Weapon Skills

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(Redirected from Pepper Spray)

[Admin Note: This page will be reworked]

Weapon Skills encompasses Pepper Spray, Lurker Nets, Batons, and Whips.

Pepper Spray

A full pepper spray counter (right: empty cannisters)

Pepper Spray is an item the player may use in combat to defend themselves. It deals significantly more damage than simply punching and kicking. Smaller body size players and/or Defiant PCs may appreciate this item greatly.

Deemed illegal contraband, pepper spray is sparse throughout the Town, only available from certain shady sources. Those reported to be using pepper spray (even if only once!) will be held accountable by the local law enforcement.

The player's total pepper spray amount - up to eight canisters - is indicated by the amount of icons depicted below the location artwork, on the sidebar.

Usage

As a weapon, pepper spray can be used against humans (or anything relatively human), Beasts/Monsters, and any struggle creatures (such as Lurkers). They cannot be used against Tentacles, Swarms, Vore creatures, or Machines. The player can use up to two canisters of spray per turn, provided both of their arms are free.

Using pepper spray increases the player's Crime level by 500, regardless of whether they used one or two canisters. This only occurs in the case of human attackers, unless the attacker in question is Eden, Kylar, or Morgan.

In human/beast encounters, a single canister of pepper spray deals 200 damage to the player's attackers; wielding pepper spray in both hands raises this to 400 damage. Oddly, pepper spray has no effect on an enemy's Anger or Trust.

Damage dealt with sprays is fixed, meaning it won't change regardless of anything that would otherwise alter damage, such as Physique or Sadism. This consistency can make pepper spray invaluable to players unskilled in combat or those with smaller body sizes, though they're just as effective in the hands of a more developed player.

In struggle encounters, pepper spray functions similarly. Since struggle creatures do not have a set amount of health, spraying them instantly pacifies them, though the player may only spray a single creature at a time. Unlike pulling a creature off the player's body, spraying will always work. Note that using two canisters of pepper spray on one creature will have no effect; only one spray will be used, with the player's other hand defaulting to the "rest" action.

Be warned, each spray only has one use (although the player can refill their empty canisters - see below). It is heavily advised to use it as a last-resort to deal with the most fearsome of opponents, or during emergency situations when the time calls for it.

Proficiency

Each time the player uses a canister of pepper spray in combat, their ability with the weapon will improve. The player can check their weapon skills from the Characteristics tab.

The higher the player's proficiency, the more likely they are to conserve ammo when using pepper spray, effectively granting them a free use. This is indicated by the prompt: "Your spray was accurate. You didn't need to use a full cartridge, saving ammo."

The effect of pepper spray proficiency is minor. Even a fully trained player will not be guaranteed an accurate spray. With a full S-rank spray skill, the player will preserve roughly 1/5 of their pepper spray uses.

Locations

There are eight pepper spray canisters in total for the player to obtain. Their locations are listed below:

  1. Play through the tutorial. It will be given to the player by a passerby who observed the situation, after the combat tutorial is complete regardless of how they handled it.
  2. One can be found within the Old Sewers. A good path to take is to climb down into the Manhole from Domus Street, then into the Residential Drain System and into the Old Sewers. Swim against the current (requires a strong Swimming skill) three times. The player will come across a wet tunnel. Enter it to find a crystal, and a canister of spray.
  3. When sent to the Asylum, the player can try and access the Tentacle Plains. Alternatively, the player can enter the plains through their bedroom at the Orphanage between 3:00 AM and 4:00 AM - requires Deviancy 5. Once here, go exactly north four times, then east four times. A red light hovers in the air, held by thin tendrils. Touch it to collect the canister. Note that the Plain is randomly-generated, and without preparation will be difficult to traverse.
  4. Another one is found within the Elk Street Compound, but only once - after which only charges can be found. Investigate the central building and use high Skulduggery to break in. The player will spot the pepper spray located besides a laptop sitting on a table in the corner. Take it and leave, then climb the fence to safety away from suspicious security.
  5. If the player becomes part of the Wolf Pack in the Forest after acquiring the Stockholm Syndrome: Wolves trait at the Wolf Cave, the player needs to become the Alpha Wolf by defeating the Black Wolf and lead the pack on a hunt - this is required to obtain the spray. There are two ways to successfully complete the hunt. Should the player choose to attack, it is recommended to hit max Ferocity/Harmony (when the pack is "united in lethal purpose") to gain a maximum 20% chance of winning the fight. Otherwise, if should the player choose to distract, having a high skulduggery stat is required. Depending on how exposed the player's body is, the skulduggery requirement will be lower, ranging from needing an A to guarantee success when fully clothed to only needing a C when completely naked. Note that the more exposed the player is, the higher their exhibition needs to be to go through with it. Once one of these requirements are met, choose to go on a hunt. Make sure to follow the shoe tracks the pack comes across at one point to stumble upon a group of hunters. Regardless of how the situation is handled, they will always leave behind a bag the player can rummage through for supplies. Inside the bag yields the fifth pepper spray canister.
  6. Access the Stone building inside Remy's estate, step inside the carriage, and pull the red lever. The carriage will start and bring the player to some place on Elk Street where an additional pepper spray canister may be found.
  7. In the Prison, another canister of pepper spray can be obtained from the Watchers. This requires gaining their Respect (achieved by working at the spire and choosing any "+ Watchers" options), after which they'll be tasked with retrieving an egg from the rut. In order to access the rut, the player must purchase a rope from Wren, or end up there by way of the "Damnation" punishment. Regardless, the egg will be found at the end of the rut, allowing the player to return it to the Watchers and receive the seventh and final pepper spray canister.
  8. After the player acquires the Stockholm Syndrome: Great Hawk and gains the full hawk transformation, the player will be able to choose to go hunting in the Moor from the Tower. During one of these hunts, if the player happens to find an encampment with Remy's goons inside, they will have the option of sneaking in to steal from them. Succesfully sneaking inside and choosing to steal valuables will result in the player finding an additional pepper spray charge. You can choose to look for valuables again, but you can never find more pepper spray here. This charge can only be gained when hunting alone.

All pepper spray canisters can be acquired in any order with the exception being the tutorial canister.

Refilling

Once a canister of pepper spray is used in combat, the player will be left with an empty canister. For further uses, the player must seek out a refill from one of the following locations.

Note that these sources will only refill the player's empty canisters; they won't count for anything if the player's existing canisters are already full, nor will they increase the player's total capacity.

  • Upon receiving a new pepper spray canister - regardless of the source - the player immediately gains five refills. Available once per canister.
  • Landry sells refills at the Pub for £2500 per canister. No limit.
  • Kylar can gift the player a refill once their Love is at 90% or higher, when visiting them in the School library, rear playground, the Park, or the Arcade. Available once per day.
  • Upon building a pepper spray lab in the Orphanage, the player may receive one free weekly refill. See the Orphanage Loft page for more details. Available once per week, resets every Sunday at midnight.
  • There's a 5% chance to find a refill when stealing during encounters. No limit, aside from the once-per-person limit on stealing.
  • After receiving the initial extra canisters from the Elk Street Compound or Remy's Estate, the player will instead receive refills on subsequent visits. The Compound can reward one once per week, while Remy's Estate can reward one once per day.

Lurker Nets

Note: This feature requires certain toggles to be enabled - Bestiality and Lurkers


You've gained the "Capture" ability, available during encounters with lurkers.
— Alex, after clearing the seventh field.

Once the player acquires a net from Alex after clearing the seventh field they'll be given a new option during encounters with lurkers: hurl net. Success is dependent on the player's "Nets" skill (starts at None, increases every time the player fails to capture a lurker). If successful, the player snatches the creature in their net and stores them away.

An alternate way to net lurkers is to capture them during random encounters while working on the farm. In this case, success is based on the player's Dance and Athletics skills. Note that this option is only available if the player does not already have a lurker in their possession.

The player may only carry one lurker at a time, after which they must drop it off at the lab.

Nets are also usable against other creature encounters in general, such as squids, bees, wasps, squids, and slugs. They can be used against creatures that are not latched onto the player, where successfully capturing them immediately removes the creature from combat. This does not "use up" the net, it can be deployed again immediately against another creature. This is in contrast to lurkers, where the net is disabled against all lurkers as long as one has been caught and remains in the player's possession. The net also does not work in swarm encounters, this is important for slimes, as individual slime creatures may be caught but slime swarms can not.

Producing Aphrodisiacs

After catching a lurker, the player can take it to Alex's lab, where they can move their lurker to a cage. There doesn't appear to be a limit to how many lurkers the player may store in the lab; however, Alex will only be able to extract drugs from one lurker at a time.

It takes one week for Alex to produce a vial of aphrodisiac, which the player can take and sell to the Elk Street Compound for £1000 apiece.

Batons

"The metal gleams, eager."

This skill describes the player's proficiency of using a baton in combat. This can be increased by training and sparring in the Temple's Cloister. This can be done once a day at any time of the day. The player may choose to spar with a baton or with a whip, fighting a monk/nun with the same weapon. Jordan explains to the player the importance of learning how to use these weapons as they are introduced to the Cloister as well as the two rules:

  1. "First rule. Never use your weapon on another natural being. Whether person or animal."
  2. "Second rule. You can only carry one weapon at a time."

As such, the baton and whip are exclusive and they player can only wield one at any time, although the player can switch at any time, even at night, through the arena in the cloister.

Currently, this skill and its weapon has no effect, as the carried weapon is not reflected in encounters, and aside from training passages, the game does not check these skills at any point.

Whips

"The thong shakes in anticipation."

This skill describes the player's proficiency of using a whip in combat. This can be increased by training and sparring in the Temple's Cloister. This can be done once a day at any time of the day. The player may choose to spar with a baton or with a whip, fighting a monk/nun with the same weapon. Jordan explains to the player the importance of learning how to use these weapons as they are introduced to the Cloister as well as the two rules:

  1. "First rule. Never use your weapon on another natural being. Whether person or animal."
  2. "Second rule. You can only carry one weapon at a time."

Based on the above, the whip appears to be Jordan's weapon of choice. The baton and whip are exclusive and they player can only wield one at any time, although the player can switch at any time, even at night, through the arena in the cloister.

Currently, this skill and its weapon has no effect, as the carried weapon is not reflected in encounters, and aside from training passages, the game does not check these skills at any point.

Items
Held Items FertiliserPepper SprayMilkshake-To-Go
Collectables Antiques Arousing CrystalCopper CompassCutlassDiamondDiscarded CupForgotten Brass StatuetteGolden Chastity BeltHunting HornImmaculate Ivory NecklaceIncense BurnerLeather MapMossy Forest ArrowNoble Candle StickOdd Medical AidOld GrenadeOld WatchOrnate Gold NecklacePulsing Forest GemRusted CutlassRusted Forest DaggerSilver BroochSilver CompassSilver DaggerSilver MaskStone TalismanWaterlogged Ivory BoxWorn Silver Ring
Flower Seeds DaisyLilyLotusOrchidPoppyRed RoseTulipWhite Rose