Lawyer

"Object to actions of your enemies and sue the heck out of them!"

— Former Specialized Adventuring! Description

Lawyer is a class. It is only available during games in which the amount of money donated collectively by the players in the game at the time Round 1 begins is at least €10 or during Party Time.

Natural Liar

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! Tooltip
 * You are a Natural Liar. Whenever you fail to answer a Trivia or Orly question correctly, you will not receive the penalty for it.
 * You are a Natural Liar. Whenever you fail to answer a Trivia or Orly question correctly, you will not receive the penalty for it.

If the Class Talent is active: Whenever another player uses a targeted Dark Spell on you, force the Right To Remain Silent on them, Silencing them for 6 turns.

Category: Buff
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! Right To Remain Silent Tooltip
 * You are temporarily Silenced! Goddamn lawyers and their legal bullshit...
 * You are temporarily Silenced! Goddamn lawyers and their legal bullshit...

Category: Debuff
 * }

Effect

 * When you incorrectly answer or take too long to answer a question in Oh Really?, Questions!?, or Let Me Axe You Something!, you don't receive the penalty.
 * If the Class Talent is active: Whenever you are targeted by a Dark Spell from any other player, you give the player who cast the Spell 6 turns of the Right To Remain Silent Debuff.
 * Right To Remain Silent: Passively grants Silenced. This effect can be extended.

Sue

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! Sued Tooltip
 * You are being Sued! If you commit murder while being sued, you will have to pay a 10 Rupee fine and skip a turn. If you cannot pay, you will be sentenced to death.
 * You are being Sued! If you commit murder while being sued, you will have to pay a 10 Rupee fine and skip a turn. If you cannot pay, you will be sentenced to death.

Duration: X turn(s)

Category: Debuff
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Standard Use

 * Target another player. Give them 3 turns of the Sued Debuff.
 * Sued: When you kill another player, you pay the last player who Sued you 10 Rupees if possible and gain Skip A Turn. If you have less than 10 Rupees, you pay all the Rupees you do have and also are killed by the last player who Sued you. Either way, the last player who sued you has their Sue cooldown reset, and they lose the effect. This effect can be replaced.


 * If the Class Talent is active: When you target another player with this skill, you give them 3 turns of a version of Sued where they pay you 30 Rupees instead of 10 when they kill another player, and they die and pay all Rupees they have if they have less than 30 Rupees.

Standard Use

 * The current turn has a Forced End. (This skill fails and is put on cooldown if used in Round Effects, Class Choice, Classy Combos, or Artifact Choice.)
 * If the Class Talent is active: When you use this skill during your own turn, your turn is restarted in the Roll Phase upon continuing from the Forced End. (This fails if you would restart your turn a 5th+ time in the same turn.)

Event Use

 * See Standard Use.

Standard Use

 * Target another player; steal the last item they "used" after you gained this skill.
 * If the Class Talent is active: This skill's cooldown upon successful Standard Use is changed to be 7. If you fail to confiscate an item, this skill is only put on a 1 turn cooldown. When you confiscate items, they become Soulbound.

Related Skills

 * Magic Hat: Items inside the Hat cannot be stolen by Confiscate Evidence.

Strengths

 * Natural Liar is particularly good for newer players who are unfamiliar with trivia answers.
 * Objection! is able to stop something really bad from happening to you or stop something really good happening to another. You can even stop a player from rolling the dice and having turn counters like cooldowns tick down or prevent their death counter from ticking down. It is particularly strong in duels.
 * Sue can cause aggressive foes to think twice before killing (which is particularly useful if you would be the target.) If it doesn't deter them from killing someone anyways, then you will usually get some Rupees out of it and stop the aggressive player for a bit too.
 * Confiscate Evidence can steal powerful items when an enemy player isn't paying attention or is under stress to speedily perform actions in an event before enemies think of a counter.
 * Even with counterplay against Confiscate Evidence reducing its effectiveness, merely having the skill can make an enemy be more conservative with their actions or consume items earlier than they would like, as well as take up mental resources.
 * Saying [No] to The United Nations is more viable due to potential Diplomacy.

Weaknesses

 * Natural Liar is significantly less useful if you already have most trivia answers memorized. It can even be harmful if you prefer to receive the penalty, such as if you you have Jewel Juicer and want to get a Jinxed Jewel.
 * No skills for disposing of junk items like Jinxed Jewel Of Encumberment.
 * Lawyer lacks movement-based skills.
 * If Sued, many times a player can simply choose not to perform a kill without losing much advantage. Even if a kill is prevented, you may not be the primary beneficiary.
 * Being constantly on the lookout for Sue opportunities can take up a lot of mental resources useful for other strategizing.
 * Objection!'s cooldown is pretty long, and while opportunities to deny others are common, opportunities to enrich yourself are not so common without the Talent.
 * Confiscate Evidence can be countered by quickly using another item after a valuable item. This can shut down theft especially well if the counterplay item is Soulbound and has a low cooldown, such as an enchanted Hammer/Bucket/Fishing Pole/Mining Pick. A Soulbound Chainsaw with 0% Gas can also be used without even worrying about cooldowns.
 * Confiscate Evidence cannot penetrate a Magic Hat, so an Illusionist can simply place an item in their Hat for counterplay.

Strategies

 * Sue can be used to deter a kill on you if you feel threatened (or deter a kill on another.)
 * Sue can be used to prevent Assassins, Necromancers, and Warlocks from getting the most out of their classes.
 * If another player is about to use a lethal weapon, you generally have at least some warning and can Sue them. Gun, Diss Card: Death, Spider Mine, ACME TNT, and Phaser all create chat logs indicating a player's intent to kill, as does Drain Soul potentially; waiting till the last possible moment reduces the chance they decide to opt out of killing if you want Sued to activate. With Gun and Diss Card: Death, you could even Hypnotize a player to force a kill.
 * Sue is good against items/effects like T-Rex, spell redirectors activating against Death, Blessing Of Vengeance, Big Goomba Crusher, Purgenol, Living Bomb, Volatile Zombie, and Pipe Bomb that can force other players to kill. A rigged Festive Present from you can cause a player to kill unexpectedly, while a rigged one from another player to you can be used to make another player kill you (similarly to Deadly Item.) Another player may kill with Devil's Contract: Devil's Henchman, Kris Of Empu Gandring, Purgenol, Jason's Rage, Hungry Games, or Pacman even while knowing they are Sued. Watch out for delayed kills like Cursed Wounds, Doom, Fungal Doom, Sudarshana Chakra, another Lawyer's Sue against a poor player, BOOM-erang, Deadly Poison, and Mummy from Pocket Ball. (Beware that deaths due to Weather Balloon, Defective Turret, Dehydration from Brahmastra, AIDS from First AIDS Kit, and Malaria from Pocket Ball Mosquito do not involve "killing".)
 * Though rare occurrences, death due to Terrorists! Inside The Cave, Addicted Bear, and Deaf Genie have somebody counted as killing, a somebody you can Sue. You could also get lucky with Suing "the patsy" for The Godfather, though this requires more luck with more players in a game. (Beware that Improbability Device, Jumanji's Van Pelt, and Predator Kill do not function similarly.)
 * Objection! can prevent harmful effects from Archaeology Dig failure, the Time Bomb, The United Nations (esp. a launched Atom Bomb), The Bear! (esp. if you try to kill the Bear but fail), Angry Dragon, Saruman, Loan Shark, Diss Cards, and Guns. It's also useful for avoiding death in The Pyramid while gaining spaces/potentially having an instant win (esp. because you are told you die before you actually die), though you could still gain Curse Of The Pharaoh or Fire. You can move forward 13-15 spaces with the Catapult before Objecting to prevent your death.
 * Objecting yourself after rolling but before a Speed increase such as from Cocaine is lost allows for another roll with the boost at the cost of your Effects Phase and turn's event.
 * Objection! can stop an enemy player's instant Pyramid win (though beware they could escape after finding the Treasure before latency even allows a response.) It can deny an Artifact, a Wildcard or Trade Routes or Cards Of Fate visit, a Class Talent, a Hall Of Heroes blessing, Arcane Portal use during Halloween, and various strong random events.
 * Confiscate Evidence is particularly useful for stealing a Necromancer's Spirit Slippers or stealing an item just used at The Magic Shop or Pawn Shop.
 * Objection! can prevent a reference event from ever being chosen or prevent a specific player from having access to the event.
 * If the Adventure Time reference event is chosen, Objection! can be used to avoid penalty from failing in the Dungeon Crawl.
 * If the Dr. Who reference event is chosen, Shady Dealer and Catapult in the Arcane Portal have potential synergy with Objection! If another player captures and releases a T-Rex from the Prehistory, Sue can ruin them while giving you all or most of their money.
 * If the Board Game Of Thrones reference event is chosen, you can force an enemy player to join House Reyne (which has no real benefit outside of having the standard Westeros Shovel results.) Access to the Bear and Dragon with Baratheon and access to The Dragon with Targaryen has potential synergy with Objection! With The Dragon, you can feed it a Sheep to potentially kill it and Object if you fail to kill it. (Note that you can't Object if you try to kill it with a Sword.)
 * In especially long games, you can form cooldown reduction loops (esp. with an Energize Staff and Scarf Of The Serpent) to activate the Objection! Talent 4 times per turn. In a duel, this can deny your opponent's turns indefinitely; the Talent is not even required, so its limit of 4 per turn won't stop you.

Dual-Class Synergies

 * Time Twister: Not My Time Yet works well with all Lawyer skills. Bend Space encourages killing for Sue.