| Viewing Single Post From: Steamskills | |
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| Abnormal-Child | Jul 7 2008, 09:18 PM |
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KNOW YOUR BOLTS a guide to advanced spanning It is common knowledge that a bolt and nut can be an effective toy, weapon or even a paperweight but did you know that you can create and use your skills of nuts and bolts to create better things? Well this guidebook shows you how to create and improved your skills in Steampunk designing. LEVEL 1 Nut Proficiency With nut proficiency you become proficient in nuts! Your speed in screwing is increased tenfold. Your command of the spanner and screwdrivers is legendary. Your speed in fixing your grandmother's sewing machine is god-like. With nut proficiency, your basic steampunk skills are set to 10% which means you can now work as an apprentice in a clock shop or be a minor watch repairman. You can also built a small projectile weapon that totally stings with the power of a metallic bolt traveling at 40 mph. LEVEL 2 Advanced Nut Proficiency Fixing things while drinking a cup of coffee whilst reading a book on Advanced Zoitsicm Philosophy is hard enough for the ordinary Steampunker but not to an Advanced Nut. With this skills. your ability to multi task while you feet screws and tightens the bolts on your ship or vehicle is a breeze. Your projectile weapons ability now increased dramatically by 15% percent and your skills set at a dashing 20%. LEVEL 3 Spanner Command Now that you have advanced to this level you can now work as a repairman and establish a nice trade around a quite little town somewhere in the Yppogum Desert. With this skill you now have credentials to work for a ship and start being an apprentice with a senior engineer. You now have the ability to work the grueling engines and feed the fuel to the ships. Your ability in Steampunking is now at 25% and your inventiveness allows you to create a projectile weapon with efficiency of 20% LEVEL 4 Oiling What good is a squeaky machine when you can't oil it properly? With oiling your knowledge of where to apply the lubricant for maximum gear rotation is now activated. No more clunky wheels and cogs, gone are the days of nauseating screech and clanks with oiling you now command mastery over oil. A good thing with oiling is that stains from using oil now don;t bother you a bit. Gone are the days where you need to launder your shirt or coat the whole afternoon. Incidentally your Steampunking level is raised to 33% and your projectile mastery is raised to 25% which means you can now utilize the advanced mechanics for your weapons which means longer range of projectiles. LEVEL 5 Minor Mechanical Whiz Now that you have established yourself as a mechanical whiz, you now can get a license for a small ship capable of traveling short distances which makes you hopping from place to place a breeze. You can also start your own transport service and cargo delivery if you wish. Your steampunking level now is a whooping 45% and incidentally you somehow manage to get the basics of using blackpowder to add to your repertoire of projectile weapons even if its a bit weak. Projectile level is at 40% LEVEL 6 Furnace Mastery To steam users everywhere, keeping the furnace burning is essential to keeping everything working and mastery how how to keep the furnace going is essential. Very essential. And mind you it only looks easy but its hard and requires a lot of skill. My uncle once exploded along with his furnace. Nasty explosions. Bits and pieces flew around, of the furnace I mean. Waste of good furnace really. My grandfather paid for those. Cost him 400 quid. Anyway with Furnace mastery not only do you keep the supply of fire around, you also get a nice boost to your steampunk skills and your mastery in projectiles now increases. Steampunk at 55%. Projectiles at 47% and blackpowder mastery is at medium power. LEVEL 7 Mechanical Whiz Being a mechanical whiz is no mere task. All those chores and things you have to do - fixing the carburetors, feeding the fire, tightening the bolts, strengthening the nuts and wooing your new paramour is no easy task but when you have fully mastered it it, you can now breathe a little easy. Once in while. Maybe sometimes. Anyway, your steampunk skills is raised to 64% and your projectile level skill is increased to 57%. Blackpowder usage now is quite high damage levels. New research also has allowed you to wear a mechanical suit capable of negating minor magic skills: 10%. LEVEL 8 Steam Captain With your mastery of Steam Science, you now are fully qualified to be a steam captain which means bigger responsibilities and better jobs. No longer will you be stuck with minor duties. You can even utilize crystals to power up your ships. Steampunk Skills is at 75%. Projectile Skill Skill is at 65%. Blackpowder usage is now maxed. Defence against magical attacks increased to 25%. LEVEL 9 Major Mechanical Whiz Large problems which has anything to do with nuts, bolts or even steam is practically an unknown to a Major Mechanical Whiz. Your mastery of everything scientific is now practically high and there is nothing that you probably couldn't fix. You can even fix large ships using only your feet and even own a medium sized one if you can afford it. Steampunk Skills is at 85%. Projectile Skill is at 73%. Defence is raised to 45%. You can also utilize mixing a magic levels 1-5 on your Blackpowder Skill. LEVEL 10 Steam Legend Need I say more? Steampunk Skills: 95% Projectile Skills: 90% Defence Skills: 90% Ship can now be upgraded to a much larger class. Note: For Pure Steampunk built users you get an additional 5% bonus. For Mix Build Users, you can utilize your magic level 5-8 with your skills. Ownership of Behemoth Class is now open if you can afford it. Ship of Line ownership is limited but not impossible to acquire. |
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1:30 PM Nov 27