Zoonopeia

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Zoonopeia
Zoonopeia

With a start, you wake up in your campground. You stand shakily, blinking, trying to remember who you are, what kind of person. You feel so weak... so weak, and cold, and alone. Shuddering, you pull your ragged lab coat tight around you.

But wait... your terrarium. Your familiars! You aren't alone at all! They can be your companions. They can keep you warm. They can give you strength. Yes. That's right. Your familiars have power.

But you'll need to keep them close. So very close. And they mustn't ever leave you.

You look at the scattered disarray of surgical tools on your workbench. Scalpels, forceps, hemostats. A spool of suture thread. A surgical stapler. A surgical hot-glue gun. A surgical VHS copy of The Human Centipede.

Yes. That's right. They will never leave you. And their power can be your power.

You'll never be alone again.


This path is a little bit mechanically weird, so we're gonna break the fourth wall here for a second to explain how it works.

Once you raise one of your familiars to at least 3 pounds, you can graft it to yourself. Then 4 pounds for the second familiar, and so on until you run out of room on your body.

Each familiar you graft will grant you one level, and 40 stat points, distributed according to the familiar's characteristics.

Grafting a familiar to your hand or foot will give you a unique combat skill based on the familiar's characteristics. Grafting a familiar to one of your nipples will unlock a unique buff. The other 5 bodily locations will improve your Grafted intrinsic.

Hopefully that makes some kind of sense. If it doesn't, ask someone in chat, I guess?


Alrighty then

Occurs at the start of a Z is for Zootomist ascension.