Seal Clubber: Difference between revisions

From A KoL Wiki
imported>Lilac
Class-Specific Powers: Moving Fury up and cleaned it up a bit. Does the 2-handed club autohit apply to all Smack attacks now?
imported>Greycat
Skills: gah, who came up with this capitalization scheme
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| align="center" | {{StackItem|Audacity of the Otter}}
| align="center" | {{StackItem|Audacity of the Otter}}
| You become infused with the fighting spirit of the Otter, making your critical hits more critical than usual.
| You become infused with the fighting spirit of the Otter, making your critical hits more critical than usual.
| [[Critical hit|Critical Hits]] do 3x damage
| [[Critical hit]]s do 3x damage
| align="center" | Passive
| align="center" | Passive
| align="center" | N/A
| align="center" | N/A
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| align="center" | {{StackItem|Furious Wallop}}
| align="center" | {{StackItem|Furious Wallop}}
| This skill lets you channel some of your Fury (about a gallon's worth) into a powerful, precise strike.
| 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|Critical Hit]]
| A regular attack that is guaranteed to be a [[critical hit]]
| align="center" | Combat
| align="center" | Combat
| align="center" | 5<br />(1 Fury)
| align="center" | 5<br />(1 Fury)

Revision as of 16:15, 28 September 2013

Male Female Tattoo Hardcore Tattoo Hardcore Oxygenarian Tattoo Legendary Regalia Tattoo Legendary Regalia Female Legendary Regalia Male

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.
  • Thrust-Smack and Lunging Thrust-Smack skills hit more often.
  • Lunging Thrust-Smack deals more damage
  • Fumble less frequently
  • +.5X Critical Hit Chance (stacks with equipment bonuses)
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.
  • Weakens enemy defense
  • If you are Furious, it also stuns them
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.
  • Fury: Seal Clubbers are the only class that can gain and use Fury, which enables or improves the effectiveness of many Seal Clubber skills.
  • 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.
  • 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

Notes

  • Many Seal Clubbers use their high muscle stat to fight with melee attacks.

History

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