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Communications windchimes
From TheKolWiki
 Spading
| There are some vague or non-exact figures and information on this page. Some spading is required.
How many turns/rounds do you have to wait after each use to not lose it? Confirm effect ranges.
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 communications windchimes
This is a set of windchimes used by the Army of One Love⢠to communicate over vast distances. Well, for certain definitions of "vast." "Within earshot," let's say.
Type: combat item
Selling Price: 45 Meat.( In-game plural: sets of communications windchimes)
Obtained From
- The Battlefield (Frat Warrior Fatigues)
- Bailey's Beetle
- Green Ops Soldier
- Mobile Armored Sweat Lodge
- War Hippy Airborne Commander
- War Hippy Dread Squad
- War Hippy Elder Shaman
- War Hippy Elite Fire Spinner
- War Hippy Elite Rigger
- War Hippy Fire Spinner
- War Hippy F.R.O.G.
- War Hippy Green Gourmet
- War Hippy Homeopath
- War Hippy Naturopathic Homeopath
- War Hippy Shaman
- War Hippy Sky Captain
- War Hippy Windtalker (3)
- The Battlefield (War Hippy Fatigues)
- War, Man. Like, Wow. (one-time)
When Used
- In combat, while the war is still on:
 Communications windchimes
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| You bang out a series of chimes, and after a few minutes a squadron of biplane ferrets flies over your opponent in a seriously disgusting bombing run. He gets hit with 150-200 damage worth of... let's just say... projectiles.
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or
 Communications windchimes
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| You bang out a series of chimes, and a few moments later, a homeopathic medic runs up to you from somewhere and slaps a filthy poultice on some of your wounds while waving some foul-smelling salts under your nose. Before you can even gag, she's running off toward another wounded soldier. You feel much better, though.
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or
 Communications windchimes
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| You bang out a series of chimes, and after a few seconds a homeopathic medic runs up to you and gives you an injection of carbonated soy milk. It stings a little bit, but you feel totally reinvigorated.
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- In combat, occasionally (after failing to wait 7 adventures or rounds after using another previously):
 Communications windchimes
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| A nearby hippy soldier sees you about to start ringing your windchimes, and says "No way, man. You're taking more than your share. We all have to get equal attention from HQ, because we're all equally special, man."
Then he takes your windchimes and wanders off. What a jerk!
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- In combat, while the war is still on and wearing Frat War Fatigues, or in an area other then The Battlefield while wearing any outfit:
 Communications windchimes
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| The hippy army HQ isn't likely to send you reinforcements in this particular fight. You probably shouldn't even bother
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- In combat, after the war is over:
 Communications windchimes
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| You listen to the windchimes for a while, but nothing interesting happens.
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Notes
- Can be traded in for 2 quarters at the wartime Frat House.
- The windchimes' effect is determined as follows:
- If used within (?) turns of the previous use, there is no effect and the windchimes are lost.
- Otherwise, if the player has less than 25% of their HP remaining, HP is restored.
- Otherwise, if the player has less than 25% of their MP remaining, MP is restored.
- Otherwise, the enemy is damaged.
- Using the windchimes after the war is over or when in frat boy uniform does not consume a round of combat.
See Also
Collection
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