Seal Clubber: Difference between revisions
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*'''[[Infernal Seals]]:''' Seal Clubbers can use special seal figurines to fight powerful monsters a few times per day with no Adventure cost. | *'''[[Infernal Seals]]:''' Seal Clubbers can use special seal figurines to fight powerful monsters a few times per day with no Adventure cost. | ||
*'''2-Handed Club Autohit:''' Seal Clubbers wielding a [[:Category:2-Handed Weapons|2-handed]] [[:Category:Clubs|club]] will always hit with [[Thrust-Smack]] and [[Lunging Thrust-Smack]], regardless of monster defense. | *'''2-Handed Club Autohit:''' Seal Clubbers wielding a [[:Category:2-Handed Weapons|2-handed]] [[:Category:Clubs|club]] will always hit with [[Thrust-Smack]] and [[Lunging Thrust-Smack]], regardless of monster defense. | ||
*'''Fury:''' Seal Clubbers are the only class that can gain and use Fury. Fury is | *'''Fury:''' Seal Clubbers are the only class that can gain and use Fury. Fury is used by some combat skills and passives skills. | ||
*Seal Clubbers who have passed their guild's test can access [[The Smacketeria]] and, if they have learned [[Pulverize]], use [[The Malus of Forethought]]. | *Seal Clubbers who have passed their guild's test can access [[The Smacketeria]] and, if they have learned [[Pulverize]], use [[The Malus of Forethought]]. | ||
*Seal Clubbers can cast [[Clobber]] in combat for 0 MP. | *Seal Clubbers can cast [[Clobber]] in combat for 0 MP. |
Revision as of 12:25, 27 September 2013
Description
Seal Clubbers hail from the frigid Northlands, because one character class always hails from the frigid Northlands. They rely on their Muscle to survive.
Skills
Most Seal Clubber skills are learned from The Brotherhood of the Smackdown. All Seal Clubbers begin the game with Seal Clubbing Frenzy and Clobber.
Level | Skill | Description | Effect | Type | MP Cost | Train Cost |
0 | ![]() Seal Clubbing Frenzy |
By clubbing a stuffed seal at your campsite, you can work yourself into a frenzy. Your Strongness will increase for a period of time. | Seal Clubbing Frenzy (+2 Muscle) (5 Adventures) |
Non-combat | 1 | N/A |
0 | ![]() Clobber |
Adventurer smash! | X damage | Combat | 1 | N/A |
1 | ![]() Lunge Smack |
By lunging before you smack, you can deal more damage than if you smack without lunging. Or if you lunge after smacking instead, but who does that? | A normal attack that deals 5 extra damage if it connects | Combat | 1 | 125 Meat |
1 | ![]() Fortitude of the Muskox |
Muskoxen are legendarily resilient. If you cut them, they bleed, but then they stop bleeding and they're good as new. Now you can be like a muskox! | Regenerate 1-2 HP per Adventure | Passive | N/A | 125 Meat |
2 | ![]() Audacity of the Otter |
You become infused with the fighting spirit of the Otter, making your critical hits more critical than usual. | Critical Hits do 3x damage | Passive | N/A | 250 Meat |
2 | ![]() Hibernate |
Using this skill lets you sleep for an entire Adventure, fully restoring your HP and replenishing all of your get-up-and-go. |
|
Non-combat | 0 (1 Adventure) |
250 Meat |
3 | ![]() Blubber Up |
Covering your rippling muscles with blubber will make you more difficult to grab onto. Not that anybody's going to want to, with all that blubber. | Blubbered Up (+5 Moxie) (10 Adventures) |
Non-combat | 7 | 500 Meat |
3 | ![]() Cold Shoulder |
You've learned to channel the icy climate of the Frigid Northlands into your blows. Fortunately, you've also learned to stop yourself from making bad ice puns as you do so. | Your Smack skills will deal 5 additional Cold Damage | Passive | N/A | 500 Meat |
4 | ![]() Thrust-Smack |
This is a thrusting smack with your weapon. It will do double the usual amount of damage to your opponent if it connects. | 2X Weapon Damage | Combat | 3 | 750 Meat |
4 | ![]() Wrath of the Wolverine |
Have you ever seen a wolverine go after a herd of shrews? It's crazy. It just doesn't stop. It's like every shrew it takes down multiplies its desire to take down shrews.
Anyway, you're like that, and also every enemy looks like a shrew to you. NOTE: Only true Seal Clubbers have the fortitude needed to contain Fury. Other classes are weak, and would be torn apart by it. |
Lets you build Fury by defeating opponents
(up to a maximum of 3 gallons of Fury) |
Passive | N/A | 750 Meat |
5 | ![]() Super-Advanced Meatsmithing |
You are a master of the Tenderizing Hammer. The echo of generations of Seal Clubbers reverberates in your muscles as you beat the meat into shape. Shapes, actually -- the shapes of powerful weapons. | Can smith weapons using ores. Can smith whips using skins. (Costs 1 adv.) | Passive | N/A | 1250 Meat |
5 | ![]() Buoyancy of the Beluga |
You can't keep a good beluga down. In fact, you can't even keep a bad beluga down, because the buoyancy of a beluga is unrelated to the strength of its character. | Regenerate 1 HP per Adventure for each gallon of Fury | Passive | N/A | 1250 Meat |
6 | ![]() Eye of the Stoat |
This skill imbues you with the spirit of a tenacious and vicious (and incredibly accurate) stoat. Your Thrust-Smacks and Lunging Thrust-Smacks will hit more often, you'll fumble less often, and your chances of scoring critical hits will be improved. |
|
Passive | N/A | 1750 Meat |
6 | ![]() Scowl of the Auk |
The Frigid Northlands are no place for birds. Well, no place for happy birds, at least. This skill lets you be like a bird -- perpetually upset and aggressive. | Scowl of the Auk Weapon Damage +10 (10 Adventures) |
Non-combat | 8 | 1750 Meat |
7 | ![]() Hide of the Walrus |
Your skin becomes as thick as the hide of a walrus, affording additional protection against enemy attacks. | +50 Damage Absorption | Passive | N/A | 2500 Meat |
7 | ![]() Furious Wallop |
This skill lets you channel some of your Fury (about a gallon's worth) into a powerful, precise strike. | A regular attack that is guaranteed to be a Critical Hit | Combat | 5 (1 Fury) |
2500 Meat |
8 | ![]() Claws of the Walrus |
You become one with the spirit of the War Walrus, adding 4 damage to each of your melee attacks. | Weapon Damage +7 | Passive | N/A | 3250 Meat |
8 | ![]() Club Foot |
Through some cruel accident of evolution, 99% of the nerve endings of every sentient creature in the universe are concentrated in their feet. You've learned to take advantage of this fact by reversing the natural order and bringing the stubber to the toe. |
|
Combat | 8 | 3250 Meat |
9 | ![]() Tongue of the Walrus |
This skill gives you the ability to lick your wounds, healing 30-40 Hit Points and making you feel less beaten up. |
|
Non-combat | 10 | 4000 Meat |
9 | ![]() Seething of the Snow Leopard |
Snow leopards are always really mad. You probably didn't know this, because they're also really difficult to see when they narrow their eyes, and narrowed eyes are a classic sign of feline anger. | Gain additional bonus damage from Fury | Passive | N/A | 4000 Meat |
10 | ![]() Lunging Thrust-Smack |
This is a thrust-smack with a lunge added to it for good measure. If it connects, will do triple damage to your opponent. | 3X Weapon Damage | Combat | 8 | 6000 Meat |
10 | ![]() Ire of the Orca |
Orcas are always upset about some supposed indignity they suffered in the ancient past. And they're also really large, so they have more volume to contain their upset in. | Fury capacity increases to 5 gallons | Passive | N/A | 6000 Meat |
11 | ![]() Rage of the Reindeer |
This skill fills you with the rage of thousands of subjugated reindeer. This rage will make you stronger, especially when fighting guys with beards. | Rage of the Reindeer (+10% Muscle and +10 Bonus Weapon Damage) (10 Adventures) |
Non-combat | 10 | 6250 Meat |
11 | ![]() Thirst of the Weasel |
Weasels aren't native to the Frigid Northlands, so the ones who manage to survive there have done so by being vicious, bloodthirsty little killers. And given what jerks normal weasels are, that's really saying something. | Your Smacks restore 1-2 HP per gallon of Fury | Passive | N/A | 6250 Meat |
12 | ![]() Double-Fisted Skull Smashing |
This skill allows you to wield a one-handed weapon in each of your hands. It'll make it much easier for you to crush your enemies, see them driven before you, and hear the lamentations of the women. | Allows dual-wielding | Passive | N/A | 7500 Meat |
12 | ![]() Cavalcade of Fury |
Sometimes you get so mad that just yelling and stomping around aren't sufficient. Sometimes your anger deserves a parade. | Consumes all of your Fury and performs multiple savage attacks | Combat | 15 | 7500 Meat |
13 | ![]() Northern Exposure |
This skill allows you to remember your upbringing in the Frigid Northlands. You'll be as snug as a bug in a rug, even when the wintry wind whips willy-nilly 'cross your nose. Think... the opposite of Sam McGee. | So-So Cold Resistance | Passive | N/A | 10000 Meat |
13 | ![]() Northern Explosion |
You've learned to unleash the chill winds of your homeland on your unsuspecting, previous-comfortably-warm foes. It's cold out there. | A powerful attack that deals Cold Damage | Combat | 16 | 10000 Meat |
14 | ![]() Musk of the Moose |
By concentrating very hard, you're able to exude moose musk from your pores. The smell of the musk will make you more likely to encounter monsters when adventuring. | Musk of the Moose (Increases Combat Frequency) (10 Adventures) |
Non-combat | 10 | 12500 Meat |
14 | ![]() Precision of the Penguin |
Have you ever noticed that when penguins dive into frigid water, they always land exactly where they intend to? No? Well, that's just because you weren't watching carefully enough. But now you'll be able to, because of the extra precision afforded to you by your newfound similarity to penguins. | +1% chance of Critical Hit for each gallon of Fury | Passive | N/A | 12500 Meat |
15 | ![]() Pulverize |
This skill allows you to smash certain pieces of equipment into their magical essences with a tenderizing hammer. | Can smash equipment into tasty, bite-sized chunks of the essence of the elements, including non-elemental damage. Grants access to The Malus of Forethought for Muscle classes. | Passive | N/A | 15000 Meat |
15 | ![]() Pride of the Puffin |
Like a puffin, you are capable of feats of staggeringly little humility. | Pride of the Puffin (+10 to Monster level) (10 Adventures) |
Non-combat | 30 | 15000 Meat |
Spookyraven Manor Quest Skill | ||||||
N/A | ![]() Snarl of the Timberwolf |
This skill makes you all snarly and spooky. Like a timberwolf. Timberwolves, if you didn't know this, are both the snarliest and the spookiest animals north of the arctic circle. | Snarl of the Timberwolf (+10 Spooky Damage) (10 Adventures) |
Non-combat | 10 | N/A |
Sea Floor Skill | ||||||
N/A | ![]() Harpoon! |
While underwater, you're capable of fashioning any weapon into a makeshift harpoon, and throwing it with deadly accuracy. | X damage; can be used on land as well | Combat | 30 | N/A |
Crimbo '09 Skill | ||||||
N/A | ![]() Holiday Weight Gain |
Everybody puts on a little extra weight during the holidays, but you've figured out how to do it any time of the year! | A Few Extra Pounds (+X HP) (10 Adventures) |
Non-combat | 10 | N/A |
The Traveling Trader Skill | ||||||
N/A | ![]() Iron Palm Technique |
By focusing your chi, or something, you've learned how to make the palms of your hands as hard as iron. The practical upshot is that you can hold swords by the blade and hit people with the hilt. | Iron Palms (Swords count as clubs) (intrinsic effect) |
Non-combat | 1 | N/A |
Levels
The amount of Muscle required to attain level L follows the formula Muscle = L2 - 2L+ 5.
Class-Specific Powers
- +50% HP: Seal Clubbers (and Turtle Tamers) have an innate 50% bonus to their maximum HP.
- Infernal Seals: Seal Clubbers can use special seal figurines to fight powerful monsters a few times per day with no Adventure cost.
- 2-Handed Club Autohit: Seal Clubbers wielding a 2-handed club will always hit with Thrust-Smack and Lunging Thrust-Smack, regardless of monster defense.
- Fury: Seal Clubbers are the only class that can gain and use Fury. Fury is used by some combat skills and passives skills.
- Seal Clubbers who have passed their guild's test can access The Smacketeria and, if they have learned Pulverize, use The Malus of Forethought.
- Seal Clubbers can cast Clobber in combat for 0 MP.
- The Adorable Seal Larva's HP-draining ability is more powerful if you are a Seal Clubber.
Class Gear
- Seal Clubbers start with a seal-skull helmet and a seal-clubbing club in their inventory.
- The Seal Clubber's Epic Weapon is Bjorn's Hammer.
- The Seal Clubber's Legendary Epic Weapon is the Hammer of Smiting.
- The Seal Clubber's Ultimate Legendary Epic Weapon is the Sledgehammer of the Vælkyr.
- The Seal Clubber's Epic Hat is the Scalp of Gorgolok.
- The Seal Clubber's Epic Pants are Krakrox's Loincloth.
- The Seal Clubber's Epic Accessory is the Claw of the Infernal Seal.
- The Seal Clubber's Legendary Regalia is the Legendary Regalia of the Seal Crusher.
- The Seal Clubber's Hardcore ascension reward is the stainless steel shillelagh.
- The Seal Clubber's Hardcore Oxygenarian ascension reward is the plexiglass pikestaff.
- The Seal Clubber's Bad Moon ascension reward is the Brimstone Bludgeon.
- The Seal Clubber's secret from the future reward is the monstrous monocle.
- The Seal Clubber's Hateful Habiliment item is the Cold Stone of Hatred.
- The Seal Clubber's Violent Vestments item is the Ass-Stompers of Violence.
- Seal Clubbers can get a sealskin drum from the Hobo Marketplace.
- The chintzy seal pendant confers its enchantment bonus only to Seal Clubbers.
- The Hyperborean Hobo Habiliments and its components confer their enchantment bonuses only to Seal Clubbers.
- The Seal Clubber's Nemesis Quest familiar is the Adorable Seal Larva.
- The Seal Clubber's level 30 trophy is the Scourge of Seals.
Notes
- Many Seal Clubbers use their high muscle stat to fight with melee attacks.
History
- Pre-NS13, Seal Clubbers started with a seal tooth and a seal-clubbing club in their inventory.
- Before ascension, Seal Clubbers could purchase the once-defunct Lunge-Smack as a level 2 skill from the guild trainer.
- On September 26, 2013, the Seal Clubber class went through a major remake during the Infernal Incursion event. 18 skills were added, including the long-gone but remade Lunge Smack. Hide of the Otter, Claws of the Otter, and Tongue of the Otter were removed, and their Walrus counterparts were improved to compensate. See Seal Clubber/Old for an archive of the skills prior to the change.
References
- The class description refers to the common cliché among role playing games of having at least one Northern, "savage" character class or race (barbarians, vikings, giants, so on).
- Clubbing seals is a stereotyped practice of northern fur trappers, and an image commonly seized upon by animal rights activists for the apparent brutality against an animal often considered cute and/or friendly.
Classes | |||||
---|---|---|---|---|---|
![]() Seal Clubber |
![]() Turtle Tamer |
![]() Pastamancer |
![]() Sauceror |
![]() Disco Bandit |
![]() Accordion Thief |