The Machine: Difference between revisions
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imported>Club notes, including DreadSkills template |
imported>Club →Notes: machine note moved from Working in the Lab |
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==Notes== | ==Notes== | ||
* | *If all three chambers in the machine are occupied, and the occupant of the center chamber grips the electrodes, that character may learn a skill. The skill may depend on the classes of the occupants of the left and right chambers. | ||
*The player in the center will get the skill. The classes of the players on the left and right cannot be the same and will determine ''which'' skill is obtained: | |||
{{Template:DreadSkills}} | {{Template:DreadSkills}} | ||
*The skills obtained this way are '''not automatically permed''' -- you will need to spend [[Karma]] on them to learn them permanently, as with regular skills. | *The skills obtained this way are '''not automatically permed''' -- you will need to spend [[Karma]] on them to learn them permanently, as with regular skills. |
Revision as of 18:36, 21 August 2013
You approach the machine ...
Get in the Left Chamber |
Get in the Right Chamber |
Get in the Center Chamber |
Wait Around |
Bail |
After giving someone else a skill:
- Arcs of lightning burst out of the electrodes above your head and penetrate your brain. You feel as though a portion of your essence has been... not stolen, but... copied.
When recieving a skill:
- You grab the electrodes and are wracked with electricity as The Machine drains the essences of your clanmates and arcs it through your heart. You feel like you understand them a little better now.
Occurs at Working in the Lab, Late One Night in Dreadsylvanian Castle.
Notes
- If all three chambers in the machine are occupied, and the occupant of the center chamber grips the electrodes, that character may learn a skill. The skill may depend on the classes of the occupants of the left and right chambers.
- The player in the center will get the skill. The classes of the players on the left and right cannot be the same and will determine which skill is obtained:
Dreadsylvanian Class-Crossed Skills - edit | |||||
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Accordion Thief | Disco Bandit | Sauceror | Pastamancer | Turtle Tamer |
Seal Clubber | Song of the North 10 Adv, 100 MP weapon dmg +100%, cold damage +50 |
Grab a Cold One 1/day summoning skill, 30 MP obtain Cold One (???-quality booze) |
Splattersmash combat skill, 25 MP hot melee group damage |
Carbohydrate Cudgel combat skill, 30 MP kill monster with dry noodles |
Club Earth combat skill, 50 MP melee damage + 1 round stun |
Turtle Tamer | Song of Slowness 10 Adv, 100 MP +50% initiative |
Conspiratorial Whispers combat skill, 25 MP damage + delevel every round does not cost combat round |
Sauceshell combat skill, 30 MP, Prevent damage & deal ~80 hot dmg |
Turtleini combat skill, 35 MP Spooky and physical damage, with multiround decay |
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Pastamancer | Song of Starch 10 Adv, 100 MP +50% max HP |
Shadow Noodles combat skill, 30 MP, 3-5 round stun + 8-10 delevel |
Spaghetti Breakfast 1/day summoning skill, 30 MP obtain Spaghetti breakfast (???-quality food) |
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Sauceror | Song of Sauce 10 Adv, 100 MP +100% spell dmg, +50 hot dmg, +50 dmg to hot spells |
Splashdance combat skill, 30 MP heals ~55 dmg does not cost combat round |
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Disco Bandit | Song of Bravado 10 Adv, 100 MP +15% all attributes |
- The skills obtained this way are not automatically permed -- you will need to spend Karma on them to learn them permanently, as with regular skills.