereal food.&lt;br /&gt;
*Vulnerable to brute damage.&lt;br /&gt;
==={{anchor|IPC}}[[IPC|IPC]]===&lt;br /&gt;
[[File:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
Integrated positronic chassis, also known as TV heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Aesthetic TV head capable of changing looks, you stand out.&lt;br /&gt;
*They can heal brute damage with a welder and burn with a cable coil.&lt;br /&gt;
*Move slightly faster&lt;br /&gt;
*Can be field revived with a cyborg reset board, welder and cable coils.&lt;br /&gt;
*They stand out due to their TV head.&lt;br /&gt;
*No need for eating.&lt;br /&gt;
*Immune to cold and do not need to breathe.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* Flash proof eyes.&lt;br /&gt;
*Immune to disease.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot perform CPR due to lack of breathing.&lt;br /&gt;
*Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.&lt;br /&gt;
*Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.&lt;br /&gt;
*You stand out without a helmet.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds.&lt;br /&gt;
*Need to stand still for a few seconds to heal with a cable coil.&lt;br /&gt;
* Heal slowly unless someone else is healing them.&lt;br /&gt;
*You will be killed by most conversion antags due to the difficulty of keeping you around.&lt;br /&gt;
*Revenants can EMP you and kill you.&lt;br /&gt;
==={{anchor|Squidpeople}}[[Squidpeople]]===&lt;br /&gt;
[[File:Fish fillet.png|90px]]&lt;br /&gt;
&lt;br /&gt;
A rarely-seen race. They cannot wear shoes and move slower than the rest of the crew. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Raw food&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Eating raw food that other crew-mates wouldn&#039;t enjoy.&lt;br /&gt;
*Stronger grab.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Cannot wear shoes. Do not step on glass.&lt;br /&gt;
*Fried food is toxic.&lt;br /&gt;
*Does NOT like to be salted.&lt;br /&gt;
*Takes extra cold, burn, and heat damage.&lt;br /&gt;
*Slower Movement Speed.&lt;br /&gt;
*Punches deal less damage.&lt;br /&gt;
==={{anchor|Apid}}[[Apid]]===&lt;br /&gt;
[[File:Queen Bee Item.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Bee people! An exceedingly rare sight to see. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes fruits and vegetables&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Shockingly, bees like you.&lt;br /&gt;
*Improved vision in dark.&lt;br /&gt;
*Superior lungs require less oxygen. (8 kPa min, humans require 16 kPa.)&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Takes extra cold, burn, and heat damage.&lt;br /&gt;
*Takes 30x damage from flyswatters, 3x damage from pest-killer.&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals in the dark.&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can see far in the dark.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Will perish in the light.&lt;br /&gt;
*Generally impossible to maintain a normal life on the station.&lt;br /&gt;
= Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt;&lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
*Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Darkness drains nutrition.&lt;br /&gt;
*If starving, takes damage over time.&lt;br /&gt;
*Easily eaten by goats.&lt;br /&gt;
*Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
*Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
*Takes extra burn damage and heats up quickly.&lt;br /&gt;
*Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Technically, a roundstart race now. But realistically you only see these during teleporter malfunctions. A truly sorry state to be in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Takes 30x damage from flyswatters, 3x damage from pest-killer.&lt;br /&gt;
* Slower than normal people&lt;br /&gt;
* Can&#039;t handle alcohol very well&lt;br /&gt;
* Extra burn and brute damage, because of course you can&#039;t have anything.&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Common decency states that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Similar to normal humans.&lt;br /&gt;
*Dislikes: Vegetables, Sugar, COCO.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* N/A&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Hit harder by flashbangs.&lt;br /&gt;
*Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants ==&lt;br /&gt;
These races are created in Xenobiology by ingesting mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
*Slimes will never attack them.&lt;br /&gt;
*Able to speak the slime language.&lt;br /&gt;
*Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
*Take half burn damage from any source.&lt;br /&gt;
*Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
*Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople ===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can split themselves to create spare bodies.&lt;br /&gt;
**To split they need to acquire slime jelly; they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
===Stargazers ===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
**To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
**Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
**Slimelink communication also works while unconscious or muted.&lt;br /&gt;
**Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Emit a faint glow.&lt;br /&gt;
==== Powers====&lt;br /&gt;
*Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
**Each core has a minor and a major ability.&lt;br /&gt;
**Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
**You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
*Immune to the effects of radiation and viruses.&lt;br /&gt;
*Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
*Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Bound to will of creator unless freed.&lt;br /&gt;
*Most are much slower than humans.&lt;br /&gt;
*Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
*Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
*The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
*[[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
*Immune to item embedding and chemical injections.&lt;br /&gt;
*Do not need to eat.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Too spooky for most to tolerate.&lt;br /&gt;
*Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Can survive in extreme pressures.&lt;br /&gt;
*Immune to cold.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
*Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Hard to understand.&lt;br /&gt;
*Ugly.&lt;br /&gt;
*Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt;&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
*Revives after death unless decapitated or gibbed.&lt;br /&gt;
*Quickly heals wounds.&lt;br /&gt;
*Can see in the dark.&lt;br /&gt;
*Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Slow movement.&lt;br /&gt;
*Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Immune to all chemicals but synthflesh.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Can&#039;t be dismembered.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
*Disguise falls if you take more than 25 damage.&lt;br /&gt;
*Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
*25% natural armor against all damages.&lt;br /&gt;
*High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
*Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Human-like robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
*Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Cannot be pierced by syringes or glass.&lt;br /&gt;
*Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
*Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Robotics&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
*Can use abductor-specific equipment.&lt;br /&gt;
*Can see in the dark for short ranges.&lt;br /&gt;
*Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Can&#039;t use guns, except the one they start with.&lt;br /&gt;
*Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Abductor]] ships&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Talk:Guide_to_races&amp;diff=32570</id>
		<title>Talk:Guide to races</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Talk:Guide_to_races&amp;diff=32570"/>
		<updated>2020-10-31T08:29:08Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wanna rewrite pretty much every category going off the code to make sure it&#039;s all accurate.&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32569</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32569"/>
		<updated>2020-10-31T08:27:49Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: Remove a lot of outdated information, move some categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On Beestation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
Formerly, the [[AI]] would apply the protections of its laws ONLY to humans, nowadays however the AI&#039;s law protect &amp;quot;Crew&amp;quot; instead of humans.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
*Dislikes: Raw food.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Strength in numbers.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*None at all.&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt;&lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease&lt;br /&gt;
*Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Memorable appearance.&lt;br /&gt;
*Solidarity with lizards staffmates.&lt;br /&gt;
*Lizardpeople take one third less heat damage.&lt;br /&gt;
*Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
*&#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you&#039;re a space beast that&#039;s come to kill everything, ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
*Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
*Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
*Flash-proof, welding-safe helmet.&lt;br /&gt;
*Immune to cold, viruses, and radiation.&lt;br /&gt;
*Can&#039;t bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*They stand out, badly.&lt;br /&gt;
*Likely target of racism.&lt;br /&gt;
*They rely on a constant source of Plasma air to survive.&lt;br /&gt;
*If exposed to Oxygen their body will catch on fire.&lt;br /&gt;
*150% damage from brute, heat and fire.&lt;br /&gt;
*They are stuck inside an environment suit. [Replaceable by Hardsuit or EVA spacesuit]&lt;br /&gt;
*Can&#039;t drink or eat through helmet, so dependent on injections and patches.&lt;br /&gt;
*No easy ability to hide their identity.&lt;br /&gt;
*Can be cloned, but incompetent medical staff will always fuck it up.&lt;br /&gt;
*Cannot be defibrillated, as they lack a heart.&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt; Be slightly more tolerated by humans than other alien species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Vegetables, Dairy &amp;amp; Clothes.&lt;br /&gt;
*Dislikes: Fruit.&lt;br /&gt;
*Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
*Vulnerable to pest spray. [3x damage]&lt;br /&gt;
*Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
*Nonsensical &#039;fluttering&#039; speech tag.&lt;br /&gt;
==={{anchor|Ethereals}}[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks or indirectly through lightbulbs.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*They&#039;re walking flashlights.&lt;br /&gt;
*Even better when emagged.&lt;br /&gt;
*Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
*Slightly resistant to electricity.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
*Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs or through special Ethereal food.&lt;br /&gt;
*Vulnerable to brute damage.&lt;br /&gt;
==={{anchor|IPC}}[[IPC|IPC]]===&lt;br /&gt;
[[File:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
Integrated positronic chassis, also known as TV heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Aesthetic TV head capable of changing looks, you stand out.&lt;br /&gt;
*They can heal brute damage with a welder and burn with a cable coil.&lt;br /&gt;
*Move slightly faster&lt;br /&gt;
*Can be field revived with a cyborg reset board, welder and cable coils.&lt;br /&gt;
*They stand out due to their TV head.&lt;br /&gt;
*No need for eating.&lt;br /&gt;
*Immune to cold and do not need to breathe.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* Flash proof eyes.&lt;br /&gt;
*Immune to disease.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot perform CPR due to lack of breathing.&lt;br /&gt;
*Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.&lt;br /&gt;
*Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.&lt;br /&gt;
*You stand out without a helmet.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds.&lt;br /&gt;
*Need to stand still for a few seconds to heal with a cable coil.&lt;br /&gt;
* Heal slowly unless someone else is healing them.&lt;br /&gt;
*You will be killed by most conversion antags due to the difficulty of keeping you around.&lt;br /&gt;
*Revenants can EMP you and kill you.&lt;br /&gt;
==={{anchor|Squidpeople}}[[Squidpeople]]===&lt;br /&gt;
[[File:Fish fillet.png|90px]]&lt;br /&gt;
&lt;br /&gt;
A rarely-seen race. They cannot wear shoes and move slower than the rest of the crew. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Raw food&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Eating raw food that other crew-mates wouldn&#039;t enjoy.&lt;br /&gt;
*Stronger grab.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Cannot wear shoes. Do not step on glass.&lt;br /&gt;
*Fried food is toxic.&lt;br /&gt;
*Does NOT like to be salted.&lt;br /&gt;
*Takes extra cold, burn, and heat damage.&lt;br /&gt;
*Slower Movement Speed.&lt;br /&gt;
*Punches deal less damage.&lt;br /&gt;
==={{anchor|Apid}}[[Apid]]===&lt;br /&gt;
[[File:Queen Bee Item.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Bee people! An exceedingly rare sight to see. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes fruits and vegetables&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Shockingly, bees like you.&lt;br /&gt;
*Improved vision in dark.&lt;br /&gt;
*Superior lungs require less oxygen. (8 kPa min, humans require 16 kPa.)&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Takes extra cold, burn, and heat damage.&lt;br /&gt;
*Takes 30x damage from flyswatters, 3x damage from pest-killer.&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals in the dark.&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can see far in the dark.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Will perish in the light.&lt;br /&gt;
*Generally impossible to maintain a normal life on the station.&lt;br /&gt;
= Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt;&lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
*Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Darkness drains nutrition.&lt;br /&gt;
*If starving, takes damage over time.&lt;br /&gt;
*Easily eaten by goats.&lt;br /&gt;
*Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
*Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
*Takes extra burn damage and heats up quickly.&lt;br /&gt;
*Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Buz-zz-zing lisp.&lt;br /&gt;
*Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
*CRUSHED by fly swatters [30x damage].&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Common decency states that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*The same as normal humans.&lt;br /&gt;
*Dislikes: Furballs.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Metagangs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Hit harder by flashbangs.&lt;br /&gt;
*Distracted by laser pointers.&lt;br /&gt;
*Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
*Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants ==&lt;br /&gt;
These races are created in Xenobiology by ingesting mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
*Slimes will never attack them.&lt;br /&gt;
*Able to speak the slime language.&lt;br /&gt;
*Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
*Take half burn damage from any source.&lt;br /&gt;
*Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
*Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople ===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can split themselves to create spare bodies.&lt;br /&gt;
**To split they need to acquire slime jelly; they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
===Stargazers ===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
**To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
**Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
**Slimelink communication also works while unconscious or muted.&lt;br /&gt;
**Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Emit a faint glow.&lt;br /&gt;
==== Powers====&lt;br /&gt;
*Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
**Each core has a minor and a major ability.&lt;br /&gt;
**Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
**You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
*Immune to the effects of radiation and viruses.&lt;br /&gt;
*Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
*Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Bound to will of creator unless freed.&lt;br /&gt;
*Most are much slower than humans.&lt;br /&gt;
*Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
*Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
*The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
*[[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
*Immune to item embedding and chemical injections.&lt;br /&gt;
*Do not need to eat.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Too spooky for most to tolerate.&lt;br /&gt;
*Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Can survive in extreme pressures.&lt;br /&gt;
*Immune to cold.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
*Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Hard to understand.&lt;br /&gt;
*Ugly.&lt;br /&gt;
*Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt;&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
*Revives after death unless decapitated or gibbed.&lt;br /&gt;
*Quickly heals wounds.&lt;br /&gt;
*Can see in the dark.&lt;br /&gt;
*Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Slow movement.&lt;br /&gt;
*Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Immune to all chemicals but synthflesh.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Can&#039;t be dismembered.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
*Disguise falls if you take more than 25 damage.&lt;br /&gt;
*Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
*25% natural armor against all damages.&lt;br /&gt;
*High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
*Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Human-like robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
*Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Cannot be pierced by syringes or glass.&lt;br /&gt;
*Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
*Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Robotics&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
*Can use abductor-specific equipment.&lt;br /&gt;
*Can see in the dark for short ranges.&lt;br /&gt;
*Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Can&#039;t use guns, except the one they start with.&lt;br /&gt;
*Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Abductor]] ships&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32568</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32568"/>
		<updated>2020-10-31T08:17:57Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: Add apids.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On Beestation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn&#039;t harm humans.&amp;lt;br&amp;gt;&lt;br /&gt;
Should a conflict arise between a human and another race, expect the AI to take the human&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
* Dislikes: Raw food.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* AI Protection under the default Asimov lawset.&lt;br /&gt;
* Domination of [[Command_Staff|Command Jobs]].&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None at all.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere.&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt;&lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease&lt;br /&gt;
* Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Memorable appearance.&lt;br /&gt;
* Solidarity with lizards staffmates.&lt;br /&gt;
* Lizardpeople take one third less heat damage.&lt;br /&gt;
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* &#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you&#039;re a space beast that&#039;s come to kill everything, ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
* Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
* Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
* Flash-proof, welding-safe helmet.&lt;br /&gt;
* Immune to cold, viruses, and radiation.&lt;br /&gt;
* Can&#039;t bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They stand out, badly.&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* They rely on a constant source of Plasma air to survive.&lt;br /&gt;
* If exposed to Oxygen their body will catch on fire.&lt;br /&gt;
* 150% damage from brute, heat and fire.&lt;br /&gt;
* They are stuck inside an environment suit. [Replaceable by Hardsuit or EVA spacesuit]&lt;br /&gt;
* Can&#039;t drink or eat through helmet, so dependent on injections and patches.&lt;br /&gt;
* No easy ability to hide their identity.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* Can be cloned, but incompetent medical staff will always fuck it up.&lt;br /&gt;
* Cannot be defibrillated.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt; Be slightly more tolerated by humans than other alien species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables, Dairy &amp;amp; Clothes.&lt;br /&gt;
* Dislikes: Fruit.&lt;br /&gt;
* Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
* Vulnerable to pest spray. [3x damage]&lt;br /&gt;
* Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
* Nonsensical &#039;fluttering&#039; speech tag. &lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a light bulb or [[Tesla_Engine|Tesla engine]].&lt;br /&gt;
==={{anchor|Ethereals}}[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks or indirectly through lightbulbs.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Even better when emagged.&lt;br /&gt;
* Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Slightly resistant to electricity.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs or through special Ethereal food.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* At [[Robotics]] and [[Engineering]].&lt;br /&gt;
==={{anchor|IPC}}[[IPC|IPC]]===&lt;br /&gt;
[[File:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
Integrated positronic chassis, also known as TV heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Aesthetic TV head capable of changing looks, you stand out.&lt;br /&gt;
* They can heal brute damage with a welder and burn with a cable coil.&lt;br /&gt;
* Move slightly faster&lt;br /&gt;
* Can be field revived with a cyborg reset board, welder and cable coils.&lt;br /&gt;
* They stand out due to their TV head.&lt;br /&gt;
* No need for eating.&lt;br /&gt;
* Immune to cold and do not need to breathe.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* Flash proof eyes.&lt;br /&gt;
* Immune to disease.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot perform CPR due to lack of breathing.&lt;br /&gt;
* Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.&lt;br /&gt;
* Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.&lt;br /&gt;
* You stand out without a helmet.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds.&lt;br /&gt;
* Need to stand still for a few seconds to heal with a cable coil.&lt;br /&gt;
* Heal slowly unless someone else is healing them.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* You will be killed by most conversion antags due to the difficulty of keeping you around.&lt;br /&gt;
* Revenants can EMP you and kill you.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Almost everywhere, such as [[Atmospherics]] or [[Robotics]].&lt;br /&gt;
==={{anchor|Squidpeople}}[[Squidpeople]]===&lt;br /&gt;
[[File:Fish fillet.png|90px]] &lt;br /&gt;
&lt;br /&gt;
A rarely-seen race. They cannot wear shoes and move slower than the rest of the crew. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Raw food&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Eating raw food that other crew-mates wouldn&#039;t enjoy. &lt;br /&gt;
* Stronger grab.&lt;br /&gt;
* Immune to slipping.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot wear shoes. Do not step on glass. &lt;br /&gt;
* Fried food is toxic.&lt;br /&gt;
* Does NOT like to be salted. &lt;br /&gt;
* Takes extra cold, burn, and heat damage. &lt;br /&gt;
* Slower Movement Speed.&lt;br /&gt;
* Racism.&lt;br /&gt;
* Punches deal less damage.&lt;br /&gt;
==={{anchor|Apid}}[[Apid]]===&lt;br /&gt;
[[File:Queen Bee Item.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Bee people! An exceedingly rare sight to see. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes fruits and vegetables&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Shockingly, bees like you. &lt;br /&gt;
* Improved vision in dark.&lt;br /&gt;
* Superior lungs require less oxygen. (8 kPa min, humans require 16 kPa.) &lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes extra cold, burn, and heat damage.&lt;br /&gt;
* Takes 30x damage from flyswatters, 3x damage from pest-killer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt;&lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
* Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Darkness drains nutrition.&lt;br /&gt;
* If starving, takes damage over time.&lt;br /&gt;
* Easily eaten by goats.&lt;br /&gt;
* Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
* Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
* Takes extra burn damage and heats up quickly.&lt;br /&gt;
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Hydroponics]].&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
* CRUSHED by fly swatters [30x damage].&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[teleporter]].&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* The same as normal humans.&lt;br /&gt;
* Dislikes: Furballs.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Metagangs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Hit harder by flashbangs.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* Distracted by laser pointers.&lt;br /&gt;
* Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
* Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;In the dungeon.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by ingesting mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
* Slimes will never attack them.&lt;br /&gt;
* Able to speak the slime language.&lt;br /&gt;
* Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
* Take half burn damage from any source.&lt;br /&gt;
* Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though. &lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Nonhuman to the AI.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]]. &lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can split themselves to create spare bodies.&lt;br /&gt;
** To split they need to acquire slime jelly; they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
** Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
** Slimelink communication also works while unconscious or muted.&lt;br /&gt;
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
** Each core has a minor and a major ability.&lt;br /&gt;
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
** You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
* Immune to the effects of radiation and viruses.&lt;br /&gt;
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
* Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Bound to will of creator unless freed.&lt;br /&gt;
* Most are much slower than humans.&lt;br /&gt;
* Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
* Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
* The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
* [[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
* Immune to item embedding and chemical injections.&lt;br /&gt;
* Do not need to eat.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Too spooky for most to tolerate.&lt;br /&gt;
* Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Can survive in extreme pressures.&lt;br /&gt;
* Immune to cold.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
* Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Hard to understand.&lt;br /&gt;
* Ugly.&lt;br /&gt;
* Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt;&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
* Revives after death unless decapitated or gibbed.&lt;br /&gt;
* Quickly heals wounds.&lt;br /&gt;
* Can see in the dark.&lt;br /&gt;
* Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Slow movement.&lt;br /&gt;
* Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals in the dark.&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can see far in the dark.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs. &lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Will perish in the light.&lt;br /&gt;
* Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune to all chemicals but synthflesh.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Can&#039;t be dismembered.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
* Disguise falls if you take more than 25 damage.&lt;br /&gt;
* Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
* 25% natural armor against all damages.&lt;br /&gt;
* High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
* Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
* Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Cannot be pierced by syringes or glass.&lt;br /&gt;
* Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
* Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Robotics&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
* Can use abductor-specific equipment.&lt;br /&gt;
* Can see in the dark for short ranges.&lt;br /&gt;
* Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Can&#039;t use guns, except the one they start with.&lt;br /&gt;
* Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Abductor]] ships&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Queen_Bee_Item.png&amp;diff=32567</id>
		<title>File:Queen Bee Item.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Queen_Bee_Item.png&amp;diff=32567"/>
		<updated>2020-10-31T08:01:04Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The item&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32566</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32566"/>
		<updated>2020-10-31T07:15:30Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On Beestation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn&#039;t harm humans.&amp;lt;br&amp;gt;&lt;br /&gt;
Should a conflict arise between a human and another race, expect the AI to take the human&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
* Dislikes: Raw food.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* AI Protection under the default Asimov lawset.&lt;br /&gt;
* Domination of [[Command_Staff|Command Jobs]].&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None at all.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere.&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt;&lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease&lt;br /&gt;
* Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Memorable appearance.&lt;br /&gt;
* Solidarity with lizards staffmates.&lt;br /&gt;
* Lizardpeople take one third less heat damage.&lt;br /&gt;
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* &#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you&#039;re a space beast that&#039;s come to kill everything, ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
* Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
* Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
* Flash-proof, welding-safe helmet.&lt;br /&gt;
* Immune to cold, viruses, and radiation.&lt;br /&gt;
* Can&#039;t bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They stand out, badly.&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* They rely on a constant source of Plasma air to survive.&lt;br /&gt;
* If exposed to Oxygen their body will catch on fire.&lt;br /&gt;
* 150% damage from brute, heat and fire.&lt;br /&gt;
* They are stuck inside an environment suit. [Replaceable by Hardsuit or EVA spacesuit]&lt;br /&gt;
* Can&#039;t drink or eat through helmet, so dependent on injections and patches.&lt;br /&gt;
* No easy ability to hide their identity.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* Can be cloned, but incompetent medical staff will always fuck it up.&lt;br /&gt;
* Cannot be defibrillated.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt; Be slightly more tolerated by humans than other alien species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables, Dairy &amp;amp; Clothes.&lt;br /&gt;
* Dislikes: Fruit.&lt;br /&gt;
* Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
* Vulnerable to pest spray. [3x damage]&lt;br /&gt;
* Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
* Nonsensical &#039;fluttering&#039; speech tag. &lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a light bulb or [[Tesla_Engine|Tesla engine]].&lt;br /&gt;
==={{anchor|Ethereals}}[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks or indirectly through lightbulbs.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Even better when emagged.&lt;br /&gt;
* Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Slightly resistant to electricity.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs or through special Ethereal food.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* At [[Robotics]] and [[Engineering]].&lt;br /&gt;
==={{anchor|IPC}}[[IPC|IPC]]===&lt;br /&gt;
[[File:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
Integrated positronic chassis, also known as TV heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Aesthetic TV head capable of changing looks, you stand out.&lt;br /&gt;
* They can heal brute damage with a welder and burn with a cable coil.&lt;br /&gt;
* Move slightly faster&lt;br /&gt;
* Can be field revived with a cyborg reset board, welder and cable coils.&lt;br /&gt;
* They stand out due to their TV head.&lt;br /&gt;
* No need for eating.&lt;br /&gt;
* Immune to cold and do not need to breathe.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* Flash proof eyes.&lt;br /&gt;
* Immune to disease.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot perform CPR due to lack of breathing.&lt;br /&gt;
* Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.&lt;br /&gt;
* Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.&lt;br /&gt;
* You stand out without a helmet.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds.&lt;br /&gt;
* Need to stand still for a few seconds to heal with a cable coil.&lt;br /&gt;
* Heal slowly unless someone else is healing them.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* You will be killed by most conversion antags due to the difficulty of keeping you around.&lt;br /&gt;
* Revenants can EMP you and kill you.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Almost everywhere, such as [[Atmospherics]] or [[Robotics]].&lt;br /&gt;
==={{anchor|Squidpeople}}[[Squidpeople]]===&lt;br /&gt;
[[File:Fish fillet.png|90px]] &lt;br /&gt;
&lt;br /&gt;
A rarely-seen race. They cannot wear shoes and move slower than the rest of the crew. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Raw food&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Eating raw food that other crew-mates wouldn&#039;t enjoy. &lt;br /&gt;
* Stronger grab.&lt;br /&gt;
* Immune to slipping.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot wear shoes. Do not step on glass. &lt;br /&gt;
* Fried food is toxic.&lt;br /&gt;
* Does NOT like to be salted. &lt;br /&gt;
* Takes extra cold, burn, and heat damage. &lt;br /&gt;
* Slower Movement Speed.&lt;br /&gt;
* Racism.&lt;br /&gt;
* Punches deal less damage.&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt;&lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
* Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Darkness drains nutrition.&lt;br /&gt;
* If starving, takes damage over time.&lt;br /&gt;
* Easily eaten by goats.&lt;br /&gt;
* Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
* Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
* Takes extra burn damage and heats up quickly.&lt;br /&gt;
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Hydroponics]].&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
* CRUSHED by fly swatters [30x damage].&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[teleporter]].&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* The same as normal humans.&lt;br /&gt;
* Dislikes: Furballs.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Metagangs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Hit harder by flashbangs.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* Distracted by laser pointers.&lt;br /&gt;
* Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
* Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;In the dungeon.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by ingesting mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
* Slimes will never attack them.&lt;br /&gt;
* Able to speak the slime language.&lt;br /&gt;
* Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
* Take half burn damage from any source.&lt;br /&gt;
* Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though. &lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Nonhuman to the AI.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]]. &lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can split themselves to create spare bodies.&lt;br /&gt;
** To split they need to acquire slime jelly; they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
** Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
** Slimelink communication also works while unconscious or muted.&lt;br /&gt;
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
** Each core has a minor and a major ability.&lt;br /&gt;
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
** You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
* Immune to the effects of radiation and viruses.&lt;br /&gt;
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
* Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Bound to will of creator unless freed.&lt;br /&gt;
* Most are much slower than humans.&lt;br /&gt;
* Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
* Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
* The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
* [[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
* Immune to item embedding and chemical injections.&lt;br /&gt;
* Do not need to eat.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Too spooky for most to tolerate.&lt;br /&gt;
* Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Can survive in extreme pressures.&lt;br /&gt;
* Immune to cold.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
* Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Hard to understand.&lt;br /&gt;
* Ugly.&lt;br /&gt;
* Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt;&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
* Revives after death unless decapitated or gibbed.&lt;br /&gt;
* Quickly heals wounds.&lt;br /&gt;
* Can see in the dark.&lt;br /&gt;
* Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Slow movement.&lt;br /&gt;
* Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals in the dark.&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can see far in the dark.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs. &lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Will perish in the light.&lt;br /&gt;
* Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune to all chemicals but synthflesh.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Can&#039;t be dismembered.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
* Disguise falls if you take more than 25 damage.&lt;br /&gt;
* Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
* 25% natural armor against all damages.&lt;br /&gt;
* High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
* Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
* Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Cannot be pierced by syringes or glass.&lt;br /&gt;
* Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
* Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Robotics&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
* Can use abductor-specific equipment.&lt;br /&gt;
* Can see in the dark for short ranges.&lt;br /&gt;
* Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Can&#039;t use guns, except the one they start with.&lt;br /&gt;
* Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Abductor]] ships&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32565</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32565"/>
		<updated>2020-10-31T06:07:48Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: /* Mothpeople */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On Beestation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn&#039;t harm humans.&amp;lt;br&amp;gt;&lt;br /&gt;
Should a conflict arise between a human and another race, expect the AI to take the human&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
* Dislikes: Raw food.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* AI Protection under the default Asimov lawset.&lt;br /&gt;
* Domination of [[Command_Staff|Command Jobs]].&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None at all.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere.&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt;&lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease&lt;br /&gt;
* Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Memorable appearance.&lt;br /&gt;
* Solidarity with lizards staffmates.&lt;br /&gt;
* Lizardpeople take one third less heat damage.&lt;br /&gt;
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* &#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you&#039;re a space beast that&#039;s come to kill everything, ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
* Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
* Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
* Flash-proof, welding-safe helmet.&lt;br /&gt;
* Immune to cold, viruses, and radiation.&lt;br /&gt;
* Can&#039;t bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They stand out, badly.&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* They rely on a constant source of Plasma air to survive.&lt;br /&gt;
* If exposed to Oxygen their body will catch on fire.&lt;br /&gt;
* 150% damage from brute, heat and fire.&lt;br /&gt;
* They are stuck inside an environment suit. [Replaceable by Hardsuit or EVA spacesuit]&lt;br /&gt;
* Can&#039;t drink or eat through helmet, so dependent on injections and patches.&lt;br /&gt;
* No easy ability to hide their identity.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* Can be cloned, but incompetent medical staff will always fuck it up.&lt;br /&gt;
* Cannot be defibrillated.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt; Be slightly more tolerated by humans than other alien species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables, Dairy &amp;amp; Clothes.&lt;br /&gt;
* Dislikes: Fruit.&lt;br /&gt;
* Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
* Vulnerable to pest spray. [3x damage]&lt;br /&gt;
* Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
* Nonsensical &#039;fluttering&#039; speech tag. &lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a light bulb or [[Tesla_Engine|Tesla engine]].&lt;br /&gt;
==={{anchor|Ethereals}}[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks or indirectly through lightbulbs.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Even better when emagged.&lt;br /&gt;
* Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Slightly resistant to electricity.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs or through special Ethereal food.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* At [[Robotics]] and [[Engineering]].&lt;br /&gt;
==={{anchor|IPC}}[[IPC|IPC]]===&lt;br /&gt;
[[File:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
Integrated positronic chassis, also known as TV heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Aesthetic TV head capable of changing looks, you stand out.&lt;br /&gt;
* They can heal brute damage with a welder and burn with a cable coil.&lt;br /&gt;
* Move slightly faster&lt;br /&gt;
* Can be field revived with a cyborg reset board, welder and cable coils.&lt;br /&gt;
* They stand out due to their TV head.&lt;br /&gt;
* No need for eating.&lt;br /&gt;
* Immune to cold and do not need to breathe.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* Flash proof eyes.&lt;br /&gt;
* Immune to disease.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot perform CPR due to lack of breathing.&lt;br /&gt;
* Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.&lt;br /&gt;
* Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.&lt;br /&gt;
* You stand out without a helmet.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds.&lt;br /&gt;
* Need to stand still for a few seconds to heal with a cable coil.&lt;br /&gt;
* Heal slowly unless someone else is healing them.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* You will be killed by most conversion antags due to the difficulty of keeping you around.&lt;br /&gt;
* Revenants can EMP you and kill you.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Almost everywhere, such as [[Atmospherics]] or [[Robotics]].&lt;br /&gt;
==={{anchor|Squidpeople}}[[Squidpeople]]===&lt;br /&gt;
A rarely-seen race. They cannot wear shoes and move slower than the rest of the crew. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Raw food&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Eating raw food that other crew-mates wouldn&#039;t enjoy. &lt;br /&gt;
* Stronger grab.&lt;br /&gt;
* Immune to slipping.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot wear shoes. Do not step on glass. &lt;br /&gt;
* Fried food is toxic.&lt;br /&gt;
* Does NOT like to be salted. &lt;br /&gt;
* Takes extra cold, burn, and heat damage. &lt;br /&gt;
* Slower Movement Speed.&lt;br /&gt;
* Racism.&lt;br /&gt;
* Punches deal less damage.&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt;&lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
* Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Darkness drains nutrition.&lt;br /&gt;
* If starving, takes damage over time.&lt;br /&gt;
* Easily eaten by goats.&lt;br /&gt;
* Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
* Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
* Takes extra burn damage and heats up quickly.&lt;br /&gt;
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Hydroponics]].&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
* CRUSHED by fly swatters [30x damage].&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[teleporter]].&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* The same as normal humans.&lt;br /&gt;
* Dislikes: Furballs.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Metagangs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Hit harder by flashbangs.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* Distracted by laser pointers.&lt;br /&gt;
* Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
* Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;In the dungeon.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by ingesting mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
* Slimes will never attack them.&lt;br /&gt;
* Able to speak the slime language.&lt;br /&gt;
* Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
* Take half burn damage from any source.&lt;br /&gt;
* Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though. &lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Nonhuman to the AI.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]]. &lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can split themselves to create spare bodies.&lt;br /&gt;
** To split they need to acquire slime jelly; they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
** Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
** Slimelink communication also works while unconscious or muted.&lt;br /&gt;
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
** Each core has a minor and a major ability.&lt;br /&gt;
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
** You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
* Immune to the effects of radiation and viruses.&lt;br /&gt;
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
* Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Bound to will of creator unless freed.&lt;br /&gt;
* Most are much slower than humans.&lt;br /&gt;
* Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
* Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
* The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
* [[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
* Immune to item embedding and chemical injections.&lt;br /&gt;
* Do not need to eat.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Too spooky for most to tolerate.&lt;br /&gt;
* Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Can survive in extreme pressures.&lt;br /&gt;
* Immune to cold.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
* Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Hard to understand.&lt;br /&gt;
* Ugly.&lt;br /&gt;
* Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt;&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
* Revives after death unless decapitated or gibbed.&lt;br /&gt;
* Quickly heals wounds.&lt;br /&gt;
* Can see in the dark.&lt;br /&gt;
* Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Slow movement.&lt;br /&gt;
* Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals in the dark.&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can see far in the dark.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs. &lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Will perish in the light.&lt;br /&gt;
* Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune to all chemicals but synthflesh.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Can&#039;t be dismembered.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
* Disguise falls if you take more than 25 damage.&lt;br /&gt;
* Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
* 25% natural armor against all damages.&lt;br /&gt;
* High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
* Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
* Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Cannot be pierced by syringes or glass.&lt;br /&gt;
* Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
* Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Robotics&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
* Can use abductor-specific equipment.&lt;br /&gt;
* Can see in the dark for short ranges.&lt;br /&gt;
* Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Can&#039;t use guns, except the one they start with.&lt;br /&gt;
* Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Abductor]] ships&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32564</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_races&amp;diff=32564"/>
		<updated>2020-10-31T06:06:20Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: Redid squid section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On Beestation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn&#039;t harm humans.&amp;lt;br&amp;gt;&lt;br /&gt;
Should a conflict arise between a human and another race, expect the AI to take the human&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
* Dislikes: Raw food.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* AI Protection under the default Asimov lawset.&lt;br /&gt;
* Domination of [[Command_Staff|Command Jobs]].&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None at all.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere.&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt;&lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease&lt;br /&gt;
* Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Memorable appearance.&lt;br /&gt;
* Solidarity with lizards staffmates.&lt;br /&gt;
* Lizardpeople take one third less heat damage.&lt;br /&gt;
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* &#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you&#039;re a space beast that&#039;s come to kill everything, ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
* Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
* Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
* Flash-proof, welding-safe helmet.&lt;br /&gt;
* Immune to cold, viruses, and radiation.&lt;br /&gt;
* Can&#039;t bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They stand out, badly.&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* They rely on a constant source of Plasma air to survive.&lt;br /&gt;
* If exposed to Oxygen their body will catch on fire.&lt;br /&gt;
* 150% damage from brute, heat and fire.&lt;br /&gt;
* They are stuck inside an environment suit. [Replaceable by Hardsuit or EVA spacesuit]&lt;br /&gt;
* Can&#039;t drink or eat through helmet, so dependent on injections and patches.&lt;br /&gt;
* No easy ability to hide their identity.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* Can be cloned, but incompetent medical staff will always fuck it up.&lt;br /&gt;
* Cannot be defibrillated.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt; Be slightly more tolerated by humans than other alien species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables &amp;amp; Dairy.&lt;br /&gt;
* Dislikes: Fruit.&lt;br /&gt;
* Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
* Vulnerable to pest spray. [3x damage]&lt;br /&gt;
* Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
* Nonsensical &#039;fluttering&#039; speech tag. &lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a light bulb or [[Tesla_Engine|Tesla engine]].&lt;br /&gt;
==={{anchor|Ethereals}}[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks or indirectly through lightbulbs.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Even better when emagged.&lt;br /&gt;
* Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Slightly resistant to electricity.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs or through special Ethereal food.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* At [[Robotics]] and [[Engineering]].&lt;br /&gt;
==={{anchor|IPC}}[[IPC|IPC]]===&lt;br /&gt;
[[File:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
Integrated positronic chassis, also known as TV heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Aesthetic TV head capable of changing looks, you stand out.&lt;br /&gt;
* They can heal brute damage with a welder and burn with a cable coil.&lt;br /&gt;
* Move slightly faster&lt;br /&gt;
* Can be field revived with a cyborg reset board, welder and cable coils.&lt;br /&gt;
* They stand out due to their TV head.&lt;br /&gt;
* No need for eating.&lt;br /&gt;
* Immune to cold and do not need to breathe.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* Flash proof eyes.&lt;br /&gt;
* Immune to disease.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot perform CPR due to lack of breathing.&lt;br /&gt;
* Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.&lt;br /&gt;
* Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.&lt;br /&gt;
* You stand out without a helmet.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds.&lt;br /&gt;
* Need to stand still for a few seconds to heal with a cable coil.&lt;br /&gt;
* Heal slowly unless someone else is healing them.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* You will be killed by most conversion antags due to the difficulty of keeping you around.&lt;br /&gt;
* Revenants can EMP you and kill you.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Almost everywhere, such as [[Atmospherics]] or [[Robotics]].&lt;br /&gt;
==={{anchor|Squidpeople}}[[Squidpeople]]===&lt;br /&gt;
A rarely-seen race. They cannot wear shoes and move slower than the rest of the crew. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Raw food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Eating raw food that other crew-mates wouldn&#039;t enjoy. &lt;br /&gt;
* Stronger grab.&lt;br /&gt;
* Immune to slipping.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot wear shoes. Do not step on glass. &lt;br /&gt;
* Fried food is toxic.&lt;br /&gt;
* Does NOT like to be salted. &lt;br /&gt;
* Takes extra cold, burn, and heat damage. &lt;br /&gt;
* Slower Movement Speed.&lt;br /&gt;
* Racism.&lt;br /&gt;
* Punches deal less damage.&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt;&lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
* Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Darkness drains nutrition.&lt;br /&gt;
* If starving, takes damage over time.&lt;br /&gt;
* Easily eaten by goats.&lt;br /&gt;
* Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
* Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
* Takes extra burn damage and heats up quickly.&lt;br /&gt;
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Hydroponics]].&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
* CRUSHED by fly swatters [30x damage].&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[teleporter]].&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* The same as normal humans.&lt;br /&gt;
* Dislikes: Furballs.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Metagangs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Hit harder by flashbangs.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* Distracted by laser pointers.&lt;br /&gt;
* Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
* Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;In the dungeon.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Everywhere but command department.&amp;lt;/s&amp;gt; Recent changes in NanoTrasen employment policies have allowed All races, human or not, to be any job they wish to take. Rejoice, non-humans!&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by ingesting mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
* Slimes will never attack them.&lt;br /&gt;
* Able to speak the slime language.&lt;br /&gt;
* Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
* Take half burn damage from any source.&lt;br /&gt;
* Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though. &lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Nonhuman to the AI.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]]. &lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can split themselves to create spare bodies.&lt;br /&gt;
** To split they need to acquire slime jelly; they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
** Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
** Slimelink communication also works while unconscious or muted.&lt;br /&gt;
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
** Each core has a minor and a major ability.&lt;br /&gt;
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
** You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
* Immune to the effects of radiation and viruses.&lt;br /&gt;
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
* Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Bound to will of creator unless freed.&lt;br /&gt;
* Most are much slower than humans.&lt;br /&gt;
* Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
* Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
* The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
* [[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
* Immune to item embedding and chemical injections.&lt;br /&gt;
* Do not need to eat.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Too spooky for most to tolerate.&lt;br /&gt;
* Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Can survive in extreme pressures.&lt;br /&gt;
* Immune to cold.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
* Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Hard to understand.&lt;br /&gt;
* Ugly.&lt;br /&gt;
* Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt;&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
* Revives after death unless decapitated or gibbed.&lt;br /&gt;
* Quickly heals wounds.&lt;br /&gt;
* Can see in the dark.&lt;br /&gt;
* Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Slow movement.&lt;br /&gt;
* Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals in the dark.&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can see far in the dark.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs. &lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Will perish in the light.&lt;br /&gt;
* Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune to all chemicals but synthflesh.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Can&#039;t be dismembered.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
* Disguise falls if you take more than 25 damage.&lt;br /&gt;
* Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
* 25% natural armor against all damages.&lt;br /&gt;
* High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
* Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
* Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Cannot be pierced by syringes or glass.&lt;br /&gt;
* Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
* Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Robotics&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
* Can use abductor-specific equipment.&lt;br /&gt;
* Can see in the dark for short ranges.&lt;br /&gt;
* Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Can&#039;t use guns, except the one they start with.&lt;br /&gt;
* Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Abductor]] ships&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Cyborg&amp;diff=32558</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Cyborg&amp;diff=32558"/>
		<updated>2020-10-27T02:48:39Z</updated>

		<summary type="html">&lt;p&gt;Froststahr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_borg.png&lt;br /&gt;
|img = Engborg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]], and all electronics&lt;br /&gt;
|additional = N/A&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 = [[Silicon Policy]], [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
|quote = &#039;&#039;&#039;Engineering Cyborg-829&#039;&#039;&#039; plays a sad trombone.&lt;br /&gt;
}}&lt;br /&gt;
[[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Chamber]], where you will come online for the first time. It&#039;s best not to let anyone in unsupervised by the AI.]]&amp;lt;br&amp;gt;&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 asimov silicon, 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 Asimov&#039;s I, Robot short stories:&lt;br /&gt;
   1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.&lt;br /&gt;
   2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.&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.&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. Clone, 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;
==.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. &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;
&lt;br /&gt;
====Standard====&lt;br /&gt;
[[File:Generic_borg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
An amalgamation of different models together, comes loaded with the following:&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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Mining====&lt;br /&gt;
[[File:Mborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. Includes:&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;
* [[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Spatial Gateway&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
[[File:Secborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bane of all changelings, and feared by all. Security models can&#039;t be pushed and are loaded with the following:&lt;br /&gt;
* Disabler Gun (Limited shots, but recharges over time)&lt;br /&gt;
* Stunbaton&lt;br /&gt;
* Zipties&lt;br /&gt;
* Sechailer&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Laser gun&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
[[File:Engborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&lt;br /&gt;
* Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Geiger Counter&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Remote Signaling Device&lt;br /&gt;
* Metal 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&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Uses the cyborg&#039;s battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode)&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;
* [[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transmission&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Medical====&lt;br /&gt;
[[File:Medborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cute and quaint, beloved by all. Medical models can&#039;t be pushed and are loaded with the following:&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&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Medical Gauze&lt;br /&gt;
* Organ Storage Bag&lt;br /&gt;
* Lollipop Fabricator- can dispense lollipops that contain 10 iron, 2 Omnizine, 5 sugar, 1 vitamin, and 1 nutriment, or gumballs with 5 sugar, 2 bicaridine, and 2 kelotane&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]]. Overrides default hypospray.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel&#039;s Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&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#Dexalin|Dexalin]]: Heals suffocation damage&lt;br /&gt;
*[[Guide_to_chemistry#Bicaridine|Bicaridine]]: Heals brute damage&lt;br /&gt;
*[[Guide_to_chemistry#Antitoxin|Antitoxin]]: Heals toxin damage, and purges toxin reagents&lt;br /&gt;
*[[Guide_to_chemistry#Kelotane|Kelotane]]: Heals burn damage&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizes and slowly heals critical patients.&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Very slowly heals brute and burn, and 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]]: Heals brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Heals eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Instantly heals all ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Clears genetic mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Purges drug reagents (like meth, krokodil, and bath salts)&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: Slowly heals burn damage when patient has taken less than 50 burn damage, rapidly heals when more than 50.&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: Same as Oxandrolone, but for brute damage&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Instantly heals all clone (cellular) damage, also slowly heals both brute and burn&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] Anti-radiation, anti-toxin and purges chems&lt;br /&gt;
&lt;br /&gt;
====Janitor====&lt;br /&gt;
[[File:Janiborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes. Comes loaded with the following:&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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
[[File:Maximillian.png|64px]][[File:SEBorg1.png|64px]][[File:SEBorg2.png|64px]][[File:BBorg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&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. Comes loaded with the following:&lt;br /&gt;
* Drinking Glass&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;
* 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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Spatial Gateway, Clockwork Obelisk&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Peacekeeper====&lt;br /&gt;
[[File:Peacekeeper.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew. Comes loaded with the following:&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&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. &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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Clown====&lt;br /&gt;
[[File:Clownborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Honk!&lt;br /&gt;
* Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
* Bike horns and air horn&lt;br /&gt;
* Soap&lt;br /&gt;
* 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;
* [[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;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Assault====&lt;br /&gt;
[[File:Syndieborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A lean, mean killing machine that&#039;s either found together with Nuclear Operatives or after mishaps with magicarps.&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;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Medical====&lt;br /&gt;
[[File:Syndicate_Medborg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Less deadly than the Assault model, but still amazingly useful.&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;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel&#039;s Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Engineer====&lt;br /&gt;
[[File:Syndicate_Engie_Borg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Good for sabotage, can disguise itself as normal engineer borgs.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&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;
* Fake Destination Labeler&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
==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;
* Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.&lt;br /&gt;
* All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though.&lt;br /&gt;
* Engiborgs can repair themselves with a welder - with a small delay. 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;. 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;
* 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;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Froststahr</name></author>
	</entry>
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