Basement Diving Guide: Difference between revisions
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==Overview== | ==Overview== | ||
Fernswarthy's basement contains monsters to fight, stat tests, damage tests (physical and elemental), and MP draining tests. Difficulty | Fernswarthy's basement contains monsters to fight, stat tests, damage tests (physical and elemental), and MP draining tests. Difficulty increases as a function of your depth in the basement. All the challenges follow the basic formula: | ||
StatRequired = Depth<sup>1.4</sup> | StatRequired = Depth<sup>1.4</sup> | ||
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*200% [[The Way of Sauce]] potions ([[Ferrigno's Elixir of Power|Ferrigno's]], [[Hawking's Elixir of Brilliance|Hawking's]], [[Connery's Elixir of Audacity|Connery's]]) | *200% [[The Way of Sauce]] potions ([[Ferrigno's Elixir of Power|Ferrigno's]], [[Hawking's Elixir of Brilliance|Hawking's]], [[Connery's Elixir of Audacity|Connery's]]) | ||
*100% [[Advanced Saucecrafting]] potions ([[philter of phorce]], [[ointment of the occult]], [[serum of sarcasm]]) | *100% [[Advanced Saucecrafting]] potions ([[philter of phorce]], [[ointment of the occult]], [[serum of sarcasm]]) | ||
*100% [[potion of temporary | *100% [[potion of temporary gr8ness]] | ||
*100% [[Cold-filtered water]] | *100% [[Cold-filtered water]] | ||
*100% [[miniature power pill]] (or [[power pill]] -- they both give the same effect, so use whichever is cheaper) | |||
*100% [[Trivia Master]] (use one of each card: [[Trivial Avocations Card: What?|What?]], [[Trivial Avocations Card: When?|When?]], [[Trivial Avocations Card: Where?|Where?]] and [[Trivial Avocations Card: Who?|Who?]]) | *100% [[Trivia Master]] (use one of each card: [[Trivial Avocations Card: What?|What?]], [[Trivial Avocations Card: When?|When?]], [[Trivial Avocations Card: Where?|Where?]] and [[Trivial Avocations Card: Who?|Who?]]) | ||
*Variable% [[experimental serum G-9]] (random per day, usually over 100%) | |||
*10-67% [[Blood of the Wereseal]] (Muscle only) (depending on moonlight) | *10-67% [[Blood of the Wereseal]] (Muscle only) (depending on moonlight) | ||
*50% [[tomato juice of powerful power]] | *50% [[tomato juice of powerful power]] | ||
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*25% [[Dungeons of Doom potion]] | *25% [[Dungeons of Doom potion]] | ||
*25% [[seal-brain elixir]] | *25% [[seal-brain elixir]] | ||
*20% [[Get Big]] (must know the skill) | |||
*15% [[Song of Bravado (effect)|Song of Bravado]] (must know the skill) | *15% [[Song of Bravado (effect)|Song of Bravado]] (must know the skill) | ||
*15% [[hair spray]] -- Moxie | *15% [[hair spray]] -- Moxie | ||
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*100% Secondary color slime potions | *100% Secondary color slime potions | ||
*50% Primary color slime potions | *50% Primary color slime potions | ||
Be aware that these potions become a limited resource (10 vials per day) if you finish the Nemesis quest. If you ''don't'' advance past the Lobby, however, you can continue farming them indefinitely. | |||
Limited buffs: | Limited buffs: | ||
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==Outfits== | ==Outfits== | ||
In addition to buffs, you can get huge stat | In addition to buffs, you can get huge stat bonuses from your equipment. It is well worth the time required to set up some custom outfits specifically for basement diving. | ||
Some players make more basement-diving custom outfits than others. A reasonable starting point is to make | Some players make more basement-diving custom outfits than others. A reasonable starting point is to make 7 outfits: Muscle, Mysticality, Moxie, Elemental resistance, HP/DA, MP, and Combat. However, your needs will depend on your resources: | ||
* Players who lack major elemental resistance gear may choose to make ''specific'' elemental resistance outfits for each test (e.g. one for the Hot/Spooky test, another for the Cold/Sleaze test, and so on) rather than a single generic elemental resistance outfit. | |||
* Some players may choose not to make a dedicated HP / Damage Absorption outfit for the Gauntlet test, and will simply use their Combat or Muscle outfit for those tests. | |||
* Depending on the strategy being used for combats, some players may use their Muscle or Moxie outfit against Beer Golems, instead of their (spell-based) Combat outfit. Some players may even make a special outfit just for Beer Golems, for example using equipment that increases the damage of combat items. | |||
The Maximizing pages ([[Maximizing Your Muscle|Muscle]], [[Maximizing Your Mysticality|Myst]], [[Maximizing Your Moxie|Moxie]], [[Maximizing Your Elemental Resistance|Elemental Resistance]]) will give you comprehensive lists of the equipment choices for each slot, so that you can construct your outfits depending on what you have available. | The Maximizing pages ([[Maximizing Your Muscle|Muscle]], [[Maximizing Your Mysticality|Myst]], [[Maximizing Your Moxie|Moxie]], [[Maximizing Your Elemental Resistance|Elemental Resistance]], [[Maximizing Your HP|HP]], [[Maximizing Your MP|MP]]) and the [[Damage Absorption]] page will give you comprehensive lists of the equipment choices for each slot, so that you can construct your outfits depending on what you have available. | ||
If you lack most of the great equipment on those pages (in particular, the [[Slimesuit]]), you might consider delaying your basement dive until you've had the chance to gather some of it. | If you lack most of the great equipment on those pages (in particular, the [[Slimesuit]]), you might consider delaying your basement dive until you've had the chance to gather some of it. | ||
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The main idea is, be the David to their Goliath. Don't try to out-stat the monsters. | The main idea is, be the David to their Goliath. Don't try to out-stat the monsters. | ||
;General tips | ;General tips | ||
*Most classes have a skill that [[stunning|can stun]], allowing you a few more hits than you might be able to get otherwise (beware: [[Entangling Noodles]] doesn't work well on beer golems). | *Most classes have a skill that [[stunning|can stun]], allowing you a few more hits than you might be able to get otherwise (beware: [[Entangling Noodles]] doesn't work well on beer golems). | ||
*[[Mesmereyes™ contact lenses]] will stagger any monster that gets the jump on you. | |||
*See [[Maximizing Your HP]], [[Maximizing Your Moxie]], and [[Maximizing Your Damage Absorption]] to help survive long enough to kill. | *See [[Maximizing Your HP]], [[Maximizing Your Moxie]], and [[Maximizing Your Damage Absorption]] to help survive long enough to kill. | ||
;[[Spells]] | ;[[Spells]] | ||
* | *[[Calculating Spell Damage|Spell damage]] is based on your buffed '''Mysticality'''. | ||
* | *Most spells have a damage cap which makes them unsuitable beyond the early basement levels. Uncapped spells ([[Saucegeyser]], [[Weapon of the Pastalord]], and others), however, are extremely suitable. | ||
*With a good [[chefstaff]] and/or a [[Stick-Knife of Loathing]] (plus [[tobiko marble soda]]), it's increasingly trivial to get over 500% bonus spell damage for pretty cheap. At that point, damage for the high-level class spells | *With a good [[chefstaff]] and/or a [[Stick-Knife of Loathing]] (plus [[tobiko marble soda]]), it's increasingly trivial to get over 500% bonus spell damage for pretty cheap. At that point, damage for the high-level class spells is more than 2.4 times buffed Myst. See also: [[Maximizing Your Spell Damage]]. | ||
*"Lanterns" (items which multiply the number of simultaneous hits you get from spells) can boost your damage tremendously. | |||
{{Lanterns}} | |||
*Beer Golems are the one weakness of this strategy: | |||
**Regular [[spells]] don't work well on beer golems, but it may be easy to switch to combat items for one battle. (This may not be a viable choice if you're diving in Hardcore.) | |||
**Non-spell skills can also be used. [[Bawdy Refrain]], [[Lunging Thrust-Smack]], [[Spectral Snapper]] and [[Turtleini]] are all useful, depending on your class, equipment and stats. [[Garbage Nova]] is not blocked, but since Beer Golems aren't group monsters, it may do less damage than Turtleini. | |||
**[[Deleveling]] followed by weapon-based attacks works, if your deleveling isn't being done by a spell, and is powerful enough. | |||
;Combat items | ;Combat items | ||
*None of the monsters block combat items (which is kind of sad), so this works on everything. | *None of the monsters block combat items (which is kind of sad), so this works on everything. | ||
*If you have a [[mercenary pistol]] or [[mercenary rifle]], you can use [[specialty ammo bandolier|special clip]] ammunition. They all deal 3 times your buffed moxie in elemental damage, and are rather cheap in the mall. | |||
*[[Party favors]] deal damage equal to buffed mainstat, for '''all three stats'''. | *[[Party favors]] deal damage equal to buffed mainstat, for '''all three stats'''. | ||
*[[Love songs]] deal damage equal to buffed mainstat, for '''all three stats'''. Additionally, some do '''elemental damage'''. | *[[Love songs]] deal damage equal to buffed mainstat, for '''all three stats'''. Additionally, some do '''elemental damage'''. | ||
*[[Ambidextrous Funkslinging]] makes combat items even more efficient. It allows [[stunning|stunlock]] and damage at the same time. | *[[Ambidextrous Funkslinging]] makes combat items even more efficient. It allows [[stunning|stunlock]] and damage at the same time. | ||
*The [[V for Vivala mask]] increases combat item damage by 50%. | *The [[V for Vivala mask]] increases combat item damage by 50%. The skills [[Deft Hands]] and [[Mathematical Precision]] increase combat item damage by 25% (passive) and 50% (10 MP/20 turn buff) respectively. | ||
*[[Shrinking powder]] cuts a monster's current HP in half. | *[[Shrinking powder]] cuts a monster's current HP in half. | ||
*[[shard of double-ice|Shards of double-ice]] deal [[cold]] damage equal to your '''highest buffed stat''', stun monsters for 1 round, and makes them cold-aligned for the rest of the combat. | *[[shard of double-ice|Shards of double-ice]] deal [[cold]] damage equal to your '''highest buffed stat''', stun monsters for 1 round, and makes them cold-aligned for the rest of the combat. | ||
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If you are truly struggling with elemental resistance, you can use phials made from elemental clusters (e.g. [[phial of coldness]]). These force [[Elements|elemental damage rules]] to be followed, so that one of the two prongs (the elemental forms cannot stack) of each test can be reduced to one point of damage, effectively cutting total damage in half. However, care must be taken to choose the form which won't double the damage received from the ''other'' prong. | If you are truly struggling with elemental resistance, you can use phials made from elemental clusters (e.g. [[phial of coldness]]). These force [[Elements|elemental damage rules]] to be followed, so that one of the two prongs (the elemental forms cannot stack) of each test can be reduced to one point of damage, effectively cutting total damage in half. However, care must be taken to choose the form which won't double the damage received from the ''other'' prong. | ||
The elemental phials are '''extremely expensive''' in the mall. Their use is not recommended; however, many basement diving guides, including this one, were originally written at a time when the phials were made by a different recipe and were extremely ''cheap''. That's why you still see them mentioned. | |||
[[Damage Absorption]] has no effect on these challenges. | [[Damage Absorption]] has no effect on these challenges. | ||
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Phials became very expensive due to a game change in July, 2013. Consider using a good elemental resistance outfit (and buffs) instead. The [[Exotic Parrot]] also helps. | Phials became very expensive due to a game change in July, 2013. Consider using a good elemental resistance outfit (and buffs) instead. The [[Exotic Parrot]] also helps. | ||
In order to pass these tests a basement diver may wish to maximize their effective HP. Effective HP is the amount of unreduced elemental damage it would take to reduce a player to 0 HP. Effective HP is found by the formula: EHP = HP/(1-resistance percentage). HP in this formula is the player's current HP including any bonuses from equipment, buffs, etc. A player can raise their EHP in two ways: [[HP | In order to pass these tests a basement diver may wish to maximize their effective HP. Effective HP is the amount of unreduced elemental damage it would take to reduce a player to 0 HP. Effective HP is found by the formula: EHP = HP/(1-resistance percentage). HP in this formula is the player's current HP including any bonuses from equipment, buffs, etc. A player can raise their EHP in two ways: [[HP Modifiers]] and modifiers to [[Elemental Resistance]] levels. As the resistance level gets higher extra resistance becomes less useful. As HP gets higher extra resistance becomes more useful. | ||
{| | {| | ||
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For raw attribute tests, there's nothing more to say than "buff up". | For raw attribute tests, there's nothing more to say than "buff up". | ||
For the Gauntlet, [[Maximizing Your Damage Absorption|increase Damage Absorption]] as close as possible to 1000, if not above. Once that's accomplished, ''then'' increase HP (when you must choose between the two, DA is more important). [[Ghostly Shell (effect)|Ghostly shell]] and [[Astral Shell (effect)|astral shell]] buffs are a nearly-free 160 points of DA. Having [[Tao of the Terrapin]] can effectively increase your DA by | For the Gauntlet, [[Maximizing Your Damage Absorption|increase Damage Absorption]] as close as possible to 1000, if not above. Once that's accomplished, ''then'' increase HP (when you must choose between the two, DA is more important). [[Ghostly Shell (effect)|Ghostly shell]] and [[Astral Shell (effect)|astral shell]] buffs are a nearly-free 160 points of DA. Having [[Tao of the Terrapin]] can effectively increase your DA by up to 600 points, making the Gauntlet test nearly trivial. [[Torso Awaregness]] allows an increase of up to 300, in addition to the HP or Muscle boost of the shirt being worn. As an alternative you can also use {{plural|too legit potion}} for a DA-increase of up to 900. Also noteworthy is the [[autumnal aegis]], a shield with 250 DA. | ||
For the Powder, to refill your MP after maximizing it, you have a few choices: | For the Powder, to refill your MP after maximizing it, you have a few choices: | ||
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*[[Get Hooked Up]] from the [[The Hobo Marketplace Table|hobo marketplace]] | *[[Get Hooked Up]] from the [[The Hobo Marketplace Table|hobo marketplace]] | ||
*Eat [[your own black heart]] (you can only generate 1 per day, but they can be stockpiled in advance) | *Eat [[your own black heart]] (you can only generate 1 per day, but they can be stockpiled in advance) | ||
*[[Egnaro berry]] restores half of your max MP | |||
*Use the [[April Shower]] on the Hot setting (once per day) | *Use the [[April Shower]] on the Hot setting (once per day) | ||
*Failing all those, you can use traditional [[MP Restorers]]. This will become terribly expensive as you dive deeper. | *Failing all those, you can use traditional [[MP Restorers]]. This will become terribly expensive as you dive deeper. [[CSA all-purpose soap]] and (at very high levels) [[magical mystery juice]] are the most reasonable choices. | ||
*If you have something to do in the meantime, maximize your [[MP Regeneration]], take a [[Star Starfish]] or other [[Familiars by type#Restores MP|mana-restoring familiar]] with you and spend a few [[Stasis|dragged-out]] adventures elsewhere. This is most effective as a sauceror with [[Curse of Weaksauce]] or a turtle tamer with [[Boon of the Storm Tortoise]]. | |||
==Number-Crunching== | ==Number-Crunching== | ||
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* For the Gauntlet challenge, the damage done is 10 times the formula, but 1000 Damage Absorption reduces it to 1/10, and so one is back to the formula. | * For the Gauntlet challenge, the damage done is 10 times the formula, but 1000 Damage Absorption reduces it to 1/10, and so one is back to the formula. | ||
* For the elemental tests, the total damage done is 9 times the formula, but elemental resistance reduces it to around 1/10 (muscle/moxie class) or 1/20 (myst class) -- depending on one's resources -- so this is typically even simpler than the Gauntlet, even without phials. | * For the elemental tests, the total damage done is 9 times the formula, but elemental resistance reduces it to around 1/10 (muscle/moxie class) or 1/20 (myst class) -- depending on one's resources -- so this is typically even simpler than the Gauntlet, even without phials. | ||
* For the Powder challenge, the MP required is 1.67 times the formula. Having the [[MP | * For the Powder challenge, the MP required is 1.67 times the formula. Having the [[MP Modifiers#Percentage_Increasers|MP increasing skills]] permed gives you 1.65 times the MP you'd normally have, so with those skills you're ''nearly'' right back to the formula; if you're a myst class, that's another 1.5 times the MP, so getting your max MP high enough is a non-issue compared to actually generating the MP. | ||
Given two basement levels ''m'' and ''n'', one might wonder how much more difficult the basement is at ''n'' compared to ''m''. Some math will show us how far one must dive in order for the basement to become twice as hard: | Given two basement levels ''m'' and ''n'', one might wonder how much more difficult the basement is at ''n'' compared to ''m''. Some math will show us how far one must dive in order for the basement to become twice as hard: | ||
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Knowing the approximate values of the tests as discussed in the outline, it is useful to have a reference of the stat strength/damage done at several common stat levels. | Knowing the approximate values of the tests as discussed in the outline, it is useful to have a reference of the stat strength/damage done at several common stat levels. | ||
The following table shows the approximate ranges of stats, HP or MP required for the basement challenges just before every 25<sup>th</sup> level. The Gauntlet damage is reported at | The following table shows the approximate ranges of stats, HP or MP required for the basement challenges just before every 25<sup>th</sup> level. The Gauntlet damage is reported at 90% Damage Absorption (because everyone can get that, with 200 power Hat + Shirt + Pants, Ghostly + Astral buffs, and autumnal aegis); the elemental tests are shown at 70% and 87% resistance (corresponding to 9 and 20 points of resistance). | ||
Stat tests are believed to have 10% variance. The variance on the Gauntlet and MP drain tests is not fully known yet; therefore only the mean damage is shown. | Stat tests are believed to have 10% variance. The variance on the Gauntlet and MP drain tests is not fully known yet; therefore only the mean damage is shown. | ||
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! Depth | ! Depth | ||
! Stat tests | ! Stat tests | ||
! Gauntlet<br />(90% DA) | ! Gauntlet<br />(90% DA) | ||
! MP Drain | ! MP Drain | ||
Line 950: | Line 968: | ||
! 24 | ! 24 | ||
| 77 - 94 | | 77 - 94 | ||
| 86 | | 86 | ||
| 143 | | 143 | ||
Line 958: | Line 975: | ||
! 49 | ! 49 | ||
| 209 - 256 | | 209 - 256 | ||
| 232 | | 232 | ||
| 388 | | 388 | ||
Line 966: | Line 982: | ||
! 74 | ! 74 | ||
| 373 - 455 | | 373 - 455 | ||
| 414 | | 414 | ||
| 691 | | 691 | ||
Line 974: | Line 989: | ||
! 99 | ! 99 | ||
| 560 - 684 | | 560 - 684 | ||
| 622 | | 622 | ||
| 1039 | | 1039 | ||
Line 982: | Line 996: | ||
! 124 | ! 124 | ||
| 767 - 938 | | 767 - 938 | ||
| 853 | | 853 | ||
| 1424 | | 1424 | ||
Line 990: | Line 1,003: | ||
! 149 | ! 149 | ||
| 992 - 1213 | | 992 - 1213 | ||
| 1103 | | 1103 | ||
| 1842 | | 1842 | ||
Line 998: | Line 1,010: | ||
! 174 | ! 174 | ||
| 1233 - 1507 | | 1233 - 1507 | ||
| 1370 | | 1370 | ||
| 2288 | | 2288 | ||
Line 1,006: | Line 1,017: | ||
! 199 | ! 199 | ||
| 1488 - 1819 | | 1488 - 1819 | ||
| 1653 | | 1653 | ||
| 2761 | | 2761 | ||
Line 1,014: | Line 1,024: | ||
! 224 | ! 224 | ||
| 1756 - 2147 | | 1756 - 2147 | ||
| 1951 | | 1951 | ||
| 3259 | | 3259 | ||
Line 1,022: | Line 1,031: | ||
! 249 | ! 249 | ||
| 2037 - 2489 | | 2037 - 2489 | ||
| 2263 | | 2263 | ||
| 3779 | | 3779 | ||
Line 1,030: | Line 1,038: | ||
! Depth | ! Depth | ||
! Stat tests | ! Stat tests | ||
! Gauntlet<br />(90% DA) | ! Gauntlet<br />(90% DA) | ||
! MP Drain | ! MP Drain | ||
Line 1,038: | Line 1,045: | ||
! 274 | ! 274 | ||
| 2329 - 2846 | | 2329 - 2846 | ||
| 2587 | | 2587 | ||
| 4321 | | 4321 | ||
Line 1,046: | Line 1,052: | ||
! 299 | ! 299 | ||
| 2631 - 3216 | | 2631 - 3216 | ||
| 2924 | | 2924 | ||
| 4883 | | 4883 | ||
Line 1,054: | Line 1,059: | ||
! 324 | ! 324 | ||
| 2944 - 3599 | | 2944 - 3599 | ||
| 3272 | | 3272 | ||
| 5464 | | 5464 | ||
Line 1,062: | Line 1,066: | ||
! 349 | ! 349 | ||
| 3267 - 3993 | | 3267 - 3993 | ||
| 3630 | | 3630 | ||
| 6063 | | 6063 | ||
Line 1,070: | Line 1,073: | ||
! 374 | ! 374 | ||
| 3600 - 4400 | | 3600 - 4400 | ||
| 4000 | | 4000 | ||
| 6679 | | 6679 | ||
Line 1,078: | Line 1,080: | ||
! 399 | ! 399 | ||
| 3941 - 4817 | | 3941 - 4817 | ||
| 4379 | | 4379 | ||
| 7313 | | 7313 | ||
Line 1,086: | Line 1,087: | ||
! 424 | ! 424 | ||
| 4291 - 5245 | | 4291 - 5245 | ||
| 4768 | | 4768 | ||
| 7962 | | 7962 | ||
Line 1,094: | Line 1,094: | ||
! 449 | ! 449 | ||
| 4649 - 5682 | | 4649 - 5682 | ||
| 5166 | | 5166 | ||
| 8627 | | 8627 | ||
Line 1,102: | Line 1,101: | ||
! 474 | ! 474 | ||
| 5016 - 6130 | | 5016 - 6130 | ||
| 5573 | | 5573 | ||
| 9307 | | 9307 | ||
Line 1,110: | Line 1,108: | ||
! 499 | ! 499 | ||
| 5390 - 6588 | | 5390 - 6588 | ||
| 5989 | | 5989 | ||
| 10001 | | 10001 | ||
Line 1,642: | Line 1,639: | ||
==Strategy== | ==Strategy== | ||
From the information above, conclusions can be drawn about configurations that are very useful to have in a basement dive. | From the information above, conclusions can be drawn about configurations that are very useful to have in a basement dive. | ||
===Leveling=== | |||
Obviously, it's much easier to progress in the basement if you have high stats (or at least high main stat, thanks to equalizers). Therefore, it's useful to point out some ways to level your stats quickly, either before or between basement diving turns. | |||
*Every [[Elemental International Airport]] charter has a zone where you can fight an unlimited number of [[Special Monsters|scaling monsters]]. You can buy one-day passes to these zones in the mall, if you don't own any of the charters. The zones may have differing caps on the scaling monster stats. | |||
*[[Jungle Juice]] (booze) will double the stat gains in [[The Deep Dark Jungle]] (on Conspiracy Island). | |||
*[[The Neverending Party]] has scaling monsters with a 20k stat cap (higher than the elemental charters, probably). However, you must decide whether you will have unlimited access to them for a day, or do a quest which only lasts a few dozen turns. | |||
*If you don't want to spend a whole day leveling, you can use {{plural|GameInformPowerDailyPro magazine}} to get 30 turns at a time. | |||
*During [[Crimbo]], there are often scaling monsters available to all players. Their stat caps may be lower than those of monsters in the charter zones. | |||
*Seal Clubbers can fight [[mother hellseal]] to level quickly; she isn't a scaling monster, but gives high stats if you can survive. | |||
*[[The Mansion of Dr. Weirdeaux]] offers the best leveling in the game, if you're willing to spend several days building up the enemies. With high turn generation, you can reach max level in a week or two. See [https://forums.kingdomofloathing.com/vb/showthread.php?t=209841 A Guide to The Mansion of Dr. Weirdeaux] for tips. | |||
===Permed Skills=== | ===Permed Skills=== | ||
Doing a dive without these skills can significantly increase the time and Meat costs of reaching level 500. | Doing a dive without these skills can significantly increase the time and Meat costs of reaching level 500. | ||
*For most of the combat challenges, an uncapped combat spell will help: [[Fearful Fettucini]], [[Saucegeyser]], or [[Weapon of the Pastalord]]. Pastalord | *For most of the combat challenges, an uncapped combat spell will help: [[Fearful Fettucini]], [[Saucegeyser]], or [[Weapon of the Pastalord]]. Pastalord does half physical damage, which is not ideal for the ghost, but will still get the job done. | ||
**For those without these spells permed, [[Toynado]] can be learned (from [[Tales of a Kansas Toymaker]] or the used copy thereof), without destroying the book. The uncapped spells from [[Hobopolis]], such as [[Grease Lightning]] or [[Inappropriate Backrub]], do not generate used books, but can generally be purchased cheaply from the mall. Note that Toynado is physical damage, so it won't work on the ghost. | **For those without these spells permed, [[Toynado]] can be learned (from [[Tales of a Kansas Toymaker]] or the used copy thereof), without destroying the book. The uncapped spells from [[Hobopolis]], such as [[Grease Lightning]] or [[Inappropriate Backrub]], do not generate used books, but can generally be purchased cheaply from the mall. Note that Toynado is physical damage, so it won't work on the ghost. | ||
*[[Spectral Snapper]] | *[[Spectral Snapper]], [[Turtleini]] or [[Garbage Nova]] are non-spell skills, so they will always hit the beer golem. The golem often blocks spells, and at higher levels it can become difficult to survive against beer golems long enough for spells to get through. However, uncapped spells scale to a larger portion of their associated stat and benefit from [[Bonus Spell Damage#Percentage Increasers|percentage-based]] spell damage increasers, so spells are a more efficient choice than Snapper/Turtleini/Nova when fighting anything other than the beer golem. | ||
*[[Wisdom of the Elder Tortoises]] gives a 50% MP bonus, making the MP test much easier. | *[[Wisdom of the Elder Tortoises]] gives a 50% MP bonus, making the MP test much easier. | ||
*[[Spirit of Ravioli]] provides a 25% HP bonus. | *[[Spirit of Ravioli]] provides a 25% HP bonus. | ||
*[[Impetuous Sauciness]] gives five extra turns when drinking Sauceror potions, driving down costs. | *[[Impetuous Sauciness]] gives five extra turns when drinking Sauceror potions, driving down costs. | ||
*[[Ambidextrous Funkslinging]] enables a player to use two combat items per round. Funkslinging the divine combat items ([[divine noisemaker]], [[divine can of silly string]], [[divine blowout]]) is an effective (though somewhat expensive) alternative to scaling combat spells | *[[Ambidextrous Funkslinging]] enables a player to use two combat items per round. Funkslinging the divine combat items ([[divine noisemaker]], [[divine can of silly string]], [[divine blowout]]) is an effective (though somewhat expensive) alternative to scaling combat spells. [[Love songs]] can also be used to the same effect, and since they deal elemental damage, they work against the ghost. This skill is not required if you have an uncapped spell, and an uncapped non-spell skill for the beer golems. | ||
Several buffs help in diving, but are available via [[buffbot]]s and do not need to be permed. | Several buffs help in diving, but are available via [[buffbot]]s and do not need to be permed. | ||
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*[[Scarysauce]] gives +2 sleaze and cold resistance. | *[[Scarysauce]] gives +2 sleaze and cold resistance. | ||
*[[Astral Shell (skill)|Astral Shell]] gives +1 resistance, and helps to reach the 1000 DA cap. | *[[Astral Shell (skill)|Astral Shell]] gives +1 resistance, and helps to reach the 1000 DA cap. | ||
*[[Ghostly Shell (skill)|Ghostly Shell]] helps with DA. | *[[Ghostly Shell (skill)|Ghostly Shell]] also helps with DA. | ||
*[[Empathy of the Newt]] provides +5 familiar weight if familiars are a part of the diving strategy. | *[[Empathy of the Newt]] provides +5 familiar weight if familiars are a part of the diving strategy. | ||
Several other skills are not "must-have" like the above, but do simplify a dive. | Several other skills are not "must-have" like the above, but do simplify a dive. | ||
*The | *The passive elemental resistance skills (there are a lot now) can free up equipment slots for more Muscle/HP buffing. | ||
*[[Torso Awaregness]] allows the wearing of [[shirts]] to help maximize resistance/DA, as well as buffs from the shirts themselves. | *[[Torso Awaregness]] allows the wearing of [[shirts]] to help maximize resistance/DA, as well as buffs from the shirts themselves. If you don't have Tao, this is mandatory. | ||
*[[Tao of the Terrapin]] helps a great deal with maximizing DA | *[[Tao of the Terrapin]] helps a great deal with maximizing DA, and is helpful with combats as well as the HP test. | ||
*[[Spirit of Rigatoni]] enables the wielding of [[Rodoric, the Staffcrafter|chefstaves]], the bonus spell damage of which is nothing to sneeze at. | *[[Spirit of Rigatoni]] enables the wielding of [[Rodoric, the Staffcrafter|chefstaves]], the bonus spell damage of which is nothing to sneeze at. | ||
*[[Get Big]] and [[Song of Bravado (skill)|Song of Bravado]] give +20% and +15% stat boosts respectively. | |||
*[[Rage of the Reindeer (skill)|Rage of the Reindeer]] gives a 10% Muscle boost. | *[[Rage of the Reindeer (skill)|Rage of the Reindeer]] gives a 10% Muscle boost. | ||
*[[Disco Fever (skill)|Disco Fever]] gives a 10% Moxie boost. | *[[Disco Fever (skill)|Disco Fever]] gives a 10% Moxie boost. | ||
*[[Gnomish Hardigness]] and [[Cosmic Ugnderstanding]] provide a modest 5% bonus to HP and MP. | *[[Gnomish Hardigness]] and [[Cosmic Ugnderstanding]] provide a modest 5% bonus to HP and MP. | ||
*[[Amphibian Sympathy]] and [[Leash of Linguini (skill)|Leash of Linguini]] increase familiar weight. | *[[Amphibian Sympathy]] and [[Leash of Linguini (skill)|Leash of Linguini]] increase familiar weight. | ||
*[[Springy Fusilli (skill)|Springy Fusilli]] | *[[Springy Fusilli (skill)|Springy Fusilli]], [[Overdeveloped Sense of Self Preservation]] and [[Walberg's Dim Bulb (skill)|Walberg's Dim Bulb]] help with winning initiative. | ||
*[[Cannelloni Cocoon]] heals 1000 HP for 20 MP, which is good enough for dives to floor 500; {{plural|scroll of drastic healing}} heal up to 100,000 HP pretty cheaply, and may be needed on deeper dives. | |||
*[[Cannelloni Cocoon]] heals | |||
*[[Abs of Tin]] and [[Marginally Insane]] from Hodgman's journal 3 and 4 provide +10% to HP and MP, and can be permed, or purchased for each run. | *[[Abs of Tin]] and [[Marginally Insane]] from Hodgman's journal 3 and 4 provide +10% to HP and MP, and can be permed, or purchased for each run. | ||
*[[Sweet Synthesis]] consumes candies and spleen to give 30 turns/spleen of a whopping '''+300%''' boost to Muscle, Mysticality, Moxie, HP, or MP, making many tests significantly easier. (Or +9 resistance to any element, but beware of [[Elemental Resistance#Resistance Levels|diminishing returns]].) | |||
===Class Choices=== | ===Class Choices=== | ||
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#*'''[[Turtle Tamer]]''': Characters with low skills can benefit from having the natural 50% HP bonus, a class skill for a 50% MP bonus, and a skill to double [[Damage Absorption]] from hats and pants (effectively up to 400 extra DA out of 1000 max). | #*'''[[Turtle Tamer]]''': Characters with low skills can benefit from having the natural 50% HP bonus, a class skill for a 50% MP bonus, and a skill to double [[Damage Absorption]] from hats and pants (effectively up to 400 extra DA out of 1000 max). | ||
#Mysticality classes have a resistance bonus of 5%, and also an MP bonus of 50%. | #Mysticality classes have a resistance bonus of 5%, and also an MP bonus of 50%. | ||
#*'''[[Pastamancer]]''': The [[Elbow Macaroni]] and [[Penne Dreadful]] [[Pasta Thralls]] equalize [[Muscle]] and [[Moxie]], respectively, to [[Mysticality]] with no limit on duration, essentially eliminating any need for {{plural|oil of expertise}}. | |||
#*'''[[Sauceror]]'''s get a five-turn duration bonus when imbibing [[Advanced Saucecrafting#Potions|saucecrafting]] [[The Way of Sauce#Fine Potions|potions]] (on top of any [[Impetuous Sauciness]] bonus), and additionally cook potions at a 3:1 product-to-ingredient ratio. These help give them more efficient use of effects, making them the cheapest class to use. Saucerors also get [[Slime Potions]], which stack on top of sauce potions, letting them reach up to +350% more in stat bonuses than any other class. Also [[Saucemageddon]], a spell more powerful than the normal class spells. | #*'''[[Sauceror]]'''s get a five-turn duration bonus when imbibing [[Advanced Saucecrafting#Potions|saucecrafting]] [[The Way of Sauce#Fine Potions|potions]] (on top of any [[Impetuous Sauciness]] bonus), and additionally cook potions at a 3:1 product-to-ingredient ratio. These help give them more efficient use of effects, making them the cheapest class to use. Saucerors also get [[Slime Potions]], which stack on top of sauce potions, letting them reach up to +350% more in stat bonuses than any other class. Also [[Saucemageddon]], a spell more powerful than the normal class spells. | ||
#Moxie classes have basically no relevant advantages. Unless [[dance card]]-leveling counts, but it doesn't. | #Moxie classes have basically no relevant advantages. Unless [[dance card]]-leveling counts, but it doesn't. | ||
===Path Choices=== | |||
Most players will do their basement diving in an unrestricted "aftercore" (not under path/ascension restrictions). However, there are some paths that actually help you and may be worth considering. | |||
*[[BIG!]] runs begin at level 15, which gives you a head start on leveling. You also gain more stats from the monsters. You retain your stats after finishing the run. | |||
*[[Heavy Rains]] offers some skills that help basement diving: [[Rain Delay]] is passive +3 elemental resistance, [[Riding the Lightning]] is passive +100% MP, and [[Thunderheart (skill)|Thunderheart]] gives a +100% HP effect. These skills go away when you finish the run, so you'd need to dive while still in the run to take advantage of them. | |||
===Familiars=== | ===Familiars=== | ||
Given that there are no item or Meat drops in the basement, and monster levels ramp up so high so quickly, very few familiars are actually useful in a dive. | Given that there are no item or Meat drops in the basement, and monster levels ramp up so high so quickly, very few familiars are actually useful in a dive. | ||
*An [[Exotic Parrot]] helps with the elemental tests, without taking up an equipment slot. Back when elemental resistance had a maximum value, however, it was easy to max out one's resistance with cheap buffs and ordinary equipment. Now that the elemental resistance has no upper limit, any extra elemental resistance will help with the elemental tests. Every 20 lbs of parrot adds 1 increment of resistance to each element. | *An [[Exotic Parrot]] helps with the elemental tests, without taking up an equipment slot. Back when elemental resistance had a maximum value, however, it was easy to max out one's resistance with cheap buffs and ordinary equipment. Now that the elemental resistance has no upper limit, any extra elemental resistance will help with the elemental tests. Every 20 lbs of parrot adds 1 increment of resistance to each element. | ||
*A [[Levitating Potato]] can block attacks, which may be particularly helpful against the beer golem. | *A [[Levitating Potato]] can block attacks, which may be particularly helpful against the beer golem. [[Puck Man]] is a Mr. Store potato+whelp familiar which also drops {{plural|power pill}} and {{plural|yellow pixel}}, making it a top choice for Hardcore dives. | ||
*A [[Hovering Sombrero]] may be a good choice for increasing the already large stat gains | *A [[Hovering Sombrero]] (or Mr. Store equivalents) may be a good choice for increasing the already large stat gains in early basement levels; note that its stat gain bonus is capped at 230. | ||
* | *One of the Mr. Store sombrero equivalents is the [[Crimbo P. R. E. S. S. I. E. (familiar)|Crimbo P. R. E. S. S. I. E.]]. It can boost stat gains like a Sombrero, buff your stats, restore MP, block enemy attacks, attack, and delevel. | ||
*A [[Disembodied Hand]] allows you to temporarily trade out your familiar slot for an extra one-handed weapon. This is helpful for cases like equipping another [[Brimstone Bludgeon]], [[stainless steel shillelagh]], [[Grimacite gat]], [[bottle-rocket crossbow]] or [[Hodgman's whackin' stick]] in order to pass a stat test. | *A [[Disembodied Hand]] allows you to temporarily trade out your familiar slot for an extra one-handed weapon. This is helpful for cases like equipping another [[Brimstone Bludgeon]], [[stainless steel shillelagh]], [[Grimacite gat]], [[bottle-rocket crossbow]] or [[Hodgman's whackin' stick]] in order to pass a stat test. | ||
*Among familiar equipment, a [[Mayflower bouquet]] is especially useful for basementing since it has a decent chance to block enemy attacks on any familiar. | *Among familiar equipment, a [[Mayflower bouquet]] is especially useful for basementing since it has a decent chance to block enemy attacks on any familiar. | ||
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====Equipment choices==== | ====Equipment choices==== | ||
The | The ''[[Dressing For Success]]'' pages should be the main resource for meeting the requirements of the challenges. However, several pieces of equipment deserve explicit mention. | ||
*The single best item in the entire game for deep basement dives is the [[sphygmayomanometer]], which requires ownership of the [[portable Mayo Clinic]]. It's an accessory that gives an unlimited boost to all stats based on your "blood mayo level", which you increase by eating foods with mayo packets. | |||
*The [[autumnal aegis]] shield, an off-hand item, gives 250 [[Damage Absorption]], which can help players to reach max DA without Tao. | |||
*The [[El Vibrato Relics]] outfit, when properly charged, will give 1000 HP or 1000 MP (or a combination in between), which makes the damage tests much easier. Note that this outfit requires 200 Muscle and 200 Moxie to equip, plus the appropriate punchcards. It's much less expensive to increase MP than HP. | *The [[El Vibrato Relics]] outfit, when properly charged, will give 1000 HP or 1000 MP (or a combination in between), which makes the damage tests much easier. Note that this outfit requires 200 Muscle and 200 Moxie to equip, plus the appropriate punchcards. It's much less expensive to increase MP than HP. | ||
*A [[scratch 'n' sniff sword]]/[[scratch 'n' sniff crossbow|crossbow]] with 3 [[Scratch 'n' sniff wrestler sticker|wrestler stickers]] provides 30% bonus to all stats. They last 20 '''battles''', meaning you can use it for '''tests''' without using it up. The stickers are cheap at the Mall and the sword / crossbow is free when you use the stickers. | *A [[scratch 'n' sniff sword]]/[[scratch 'n' sniff crossbow|crossbow]] with 3 [[Scratch 'n' sniff wrestler sticker|wrestler stickers]] provides 30% bonus to all stats. They last 20 '''battles''', meaning you can use it for '''tests''' without using it up. The stickers are cheap at the Mall and the sword / crossbow is free when you use the stickers. | ||
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;Clan Basement | ;Clan Basement | ||
*'''[[Hobopolis]]''': [[Hodgman's Regal Frippery]] can boost all your stats evenly for 60%, as well as providing difficult-to-get Mysticality bonuses for your hat and pants slots. Getting two [[Hodgman's whackin' stick]]s can boost your stats by 40% more | *'''[[Hobopolis]]''': [[Hodgman's Regal Frippery]] can boost all your stats evenly for 60%, as well as providing difficult-to-get Mysticality bonuses for your hat and pants slots. Getting two [[Hodgman's whackin' stick]]s can boost your stats by 40% more if you have [[Double-Fisted Skull Smashing|dual-wielding]] (or 60%, if you have a [[Disembodied Hand]] familiar). If you don't, [[Hodgman's cane]] can be useful for maintaining MP buffs, and [[Hodgman's disgusting technicolor overcoat]] will really help your elemental defenses. | ||
*'''[[The Slime Tube]]''': | *'''[[The Slime Tube]]''': | ||
**The [[Slimesuit]] (which can be obtained by doing three [[Slime Tube]] runs) gives a whopping 12 levels of elemental resistance. Stacked with other sources, this makes the elemental tests significantly easier, typically negating the need for phials altogether. | **The [[Slimesuit]] (which can be obtained by doing three [[Slime Tube]] runs) gives a whopping 12 levels of elemental resistance. Stacked with other sources, this makes the elemental tests significantly easier, typically negating the need for phials altogether. | ||
**The [[big slimy cyst]] and [[medium slimy cyst]] both give random high-level equipment which significantly | **The [[big slimy cyst]] and [[medium slimy cyst]] both give random high-level equipment which significantly boosts stats and/or combat ability. | ||
;Charter Zones | |||
*There are several pieces of untradable gear available from various charter zones, which provide best-in-slot stat buffs. This is not a complete list. | |||
*[[Duke Vampire's regal cloak]] gives +25% moxie in the back slot. | |||
*[[Granny Hackleton's Gatling gun]] gives +25% moxie in the weapon slot. Also the off-hand slot if you can dual-wield. | |||
*[[Dinsey's glove]] gives +30% moxie in an accessory slot (you can only wear one). | |||
*[[Dragonscale breastplate]] gives +25% muscle in the shirt slot. | |||
*[[Dinsey's oculus]] gives +30% muscle in an accessory slot (you can only wear one). | |||
*[[feathered headdress]] gives +40% mysticality in the hat slot. | |||
*[[ring of the Skeleton Lord]] gives +50% mysticality in an accessory slot (you can only wear one). | |||
;Melting equipment | |||
*Some of the strongest equipment pieces in the game "melt" at the end of each day (the term comes from the [[Winter Gardening]] equipment, the first to do this). | |||
*The [[very pointy crown]] (+50% moxie hat) can be obtained by defeating a [[Witchess Queen]], which may be faxed/wished if you don't own the Witchess set. Be warned: she's tough. | |||
*The [[Witchess King]] has a [[dented scepter]] (+50% muscle weapon, single equip). This isn't needed if you have full Brimstone gear, but may be useful if you're diving in Hardcore. | |||
*The [[Witchess Witch]]'s [[battle broom]] (+50% myst weapon, single equip) may be desirable if you aren't a mysticality class. (Mysticality classes will generally prefer [[Saucepanic]] or [[Hand that Rocks the Ladle]], which are dual-wieldable and non-melting). | |||
*The aforementioned [[sphygmayomanometer]] also melts, but since it's only available to owners of the workshed IOTM, the melting is only a concern for players who wish to swap workshed items around. | |||
====Consumables==== | ====Consumables==== | ||
*Divers having problems with combat encounters can always make use of the divine combat items ([[divine noisemaker]], [[divine can of silly string]], [[divine blowout]]). Each of those items deals damage equal to the player's (buffed) stat. They can even do damage to physically resistant monsters | *Divers having problems with combat encounters can always make use of the divine combat items ([[divine noisemaker]], [[divine can of silly string]], [[divine blowout]]). Each of those items deals damage equal to the player's (buffed) stat. They can even do damage to physically resistant monsters if the player has an elemental form. ie [[Hotform]]. [[Love songs]] or [[shard of double-ice|shards of double-ice]] work as well, providing elemental damage according to (buffed) stat. | ||
*If the elemental tests are proving difficult, the +9 resistance [[Semi-Rare Adventures|semi-rares]] can let off some pressure. Again, this could get expensive: | *If the elemental tests are proving difficult, the +9 resistance [[Semi-Rare Adventures|semi-rares]] can let off some pressure. Again, this could get expensive: | ||
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After 330 basement levels have gone by, we assume the character has reached a mainstat of 800. | After 330 basement levels have gone by, we assume the character has reached a mainstat of 800. | ||
For Meat-per-adventure calculations we assume that each potion grants 10 turns of its effect. | For Meat-per-adventure calculations, we assume that each potion grants 10 turns of its effect. | ||
{|align="center" cellpadding="3" cellspacing="0" border="1px" style="border-collapse:collapse; text-align:center" | {|align="center" cellpadding="3" cellspacing="0" border="1px" style="border-collapse:collapse; text-align:center" | ||
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|- | |- | ||
| 211-280 | | 211-280 | ||
| the above, plus [[potion of temporary | | the above, plus [[potion of temporary gr8ness]] | ||
| 750*3.5=2625 | | 750*3.5=2625 | ||
| 310 | | 310 | ||
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|} | |} | ||
Players might be able to save some Meat by employing food-based buffs (such as [[flower petal pie]]s or [[roasted marshmallow]]s), but these come at a substantial cost in that they prevent the player from gaining adventures from higher-quality food. In general it is more efficient to eat the higher-quality food, use a few extra potions, and make up for the cost by spending the extra adventures Meat-farming. | Players might be able to save some Meat by employing food-based buffs (such as [[flower petal pie]]s or [[roasted marshmallow]]s), but these come at a substantial cost in that they prevent the player from gaining adventures from higher-quality food. In general, it is more efficient to eat the higher-quality food, use a few extra potions, and make up for the cost by spending the extra adventures Meat-farming. | ||
Other buffs, such as those gained from [[Dungeons of Doom potion]]s, are inefficient compared to sauce potions, and should only be used as a last resort. | Other buffs, such as those gained from [[Dungeons of Doom potion]]s, are inefficient compared to sauce potions, and should only be used as a last resort. | ||
On the other hand players can save some Meat by having better equipment, or being more careful about their buffs (using wad effects, [[hair spray]], and [[Ben-Gal™ Balm]] to best advantage). Players can save quite a lot of Meat by playing as a Sauceror, which makes all sauce potions last 15 turns instead of 10. | On the other hand, players can save some Meat by having better equipment, or being more careful about their buffs (using wad effects, [[hair spray]], and [[Ben-Gal™ Balm]] to best advantage). Players can save quite a lot of Meat by playing as a Sauceror, which makes all sauce potions last 15 turns instead of 10. | ||
Still, it's reasonable to expect that a basement dive will require roughly 250K worth of potions. | Still, it's reasonable to expect that a basement dive will require roughly 250K worth of potions. |
Latest revision as of 14:16, 2 September 2025
For Loathers wanting to do a basement dive to upgrade their telescopes (or for other reasons), this article aims to provide strategies for doing so efficiently. While the focus will be on reaching floor 500, the strategies will also be applicable for those who want to go deeper.
Fernswarthy's Basement consists of several different types of challenges, which get more and more difficult the deeper into the basement one goes. Every fifth level is a reward (usually a stat reward, whose magnitude scales to your main stat).
Overview
Fernswarthy's basement contains monsters to fight, stat tests, damage tests (physical and elemental), and MP draining tests. Difficulty increases as a function of your depth in the basement. All the challenges follow the basic formula:
StatRequired = Depth1.4
There is typically some variance in the exact requirements, but this formula gives a rough approximation.
Buffing
Getting your stats up to Depth1.4 (or in some cases a bit higher) will usually require several effects.
The first and most important effect is the equalizer. There are three different equalizers, one for each stat:
- oil of stability -- equalizes everything to Muscle -- calculates percentage Moxie/Mysticality boosts using your black Muscle stat instead of Moxie/Myst
- oil of expertise -- equalizes everything to Mysticality
- oil of slipperiness -- equalizes everything to Moxie
Once you're past the early basement levels, you should be using an equalizer all the time. This means that you don't need to raise offstats at all (except to meet equipment requirements) -- your ability to progress will depend only on your main stat.
The Maximizing pages (Muscle, Myst, Moxie) have comprehensive lists of the available effects, but they are not presented in an economically efficient order, nor with indications of which effects are limited (X times per day, or Y fullness, or Z spleen).
The affordable, unlimited potion- and skill-based buffs include:
- 200% The Way of Sauce potions (Ferrigno's, Hawking's, Connery's)
- 100% Advanced Saucecrafting potions (philter of phorce, ointment of the occult, serum of sarcasm)
- 100% potion of temporary gr8ness
- 100% Cold-filtered water
- 100% miniature power pill (or power pill -- they both give the same effect, so use whichever is cheaper)
- 100% Trivia Master (use one of each card: What?, When?, Where? and Who?)
- Variable% experimental serum G-9 (random per day, usually over 100%)
- 10-67% Blood of the Wereseal (Muscle only) (depending on moonlight)
- 50% tomato juice of powerful power
- 50% funky dried mushroom (Mysticality only)
- 25-85% Flaskfull of Hollow (increases with additional Smithsness)
- 25% Dungeons of Doom potion
- 25% seal-brain elixir
- 20% Get Big (must know the skill)
- 15% Song of Bravado (must know the skill)
- 15% hair spray -- Moxie
- 15% Ben-Gal™ Balm -- Muscle
- 15% Glittery mascara -- Mysticality
- 10% Black Market item
- 10% Pirate Bookstore item
- 10% Stevedave's Shanty of Superiority
- 10% Rage of the Reindeer (Muscle only, must know the skill)
- 10% Disco Fever (Moxie only, must know the skill)
Some other powerful but pricier buffs are:
- 400% Rümpelstiltz
- 300% Deep Saucery potions (mutually exclusive -- you can only use one at a time)
- 200% warbear rejuvenation potion
- 200% Mer-kin potions:
- Mer-kin strongjuice -- +200% Muscle, -100% Mysticality/Moxie
- Mer-kin smartjuice -- +200% Mysticality, -100% Muscle/Moxie
- Mer-kin cooljuice -- +200% Moxie, -100% Muscle/Mysticality
- 100% Arrrbor Day rewards
- 100% Dependence Day fireworks (Dependence Day Only)
- 60% mafia aria -- Muscle/Moxie
- 50% Pork Elf gem potion
- 50% extra-potent gremlin mutagen
- 50% Red Misty-Eyed from sealhide seal doll -- Muscle (untradable, acquire as Seal Clubber)
- 25% gremlin mutagen
- 20% Worm Wood item:
- bellhop bell -- +20% Muscle, -20% Mysticality
- bottled inspiration -- +20% Mysticality, -20% Moxie
- sensitive poetry journal -- +20% Moxie, -20% Muscle
Saucerors may use vials of slime (from the Nemesis quest) as well:
- 200% Tertiary color slime potions
- 100% Secondary color slime potions
- 50% Primary color slime potions
Be aware that these potions become a limited resource (10 vials per day) if you finish the Nemesis quest. If you don't advance past the Lobby, however, you can continue farming them indefinitely.
Limited buffs:
- 200% A Contender from rocky road ice cream (2 fullness, 40 turns)
- 100-200% queen cookie (1 fullness, 30 turns)
- 5%-200% ChibiChanged™ (once per day, 5*X turns)
- 100% Prince of Seaside Town from vamping out (once per day, 30 turns, takes 1 turn)
- 100% (approximately) for 30 turns of the six regular wad effects (1 spleen per wad)
- 1-100% Having a Ball! (clan ball pit) (once per day, 20 turns)
- 50% Amorphous Cheer from blob-shaped Crimbo cookie (2 fullness)
- 50% In Vino Vires from canteen of wine (3 drunkenness)
- 50% Yuletide Industry from elven limbos gingerbread (3 fullness)
- 50% Pasty from protein paste -- Muscle (2 fullness)
- 50% Cake Caked from cupcake-in-a-cup -- Mysticality (2 fullness)
- 50% Shamboozled from sham champagne -- Moxie (2 drunkenness)
- 50% Nanobrawny, Nanobrainy or Nanoballsy (you and the Nanorhino must spend 33-50 combats, or a rollover, to recharge)
- 5-35% Starry-Eyed from A Telescope (once per day, 10 turns)
- 30% Rainbow Bright from prismatic wad (3 spleen)
- 10-30% Single-element wads (1 spleen)
- 1-30% The Pleasures of the Flesh from the Pain Enjoyer (once per day, 30 turns, 1% for each turn left)
- 20% Flower Power (3 fullness or 3 drunkenness)
Outfits
In addition to buffs, you can get huge stat bonuses from your equipment. It is well worth the time required to set up some custom outfits specifically for basement diving.
Some players make more basement-diving custom outfits than others. A reasonable starting point is to make 7 outfits: Muscle, Mysticality, Moxie, Elemental resistance, HP/DA, MP, and Combat. However, your needs will depend on your resources:
- Players who lack major elemental resistance gear may choose to make specific elemental resistance outfits for each test (e.g. one for the Hot/Spooky test, another for the Cold/Sleaze test, and so on) rather than a single generic elemental resistance outfit.
- Some players may choose not to make a dedicated HP / Damage Absorption outfit for the Gauntlet test, and will simply use their Combat or Muscle outfit for those tests.
- Depending on the strategy being used for combats, some players may use their Muscle or Moxie outfit against Beer Golems, instead of their (spell-based) Combat outfit. Some players may even make a special outfit just for Beer Golems, for example using equipment that increases the damage of combat items.
The Maximizing pages (Muscle, Myst, Moxie, Elemental Resistance, HP, MP) and the Damage Absorption page will give you comprehensive lists of the equipment choices for each slot, so that you can construct your outfits depending on what you have available.
If you lack most of the great equipment on those pages (in particular, the Slimesuit), you might consider delaying your basement dive until you've had the chance to gather some of it.
Combat Challenges
Monster Level in the basement scales as twice the basement level (Depth) to the 1.4th power. That is,
ML = 2 * ceil(Depth1.4) Defense = ceil(ML*.9) HP = ceil(ML*.85)
Because of how quickly ML (and hence monster defense) scales, and how Hit Chance is calculated, it will eventually be impossible to hit with a "normal" weapon attack. This includes attack skills like Thrust-Smack (normally). By Depth 300, a character will need almost 5900 attack strength to hit the monsters. The story gets worse, because monster defense also absorbs damage due to Muscle. Fortunately, there are ways to beat the monsters without out-statting them.
Note that combat with basement monsters can last up to 50 rounds, rather than the usual 30.
Monsters have 70% Combat Initiative unless otherwise stated.
Encounters
Monster | Notes |
---|---|
![]() The Beast with X Ears |
|
![]() The Beast with X Eyes |
|
![]() X Stone Golem |
|
![]() X-headed Hydra |
|
![]() The Ghost of Fernswarthy's Grandfather |
|
![]() X Bottles of Beer on a Golem |
|
![]() X-dimensional horror |
|
Strategy
If you've been working over a run with Lunging Thrust-Smack or Shieldbutt, you can basically keep doing whatever you're doing up to a point, but as the monsters go past a few thousand ML at higher levels, here are a few strategies to deal thousands of damage even when your stats are much lower than the monster's.
The main idea is, be the David to their Goliath. Don't try to out-stat the monsters.
- General tips
- Most classes have a skill that can stun, allowing you a few more hits than you might be able to get otherwise (beware: Entangling Noodles doesn't work well on beer golems).
- Mesmereyes™ contact lenses will stagger any monster that gets the jump on you.
- See Maximizing Your HP, Maximizing Your Moxie, and Maximizing Your Damage Absorption to help survive long enough to kill.
- Spell damage is based on your buffed Mysticality.
- Most spells have a damage cap which makes them unsuitable beyond the early basement levels. Uncapped spells (Saucegeyser, Weapon of the Pastalord, and others), however, are extremely suitable.
- With a good chefstaff and/or a Stick-Knife of Loathing (plus tobiko marble soda), it's increasingly trivial to get over 500% bonus spell damage for pretty cheap. At that point, damage for the high-level class spells is more than 2.4 times buffed Myst. See also: Maximizing Your Spell Damage.
- "Lanterns" (items which multiply the number of simultaneous hits you get from spells) can boost your damage tremendously.
Lantern-likes | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
- Beer Golems are the one weakness of this strategy:
- Regular spells don't work well on beer golems, but it may be easy to switch to combat items for one battle. (This may not be a viable choice if you're diving in Hardcore.)
- Non-spell skills can also be used. Bawdy Refrain, Lunging Thrust-Smack, Spectral Snapper and Turtleini are all useful, depending on your class, equipment and stats. Garbage Nova is not blocked, but since Beer Golems aren't group monsters, it may do less damage than Turtleini.
- Deleveling followed by weapon-based attacks works, if your deleveling isn't being done by a spell, and is powerful enough.
- Combat items
- None of the monsters block combat items (which is kind of sad), so this works on everything.
- If you have a mercenary pistol or mercenary rifle, you can use special clip ammunition. They all deal 3 times your buffed moxie in elemental damage, and are rather cheap in the mall.
- Party favors deal damage equal to buffed mainstat, for all three stats.
- Love songs deal damage equal to buffed mainstat, for all three stats. Additionally, some do elemental damage.
- Ambidextrous Funkslinging makes combat items even more efficient. It allows stunlock and damage at the same time.
- The V for Vivala mask increases combat item damage by 50%. The skills Deft Hands and Mathematical Precision increase combat item damage by 25% (passive) and 50% (10 MP/20 turn buff) respectively.
- Shrinking powder cuts a monster's current HP in half.
- Shards of double-ice deal cold damage equal to your highest buffed stat, stun monsters for 1 round, and makes them cold-aligned for the rest of the combat.
- Birdform grants various skills that scale well with buffed stats.
- Vicious Talon Slash does Muscle-based physical damage, and always hits. Only the Ghost can cause a problem.
- The various other skills do Mysticality-based elemental damage. However, they require use of certain items before combat, and don't scale as high as Vicious Talon Slash. See Form of...Bird! for more details. The strongest of these is The Statue Treatment.
- Warning: Birdform prevents the use of other skills and combat items. This means no stunning, and the only way to heal is to use Feast on Carrion. Survival, then, is based on Maximizing Your HP and Maximizing Your Damage Absorption.
Elemental Challenges
There are five different Elemental Resistance challenges, which test two elements at once. The same amount of damage is done in both elements; failure results if HP is reduced to 0. As with the combat challenges, the damage scales with basement level:
Elt = 4.48 × Depth1.4 + 8
To repeat, the above damage is applied using both elements of the test, so the total raw damage is twice the calculated value. Additionally, there appears to be about a 5% variation in the equation, so having exactly enough HP and resistance to match the calculation does not guarantee the test will be passed. This also means that it is possible to pass the tests with fewer HP than implied by the equation.
If you are truly struggling with elemental resistance, you can use phials made from elemental clusters (e.g. phial of coldness). These force elemental damage rules to be followed, so that one of the two prongs (the elemental forms cannot stack) of each test can be reduced to one point of damage, effectively cutting total damage in half. However, care must be taken to choose the form which won't double the damage received from the other prong.
The elemental phials are extremely expensive in the mall. Their use is not recommended; however, many basement diving guides, including this one, were originally written at a time when the phials were made by a different recipe and were extremely cheap. That's why you still see them mentioned.
Damage Absorption has no effect on these challenges.
Encounters
Elemental Test | Elements | Optional Elemental Form |
---|---|---|
![]() Singled Out |
cold and sleaze | Coldform (phial of coldness) |
![]() Peace, Bra! |
sleaze and stench | Sleazeform (phial of sleaziness) |
![]() Still Better Than Pistachio |
stench and hot | Stenchform (phial of stench) |
![]() Unholy Writes |
hot and spooky | Hotform (phial of hotness) |
![]() The Unthawed |
spooky and cold | Spookyform (phial of spookiness) |
Strategy
Elemental Resistance levels decrease damage by a percent of the raw damage, but more levels asymptotically increase the percentage to 90%.
Mysticality classes have an extra 5% resistance added to their effective elemental resistance (for example, turning 85% to 90%), and at the same high elemental resistance levels (25+, or 88.91%), they take nearly 50% less damage than other classes take.
Phials became very expensive due to a game change in July, 2013. Consider using a good elemental resistance outfit (and buffs) instead. The Exotic Parrot also helps.
In order to pass these tests a basement diver may wish to maximize their effective HP. Effective HP is the amount of unreduced elemental damage it would take to reduce a player to 0 HP. Effective HP is found by the formula: EHP = HP/(1-resistance percentage). HP in this formula is the player's current HP including any bonuses from equipment, buffs, etc. A player can raise their EHP in two ways: HP Modifiers and modifiers to Elemental Resistance levels. As the resistance level gets higher extra resistance becomes less useful. As HP gets higher extra resistance becomes more useful.
Res Level | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | |
Res % | 78.4 | 80.3 | 81.9 | 83.3 | 84.4 | 85.3 | 86.1 | 86.8 | 87.3 | 87.7 | 88.1 | 88.4 | 88.7 | 88.9 | 89.1 | 89.2 | 89.4 | 89.5 | |
HP | EHP | ||||||||||||||||||
2000 | 9247 | 10157 | 11065 | 11955 | 12814 | 13630 | 14394 | 15100 | 15743 | 16322 | 16838 | 17293 | 17693 | 18039 | 18339 | 18596 | 18817 | 19004 | |
2250 | 10403 | 11427 | 12448 | 13449 | 14416 | 15334 | 16194 | 16987 | 17710 | 18362 | 18943 | 19455 | 19904 | 20294 | 20631 | 20921 | 21169 | 21379 | |
2500 | 11559 | 12697 | 13831 | 14944 | 16018 | 17038 | 17993 | 18875 | 19678 | 20402 | 21047 | 21617 | 22116 | 22549 | 22924 | 23246 | 23521 | 23755 | |
2750 | 12715 | 13966 | 15214 | 16438 | 17619 | 18742 | 19792 | 20762 | 21646 | 22442 | 23152 | 23779 | 24327 | 24804 | 25216 | 25570 | 25873 | 26130 | |
3000 | 13871 | 15236 | 16597 | 17933 | 19221 | 20445 | 21592 | 22650 | 23614 | 24482 | 25257 | 25940 | 26539 | 27059 | 27509 | 27895 | 28225 | 28506 | |
3250 | 15027 | 16506 | 17980 | 19427 | 20823 | 22149 | 23391 | 24537 | 25582 | 26523 | 27361 | 28102 | 28750 | 29314 | 29801 | 30219 | 30577 | 30881 | |
3500 | 16182 | 17775 | 19363 | 20921 | 22425 | 23853 | 25190 | 26425 | 27550 | 28563 | 29466 | 30264 | 30962 | 31569 | 32093 | 32544 | 32929 | 33257 | |
3750 | 17338 | 19045 | 20747 | 22416 | 24026 | 25557 | 26989 | 28312 | 29517 | 30603 | 31571 | 32425 | 33174 | 33824 | 34386 | 34868 | 35281 | 35632 | |
4000 | 18494 | 20315 | 22130 | 23910 | 25628 | 27261 | 28789 | 30199 | 31485 | 32643 | 33676 | 34587 | 35385 | 36079 | 36678 | 37193 | 37633 | 38008 | |
4250 | 19650 | 21584 | 23513 | 25404 | 27230 | 28964 | 30588 | 32087 | 33453 | 34684 | 35780 | 36749 | 37597 | 38334 | 38970 | 39517 | 39985 | 40383 | |
4500 | 20806 | 22854 | 24896 | 26899 | 28832 | 30668 | 32387 | 33974 | 35421 | 36724 | 37885 | 38910 | 39808 | 40589 | 41263 | 41842 | 42337 | 42759 | |
4750 | 21962 | 24124 | 26279 | 28393 | 30433 | 32372 | 34187 | 35862 | 37389 | 38764 | 39990 | 41072 | 42020 | 42844 | 43555 | 44167 | 44689 | 45134 | |
5000 | 23118 | 25393 | 27662 | 29888 | 32035 | 34076 | 35986 | 37749 | 39356 | 40804 | 42094 | 43234 | 44231 | 45099 | 45848 | 46491 | 47041 | 47510 | |
5250 | 24274 | 26663 | 29045 | 31382 | 33637 | 35780 | 37785 | 39637 | 41324 | 42844 | 44199 | 45395 | 46443 | 47353 | 48140 | 48816 | 49393 | 49885 | |
5500 | 25430 | 27932 | 30428 | 32876 | 35239 | 37483 | 39584 | 41524 | 43292 | 44885 | 46304 | 47557 | 48654 | 49608 | 50432 | 51140 | 51745 | 52261 | |
5750 | 26585 | 29202 | 31811 | 34371 | 36840 | 39187 | 41384 | 43412 | 45260 | 46925 | 48409 | 49719 | 50866 | 51863 | 52725 | 53465 | 54098 | 54636 | |
6000 | 27741 | 30472 | 33195 | 35865 | 38442 | 40891 | 43183 | 45299 | 47228 | 48965 | 50513 | 51880 | 53078 | 54118 | 55017 | 55789 | 56450 | 57012 | |
6250 | 28897 | 31741 | 34578 | 37359 | 40044 | 42595 | 44982 | 47187 | 49196 | 51005 | 52618 | 54042 | 55289 | 56373 | 57309 | 58114 | 58802 | 59387 | |
6500 | 30053 | 33011 | 35961 | 38854 | 41646 | 44298 | 46782 | 49074 | 51163 | 53045 | 54723 | 56204 | 57501 | 58628 | 59602 | 60438 | 61154 | 61763 | |
6750 | 31209 | 34281 | 37344 | 40348 | 43248 | 46002 | 48581 | 50962 | 53131 | 55086 | 56828 | 58366 | 59712 | 60883 | 61894 | 62763 | 63506 | 64138 | |
7000 | 32365 | 35550 | 38727 | 41843 | 44849 | 47706 | 50380 | 52849 | 55099 | 57126 | 58932 | 60527 | 61924 | 63138 | 64187 | 65088 | 65858 | 66514 | |
7250 | 33521 | 36820 | 40110 | 43337 | 46451 | 49410 | 52180 | 54737 | 57067 | 59166 | 61037 | 62689 | 64135 | 65393 | 66479 | 67412 | 68210 | 68889 | |
7500 | 34677 | 38090 | 41493 | 44831 | 48053 | 51114 | 53979 | 56624 | 59035 | 61206 | 63142 | 64851 | 66347 | 67648 | 68771 | 69737 | 70562 | 71265 | |
7750 | 35833 | 39359 | 42876 | 46326 | 49655 | 52817 | 55778 | 58511 | 61003 | 63246 | 65246 | 67012 | 68559 | 69903 | 71064 | 72061 | 72914 | 73640 | |
8000 | 36988 | 40629 | 44259 | 47820 | 51256 | 54521 | 57577 | 60399 | 62970 | 65287 | 67351 | 69174 | 70770 | 72158 | 73356 | 74386 | 75266 | 76016 | |
9000 | 41612 | 45708 | 49792 | 53798 | 57663 | 61336 | 64775 | 67949 | 70842 | 73447 | 75770 | 77821 | 79616 | 81177 | 82526 | 83684 | 84674 | 85518 | |
10000 | 46236 | 50786 | 55324 | 59775 | 64070 | 68151 | 71972 | 75499 | 78713 | 81608 | 84189 | 86467 | 88463 | 90197 | 91695 | 92982 | 94083 | 95020 | |
11000 | 50859 | 55865 | 60857 | 65753 | 70477 | 74967 | 79169 | 83048 | 86584 | 89769 | 92608 | 95114 | 97309 | 99217 | 100865 | 102280 | 103491 | 104522 |
For example, a player with 2000 HP and 12 resistance (78.4%) has 9247 EHP. If this player puts on a battered old top-hat (+500 HP,) their new EHP would be 11559, an increase of 2312. If this player put on an orange peel hat (+3 resistance) instead, they would have an EHP of 11955, an increase of 2708. If the same player were to buff their resistance to 25 before headgear, they would have an EHP of 18039. The top-hat would increase EHP by 4510. The orange peel hat would increase EHP by 557.
Attribute Tests
The remaining challenges are passed or failed based on buffed Muscle, Mysticality, Moxie, HP, or MP.
The stat tests are thought to scale as:
Stat = Depth1.4 + 2
The HP test probably scales like:
Phys = 10 × Depth1.4
The MP test likely scales as:
Drain = 1.67 × Depth1.4
The stat tests seem to have about 10% variation. The MP drain test is believed to have less than 5% variation.
Attribute Test | Notes | ||
---|---|---|---|
![]() Lift 'em! |
![]() Push it Real Good |
![]() Ring that Bell |
Muscle tests |
![]() Gathering: The Magic |
![]() Mop the Floor with the Mops |
![]() Do away with the 'doo |
Mysticality tests |
![]() Don't Wake the Baby |
![]() Grab a cue |
![]() ![]() Put on the Smooth Moves |
Moxie tests |
![]() Throwin' Down the Gauntlet |
| ||
![]() A Festering Powder |
|
Strategy
For raw attribute tests, there's nothing more to say than "buff up".
For the Gauntlet, increase Damage Absorption as close as possible to 1000, if not above. Once that's accomplished, then increase HP (when you must choose between the two, DA is more important). Ghostly shell and astral shell buffs are a nearly-free 160 points of DA. Having Tao of the Terrapin can effectively increase your DA by up to 600 points, making the Gauntlet test nearly trivial. Torso Awaregness allows an increase of up to 300, in addition to the HP or Muscle boost of the shirt being worn. As an alternative you can also use too legit potions for a DA-increase of up to 900. Also noteworthy is the autumnal aegis, a shield with 250 DA.
For the Powder, to refill your MP after maximizing it, you have a few choices:
- Platinum Yendorian Express Card (once a day)
- Jumbo Dr. Lucifer (costs 1 fullness)
- Get Hooked Up from the hobo marketplace
- Eat your own black heart (you can only generate 1 per day, but they can be stockpiled in advance)
- Egnaro berry restores half of your max MP
- Use the April Shower on the Hot setting (once per day)
- Failing all those, you can use traditional MP Restorers. This will become terribly expensive as you dive deeper. CSA all-purpose soap and (at very high levels) magical mystery juice are the most reasonable choices.
- If you have something to do in the meantime, maximize your MP Regeneration, take a Star Starfish or other mana-restoring familiar with you and spend a few dragged-out adventures elsewhere. This is most effective as a sauceror with Curse of Weaksauce or a turtle tamer with Boon of the Storm Tortoise.
Number-Crunching
Assuming that the combat challenges can be handled, the major hurdle for most divers will be the non-combat tests. Recall the basic formula:
StatRequired = Depth1.4
All the basement challenges scale using this formula.
- For the stat tests, the formula is applied directly (with 10% variance).
- For the Gauntlet challenge, the damage done is 10 times the formula, but 1000 Damage Absorption reduces it to 1/10, and so one is back to the formula.
- For the elemental tests, the total damage done is 9 times the formula, but elemental resistance reduces it to around 1/10 (muscle/moxie class) or 1/20 (myst class) -- depending on one's resources -- so this is typically even simpler than the Gauntlet, even without phials.
- For the Powder challenge, the MP required is 1.67 times the formula. Having the MP increasing skills permed gives you 1.65 times the MP you'd normally have, so with those skills you're nearly right back to the formula; if you're a myst class, that's another 1.5 times the MP, so getting your max MP high enough is a non-issue compared to actually generating the MP.
Given two basement levels m and n, one might wonder how much more difficult the basement is at n compared to m. Some math will show us how far one must dive in order for the basement to become twice as hard:
n1.4 = 2m1.4 e1.4 log n = 2e1.4 log m 1.4 log n = log 2 + 1.4 log m 1.4 (log n - log m) = log 2 log n - log m = (log 2)/1.4 n/m = e(log 2)/1.4 =~ 1.64067
So, if you dive to a level that is about 1.64 times as deep as your current level, you will need 2 times the stats.
The question of whether basement diving is feasible can be asked in two related ways:
- How much damage is done/how big do player attributes have to be to pass the non-combat tests at a given basement level?
- Knowing the stat/damage results, what main stat will be required to reach a particular basement level, given the buffs a player is willing to run at all times?
Table of Test Strengths
Knowing the approximate values of the tests as discussed in the outline, it is useful to have a reference of the stat strength/damage done at several common stat levels.
The following table shows the approximate ranges of stats, HP or MP required for the basement challenges just before every 25th level. The Gauntlet damage is reported at 90% Damage Absorption (because everyone can get that, with 200 power Hat + Shirt + Pants, Ghostly + Astral buffs, and autumnal aegis); the elemental tests are shown at 70% and 87% resistance (corresponding to 9 and 20 points of resistance).
Stat tests are believed to have 10% variance. The variance on the Gauntlet and MP drain tests is not fully known yet; therefore only the mean damage is shown.
Depth | Stat tests | Gauntlet (90% DA) |
MP Drain | Element (70% Res) |
Element (87% Res) |
---|---|---|---|---|---|
24 | 77 - 94 | 86 | 143 | 231 | 100 |
49 | 209 - 256 | 232 | 388 | 628 | 272 |
74 | 373 - 455 | 414 | 691 | 1118 | 484 |
99 | 560 - 684 | 622 | 1039 | 1680 | 728 |
124 | 767 - 938 | 853 | 1424 | 2302 | 998 |
149 | 992 - 1213 | 1103 | 1842 | 2977 | 1290 |
174 | 1233 - 1507 | 1370 | 2288 | 3699 | 1603 |
199 | 1488 - 1819 | 1653 | 2761 | 4464 | 1935 |
224 | 1756 - 2147 | 1951 | 3259 | 5269 | 2283 |
249 | 2037 - 2489 | 2263 | 3779 | 6110 | 2648 |
Depth | Stat tests | Gauntlet (90% DA) |
MP Drain | Element (70% Res) |
Element (87% Res) |
274 | 2329 - 2846 | 2587 | 4321 | 6986 | 3027 |
299 | 2631 - 3216 | 2924 | 4883 | 7894 | 3421 |
324 | 2944 - 3599 | 3272 | 5464 | 8833 | 3827 |
349 | 3267 - 3993 | 3630 | 6063 | 9802 | 4248 |
374 | 3600 - 4400 | 4000 | 6679 | 10799 | 4680 |
399 | 3941 - 4817 | 4379 | 7313 | 11823 | 5123 |
424 | 4291 - 5245 | 4768 | 7962 | 12873 | 5578 |
449 | 4649 - 5682 | 5166 | 8627 | 13948 | 6044 |
474 | 5016 - 6130 | 5573 | 9307 | 15047 | 6520 |
499 | 5390 - 6588 | 5989 | 10001 | 16170 | 7007 |
If you're on a Unix-like system, this command will generate a table of the maximum stat requirement, and the mean Powder MP drain, for every level from 1 to 500:
awk 'BEGIN {for(i=1;i<=500;i++){L=exp(1.4*log(i));printf("%3d %8.1f %8.1f\n", i, L*1.1, L*1.67)}}'
You can save that in a file, or pipe it through your favorite pager program. Either way, it's a handy reference to have open in a window while you're diving.
Main Stat Requirements
This section is completely out of date and needs to be rewritten. Until it has been rewritten, readers are urged to ignore it.
I mean it.
Knowing the stat/HP/MP requirements for the tests at particular basement levels allows for the conversion of the challenges into statements about main stat.
The following table then calculates the required main stat for every 25th basement level according to the equations listed previously, as well as the required stat with a 5% safety margin, given the easy buffs shown. Because of class differences, several common scenarios need to be spelled out for the HP, MP, and element tests.
- Class differences do not affect Muscle, Mysticality, or Moxie tests, and thus there is only one column.
- Muscle classes get an innate 50% HP bonus. Tao of the Terrapin enables a large boost in DA. Hence the HP test has four columns.
- Mysticality classes get an innate 50% MP bonus. The MP test can be divided into Mysticality/non-Mysticality.
- Mysticality classes have an additional +5% resistance to elements, which is ADDED to the reduction percentage. For example, if a a non-myst class would only take 50% of the raw damage, a myst class would take 45%. If a non-myst class takes 10.1%, a myst class takes 5.1%. When resistances hit the high 20s, this very nearly cuts elemental damage in half.
- Moxie classes lose out on both the HP and 5% bonus resistance, so in practice there are three elemental categories: Muscle (89.9% resistance, +50% HP), Mysticality (94.9% resistance), and Moxie (89.9% resistance). The numbers in the table assume that the correct powder potion has been imbibed to reduce one element to negligible damage.
While the above does not capture the full range of possibilities given the passive skills available, it gives a good idea of what is possible.
- Ignore elemental damage numbers, because they are way out of date and use a deprecated mechanic.
BL | Stat | Phys (Mus, 60% DA) |
Phys (Mus, 90% DA) |
Phys (Other, 60% DA) |
Phys (Other, 90% DA) |
Drain (Other) |
Drain (Myst) |
Elt (Mus) |
Elt (Mys) |
Elt (Mox) |
---|---|---|---|---|---|---|---|---|---|---|
24 | 12 | 31 | 8 | 47 | 12 | 20 | 13 | 14 | 11 | 21 |
24 (5% padding) |
13 | 33 | 8 | 49 | 12 | 21 | 14 | 15 | 11 | 22 |
49 | 32 | 84 | 21 | 127 | 32 | 53 | 36 | 38 | 29 | 57 |
49 (5% padding) |
34 | 89 | 22 | 133 | 33 | 56 | 38 | 40 | 30 | 60 |
74 | 57 | 150 | 38 | 225 | 56 | 95 | 63 | 68 | 51 | 101 |
74 (5% padding) |
60 | 158 | 40 | 237 | 59 | 99 | 66 | 71 | 53 | 107 |
99 | 86 | 226 | 57 | 339 | 85 | 142 | 95 | 102 | 76 | 152 |
99 (5% padding) |
90 | 237 | 59 | 356 | 89 | 149 | 99 | 107 | 80 | 160 |
124 | 117 | 309 | 77 | 464 | 116 | 194 | 130 | 139 | 104 | 208 |
124 (5% padding) |
123 | 325 | 81 | 487 | 122 | 204 | 136 | 146 | 109 | 219 |
149 | 151 | 400 | 100 | 600 | 150 | 251 | 168 | 180 | 135 | 269 |
149 (5% padding) |
158 | 420 | 105 | 630 | 158 | 264 | 176 | 189 | 141 | 283 |
174 | 187 | 497 | 124 | 746 | 187 | 312 | 208 | 223 | 167 | 335 |
174 (5% padding) |
197 | 522 | 131 | 783 | 196 | 327 | 218 | 234 | 176 | 351 |
199 | 226 | 600 | 150 | 900 | 225 | 376 | 251 | 269 | 202 | 404 |
199 (5% padding) |
237 | 630 | 158 | 945 | 236 | 395 | 264 | 283 | 212 | 424 |
224 | 266 | 708 | 177 | 1062 | 266 | 444 | 296 | 318 | 238 | 476 |
224 (5% padding) |
280 | 743 | 186 | 1115 | 279 | 466 | 311 | 333 | 250 | 500 |
249 | 309 | 821 | 205 | 1232 | 308 | 515 | 343 | 368 | 276 | 552 |
249 (5% padding) |
324 | 862 | 216 | 1293 | 323 | 540 | 361 | 387 | 290 | 580 |
274 | 353 | 939 | 235 | 1408 | 352 | 588 | 392 | 421 | 316 | 631 |
274 (5% padding) |
370 | 986 | 247 | 1479 | 370 | 618 | 412 | 442 | 332 | 663 |
299 | 399 | 1061 | 265 | 1591 | 398 | 665 | 443 | 476 | 357 | 713 |
299 (5% padding) |
419 | 1114 | 279 | 1671 | 418 | 698 | 466 | 499 | 375 | 749 |
324 | 446 | 1187 | 297 | 1781 | 445 | 744 | 496 | 532 | 399 | 798 |
324 (5% padding) |
468 | 1246 | 312 | 1870 | 467 | 781 | 521 | 559 | 419 | 838 |
349 | 495 | 1317 | 329 | 1976 | 494 | 825 | 550 | 590 | 443 | 886 |
349 (5% padding) |
520 | 1383 | 346 | 2075 | 519 | 867 | 578 | 620 | 465 | 930 |
374 | 545 | 1451 | 363 | 2177 | 544 | 909 | 606 | 651 | 488 | 976 |
374 (5% padding) |
572 | 1524 | 381 | 2286 | 571 | 955 | 637 | 683 | 512 | 1024 |
399 | 597 | 1589 | 397 | 2383 | 596 | 995 | 664 | 712 | 534 | 1068 |
399 (5% padding) |
626 | 1668 | 417 | 2502 | 626 | 1045 | 697 | 748 | 561 | 1122 |
424 | 649 | 1730 | 433 | 2595 | 649 | 1084 | 723 | 775 | 582 | 1163 |
424 (5% padding) |
682 | 1816 | 454 | 2725 | 681 | 1138 | 759 | 814 | 611 | 1221 |
449 | 704 | 1874 | 469 | 2811 | 703 | 1174 | 783 | 840 | 630 | 1260 |
449 (5% padding) |
739 | 1968 | 492 | 2952 | 738 | 1233 | 822 | 882 | 662 | 1323 |
474 | 759 | 2022 | 506 | 3033 | 758 | 1267 | 845 | 906 | 680 | 1359 |
474 (5% padding) |
797 | 2123 | 531 | 3185 | 796 | 1330 | 887 | 952 | 714 | 1427 |
499 | 816 | 2173 | 543 | 3259 | 815 | 1361 | 908 | 974 | 730 | 1461 |
499 (5% padding) |
856 | 2282 | 570 | 3422 | 856 | 1429 | 953 | 1022 | 767 | 1534 |
The last row, 499, is most informative. It shows that all classes really need Tao to survive the HP test. Muscle/Moxie classes really need Wisdom of the Elder Tortoises in order to make diving feasible. Mysticality classes fare best against the elemental tests. Moxie classes are the worst in every category.
Strategy
From the information above, conclusions can be drawn about configurations that are very useful to have in a basement dive.
Leveling
Obviously, it's much easier to progress in the basement if you have high stats (or at least high main stat, thanks to equalizers). Therefore, it's useful to point out some ways to level your stats quickly, either before or between basement diving turns.
- Every Elemental International Airport charter has a zone where you can fight an unlimited number of scaling monsters. You can buy one-day passes to these zones in the mall, if you don't own any of the charters. The zones may have differing caps on the scaling monster stats.
- Jungle Juice (booze) will double the stat gains in The Deep Dark Jungle (on Conspiracy Island).
- The Neverending Party has scaling monsters with a 20k stat cap (higher than the elemental charters, probably). However, you must decide whether you will have unlimited access to them for a day, or do a quest which only lasts a few dozen turns.
- If you don't want to spend a whole day leveling, you can use issues of GameInformPowerDailyPro magazine to get 30 turns at a time.
- During Crimbo, there are often scaling monsters available to all players. Their stat caps may be lower than those of monsters in the charter zones.
- Seal Clubbers can fight mother hellseal to level quickly; she isn't a scaling monster, but gives high stats if you can survive.
- The Mansion of Dr. Weirdeaux offers the best leveling in the game, if you're willing to spend several days building up the enemies. With high turn generation, you can reach max level in a week or two. See A Guide to The Mansion of Dr. Weirdeaux for tips.
Permed Skills
Doing a dive without these skills can significantly increase the time and Meat costs of reaching level 500.
- For most of the combat challenges, an uncapped combat spell will help: Fearful Fettucini, Saucegeyser, or Weapon of the Pastalord. Pastalord does half physical damage, which is not ideal for the ghost, but will still get the job done.
- For those without these spells permed, Toynado can be learned (from Tales of a Kansas Toymaker or the used copy thereof), without destroying the book. The uncapped spells from Hobopolis, such as Grease Lightning or Inappropriate Backrub, do not generate used books, but can generally be purchased cheaply from the mall. Note that Toynado is physical damage, so it won't work on the ghost.
- Spectral Snapper, Turtleini or Garbage Nova are non-spell skills, so they will always hit the beer golem. The golem often blocks spells, and at higher levels it can become difficult to survive against beer golems long enough for spells to get through. However, uncapped spells scale to a larger portion of their associated stat and benefit from percentage-based spell damage increasers, so spells are a more efficient choice than Snapper/Turtleini/Nova when fighting anything other than the beer golem.
- Wisdom of the Elder Tortoises gives a 50% MP bonus, making the MP test much easier.
- Spirit of Ravioli provides a 25% HP bonus.
- Impetuous Sauciness gives five extra turns when drinking Sauceror potions, driving down costs.
- Ambidextrous Funkslinging enables a player to use two combat items per round. Funkslinging the divine combat items (divine noisemaker, divine can of silly string, divine blowout) is an effective (though somewhat expensive) alternative to scaling combat spells. Love songs can also be used to the same effect, and since they deal elemental damage, they work against the ghost. This skill is not required if you have an uncapped spell, and an uncapped non-spell skill for the beer golems.
Several buffs help in diving, but are available via buffbots and do not need to be permed.
- Stevedave's Shanty of Superiority grants +10% to all attributes.
- Elemental Saucesphere gives +2 resistance.
- Scarysauce gives +2 sleaze and cold resistance.
- Astral Shell gives +1 resistance, and helps to reach the 1000 DA cap.
- Ghostly Shell also helps with DA.
- Empathy of the Newt provides +5 familiar weight if familiars are a part of the diving strategy.
Several other skills are not "must-have" like the above, but do simplify a dive.
- The passive elemental resistance skills (there are a lot now) can free up equipment slots for more Muscle/HP buffing.
- Torso Awaregness allows the wearing of shirts to help maximize resistance/DA, as well as buffs from the shirts themselves. If you don't have Tao, this is mandatory.
- Tao of the Terrapin helps a great deal with maximizing DA, and is helpful with combats as well as the HP test.
- Spirit of Rigatoni enables the wielding of chefstaves, the bonus spell damage of which is nothing to sneeze at.
- Get Big and Song of Bravado give +20% and +15% stat boosts respectively.
- Rage of the Reindeer gives a 10% Muscle boost.
- Disco Fever gives a 10% Moxie boost.
- Gnomish Hardigness and Cosmic Ugnderstanding provide a modest 5% bonus to HP and MP.
- Amphibian Sympathy and Leash of Linguini increase familiar weight.
- Springy Fusilli, Overdeveloped Sense of Self Preservation and Walberg's Dim Bulb help with winning initiative.
- Cannelloni Cocoon heals 1000 HP for 20 MP, which is good enough for dives to floor 500; scrolls of drastic healing heal up to 100,000 HP pretty cheaply, and may be needed on deeper dives.
- Abs of Tin and Marginally Insane from Hodgman's journal 3 and 4 provide +10% to HP and MP, and can be permed, or purchased for each run.
- Sweet Synthesis consumes candies and spleen to give 30 turns/spleen of a whopping +300% boost to Muscle, Mysticality, Moxie, HP, or MP, making many tests significantly easier. (Or +9 resistance to any element, but beware of diminishing returns.)
Class Choices
There are several innate differences between character classes that can help one decide whether to do a dive on the current ascension.
- Muscle classes have an intrinsic 50% HP bonus.
- Seal Clubber: The class with the fastest low- to mid-level powerleveling (averaging over 450 muscularity per turn without clovers). Fast powerleveling leads to being able to start the basement at a higher level in the same amount of time.
- Turtle Tamer: Characters with low skills can benefit from having the natural 50% HP bonus, a class skill for a 50% MP bonus, and a skill to double Damage Absorption from hats and pants (effectively up to 400 extra DA out of 1000 max).
- Mysticality classes have a resistance bonus of 5%, and also an MP bonus of 50%.
- Pastamancer: The Elbow Macaroni and Penne Dreadful Pasta Thralls equalize Muscle and Moxie, respectively, to Mysticality with no limit on duration, essentially eliminating any need for oils of expertise.
- Saucerors get a five-turn duration bonus when imbibing saucecrafting potions (on top of any Impetuous Sauciness bonus), and additionally cook potions at a 3:1 product-to-ingredient ratio. These help give them more efficient use of effects, making them the cheapest class to use. Saucerors also get Slime Potions, which stack on top of sauce potions, letting them reach up to +350% more in stat bonuses than any other class. Also Saucemageddon, a spell more powerful than the normal class spells.
- Moxie classes have basically no relevant advantages. Unless dance card-leveling counts, but it doesn't.
Path Choices
Most players will do their basement diving in an unrestricted "aftercore" (not under path/ascension restrictions). However, there are some paths that actually help you and may be worth considering.
- BIG! runs begin at level 15, which gives you a head start on leveling. You also gain more stats from the monsters. You retain your stats after finishing the run.
- Heavy Rains offers some skills that help basement diving: Rain Delay is passive +3 elemental resistance, Riding the Lightning is passive +100% MP, and Thunderheart gives a +100% HP effect. These skills go away when you finish the run, so you'd need to dive while still in the run to take advantage of them.
Familiars
Given that there are no item or Meat drops in the basement, and monster levels ramp up so high so quickly, very few familiars are actually useful in a dive.
- An Exotic Parrot helps with the elemental tests, without taking up an equipment slot. Back when elemental resistance had a maximum value, however, it was easy to max out one's resistance with cheap buffs and ordinary equipment. Now that the elemental resistance has no upper limit, any extra elemental resistance will help with the elemental tests. Every 20 lbs of parrot adds 1 increment of resistance to each element.
- A Levitating Potato can block attacks, which may be particularly helpful against the beer golem. Puck Man is a Mr. Store potato+whelp familiar which also drops power pills and yellow pixels, making it a top choice for Hardcore dives.
- A Hovering Sombrero (or Mr. Store equivalents) may be a good choice for increasing the already large stat gains in early basement levels; note that its stat gain bonus is capped at 230.
- One of the Mr. Store sombrero equivalents is the Crimbo P. R. E. S. S. I. E.. It can boost stat gains like a Sombrero, buff your stats, restore MP, block enemy attacks, attack, and delevel.
- A Disembodied Hand allows you to temporarily trade out your familiar slot for an extra one-handed weapon. This is helpful for cases like equipping another Brimstone Bludgeon, stainless steel shillelagh, Grimacite gat, bottle-rocket crossbow or Hodgman's whackin' stick in order to pass a stat test.
- Among familiar equipment, a Mayflower bouquet is especially useful for basementing since it has a decent chance to block enemy attacks on any familiar.
Useful items
Equipment choices
The Dressing For Success pages should be the main resource for meeting the requirements of the challenges. However, several pieces of equipment deserve explicit mention.
- The single best item in the entire game for deep basement dives is the sphygmayomanometer, which requires ownership of the portable Mayo Clinic. It's an accessory that gives an unlimited boost to all stats based on your "blood mayo level", which you increase by eating foods with mayo packets.
- The autumnal aegis shield, an off-hand item, gives 250 Damage Absorption, which can help players to reach max DA without Tao.
- The El Vibrato Relics outfit, when properly charged, will give 1000 HP or 1000 MP (or a combination in between), which makes the damage tests much easier. Note that this outfit requires 200 Muscle and 200 Moxie to equip, plus the appropriate punchcards. It's much less expensive to increase MP than HP.
- A scratch 'n' sniff sword/crossbow with 3 wrestler stickers provides 30% bonus to all stats. They last 20 battles, meaning you can use it for tests without using it up. The stickers are cheap at the Mall and the sword / crossbow is free when you use the stickers.
- Sugar shorts provide 25% to all stats for around 30 battles. Like the stickers, they are also cheap.
- The Sea salt scrubs are very useful if you have Torso Awaregness, giving +400 HP and +400 MP, in addition to a Mysticality boost.
- The super-sweet boom box gives great stats for one hand (meaning it can be dual-wielded) and an extra song slot (if you really need it), as well as MP regen (which is good to have during stat tests). It costs 1000 Game Grid tickets, making it an investment.
- Equipping the entire Clothing of Loathing outfit grants you +128% to all stats, plus +10 resistance to all elements. You also get +500 HP/MP from the Jeans of Loathing, plus a dozen other effects. It will take at least 13 ascensions to get the entire set, however.
- Ascension
- The Ascension Rewards for Hardcore, HCO, and Bad Moon runs give very good stat buffs, often among the best of any equipment available.
- Astral Pets grant a good percentage increase to a single stat, but must be chosen before the ascension.
- Clan Basement
- Hobopolis: Hodgman's Regal Frippery can boost all your stats evenly for 60%, as well as providing difficult-to-get Mysticality bonuses for your hat and pants slots. Getting two Hodgman's whackin' sticks can boost your stats by 40% more if you have dual-wielding (or 60%, if you have a Disembodied Hand familiar). If you don't, Hodgman's cane can be useful for maintaining MP buffs, and Hodgman's disgusting technicolor overcoat will really help your elemental defenses.
- The Slime Tube:
- The Slimesuit (which can be obtained by doing three Slime Tube runs) gives a whopping 12 levels of elemental resistance. Stacked with other sources, this makes the elemental tests significantly easier, typically negating the need for phials altogether.
- The big slimy cyst and medium slimy cyst both give random high-level equipment which significantly boosts stats and/or combat ability.
- Charter Zones
- There are several pieces of untradable gear available from various charter zones, which provide best-in-slot stat buffs. This is not a complete list.
- Duke Vampire's regal cloak gives +25% moxie in the back slot.
- Granny Hackleton's Gatling gun gives +25% moxie in the weapon slot. Also the off-hand slot if you can dual-wield.
- Dinsey's glove gives +30% moxie in an accessory slot (you can only wear one).
- Dragonscale breastplate gives +25% muscle in the shirt slot.
- Dinsey's oculus gives +30% muscle in an accessory slot (you can only wear one).
- feathered headdress gives +40% mysticality in the hat slot.
- ring of the Skeleton Lord gives +50% mysticality in an accessory slot (you can only wear one).
- Melting equipment
- Some of the strongest equipment pieces in the game "melt" at the end of each day (the term comes from the Winter Gardening equipment, the first to do this).
- The very pointy crown (+50% moxie hat) can be obtained by defeating a Witchess Queen, which may be faxed/wished if you don't own the Witchess set. Be warned: she's tough.
- The Witchess King has a dented scepter (+50% muscle weapon, single equip). This isn't needed if you have full Brimstone gear, but may be useful if you're diving in Hardcore.
- The Witchess Witch's battle broom (+50% myst weapon, single equip) may be desirable if you aren't a mysticality class. (Mysticality classes will generally prefer Saucepanic or Hand that Rocks the Ladle, which are dual-wieldable and non-melting).
- The aforementioned sphygmayomanometer also melts, but since it's only available to owners of the workshed IOTM, the melting is only a concern for players who wish to swap workshed items around.
Consumables
- Divers having problems with combat encounters can always make use of the divine combat items (divine noisemaker, divine can of silly string, divine blowout). Each of those items deals damage equal to the player's (buffed) stat. They can even do damage to physically resistant monsters if the player has an elemental form. ie Hotform. Love songs or shards of double-ice work as well, providing elemental damage according to (buffed) stat.
- If the elemental tests are proving difficult, the +9 resistance semi-rares can let off some pressure. Again, this could get expensive:
- Stunning items -- in particular items which stun monsters for multiple rounds -- can be a help if monsters cannot be killed quickly.
General Strategy
- Characters willing to use up their fullness can drink Jumbo Dr. Lucifers to cheaply refill their MP for the MP tests.
- Those having trouble passing the tests should save the diet buffs (e.g., wad effects, Flower Power) for basement diving later in their KoL day, after they've had a chance to raise their main stat some more.
- The attribute and damage tests are not necessarily constant; due to the variations, one can pass a test with the exact same stats that have failed previously.
- Doing the Mysterious Island Quest's side-quests as a Frat will be helpful. Mysterious Island Arena's Frat reward includes the Elvish buff, and the Nunnery's Frat reward heals up to 3,000 HP and MP per day.
Optimal Time to Start a Dive
Many players choose to do their dives concurrently with attaining their level 30 class trophies (e.g., the Seal Clubber's Scourge of Seals), as the high main stat at level 30 makes for an easier dive. However, a dive need not start at level 30, because the stat rewards over the course of finishing 500 basement levels are considerable, due to scaling monster levels. At level 100, 300 stats per combat are expected, roughly half of which will be distributed into the main stat. At level 400, over 2000 stats per combat will be earned.
Here is some rough math:
Monster level = 2 * Depth1.4 Sombrero weight = 40 Sombrero bonus = sqrt(40 * monster level) / 10 Total stat gain from monster = (monster level / 4) + sombrero bonus Chance of combat on a non-reward basement level = 0.46 (estimated) Expected mainstat gain on a non-reward basement level = 0.46 * (total stat gain from monster) / 2 Expected mainstat gain on a reward basement level = current mainstat * 2 / 3
If we approximate your current mainstat as 780, then you can expect to gain 168K mainstat from the Basement, assuming no stat days. This is enough to move you from 738 to 845. In other words, if there's no stat day in the near future, mainstat 738 might be a good point to enter the Basement.
Note: if you are leveling using a Gym, the number of substats gained per turn increases with your mainstat. It might be a good idea to run the Basement earlier than strictly necessary, so as to gain the substats from combat sooner and thus level faster. This must be balanced against the increased expense of running the Basement at a low level.
Cost Expectations
This section is outdated, and is inherently subject to incorrectness when new basement-relevant items are released, or when mall prices change.
Here is a rough table for computing how much a Basement dive might cost. We assume that the character initially has a mainstat of 750 and offstats of 200. We assume the character has equipment-based stat buffs totaling 100% to each stat (for example, a full Brimstone outfit). For each section of the Basement, the table gives the potions that would be required to pass all stat tests in that section. After 330 basement levels have gone by, we assume the character has reached a mainstat of 800.
For Meat-per-adventure calculations, we assume that each potion grants 10 turns of its effect.
Basement Levels | Active Potions | Lowest Stat | Meat/Adv | Cost |
---|---|---|---|---|
1-70 | (none) | 200*2=400 | 0 | 0 |
71-180 | oil of stability or oil of expertise or oil of slipperiness | 750*2=1500 | 100 | 11000 |
181-210 | the above, plus tomato juice of powerful power | 750*2.5=1875 | 160 | 4800 |
211-280 | the above, plus potion of temporary gr8ness | 750*3.5=2625 | 310 | 21700 |
281-330 | the above, plus philter of phorce, ointment of the occult, serum of sarcasm | 750*4.5=3375 | 490 | 24500 |
331-450 | the above, plus Ferrigno's Elixir of Power, Hawking's Elixir of Brilliance, Connery's Elixir of Audacity | 800*6.5=5200 | 1010 | 121200 |
450-500 | the above, plus the five elemental wad effects (requires rollover to refresh spleen) | 800*7.5=6000 | 1010 | 50500 |
Total: | 233700 |
Players might be able to save some Meat by employing food-based buffs (such as flower petal pies or roasted marshmallows), but these come at a substantial cost in that they prevent the player from gaining adventures from higher-quality food. In general, it is more efficient to eat the higher-quality food, use a few extra potions, and make up for the cost by spending the extra adventures Meat-farming.
Other buffs, such as those gained from Dungeons of Doom potions, are inefficient compared to sauce potions, and should only be used as a last resort.
On the other hand, players can save some Meat by having better equipment, or being more careful about their buffs (using wad effects, hair spray, and Ben-Gal™ Balm to best advantage). Players can save quite a lot of Meat by playing as a Sauceror, which makes all sauce potions last 15 turns instead of 10.
Still, it's reasonable to expect that a basement dive will require roughly 250K worth of potions.
Notes
- The original spading and strategizing for basement diving was largely done in the HCO forum.