Difference between revisions of "Call of the Center"

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(Undo revision 59415 by Lxndr (talk) Not alphabetical order but the order the skill lists the items)
 
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:''or''
 
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:{{obtain|multiversal gong|multiversalshield.gif}}
 
:{{obtain|multiversal gong|multiversalshield.gif}}
:''or''
 
:{{obtain|multiversal HUD|multiversalhelmet.gif}}
 
 
:''or''
 
:''or''
 
:{{obtain|multiversal fist|multiversalhand.gif}}
 
:{{obtain|multiversal fist|multiversalhand.gif}}
 
:{{obtain|multiversal feet|multiversalfoot.gif}}
 
:{{obtain|multiversal feet|multiversalfoot.gif}}
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:{{obtain|multiversal HUD|multiversalhelmet.gif}}
  
 
'''''Subsequent times:'''''
 
'''''Subsequent times:'''''

Latest revision as of 14:00, 18 October 2013

Rakes-trowel.gif This page contains some non specific data which NEEDS SPADING:
improving outcome chance statistics

Go to Skills

Call of the Center

You've learned how to get in touch with a call center on a distant corner of the multiverse. The static gives you a wicked headache, though... or maybe it's just the fact they only accept telepathic calls.

Summon one item a day. Multiple attempts increase accuracy.

Noncombat Skill
Cost: 20 PP

When Used

First time each day:

The static between here and the Center is pretty severe, so you can't guarantee you'll get what you ask for. That said, what would you like to ask for when you call in?

or if you are doing X casts

The static between here and the Center is pretty severe, so you can't guarantee you'll get what you ask for. That said, what would you like to ask for on your X calls?

  • The Autohammer
  • The Bandolier
  • The Derringer
  • The Gong
  • The Fist and Feet Combo
  • The HUD

Depending on how many times you used the skill, you'll get one of the following messages:

You call the Center with your urgent need for new summer fashions. Eventually you run out of minutes... err, brainwaves. It's hard to tell if you got through with all that static.

or

You call and call*(see notes below) the Center with your urgent need for new summer fashions. Eventually you run out of minutes... err, brainwaves. It's hard to tell if you got through with all that static.

Which is followed by one of these, depending on getting what you asked for:

The package arrives moments later. It's exactly what you always wanted!

or

The package arrives moments later. That... is distinctly not what you asked for... but it's still pretty stylish.

Followed by the item(s) message:

You got an item: multiversal autohammer Multiversalautohammer.gif
or
You got an item: multiversal bandolier Multiversalbelt.gif
or
You got an item: multiversal derringer Multiversalderringer.gif
or
You got an item: multiversal gong Multiversalshield.gif
or
You got an item: multiversal fist Multiversalhand.gif
You got an item: multiversal feet Multiversalfoot.gif
or
You got an item: multiversal HUD Multiversalhelmet.gif

Subsequent times:

No thanks. You've made enough calls today. Your mailman's going to think you're crazy.

Obtained From

Notes

  • PP cost is 20 - S, where S is the number of Skill-point.gif skill points invested.
  • Chances for for getting what you want with one use only are 31.2 ± 4.6%.
  • The number of times the word "call" appears in "call and call..." depends on how many times you used the skill, not on a 1:1 ratio though.
  • While the summoned items can't be used in a "no items" run, they can be used in Heirloom runs.
Call of the Center
multiversal summer catalog
Item Type Effect
multiversal autohammer Melee Weapon +10 electric damage
+5% chance of critical hits.
+5% item drops
multiversal bandolier Accessory Attacker takes +10 acid damage upon successful hit.
+10% Reflexes
+10% chips
multiversal derringer Ranged Weapon +10 psychic damage
+1 extra ranged attack(s) per turn.
+5% item drops
multiversal gong Offhand Item Attacker takes +10% sonic damage upon successful hit.
Stunning reverb
-10 seconds to the duration of each turn
multiversal HUD Helmet +10% Intellect

+5% chance of spell critical hits.
+5 XP per turn

multiversal fist

and

multiversal feet
Gloves



Boots
+3 HP per turn
+3 PP per turn
+10% Strength

+3 HP per turn
+3 PP per turn
Grants wearer the ability for super jumps