Quantum Physicist

Overview
Constantly create items and avoid death like no other! With Quantum Physicist, you'll never quite know what you're in for...or where you are, or how many licks it takes to get to the center of a...okay, I'll stop now.

Quantum Uncertainty
Passive: Your location is uncertain. Every turn you either move between 1 and 3 spaces backward or between 1 and 5 spaces forward.

Does not trigger when you are dead. On average, this passive is worth one speed in spaces.

Schrodinger.png Schrödinger's Box
You hide inside a scientific cardboard box for 2 turns. While inside the box, you cannot die. When you get out of the box, you have a 50% chance to die. Does not work inside the Pyramid. Cooldown: 6 turns.

Also does not prevent death from other sources that bypass Death Immunity, such as Fungal Doom, Doom, or Brahmastra. Players with Pacman will not be able to eat you at all, instead running forwards to prevent what would otherwise be an infinite chain.

Multiversal_flux_icon.png Multiversal Flux
Force an item to go out of sync with our universe, pulling in a random item from a parallel universe to replace it. Cooldown: 2 turns. Optionally, you can cause a Global Multiversal Flux, causing a Multiversal Flux on every player that also has that same item. Cooldown: 3 turns.

This skill may only be used on items that are not Soulbound. Items that can be charged with magic spells are received uncharged. Items with charges or power are received with their maximum charges or power.

Items that cannot be normally obtained with Multiversal Flux include:


 * any artifact
 * any Legendary Rings
 * any component of an English Breakfast, though Chicken is still legal
 * any demon, though Demonic Ritual Stone is still legal
 * any remote, activator, detonator, or the like
 * class-specific items, such as Skulls or Holy Hammer.
 * season-specific items, such as Oktoberfest-exclusive beers and tickets, Sunscreen, Turkey and Turkey-derivatives (Roasted Turkey, Turkey Feather, Wishbone), Peace Dove, Towel, Chocolate Surprise Egg, Chocolate Easter Bunny of Doom, Egg Launcher, Box of Chocolates, Romantic Rose, Tainted Rose, Wrapping Paper, Festive Present, Magical Winter Hat, and any Wedding Rings
 * event-specific items, such as Birthday Cake, Pi Pie, Thieving Imp, Pillow, Whip, Ankh Of The Pharaoh, Pocket Ball, The Baron's Combination Key, Pet Bear, Decursed Cat Collar, Prism Of Ooo, Enchiridion, Demon Sword, Sonic Screwdriver, Doctor Who companion rewards, Iron Coin, any quest gem, and Snowballs
 * combination-specific items, such as upgraded Gloves, upgraded Boots, upgraded Shields, upgraded Bows, Terrifying Pumpkin, Collarbound Cat, Two Halves of Coconut, Cocos Pieces, Lost Memento, Poisoned Candy Cane, and Gem Elixir
 * Wildcards
 * Black Dragon Egg and Black Dragonling
 * Diss Card: Shift
 * special "fish" besides Banana Fish and Crabs

Using Multiversal Flux on an Improbability Device has a special effect, whereupon you receive one of a specific set of outcomes. The items obtainable through this method are usually powerful and/or rare, including:


 * Uncharged Orb + 2 random Magic Crystals
 * A set of charged wands, both Light Wand and Dark Wand
 * Demon Sword
 * Black Dragon Egg

Using Multiversal Flux on certain items can cause an extra powerful flux and grant every player in the game the same item as the skill's user, including:
 * Space Capacitor
 * Space Fluctuator

You may also choose, instead of invoking the normal 2 turn cooldown, to opt for using the skill on a target item in all players' inventories. You have to have the item yourself, but the same item in other players' inventories will also turn into something random. This invokes a 3 turn cooldown because of its wider potential effects.

Strengths

 * Can become immune to death with no immediate side effects.
 * Can turn worthless items into more useful things.
 * Can acquire many useful items that can otherwise be very hard to acquire
 * Skill cooldowns are on the low side.

Weaknesses

 * Randomness is a huge element of this class. Quantum Physicist gambles with items, position, and even life on a regular basis.
 * Quantum Physicist cannot affect other players directly, with exception of a Global Multiversal Flux...which requires you to give up a potentially useful item yourself, and will possibly give the other players something at least as useful.

Strategies

 * Pick up low-cost items in shops, and Flux them into hopefully more useful things. The Engineering Shop has a fair few items at 5 rupees or less, most of which are situational in the first place.  The Medieval Shop also has several low-cost items.  The Pawn Shop can also be a great place to go for Flux fuel depending on how players buy from and sell to it.  You should always be looking for cheap items to Flux and turn into more rare and useful items.
 * Many items from the ACME Shop that are otherwise dangerous are very useful to a Quantum Physicist. The Box can be used to get safe mileage out of ACME Rocket or blow up a TNT while in the blast zone.  It can also save you from dying to items attracted by a Magnet.
 * One of the more notable uses of Global Multiversal Flux -- that is, using the skill on an item in all players' inventories -- is to do it on Hypno Glasses when everybody receives it through the "Hypno Hacks" event. This is advisable if you feel that most of these will target you or a teammate who is currently leading the pack.  Similar opportunities can be found during reinforcements panel activations and when somebody uses Weaponize.
 * Avoid using Global Multiversal Flux randomly. It may not be worthwhile to risk giving another player a really good item.
 * Coffee is about twice as useful for Quantum Physicist due to the passive always moving the player around. However, the Light spell Wormhole is completely worthless for the same reason.
 * A sheep released and immediately caught with a Pocket Ball leaves behind a remote that can be fluxed.
 * Any item with charges can be almost entirely used up and then Fluxed instead of fully used up, trashed, or sold.
 * Pay attention to where you are at the end of your roll phase. If you are close to an opponent, Quantum Uncertainty may put you on top of them, or vice versa.

Counterplay

 * This class depends on manipulating items, so item destruction can often hit items that are either valuable or useful for turning into better things.
 * Sources of direct item destruction include Liquidize, Laser, and Hinder.
 * Sources of fire, like Combustible Lemon, Flamethrower, and Torch.
 * Stealing items like with Steal Item, Telekinesis, and Magnet can not only deny items of the Quantum Physicist, but give you those powerful items as well.
 * Denying or stealing rupees is a means of indirectly preventing more items from being acquired in the future to flux into better things.
 * Schrödinger's Box can prevent death, but baiting the skill can lead the QP to die in a later turn and possibly leave them without access to their Death Immunity when they really want it.
 * To do this, prepare some sort of death effect like charging a wand with Death, playing a Diss Card: Death, or setting a Phaser to kill. When the QP goes into their box to avoid death, switch to another target.  You'll kill your target and may also see the QP die once out of their box.

Enchanter

 * Flux can acquire more crystals that can be consumed with Condense Magic for specific spells. If you have no magic crystals, Flux should be used before Condense Magic to determine whether a different lower-quality item should be condensed and avoid fluxing into a magic crystal you just acquired from Condense Magic.  If you have magic crystals, Condense Magic should be used first to acquire a specific desired spell.
 * Rare items acquired by Multiversal Flux can be protected with Enchant to prevent them from being stolen or burned away

Merchant

 * Except for the Church and Bank, every shop available through Trade Routes offers items that either synergize well with the Box or are great Flux fuel. This could be used to save your Wildcard: Shops card for visiting the Future Shop or Medieval Shop, which each have good flux fuel options.  You can also drop off valuable items at the Pawn Shop and pick up others' cheap items to get more Flux fuel and come away with a profit.
 * Banking gives you more money to buy cheap items to turn into better ones.

Warlock

 * Skulls acquired through Skull Collector can be fluxed into better items. This is best to do when you don't need them for Harvest Power or think you are about to earn too many skulls.
 * Items can be fluxed into magic crystals that can be used by Harvest Power.
 * Box up after Chaotic Power to get the roll-streak without the immediate death.