Items

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General Items

Bike Horn

An object that serves many purposes. From the legends of the Cluwne to the roving hoards of Amusing Ducks.

Clipboard

Holds paper, makes you look like you know what you're doing.

Harmonica

Boy...when you're feeling down, when you feel like you're carrying the whole world's weight on your shoulders. There's, there's one thing you can do, you gotta pick up that Harmonica boy, and you gotta start playin' the blues.

Label maker

A small device for putting labels on things. Nobody ever uses it, guess why.

Paper

Flattened tree pulp, or other artificial material mimicking the same effect. Can be written on for notes or messages or used for other more...recreational purposes.

Pen

Writing utensil. Handy for writing on paper or gouging eyes out.

Vuvuzela

BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

Medical/Science Items

Beaker

Its a beaker...it holds liquids. Comes in normal and large varieties.

Electro-pack

Health Analyzer

An analyzer of health. Lets you tell how jacked up a spaceman is and what things might have jacked him up.

Hypospray

In essence a super syringe. Hyposprays can hold 30 units of a liquid and can inject 1 to all of that liquid instantaneously. If a traitor gets their hands on one they can alter it to hold dangerous liquids.

First-Aid

Comes in 5 flavours:

Normal (White) - Contains healing patches, burn patches, and invapropaline

Toxin (Green) - Contains anti-toxin syringes and pills

Burn (Yellow) - Contains burn patches, kelotane pills and syringes

02 (Blue)

Neurological (Red)

Syringe

Used to draw or inject blood, chemicals, booze, liquids, etc into people, beakers, containers. Syringes can hold 15 units of whatever liquid you're dealing with.

Tank Transfer Valve

The mystical often used but seldom understood part used in making bombs.

Engineering/Electrical/Mining Items

Insulated Gloves

These protect you from electrical shocks received from touching stuff with your hands (e.g. electrified doors).

Welding Torch

Used in setting up the singularity, taking down walls, starting fires, and sealing doors. Remember not to burn your eyes out though.

Wrench

Need something secured or dismantled? The wrench is your tool of choice. There is more than one breed of wrench, maybe the others do different things?

Crowbar

When fending off headspiders or prying firelocks open, the crowbar is an all-around tool to have.

Screwdriver

A tool for accessing various panels and mechanical whatnot. Useful for getting into tech to fuck around with it.

Wire Cutters

The main tool used in hacking electronics. Different wires do different things when cut, try not to get yourself killed.

Multitool

When cutting wires fails try pulsing the wire with a multitool! Crazy mysterious things will happen!

Analyzer

Wire Coil

Power and electrify stuff. But mainly used in making eldritch artwork to freak out the crew.

Security Items

Stun Baton

Hand held baton that can either be used to stun or mercilessly beat those uncooperative perps to death.

Taser

Long range stunning gun. Holds 4 charges and can be toggled between single fire mode and burst mode, which fire all 4 shtos at once.

Flashbang

Horrible stunning grenades that will make everyone hate you if you use. Flashbangs stun and deafen whoever is in their fairly large blast radius. Useful when having to deal with large crowds of jackasses, but just remember to throw them so you don't end up on your ass.

Handcuffs

Used to restrict movement and negate the use of a prisoner's hands. Can be used to cuff people into chairs and beds.

Flash

Small handheld item that emits a bright flash of light to stun people for a short time.

Energy Gun

The Captain's sidearm. Holds eight shots, and can be toggled to fire lethal lasers instead of taser bolts. There are 3 extra energy guns in the Armoury that the Head of Security can access.

Laser Gun

Crates of these can be ordered by Quartermasters and unlocked by Security Officers. They hold 4 shots, and fire lethal lasers.

Port-a-Brig Remote

Using it causes the Port-a-Brig to appear next to you in a burst of sparks. Using it while you are next to the Port-a-Brig causes it to teleport back to Security.

Sunglasses

Protects you from the effects of Flashes, and reduces the effects of Flashbangs. Also provides a small amount of protection while welding, and if you are a traitor wearing them will identify other traitors.

Helmet

Protects your head. Not infallible; it is still quite possible to knock out someone with a helmet.

Armour

Reduces damage from lasers and bullets.

EOD Suit

Provides protection from explosives.

Syndicate Items

Revolver (6)

An intimidating looking black revolver. Holds 7 bullets. Does severe damage to those not wearing armour. Careful, it's loud!

Revolver Ammunition

A box containing ammunition for the revolver. Also comes in an Armour-Piercing variant.

Cyalume Saber/E-sword (7)

A neon green sword that can be turned off/on at will. If you can't work out how to use this, consider another career

Sleepy Pen (4)

A sneaky little pen that spawns with an extremely powerful sedative. click on someone with the pen in your hand to stab them with it! can be refilled.

Cryptographic sequencer (5)

A handy little card that has a plethora of uses. Can open any locker/door in the game. Commonly known as an Emag.

Cloak (4)

Become invisible to the unaided eye! beware of people with thermals, the AI and Cyborgs.

Voice Changer (4)

Become the man you always wanted to be. Combine with an agent card for limitless fun!

Radio Jammer (3)

Tired of victims screaming for help while you smash them over the head? consider ordering this! Blocks all radio broadcasts within 6 squares when turned on, including your own. (works well on the AI Satellite).

EMP Grenades (2)

Cause havoc with these handy items! Temporarily breaks doors, cameras, and computers, drains power from apc's and energy weapons, and sends bots haywire.

Syndicate Moustache (1)

The gentlemen's syndicate item.

Syndicools (1)

Trick Cigarettes. Will explode shortly after being lit.

Mind Slave Implant (3)

Temporarily forces whoever you implant with it to obey you. Takes 15-20 minutes to wear off.

Syndicate Pipebomb

A small but powerful explosive. Click to activate and it will explode in a few seconds.

Derringer(2)

Small pistol. Can be hidden inside clothing and retrieved with an emote.

Freedom Implant(3)

Allows whoever is implanted with it to break free of handcuffs by using an emote. Only works a few times.

Detomatix Cartridge(1)

A PDA cartridge containing a program which allows you to make other PDAs explode. Has 4 uses. Can also self-destruct your PDA.

Chameleon Projector(3)

Allows you to disguise yourself as an item. You can walk around slowly while disguised. If someone tries to pick you up, the disguise will break.

Floor Closet

A closet disguised as a floor tile. When closed, it's indistinguishable from the floor.

Chameleon Jumpsuit

A jumpsuit that can change colours to look like different uniforms.

Agent Card

An ID card. It can be forged to say any name and occupation, but only comes with maintenance access. Can be changed at ID consoles as normal. Also prevents the AI from tracking you.

Wizard Items

Staff

A Wizard Staff. While holding it, the Wizard's spells are more powerful. He can also hit someone in the face with it, in a pinch, although it's not particularly powerful as a melee weapon.

Robe

The wizard can choose between Blue, Black, and Red robes. The choice purely aesthetic, as all robes do only one thing: Allow the Wizard to cast. Without his robes, the wizard is unable to cast any magic.

Hat

The wizard can choose from Blue, Black, and Red Hats. Again, the choice is purely aesthetic. The Wizard's powers are greatly weakened if he is not wearing his hat.

Sandals

The wizard's magic sandals protect him from ice and incoming segways.

Spellbook

Essentially the Wizard's version of the Syndicate radio. Using it will bring up a menu which allows the wizard to select 4 spells to complement the ones he starts with. The spellbook can't be used by anyone but the wizard.

Space Grimoire

A piece of paper listing all of the wizard's spells and their effects.

Staff of Cthulu

In exchange for giving up a spell, the wizard can acquire the Staff of Cthulu. It has many benefits over the basic staff. It hurts anyone except the wizard who tries to pick it up, does very good melee damage, and improves the wizard's ability to corrupt the station.