User:Philmasterplus: Difference between revisions
imported>Philmasterplus Complete Seal Clubber skills |
imported>Philmasterplus |
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|flavortext=While underwater, you're capable of fashioning any weapon into a makeshift harpoon, and throwing it with deadly accuracy. | |flavortext=While underwater, you're capable of fashioning any weapon into a makeshift harpoon, and throwing it with deadly accuracy. | ||
|description= | |description= | ||
* Deals (0-1) + (⌊ | * Deals (0-1) + (⌊0.25×Mus⌋, capped at 200) + base weapon damage + (1.5×elemental damage for each element) | ||
* ''Can be'' used without being [[Underwater adventuring|underwater]] | * ''Can be'' used without being [[Underwater adventuring|underwater]] | ||
}} | }} |
Revision as of 14:02, 14 August 2021
Looking for the meaning and the pleasures of my life...all in the wrong places!
Seal Clubber Skills
Starting Skills
By clubbing a stuffed seal at your campsite, you can work yourself into a frenzy. Your Strongness will increase for a period of time.
Grants effect: Seal Clubbing Frenzy (5 Adventures)
(Muscle +2)
Adventurer smash!
Deals (0-1) + (0.1-0.2)×base weapon damage + ⌈sqrt(Bonus Weapon Damage)⌉ + (⌈sqrt(Elemental Damage)⌉ for each element)
Guild Skills
Seal Clubber guild skills are learned from The Brotherhood of the Smackdown.
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?
- Normal attack that deals 5 extra damage
- Counts as a Smack
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!
HP Regen 1-2
You become infused with the fighting spirit of the Otter, making your critical hits more critical than usual.
Critical hits do 3× damage
Using this skill lets you sleep for an entire Adventure, fully restoring your HP and replenishing all of your get-up-and-go.
- Heals all HP and removes Beaten Up
- Grants effect: Well-Rested (5 Adventures)
(+3 Stats Per Fight) - Lose all of your current Fury
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.
Grants effect: Blubbered Up (10 Adventures)
(+5 Moxie)
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 Smacks deal 5 additional Cold Damage
This is a thrusting smack with your weapon. It will do double the usual amount of damage to your opponent if it connects.
- Normal attack that deals 2× base weapon damage
- Also multiplies Bonus Weapon Damage and elemental damage if you are a Seal Clubber
- Counts as a Smack
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 (max of 3 gallons of Fury)
- Grants +1 Weapon Damage per gallon of Fury
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.)
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.
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.
- Grants effect: Scowl of the Auk (10 Adventures)
(Weapon Damage +10) - Replaces other Facial Expressions
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 skin becomes as thick as the hide of a walrus, affording additional protection against enemy attacks.
This skill lets you channel some of your Fury (about a gallon's worth) into a powerful, precise strike.
Normal attack that is guaranteed to be a critical hit
You become one with the spirit of the War Walrus, adding additional damage to your attacks.
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.
This skill gives you the ability to lick your wounds, healing 30-40 Hit Points and making you feel less beaten up.
- Heals 30-40 HP
- Removes Beaten Up, Grilled, Half-Eaten Brain, Missing Fingers, Axe Wound, and Sunburned
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.
Fury grants +3 Weapon Damage per gallon instead of +1
This is a thrust-smack with a lunge added to it for good measure. If it connects, will do triple damage to your opponent.
- Normal attack that deals 3× base weapon damage
- Also multiplies Bonus Weapon Damage and elemental damage if you are a Seal Clubber
- Counts as a Smack
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
Do you ever get so sick of looking at something that you wish you could just hit it with a club and knock it out of your sight?
Sure you do.
This skill fills you with the rage of thousands of subjugated reindeer. This rage will make you stronger, especially when fighting guys with beards.
Grants effect: Rage of the Reindeer (10 Adventures)
(Muscle +10%, Weapon Damage +10)
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
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
- Cannot be used without Fury
his 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 (+2)
You've learned to unleash the chill winds of your homeland on your unsuspecting, previous-comfortably-warm foes. It's cold out there.
- Same as Lunging Thrust-Smack, but converts all physical and elemental damage to Cold Damage
- Counts as a Smack
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.
- Grants effect: Musk of the Moose
(10 Adventures)
(Combat Frequency +5%) - Also removes Smooth Movements and Fresh Scent
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 per gallon of Fury
This skill allows you to smash certain pieces of equipment into their magical essences with a tenderizing hammer.
- Can smash enchanted equipment into powders, nuggets, and wads
- Grants access to The Malus of Forethought for Muscle classes
Like a puffin, you are capable of feats of staggeringly little humility.
Grants effect: Pride of the Puffin (10 Adventures)
(Monster Level +10)
Other Skills
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.
- Grants effect: Snarl of the Timberwolf (10 Adventures)
(+10 Spooky Damage) - Replaces other Facial Expressions
While underwater, you're capable of fashioning any weapon into a makeshift harpoon, and throwing it with deadly accuracy.
- Deals (0-1) + (⌊0.25×Mus⌋, capped at 200) + base weapon damage + (1.5×elemental damage for each element)
- Can be used without being underwater
Everybody puts on a little extra weight during the holidays, but you've figured out how to do it any time of the year!
Grants effect: A Few Extra Pounds (10 Adventures)
(Max HP +(5×lvl, capped at 55))
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.
- Grants effect: Iron Palms (Intrinsic)
(Swords count as clubs) - Cast again to remove intrinsic
Turtle Tamer Skills
Starting Skills
something...
something...
Guild Skills
Turtle Tamer guild skills are learned from The Brotherhood of the Smackdown.
something...
Guild (Lv.1)
125 Meat
something...
Guild (Lv.1)
125 Meat
something...
Guild (Lv.2)
250 Meat
something...
Guild (Lv.2)
250 Meat
something...
Guild (Lv.3)
500 Meat
something...
Guild (Lv.3)
500 Meat
something...
Guild (Lv.4)
750 Meat
something...
Guild (Lv.4)
750 Meat
something...
Guild (Lv.5)
1,250 Meat
something...
Guild (Lv.5)
1,250 Meat
something...
Guild (Lv.6)
1,750 Meat
something...
Guild (Lv.6)
1,750 Meat
something...
Guild (Lv.7)
2,500 Meat
something...
Guild (Lv.7)
2,500 Meat
something...
Guild (Lv.8)
3,250 Meat
something...
Guild (Lv.8)
3,250 Meat
something...
Guild (Lv.9)
4,000 Meat
something...
Guild (Lv.9)
4,000 Meat
something...
Guild (Lv.10)
5,000 Meat
something...
Guild (Lv.10)
5,000 Meat
something...
Guild (Lv.11)
6,250 Meat
something...
Guild (Lv.11)
6,250 Meat
something...
Guild (Lv.12)
7,500 Meat
something...
Guild (Lv.12)
7,500 Meat
something...
Guild (Lv.13)
10,000 Meat
something...
Guild (Lv.13)
10,000 Meat
something...
Guild (Lv.14)
12,500 Meat
something...
Guild (Lv.14)
12,500 Meat
something...
Guild (Lv.15)
15,000 Meat
something...
Guild (Lv.15)
15,000 Meat
Other Skills
something...
something...
something...
something...
Sauceror Skills
Starting Skills
By reflecting on the nature of the Cosmic Sauce, you can become more closely attuned to its mysteriousness. Your Enchantedness and Maximum HP will increase for a period of time.
Grants effect: Saucemastery (5 Adventures)
(Max HP + 3, Mysticality +1)
This spell allows you to conjure up a ball of spicy salsa and sling it at your enemy, doing a small amount of damage.
- 2-3 Hot Damage, hard capped at 8
- MP cost is 1 for non-Saucerors
Guild Skills
Sauceror guild skills are learned from The League of Chef-Magi.
In Sauceror school, you have to learn how to make soup before you learn how to make Sauce. For most people it's just kid stuff, but you learned a pretty cool trick while you were pranking the dean one year -- you can conjure up a big mass of freezing soup and coat a dead buffalo in it! Or, I mean, things that aren't dead buffalo, too, I guess.
- Deals 2-3 Cold Damage every round, plus 2 damage per Cold Resistance, capped at +5 Cold Resist
- Only one Curse can be cast per fight
A watched pot never boils, but it takes surprisingly little effort for you to boil over into a murderous rage. Quite a bit of time, mind you, but not much effort.
Grants effect: Simmering (10 Adventures)
(Spell Damage +100%, MP Regen 8-10)
This spell creates a stream of scorching sauce with which to baste your enemies.
Deals (9-11)+(0.2×Mys) Hot Damage, hard capped at 24
This skill allows you to conjure up a healing salve made of healing sauce, and heal some of your wounds. Healingly.
- Heals 10-15 HP
- Has a chance to be quick-cast
- Can also be used out of combat
You've got mad skills at handling the pan. This skill increases the amount of Meat you get when fighting monsters by 10%. (15% with a saucepan equipped)
+10% Meat from Monsters (+15% with a saucepan in main hand)
Your eyes are piercing, like an icicle falling through a car roof, or somebody whose eyes are actually crossbow bolts.
Actually, did that guy just get shot in both eyes with crossbow bolts? Somebody really ought to take him to the doctor.
- Grants effect: Icy Glare (10 Adventures)
(+10 Cold Damage, +10 Cold Spell Damage) - Replaces other Facial Expressions
This spell conjures a shell of sauce around you (or another player), which will protect you (or another player) from all elemental attacks.
- Grants effect: Elemental Saucesphere (X Adventures)
(So-So Resistance to All Elements (+2)) - Requires a saucepan
Inside you is a ceaseless reservoir of seething sauce. You might not have noticed -- a lot of people mistake it for heartburn.
MP Regen 3-4 (1 for non-Saucerors)
This skill allows you to use scrumptious reagents, in combination with various food items, to cook up a wide variety of sauces and salves.
- When used, conjures 3 reagents once per day (5 with The Way of Sauce)
- Allows you to cook with scrumptious reagents
This spell allows you to conjure up a chaotic storm of roiling sauces, both burning and freezing your hapless foes, who undoubtedly did not bring both a parka and a fireproof umbrella.
One of the fundamental tenets of Saucery is that everything is Sauce. Literally everything, on a basic level, behaves like Sauce. And you've learned that souls are no different. They just... scream a little more when you cook them.
NOTE: Only true Saucerors can control Soulsauce. For everybody else it just goes everywhere and makes a big mess.
- Allows you to gather Soulsauce from defeated foes (Max 100)
- Allows Saucerors to spend Soulsauce on the following skills:
- Soul Bubble (Combat, 5 SS)
- Soul Finger (Combat, 40 SS)
- Soul Blaze (Combat, 100 SS)
- Soul Food (Noncombat, 5 SS)
- Soul Rotation (Noncombat, 25 SS)
- Soul Funk (Noncombat, 50 SS)
This curse causes writhing tendrils of marinara sauce to burst out from within your foes, wiggling around like some sort of crazy tomato octopus. And if some of it is actually blood instead of sauce, well, what are you gonna do?
- Deals ~3% of monster's Attack every round in physical damage (min 2-3) and heals you equal to damage dealt
- If the cursed monster is defeated by a spell from a Sauceror, heals for 30% of damage dealt, capped at 50 HP
- Only one Curse can be cast per fight
This spell will conjure a shell of spicy sauce around you (or another player.) Any monster that passes through the shield will take damage.
- Grants effect: Jalapeño Saucesphere (X Adventures)
(Monsters hitting you take 1-5 damage, Damage Reduction: 3) - Requires a saucepan
This spell will conjure an immense wave of boiling sauce, which will wash over your enemies and cleanse them from the face of the Cosmos. And also ruin their clothes.
Deals (45-50)+(0.3×Mys) Hot Damage, hard capped at 100, and delevels monster defense by 8-10
Anybody who mess with you is going to get cursed so quickly they won't even know they got cursed until after they are already totally cursed.
Sauce Curses cause monsters to stagger when cast
An ancient dimension-traveling Sauceror once discovered a strange realm that she named The Thousand Islands -- a cosmic archipelago of floating land masses, drifting through a blood-dark void. Nobody knows where they came from, and some strange residual effects of whatever cataclysm created them have rendered them impervious to the ministrations of mapmakers.
It's a nice place to visit, but you wouldn't want to go there. Wait, I meant it is not a nice place to visit, which is why being banished to there is really awful, and you would only do it to your worst enemies. Or any of your enemies, really.
This skill makes you spicier, in general, than others. Your Sauce spells will do more damage to opponents.
+(1×lvl) Spell Damage for sauce spells, capped at +10
This spell conjures up a giant spike of frozen sauce and impales your hapless foe with it. Then it melts, making for much easier cleanup.
Deals (45-50)+(0.3×Mys) Cold Damage, hard capped at 150
What did the Gorean slave girl say to her owner when his tales of adventure were not ribald enough? Nothing, because you incinerated both of them with a burst of sauce fueled by your powerful magic and seething hatred of obscure misogynistic nerd subcultures.
Spell Damage +10%
This spell allows you to conjure a sphere of soothing triple-antibiotic sauce around yourself or another Adventurer.
- Grants effect: Antibiotic Saucesphere (X Adventures)
(HP Regen 4-5) - Requires a saucepan
This spell will call forth a tremendous geyser of Sauce from the ground at your enemy's feet. Few foes can withstand the savage combination of beating and drowning that this spell delivers.
You can make a sauce, but did you ever stop to enjoy a sauce? Yes, actually. Yes you did. In fact, you enjoyed it so much that if a normal person ever enjoyed anything a tenth that much, they would explode with pleasure.
+5 Adventures from eating reagent pastas or hi meins for Saucerors and Pastamancers, +3 Adventures for non-Myst classes
You're as saucy as saucy can be. When you drink potions crafted with Scrumptious Reagents, their effects will last 5 Adventures longer for you than they do for normal people.
Reagent potions give 5 extra turns of their effect
This ancient curse coats your opponents in a layer of sauce formulated to drain their strength. This is similar to but distinct from the ancient Canadian curse that coats opponents in sap formulated to sap their strength.
- Delevels monster by ~3% of original Attack value every round
- If the cursed monster is defeated by a spell from a Sauceror, restores MP equal to 30% of damage dealt, capped at 50 MP
- Only one Curse can be cast per fight
Working with pungent sauces has increased your tolerance for bad smells -- stench-based attacks will be less effective against you.
So-So Stench Resistance (+2)
Few smiles are as wry as the smile of a wizard.
- Grants effect: Wry Smile (10 Adventures)
(+1 Mysticality Stats Per Fight) - Replaces other Facial Expressions
Your vim, vigor and energy cannot be contained by forces as weak as the laws of physics or the frailty of the human body.
You can conjure a lens of sauce of delicious precision. Looking through it will make it easier to see where the pointy end of your spells should go.
Grants effect: Sauce Monocle (10 Adventures)
(+15% Critical Spell Chance (+5% for non-Saucerors))
You know everything there is to know about the Saucerorin' business. You are capable of making the finest potions and sauces known to Saucerorkind.
- Allows you to use bottles of scrumdiddlyumptious solution to make high quality sauces and potions
- Using Advanced Saucecrafting conjures two additional reagents per day
You've come to realize that you don't need nearly as much blood as you've got in your body, but you can always use more magical power.
- Grants effect: Blood Sugar Sauce Magic (Intrinsic)
(Max HP -30%, Max MP +30% (Max HP -10%, Max MP +10% for non-Saucerors)) - Cast again to remove intrinsic
Other Skills
This spell coats you (or somebody else) with a writhing coating of sauce. But not any ordinary sauce -- sauce made of the very essence of fear. The overall effect is very spooky.
- Grants effect: Scarysauce (X Adventures)
(So-So Cold Resistance (+2), So-So Sleaze Resistance (+2), Monsters attacking you take 2-10 Spooky Damage) - Requires a saucepan
You've beheld the Deep Sauce. You've heard the songs it sings. You feel what it feels, and you know what it knows. And most importantly, you understand how to cook with it.
Allows you to create potions with globes of Deep Sauce
This spell adds a little bit of holiday flair to your Saucery, allowing you to summon a massive gout of delicious icing.
- Deals (14-18)+(0.2×Mys) physical damage, hard capped at 40
- If you have Sugar Rush, deals 50% bonus damage and reduces its duration by 1 turn
This spell allows you to conjure up a storm of pungent cheese sauce.
Deals (35-40)+(0.3×Mys) Stench Damage, hard capped at 100
Pastamancer Skills
Starting Skills
something...
something...
Guild Skills
Pastamancer guild skills are learned from The League of Chef-Magi.
something...
Guild (Lv.1)
125 Meat
something...
Guild (Lv.1)
125 Meat
something...
Guild (Lv.2)
250 Meat
something...
Guild (Lv.2)
250 Meat
something...
Guild (Lv.3)
500 Meat
something...
Guild (Lv.3)
500 Meat
something...
Guild (Lv.4)
750 Meat
something...
Guild (Lv.4)
750 Meat
something...
Guild (Lv.5)
1,250 Meat
something...
Guild (Lv.5)
1,250 Meat
something...
Guild (Lv.6)
1,750 Meat
something...
Guild (Lv.6)
1,750 Meat
something...
Guild (Lv.7)
2,500 Meat
something...
Guild (Lv.7)
2,500 Meat
something...
Guild (Lv.8)
3,250 Meat
something...
Guild (Lv.8)
3,250 Meat
something...
Guild (Lv.9)
4,000 Meat
something...
Guild (Lv.9)
4,000 Meat
something...
Guild (Lv.10)
5,000 Meat
something...
Guild (Lv.10)
5,000 Meat
something...
Guild (Lv.11)
6,250 Meat
something...
Guild (Lv.11)
6,250 Meat
something...
Guild (Lv.12)
7,500 Meat
something...
Guild (Lv.12)
7,500 Meat
something...
Guild (Lv.13)
10,000 Meat
something...
Guild (Lv.13)
10,000 Meat
something...
Guild (Lv.14)
12,500 Meat
something...
Guild (Lv.14)
12,500 Meat
something...
Guild (Lv.15)
15,000 Meat
something...
Guild (Lv.15)
15,000 Meat
Other Skills
something...
something...
something...
something...
Disco Bandit Skills
Starting Skills
something...
something...
Guild Skills
Disco Bandit guild skills are learned from The Department of Shadowy Arts and Crafts.
something...
Guild (Lv.1)
125 Meat
something...
Guild (Lv.1)
125 Meat
something...
Guild (Lv.2)
250 Meat
something...
Guild (Lv.2)
250 Meat
something...
Guild (Lv.3)
500 Meat
something...
Guild (Lv.3)
500 Meat
something...
Guild (Lv.4)
750 Meat
something...
Guild (Lv.4)
750 Meat
something...
Guild (Lv.5)
1,250 Meat
something...
Guild (Lv.5)
1,250 Meat
something...
Guild (Lv.6)
1,750 Meat
something...
Guild (Lv.6)
1,750 Meat
something...
Guild (Lv.7)
2,500 Meat
something...
Guild (Lv.7)
2,500 Meat
something...
Guild (Lv.8)
3,250 Meat
something...
Guild (Lv.8)
3,250 Meat
something...
Guild (Lv.9)
4,000 Meat
something...
Guild (Lv.9)
4,000 Meat
something...
Guild (Lv.10)
5,000 Meat
something...
Guild (Lv.10)
5,000 Meat
something...
Guild (Lv.11)
6,250 Meat
something...
Guild (Lv.11)
6,250 Meat
something...
Guild (Lv.12)
7,500 Meat
something...
Guild (Lv.12)
7,500 Meat
something...
Guild (Lv.13)
10,000 Meat
something...
Guild (Lv.13)
10,000 Meat
something...
Guild (Lv.14)
12,500 Meat
something...
Guild (Lv.14)
12,500 Meat
something...
Guild (Lv.15)
15,000 Meat
something...
Guild (Lv.15)
15,000 Meat
Other Skills
something...
something...
something...
something...
Accordion Thief Skills
Starting Skills
something...
something...
Guild Skills
Accordion Thief guild skills are learned from The Department of Shadowy Arts and Crafts.
something...
Guild (Lv.1)
125 Meat
something...
Guild (Lv.1)
125 Meat
something...
Guild (Lv.2)
250 Meat
something...
Guild (Lv.2)
250 Meat
something...
Guild (Lv.3)
500 Meat
something...
Guild (Lv.3)
500 Meat
something...
Guild (Lv.4)
750 Meat
something...
Guild (Lv.4)
750 Meat
something...
Guild (Lv.5)
1,250 Meat
something...
Guild (Lv.5)
1,250 Meat
something...
Guild (Lv.6)
1,750 Meat
something...
Guild (Lv.6)
1,750 Meat
something...
Guild (Lv.7)
2,500 Meat
something...
Guild (Lv.7)
2,500 Meat
something...
Guild (Lv.8)
3,250 Meat
something...
Guild (Lv.8)
3,250 Meat
something...
Guild (Lv.9)
4,000 Meat
something...
Guild (Lv.9)
4,000 Meat
something...
Guild (Lv.10)
5,000 Meat
something...
Guild (Lv.10)
5,000 Meat
something...
Guild (Lv.11)
6,250 Meat
something...
Guild (Lv.11)
6,250 Meat
something...
Guild (Lv.12)
7,500 Meat
something...
Guild (Lv.12)
7,500 Meat
something...
Guild (Lv.13)
10,000 Meat
something...
Guild (Lv.13)
10,000 Meat
something...
Guild (Lv.14)
12,500 Meat
something...
Guild (Lv.14)
12,500 Meat
something...
Guild (Lv.15)
15,000 Meat
something...
Guild (Lv.15)
15,000 Meat
Other Skills
something...
something...
something...
something...