LotS/The Mad Hatter II: Difference between revisions

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(Created page with "{{LotS Item |name=The Mad Hatter II |color=Orange |attack= |defense= |officers= 6 - 2 Agility 2 Intellect, 1 Melee, 1 Ranged |crew= 24 - 6 Discipline, 6 Special (Attribute), 6...")
 
(Engineering)
 
(2 intermediate revisions by 2 users not shown)
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|attack=
|attack=
|defense=
|defense=
|officers= 6 - 2 Agility 2 Intellect, 1 Melee, 1 Ranged
|officers=6 - 2 Intellect, 2 Agility, 1 Melee, 1 Ranged
|crew= 24 - 6 Discipline, 6 Special (Attribute), 6 Melee, 6 Ranged
|crew=24 - 6 Discipline, 6 Special (Attribute), 6 Melee, 6 Ranged
|engineering=5 - 1 Artificial Intelligence, 2 Weapon, 2 Module
|type=Ship
|type=Ship
|powerbonus=20
|powerbonus=27
|ability=Malevolent Millinery: Chance for bonus damage against Psychic raids
|ability=Malevolent Millinery: Chance for bonus damage against Psychic raids
|text=A large proportion of new supervillains end up going bankrupt within the first few months. Their ill-gotten gains never seem to stretch far enough to pay for all the uniformed henchmen, custom weapons, fiendish secret lairs, and novelty vehicles that the profession mandates.
|text=A large proportion of new supervillains end up going bankrupt within the first few months. Their ill-gotten gains never seem to stretch far enough to pay for all the uniformed henchmen, custom weapons, fiendish secret lairs, and novelty vehicles that the profession mandates.

Latest revision as of 21:32, 31 July 2013

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name::The Mad Hatter II [[:Category:LotS/type::Ship|type::Ship]]
Officers: officers::6 - 2 Intellect, 2 Agility, 1 Melee, 1 Ranged
Crew: crew::24 - 6 Discipline, 6 Special (Attribute), 6 Melee, 6 Ranged
Engineering: engineering::5 - 1 Artificial Intelligence, 2 Weapon, 2 Module
The Mad Hatter II

Power Bonus: powerBonus::27

Malevolent Millinery: Chance for bonus damage against Psychic raids
A large proportion of new supervillains end up going bankrupt within the first few months. Their ill-gotten gains never seem to stretch far enough to pay for all the uniformed henchmen, custom weapons, fiendish secret lairs, and novelty vehicles that the profession mandates.
Obtained from

Lab: {{#varpull:LotS/experiment/themadhatterii|Experiment|firstreward}}

{{#set:stamina=0 }} {{#set:energy=0 }} {{#set:honor=0 }} {{#set:pvp=0 }} {{#set:pvpattack=0 }} {{#set:pvpdefense=0 }} {{#set:health=0 }}

{{#set:color=Orange}} {{#set:ability=Malevolent Millinery: Chance for bonus damage against Psychic raids}} {{#set:text=A large proportion of new supervillains end up going bankrupt within the first few months. Their ill-gotten gains never seem to stretch far enough to pay for all the uniformed henchmen, custom weapons, fiendish secret lairs, and novelty vehicles that the profession mandates.}} {{#set:obtained=Lab: {{#varpull:LotS/experiment/themadhatterii|Experiment|firstreward}}}} {{#set:used=}} {{#set:notes=}} {{#set:unique=}}