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<center>'''The Beginner's Guide'''</center>
<center>'''The Beginner's Guide'''</center>


Welcome to Kingdom of Loathing!  By winding up at this page, you have shown yourself to be a more intrepid sort, interested in going beyond the basics to learn more about KoL and to answer some of your many questions. KoL is not easy for new people because the terminology and items are so strange, compared to the usual Role Playing Games. 
Welcome to the Kingdom of Loathing wikiAlthough this guide is meant for players new to KoL, it assumes that you have completed the [[Toot Oriole Quest]]. Armed with that basic knowledge, you can use this wiki to discover more about [[Game Mechanics|how KoL works]].
This page is meant to provide a fast guide and unravel some of the mystery, beyond what the tutorial teaches.
KoL is a very complex game and you may be disheartened at first as every time you look up something on the wiki, it brings more questions than answered.  But preservere, as you will get the hang of it pretty quick.
Note that it is expected that the reader has completed the Tutorial in-game!
This guide is for version NS13, created November,2009.


Although the wiki contains detailed explanations of various quests and puzzles, it can be more fun to figure them out on your own.  Of course, if you get stuck, the wiki can help get you back on track.


==Main Stats==
== Character Creation ==
Go click your character link at the top left to bring up your character sheet.  You will see three stats, Moxie, Muscle, and Mysticism.   You will see three bar-graphs that show a progression for each statFirst, a word on the stats themselves:
Creating a character is simple.  You only need to make three choices - your name, your gender, and your class. You can change your gender and your class later, so don't stress over those.  Which class is best depends on your preferred playstylePlaying a [[Disco Bandit]] or [[Accordion Thief]] is probably the easiest to start out with, but with some care, any class can work for you.


* [[Muscle]] - Determines your maximum hit points.   Determines your chances of hitting with melee attacks, as well as how much damage is dealt with ALL weaponsMuscle is an important stat for all characters.  Note that the two muscle based classes gain a 50% hit point bonus.
=== The Classes ===
[[Seal Clubber]]s and [[Turtle Tamer]]s are '''[[Muscle]]-based classes'''. That makes them the best at dishing out damage with melee weapons and surviving combat with their high [[HP]].   


* [[Mysticality]] - Determines your mana point maximum. Also determines spell damage, which really is only important for the two spellcaster (mysticism-based) classes. This stat is really only important for the spellcaster classes. Other classes will gain enough mysticism naturally from advancement.
Seal Clubbers:
*Have skills which increase their melee capability significantly, focusing on attacks which increase their weapon's damage.
*Draw upon mighty reserves of [[Fury]] to add to their attacks.
*Can craft advanced weapons.
*Can summon [[Infernal Seals]] and defeat them in combat for special rewards.
*Excel when wielding a 1-handed or 2-handed club.


* [[Moxie]] - Determines your defenses; how likely you are to be hit and also how much damage you take upon getting hit. It also determines your hit chance with ranged weapons. Note that muscle still determines ranged weapon damage. Due to combat formulas it is possible to be completely invulnerable to being hit by a given monster with sufficient Moxie.  As such, moxie is one of the most important stats, even for Muscle/Mysticism classes.
Turtle Tamers:
*Have skills which increase their melee capability significantly, focusing on attacks which use their armor offensively.
*Get more benefits from their [[Familiar]]s.
*Can receive the [[Turtle Blessings|blessings]] of the Great Turtle Spirits.
*Can craft advanced armor.
*Can [[Turtle Taming|tame wild turtles]] for special rewards.
*Excel when wielding a 1-handed melee weapon and a shield.


More information in [[Primary Stat]].  
[[Pastamancer]]s and [[Sauceror]]s are '''[[Mysticality]]-based classes'''.  That makes them the best at casting spells with their high [[MP]] pools and resisting elemental damage.


Pastamancers:
*Have spells which deal damage of every [[Elements|element]], and spells which prevent enemies from attacking.
*Can cook advanced food.
*Can summon [[Pasta Thralls]] to assist them in combat.
*Excel when wielding a [[:Category:Chefstaves|chefstaff]] and a spell-enhancing off-hand item.
*Have excellent healing spells.


==SubStats==
Saucerors:
*Have spells which deal [[hot]] and [[cold]] elemental damage.
*Can cook advanced potions (which grant powerful buffs) and sauces (which Pastamancers can cook into advanced pasta dishes).
*Can extract [[Soul Saucery|Soulsauce]] from opponents and use it to power special skills.
*Excel when wielding a [[:Category:Chefstaves|chefstaff]] and a spell-enhancing off-hand item.


By now you have adventured and noticed that you have gained an alarming variety of different oddly-named statsHere is the deal: To advance a main stat (moxie,muscie,mysticality), a certain number of substat gains is needed in order to get 1 point of that main stat. Also, each main stat has many different substat names, as shown below for variety's sake:
[[Disco Bandit]]s and [[Accordion Thief|Accordion Thieves]] are '''[[Moxie]]-based classes'''That makes them the best at not getting hit in combat and attacking with ranged weapons. They also can use [[Pickpocket]] to steal items at the start of combat.


* Muscle - Beefiness, Fortitude, Muscleboundness,Strengthliness, Strongness
Disco Bandits:
* Mysticality - Enchantedness, Magicalness, Mysteriousness, Wizardliness
*Can weaken their enemies with funky dance moves, which build [[Disco Momentum]].
* Moxie - Cheek, Chutzpah, Roguishness, Sarcasm, Smarm.  
*Can mix advanced drinks.
*Excel when wielding a ranged weapon or a [[:Category:knives|knife]].
 
Accordion Thieves:
*Have a wide variety of powerful buffs, which are usable on yourself or others.
*Can [[Steal Accordion|steal]] and equip accordions that only Accordion Thieves can handle.
*Excel when wielding an [[:Category:accordions|accordion]].
*Can sneak into all the guild stores (at a high level).
 
== Getting Started ==
 
=== Quests ===
Your main sources of quests are [[The Council of Loathing]] and the quest-givers in your [[Guild Hall]], both of which are in [[Seaside Town]].  You should visit each of these locations at least once per level to get the latest quests.  Other quests can be found scattered throughout the game.
 
Quests have no time limit; you're free to take as long as you want to complete them.  You may want to explore for a while, enjoy the jokes, and look for other quests at first.
 
To get a list of your current and completed quests, go to [[Your Campsite]] and check [[Your Quest Log]].  If you're completely stuck on a quest, you can try backtracking to locations you've already been to, examining items in your inventory for clues, smashing a [[fortune cookie]], asking for help in chat, or if all else fails, getting detailed [[Quest Spoilers]] from this wiki.
 
=== Combat ===
In the tutorial, you defeated some [[fluffy bunny|fluffy bunnies]] and learned the basics of combat.  Specifically, whoever wins [[Combat Initiative|initiative]] will attack first, then the other combatant will respond, with each having a turn to attack or use a skill, spell or item, until one of you is defeated (or you [[Run Away]]).  Entering combat against anything tougher than bunnies is likely to end badly for you unless you are prepared!  To prevent [[Beaten Up|getting the crap beaten out of you]], take stock of your combat abilities:
 
*How likely you are to hit with attacks.  If you are attacking with a melee weapon (that is, any weapon not marked as a ranged weapon), this is based on your Muscle.  If you are attacking with a ranged weapon, this is based on your Moxie.  If you are casting a spell, you will always hit.
*How much damage you do when you hit.  If you are attacking with a melee weapon, this is based on your weapon damage and your Muscle.  If you are attacking with a ranged weapon, this is based on your weapon damage and your Moxie.  If you are casting an attack spell, this is based on the spell, your Mysticality, and your bonus spell damage.
*How good you are at avoiding attacks.  This is based on your Moxie.
*How much damage you can prevent when you are hit.  This is based on your Moxie, the power of your armor (hat, pants, and later shirt), and any [[Damage Absorption]] or [[Damage Reduction]] you have.  If the damage is elemental, your [[Elemental Resistance]] is also applied.
 
Knowing this will help you choose a [[Combat Style]]. 
*You can increase your Muscle and [[Bonus Weapon Damage]] to deal damage quickly with attacks and weapon-based combat skills.  Seal Clubbers and Turtle Tamers are the best at this.
*You can increase your Moxie to avoid being hit, then deal damage with ranged weapons.  This is also known as "plinking".  Disco Bandits and Accordion Thieves are the best at this.
*You can prevent enemies from attacking and deal damage with spells, skills, weapon attacks, or combat items.  Pastamancers are the best at this, thanks to their [[Entangling Noodles]] spell.
 
To find out how tough the enemies in a certain area are, see [[Safe Adventuring]].  If you can keep your Moxie above the amount listed on that page for that area, monsters will not usually be able to hit you, which will make combat much easier. 
 
Once you've determined what stat you want to focus on, there are a number of ways to increase it.
*Equipment which increases your main stat will almost always be useful.  At level 4, your Guild will offer you a quest to obtain your Legendary Epic Weapon, which will give a large boost to your main stat.
*Potions and other consumables can also be helpful.  Everyone can buy [[Ben-Gal™ Balm]], [[glittery mascara]], or [[hair spray]] from [[The General Store]]; Seal Clubbers and Turtle Tamers can buy [[blood of the Wereseal]] from [[The Smacketeria]]; and Saucerors can use [[Advanced Saucecrafting]] to summon and cook [[scrumptious reagent]]s into powerful potions.
*Skills can provide temporary or permanent boosts.  Some, like the Seal Clubber's [[Rage of the Reindeer (effect)|Rage of the Reindeer]], only affect the player that casts it.  Others, including all Accordion Thief buffs, can affect other players.  A [[Buffbot]] can provide buffs for a small amount of meat.
 
Some familiars make combat much easier.  See the section on familiars, below.
 
=== Gaining Adventures ===
All players receive 40 adventures each day at [[rollover]].  Some clan furniture (see clans, below) and some equipment (such as a [[dead guy's watch]] or a [[chrome sword]]) will increase the number of adventures you gain at rollover, as long as you are a member of the clan, or are wearing that equipment, at rollover.  Unused adventures are carried over to the following day (up to a maximum of 200), so don't worry if you are unable to use all of your adventures every day. 
 
As you learned in the tutorial, eating [[:Category:Food|food]] and drinking [[:Category:Booze|booze]] will get you more adventures.  Each food and each booze has a size rating.  The size rating is listed in-game as "Size" (for food) or "Potency" (for booze) in the item description.  You can eat up to 15 [[fullness]], and drink up to 14 [[drunkenness]], per day.  If you try to eat beyond your limit, nothing bad will happen, except that you will not be able to eat more until tomorrow; however, if you drink more than your limit, you will be left in a [[Drunken Stupor]], unable to adventure usefully for the rest of the day.
 
Many players like to drink until they're right at their drunkenness limit (14 by default, 19 later), spend all of their adventures, then end their day with a final drink which puts them over the drunkenness limit (often called a "nightcap"). The gained adventures can then be carried over to the following day.
 
By default, your fullness level is not displayed by the game. However, you can enable the in-game fullness counter in the Interface section of the [[Options]] menu.


In other words, gaining +5 Smarm is the same as +5 Cheek.  It adds 5 subpoints to your moxie stat.  When your bar-graph is full and you have collected a certain number of these moxie substats, then you gain a single point of that stat.
Food and booze items also have a quality rating - crappy, decent, good, awesome, or EPIC.  This will tell you approximately how many adventures per point of fullness or drunkenness you can expect to gain from that food or booze.
The higher your main stat, the more points worth of substats you need to acquire for a point in your main stat.  More on this below...


Food and booze can be purchased from shops, dropped by monsters, and received as a quest reward, but many high-quality consumables are crafted by players; see [[cooking]] or [[cocktailcrafting]] for details.  Pastamancers can use [[Pastamastery]] to summon and cook [[dry noodles]] into high quality pasta, but anyone can cook [[gnollish casserole dish|casseroles]], [[skewer|kabobs]], [[pie crust|pies]], and [[taco shell|tacos]].  Similarly, Disco Bandits can use [[Advanced Cocktailcrafting]] to summon and mix fancy garnishes to make high quality booze, but anyone can mix [[fermenting powder|schnapps]] and [[Drinks By Ingredient#Drinks by basic booze|simple cocktails]].


== Levels and Advancement ==
=== Other Activities ===
Once you're completely out of adventures, you don't have to be done with KoL.  You can talk to other members of the Kingdom of Loathing community.  Once you pass the test at [[The Temple of Literacy]] in [[The Big Mountains]], you can access the [[Chat Guide: Basics|in-game chat]].  You can freely trade with other players, either in the Trade chat channel, in [[The Flea Market]] (starting at level 3), or in [[The Mall of Loathing]] (starting at level 5).  You can also visit the official [http://forums.kingdomofloathing.com/vb/ Forums of Loathing], or listen to [http://www.kingdomofloathing.com/radio.php Radio KoL].


You gain main stat advancement by getting the appropriate number of substats as described above.  The most common methods of acquiring these are:
Or, if you don't mind having the mysteries of the game spoiled for you, you can learn just about everything there is to know about Kol on [[Main Page|this wiki]]!


* Combat - Every fight will give a certain number of substat points, which are distributed as 50% to the primary stat, and 25% to each secondary stat. This is based on the [[Monster level]].
==Your Character==
There are six [[Class|classes]] in the game.  Seal Clubbers and Turtle Tamers are Muscle-based classes.  Pastamancers and Saucerors are Mysticality-based classes. Disco Bandits and Accordion Thieves are Moxie-based classes.


* Non-Combat - Some non-combat adventures will give you a certain amount of a substat. This amount is typically based on the current value of that stat, so the higher the stat already is, the more substats are gained.
===Main Stats===
* [[Muscle]] - This stat determines your maximum [[HP|hit points]], your chance of hitting with melee attacks, and the damage dealt with melee weapons.  Most [[melee weapons]] and [[shirts]] have minimum muscle requirements.  Muscle is an important stat for all characters.  Note that the two muscle-based classes gain a 50% hit point bonus -- a Seal Clubber with 80 muscle has more HP than a Pastamancer with the same 80 muscle.


* Eating/Drinking - Some foods and booze grant substat points, in addition to giving you extra adventures.
* [[Mysticality]] - This stat determines your maximum [[MP]], and increases spell damage which is important for the two spellcaster (mysticality-based) classes.  Many [[accessories]] have minimum mysticality requirements.  This stat is less important for non-spellcasters. The two mysticality-based classes also gain a 50% MP bonus.


* Other usable items - There is a huge variety of usable items. Some of which  grant substat points when they are used.
* [[Moxie]] - Determines your defense -- how likely you are to be hit and also how much damage you take upon getting hit.  It also determines your hit chance and damage with ranged weapons.  Most [[ranged weapons]], [[hats]] and [[pants]] have minimum moxie requirements.  Due to combat formulas, it is possible to be almost [[Safe Adventuring|invulnerable to being hit]] by a given monster with sufficient moxie. As such, moxie is one of the most important stats, even for muscle- and mysticality-based classes.


===Stat Gains===


You gain levels by achieving a certain number of your main stat (which is determined by your character class).  This increases as you level.  From level 1 to level 2 only requires 2 points of your mainstatGetting from level 9 to 10 requires many more points of mainstat advancement.
By now you have adventured and noticed that you have gained an alarming variety of different oddly-named stats.  Here is the deal:  To gain 1 point in a stat (muscle, mysticality or moxie), a certain number of ''substats'' are neededAlso, each stat has many different substat names, as shown below, for variety's sake:


Your character level determines when you can buy/sell from other players (in town at the Mall or Pawn Shop).  Your level is also used to determine which quests you can go on.
* Muscle - Beefiness, Fortitude, Muscleboundness, Strengthliness, Strongness
* Mysticality - Enchantedness, Magicalness, Mysteriousness, Wizardliness
* Moxie - Cheek, Chutzpah, Roguishness, Sarcasm, Smarm.  


See [[Advancement]] for more information.
In other words, gaining +5 Smarm is the same as +5 Cheek.  It adds 5 subpoints to your moxie stat.  When you have collected a certain number of these moxie substats, then you gain a single point of moxie. There are also many ways to get [[Stat Gains from Fights|more stat points]] from your combats.


== Quests ==
The higher your stats, the more points worth of substats you need to acquire for a point in your stat.  More on this below....


Your main [[Quests]] come from the [[Council of Loathing]] in the middle of Town.  At each level, you are eligible for another quest regardless if you have finished the last one(s).
=== Levels and Advancement ===
In addition, you will find many side-quests available from various locations.


Your stat values will increase when you get the appropriate number of substats as described above.  The most common methods of acquiring these are:


== Mana Pool ==
* Combat - Every fight will give a certain number of substat points, based on the monster's power, as well as [[Stat Gains from Fights|bonus stat gains]].  Stat gains from combat are distributed randomly, but approximately 50% will go to your class's primary stat, and 25% will go to each of your other two stats.
* Non-Combat - Some non-combat adventures will give you substats. This amount is typically based on the difficulty of the adventuring zone itself, though some scale based on your current stats (to an upper limit), resulting in higher stat gains the higher your stats already are.
* Eating/Drinking - Most foods and booze grant substat points, in addition to giving you extra adventures.
* Other usable items - There is a huge variety of usable items, some of which grant substat points when they are used.


One note of importance is that your [[MP]] has a different name based on your class.  Muscle classes have "muscularity points", Moxie classes have "mojo points", and Mysticism classes have "mana points"They all work the same, mechanicallyYou can get more MP by drinking certain 'potions', certain familiars, certain accessories that give X MPs per adventure, and by resting at your campground or clan hall.
You [[Advancement|gain levels]] by achieving a certain number of points in your primary or main stat (which is determined by your character class)The required number increases as you levelGetting to level 2 only requires 5 points in your main statGetting to level 10 requires many more points (85).


Your level is used to determine which quests you can go on, so be sure to visit [[The Council of Loathing]] and everyone in your Guild every time you level up.  Your level also determines what you can eat or drink.  If you have not yet ascended, your level also determines when you can buy or sell from other players at the Mall or Flea Market, and when you can join or found a Clan.


== Hit Points ==
See [[Advancement]] for more information.


When you reach 0 [[HP]]s, you are unable to adventure.  You cannot actually DIE however.  If you run out of HPs in combat, you lose the fight (and the adventure/turn) and get a 'beaten up' status effect that halves your stats.  You generally want to rest and then do something non-combat related (or easy fights) for a few turns until the Beaten Up effect goes away.
=== Hit Points ===


Hit points, also known as [[HP]], is a measure of the health of your character.  When you reach 0 HP, you will obtain the [[Beaten Up]] effect, and you will be unable to adventure until you regain some HP.  You cannot actually die, and being beaten up does not cause you to lose any meat or items.  If you run out of HP in combat, you lose the fight and do not get any stats, items, or meat that you would have gotten if you had won.


== Turns/Adventures ==
The [[Beaten Up]] effect reduces your stats significantly, so if you can, you will generally want to remove it by [[resting]] at [[The Campground|your campsite]], by using an item such as a [[tiny house]], or by using a skill such as [[Tongue of the Walrus]].  If you were planning to spend turns crafting or fighting easy combats, you can pass the time doing that instead.  Finally, a good night's sleep will take care of things - [[Beaten Up]] is removed at [[rollover]].


In this game, [[Adventures]] are your limitation to your actions.  You already know how this works from the tutorial, but here are a few things to note.
Here are some of the ways to restore HP:
* Using healing items, which will usually be found in your inventory under Miscellaneous Consumables
* Using a healing skill, such as [[Lasagna Bandages]], [[Disco Nap]] or [[Tongue of the Walrus]]
* If you are a [[Turtle Tamer]], [[Seal Clubber]], or high level [[Accordion Thief]], buying [[Medicinal Herb's medicinal herbs]] from [[The Brotherhood of the Smackdown]] on The Right Side of the Tracks in Seaside Town (note: these damage your [[spleen]])
* Visiting [[Doc Galaktik's Medicine Show]] in Market Square in Seaside Town
* [[Resting]] at your campground
* Adventuring while wearing HP regenerating equipment - see equipment below
* Adventuring with certain familiars - see familiars below


First, you can do ANYTHING that does not require adventures in an unlimited amount.  You can be adventuring in a cave and go back to town, buy stuff, sell stuff, explore, and head back to the cave in ZERO adventures!  Basically you can effectively 'teleport' anywhere.  This makes for a very user-friendly experience.
=== Mana Points ===


The next obvious question is, "How many turns do I get and how do I get more?"
Mana points, also known as [[MP]], are used to power your skills, both in and out of combatThere is no penalty for running out of MP, except that you will not be able to use any skills which require MP.   
Every player starts with 80 turns, and gains 40 turns every realtime dayHowever, many more turns can be obtained with several methodsThe three most common are:


* Food - Eating food increases your adventuresThe higher quality the food, the more adventures gainedSome food also improves your statsYou can eat up to 15 'fullness' per day, where an average food item takes 3 fullness, but this varies from 1 to 6Note that you have no way of knowing what your fullness level is, except by manually keeping track.
The game will refer to MP differently based on your classMuscle classes have "muscularity points", Moxie classes have "mojo points", and Mysticality classes have "mana points"They all work the same, mechanicallyFor Muscle classes, this can lead to some confusion; the message "You gain 4 Muscularity Points" means you're gaining MP, while "You gain 4 Muscleboundedness" means you're gaining stat points to increase your Muscle statLook for the [[Image:mpoints.gif]] icon to distinguish the two.


* Booze - Drinking booze works the same way as eating food, except it uses a visible Drunkeness/Tipsiness/etc counter.  If you drink more than 15 tipsiness, you are UNABLE TO ACT for the rest of the day!  So be very careful with drinking once you approach the limit.  Be sure to top off your adventures when you are out with one last nightcap, since they will carry over.
Here are some of the ways to restore MP:
* Drinking carbonated beverages, which will usually be found in your inventory under Food and Drink, Booze, or Miscellaneous Consumables
* If you are a [[Sauceror]], [[Pastamancer]], or high level [[Accordion Thief]], buying [[magical mystery juice]] from [[The League of Chef-Magi]] on The Right Side of the Tracks in Seaside Town
* Visiting [[Doc Galaktik's Medicine Show]] in Market Square in Seaside Town
* [[Resting]] at your campground
* Adventuring while wearing MP regenerating equipment - see equipment below
* Adventuring with certain familiars - see familiars below


* Items/Amenities - There are several items and clan amenities that give you a certain number of free adventures per day.  A clan can have a calendar for +3, an inspirational bookcase for +5, and a +1 item.  In addition, you can carry or have items which boost adventures.  However, these are fairly hard to come by, so by the time you can get them, you will be well beyond the scope of this guide.
=== Equipment ===


A beginning player  can expect about 100 adventures per day or more.
You can equip one hat, one pair of pants, either a 2-handed weapon or a 1-handed weapon plus an off-hand item, a back item, three accessories, and one piece of familiar equipment. Later on, you can gain the ability to wear a [[Torso Awaregness|shirt]], or the ability to [[Double-Fisted Skull Smashing|dual-wield]] 1-handed weapons.  It is a good idea to keep one of everything you find until you become more familiar with the game, as it is common to swap equipment and find uses for things found long ago.


Extra leftover adventures are added to your allotment for the next day, up to a maximum of 200Even if you cannot play for 1 day, try to eat and drink real quick so you can get those significant bonus adventures added to your total.
Like many adventure games, getting better equipment is important. Early on, you can head to [[The Armory and Leggery]] in town to get basic equipmentAt level 3, you can buy much better equipment from other players through the Flea Market.  Items that are equipable can have many attributes. These are the most common:


== Equipment ==
* Power - The power of your hat and pants, and later shirt, adds to your character's [[Damage Absorption]], causing you to take less damage from opponents when they hit you.  See Damage Absorption, below, for details.
* Stat boosts - Many items boost your [[Muscle Modifiers|Muscle]], [[Mysticality Modifiers|Mysticality]], and [[Moxie Modifiers|Moxie]].  You should almost always equip items that boost your primary stat (or Moxie if you are boosting defense).
* Weapon damage - Usually expressed as a range, for example, "5-10".  This is the base amount of damage you will deal when you hit with this weapon, before bonuses.  In practice, ''most'' of your damage will actually come from bonuses (stats and enchantments).
* [[HP Regeneration]] or [[MP Regeneration]] - Getting one of these items early on from the Mall or Flea Market is a great idea and well worth the investment.  Every adventure you go on, these items restore a certain amount of HP and/or MP.  This helps greatly for offsetting HP/MP losses due to combat and skills, as HP/MP can normally only be recovered by resting or consumables which waste resources.
* [[Bonus Weapon Damage]] - This can be strong ability early in the game when opponent HP is low but your damage dealt is also low.  In addition, sometimes elemental damage can be more effective against physically resistant foes or those vulnerable to a particular element.  However, boosting Muscle and Moxie is generally more effective.
* [[Bonus Spell Damage]] - For [[Sauceror]]s and [[Pastamancer]]s, this will increase your damage output significantly.
* [[Damage Reduction]] and [[Damage Absorption]] - These attributes both reduce the amount of damage you take in combat, but they are not quite the same.  [[Damage Reduction]], usually found on shields, subtracts directly from damage taken. For example, if you would take 30 damage, with DR 5, you only take 25 damage.  [[Damage Absorption]], on the other hand, subtracts a percentage of the damage taken.  For example, 90 DA provides a 20% reduction in damage, so if you would take 30 damage, with 90 DA, you only take 24 damage.  Your main sources of Damage Absorption will usually be the power of your hat, pants, and shirt.  Damage Reduction is rarely found on items other than shields.
* [[Elemental Resistance]] - Reduces damage taken from that element by a certain percentage.  Elemental Resistance is measured in ranks; Slight resistance gives 1 rank, So-so gives 2, Serious gives 3, and Stupendous gives 4.  This is cumulative, so having a slight resistance to an element from two sources is the same as having so-so resistance from one source.


You can equip a hat, pants, either a two handed weapon, or a 1handed weapon plus an offhand item, one familiar-accessory, and three accessories.  Later on, you gain the ability to wear a Shirt which is an additional slot.
=== Outfits ===
[[Outfit]]s are special sets of equipment. When you equip an outfit, your character's avatar will change. Most outfits will give you a new enchantment, such as a boost to your stats. A few will allow you to visit some place previously forbidden.  Clicking on the name of the outfit in an item's description or on your character sheet (if you're wearing the whole outfit) will tell you some of the bonuses you get for wearing it, but there may be other hidden bonuses as well!


Like many adventure games, getting better equipment is important. Early on, you can head to the equipment shop in town to get basic equipment. At level 3, you can buy from other players through an auction-house style shop.  Items that are equippable can have many attributes. These are the most common:
The first outfits that you will probably find are the [[Bugbear Costume]], the [[Knob Goblin Elite Guard Uniform]] or the [[Knob Goblin Harem Girl Disguise]]. The [[Filthy Hippy Disguise]] will allow you to buy produce from the [[The Hippy Store]], and the [[Swashbuckling Getup]] will let you infiltrate deeper into the Pirate Cove. Note that in your Inventory/Equipment tab there is even a drop-down box that auto-detects and equips any particular outfit that you have in your inventory.


* [[Power]] - This is a rather confusing stat. In any case, Power factors in to your character's OFFENSIVE capability. Specifically, when you hit, you deal 10 to 20% of your Power rating in bonus damage. The wiki does not state if this is just your weapon's power, or the power of your pants and helmet combined.
You can (and should) create custom outfits with your normal equipment for easy swapping. How many custom outfits you want to make is up to you. Some players just have one, with their favorite fighting equipment. Other players have different outfits for different tasks (fighting, meat farming, item farming, high elemental resistance, etc.).


* Stat boosts - Many items give a stat boost.  You should almost always equip items that boost your primary stat (or Moxie if you are boosting defense).
Wearing a non-custom outfit and visiting the [[The Dirt-Walled Hovel of the Pretentious Artist|Pretentious Artist]] (after you've recovered his things) will unlock a tattoo for your use.


* Regain MP and/or HPs per adventure - Getting one of these items early on from the Mall/Flea Market is a great thing and well worth the money!  Every adventure you go on, this item restores a certain amount of HP/MP.  These are essential for avoiding wasting adventures resting or wasting healing/MP items. They are great for keeping yourself buffed.
=== Effects and Buffs ===


* Bonus Damage - This is a strong ability early in the game, when your damage dealt is very weak and you can one-shot opponentsNote that muscle/moxie boosts are generally twice as effective however.
In the tutorial, you used one of your non-combat skills to give yourself 5 turns of a positive effect.  Skills that give you an effect are sometimes called "buffs", but this is confusing because the game uses the word "buff" specifically to mean "a skill that you can cast on other people or yourself".  So, some people call everything a buff, while other people call non-buff skills "self-buffs".  The game calls them "non-buffs" in at least one placeFor the purposes of this section of the guide, we'll just use the word "buff" to mean "any skill that gives you a useful effect".


* [[Damage Reduction]] - This attribute directly subtracts from damage taken.
Casting a buff multiple times will increase its duration.  For example, casting [[Moxie of the Mariachi]] once will give you 5 adventures of [[Mariachi Mood]], so casting it 6 times will give you 30 adventures of the effect.  If you have a buff active and cast it again, the turns you gain will be added to the turns you already have; you will not lose turns of a buff by casting it again.  By level 3 or 4, you will likely want your basic buff active at all times.  Depending on your class, buffing yourself may be a better way of spending [[MP]] than using combat skills.


* [[Damage Absorption]] - NOT the same as Damage Reduction.  This uses a formula  which effectively reduces a PERCENTAGE of your damage taken.
Some buffs only affect the player that cast them, but many are castable on other players.  Receiving buffs from others can make the game significantly easier.  The fastest way to receive buffs from others is by using a [[Buffbot]].  Most buffbots are used by sending a small amount of meat via the in-game message system (also known as Kmail) in exchange for buffs, but read the instructions for each individual bot to see how it works.  If you don't know what a buff that a bot is offering does, look it up on this wiki; some buffs, such as [[Ur-Kel's Aria of Annoyance (effect)|Ur-Kel's Aria of Annoyance]], can make your life far more difficult if you're not prepared for their effectsOne simple way to get a lot of buffs is to type "/w flesh_puppet buffme" in chat. This triggers the [[buffbot]] Flesh puppet to buff you with a series of buffs, which are generally useful for a newbie.


* [[Elemental Resistance]] - Reduces damage taken of that element by a certain percentageResistance does Stack, so 3 slight resistances is equal to 3 points of resistance, which is equal to serious resistance.
If you have received an effect and you aren't sure what it does, you can always click on its icon to get a popup descriptionIf for some reason you don't want this effect, there are ways to remove them.  If the effect is a true "buff" (a skill that can be cast on another player), you can remove it by right-clicking the effect icon, and then confirm that you really want it gone.  You can also remove true buffs by typing "/shrug nameofeffect" in the chat interface.


If you want to remove an effect that isn't a true buff, you have a few options:
*Use a [[soft green echo eyedrop antidote]].  This will remove almost any effect.
*Spend enough turns that the effect wears off by itself.
*If it's poison, buy an [[anti-anti-antidote]] from [[Doc Galaktik's Medicine Show|Doc Galaktik]] and use it.
*The skills [[Disco Nap]] or [[Tongue of the Walrus]] can remove ''some'' of the negative effects that you get from monsters.  Most notably, Tongue removes [[Beaten Up]].
*[[Ancient Magi-Wipes]] can also remove some of these negative effects.
*A [[tiny house]] will remove [[Beaten Up]] as well as restoring some HP and MP.


== Buffs/Skills ==
Skills are not the only source of effects; many items also grant effects.  Most items which grant effects will be in your miscellaneous inventory, under (Mostly) Potions.  Viewing a potion's description will tell you what effect it will grant, and for how many adventures; clicking on the name of the effect in this box will switch to the description of the effect.  Three very useful potions are available from [[The Market]] in Seaside Town: [[Ben-Gal™ Balm]], [[glittery mascara]], and [[hair spray]] grant effects which give +15% Muscle, Mysticality, and Moxie, respectively.  Some non-potion items will also grant effects, including food, booze, or spleen items.


In the tutorial, you buffed yourself for 5 turns with one of your skills.  Buffs always stack for duration.  Hence, if you cast a particular skill 5 times, you would have 25 turns of buff instead of 5.  Depending on your class, buffs can be a very good way of spending MPs.  By level 3 or 4, you will likely want your buff active at all times.  Whenever you have extra mana, you will probably boost yourself.  Some classes are better at this than others, but you will quickly discover that some class combat skills are pretty weak.  Buffing yourself is generally a better use of MPs for these classes.
=== Familiar ===


A [[:Category:Familiars|Familiar]] is a companion who will accompany your character, and help out during combat.  At any given time, you can have one active familiar, and any number of other different familiars in storage in your [[Familiar-Gro™ Terrarium (Campground)|Familiar-Gro™ Terrarium]]. 
Familiars generally become more effective as they gain levels, which is represented by its weight.  Familiars start at 1 pound and can grow to 20 pounds naturally, but their weight can be boosted even more by buffs and equipment.
[[The Cake-Shaped Arena]] is a place where your familiar can adventure. Upon winning 5 events there, you are awarded a special item that occupies your "familiar equipment" slot and increases the effectiveness of your familiar.


== Combat ==
You will receive a [[mosquito larva]] as a reward for completing the [[Spooky Forest Quest]] at level 2.  If you want to try other familiars, here is a short list of some that are pretty common and useful.  Most of these hatchlings can be bought in the Mall, but your Clan may also have some of the lower cost familiar hatchlings available.


A [[combat]] is always a 1 vs 1 affair that takes one adventureEach monster has a certain [[Monster Level]] which determines its combat statsIn combat, initiative is rolled. When you attack, you have a certain chance to hit, based on your Muscle (melee) or Moxie(ranged). There is otherwise no advantage to 'ranged' attacks.  If you hit the monster, you deal damage based on the Weapon's Power and your Muscle, minus the monster's damage resistance/reduction.
* [[Smiling Rat]]: Found in the level 3 quest, sometimes.  Causes you to earn more stat points after combat.
When the monster attacks, its chance to hit is directly based on its stats and your MoxieAs such, Moxie is the primary defensive statIf you are hit, Moxie determines how much damage you might avoid takingOther stats are Damage Resistance and Damage Reduction and Elemental Resistance which affect damage taken.
* [[Blood-Faced Volleyball]]: Causes you to earn more stat points after combatGo to [[The Hermitage]] and get a [[seal tooth]] and a [[volleyball]] (see The Hermit, below, on how to make the trade)Use the Tooth, then use the Volleyball.  Use the [[blood-faced volleyball]] item and you're done. Total cost is about 500 meat.
Upon winning a fight, you gain subStats based on the monster level as well as a certain amount of Meat and possibly an item drop.
* [[Leprechaun]]: Causes opponents to drop more Meat after combat. Go to [[Spooky Forest]] with a [[11-leaf clover]] in your inventory to get a [[bowl of lucky charms]].  (See The Hermit, below, on how to obtain the clover.) Eat it for a 50% chance to obtain a [[leprechaun hatchling]].  Repeat as needed.  Costs about 400 meat plus a few turns and a few points of fullness.
* [[Baby Gravy Fairy]]: Causes opponents to drop more items after combat. You need to cook a [[fairy gravy boat]] with a [[knob mushroom]], both of which are available in [[The Haiku Dungeon]] in [[The Dungeoneers' Association]] in [[The Big Mountains]], to make a [[pregnant mushroom]].
* [[Ghuol Whelp]]: Restores HP and MP after combat. The [[fertilized ghuol egg]] hatchling is made by [[Meat Pasting]] a [[ghuol egg]], available in [[The Misspelled Cemetary]], with [[Spooky-Gro fertilizer]], available in [[The Spooky Forest]].
* [[Levitating Potato]]: Blocks enemy attacks. A [[potato sprout]] may be purchased in [[The Dungeoneers' Association]] for one [[fat loot token]] obtained from Room 15 of [[The Daily Dungeon]]. 
* [[Cocoabo]]: During combat, restores HP and MP, drops meat, and attacks and weakens enemies, at randomCan't be obtained through adventuring until Level 10, but available from a Clan Stash, the Flea Market, or the Mall before then.  Cook 4 {{plural|cocoa eggshell fragment}} into 2 {{plural|large cocoa eggshell fragment}}, then cook those into a [[cocoa egg]].
* [[Star Starfish]]: During combat, restores MP by attacking your opponentLike the Cocoabo, not obtainable through adventuring until level 10Use a [[star chart]], with 6 {{plural|star}} and 4 {{plural|line}}, to obtain a [[star starfish]] hatchlingVery useful for [[Mysticality]]-based classes ([[Sauceror]] and [[Pastamancer]]), or anyone who spends a lot of MP on buffs or combat skills.


Other events that may occur in combat are...
Many more [[:Category:Familiar Hatchlings|familiar hatchlings]] can be found by browsing the familiars' section of the Flea Market or The Mall. Doing this will give you an idea of approximately how rare (or difficult to assemble) each one is and you might be able to easily pick up some new friends this way.


* [[Fumble]] - This is one of the most damaging things that can happen at lower levels. You miss your attack and damage yourself. It happens 4.22% of the time.  Certain items can negate this and are worthwhile to seek.
*A notable familiar that is not available for a new character but is still cheap is the [[Lil' Barrel Mimic]]. The [[Tiny barrel]] familiar hatchling is a good choice to get early from The Mall, since it excels in many aspects that a newbie will struggle with. It provides stat gains like a [[Blood-Faced Volleyball]], drops various items such as food, booze, restoration items and more. If you get its equipment from [[The Cake-Shaped Arena]], the barrel will also heal you like a [[Ghuol Whelp]], so you do not have to spend adventures healing as much.


* [[Critical hit]] - You will occasionally get a critical hit which deals about double your normal damage output. This is a base 9% chance for the player.
Sometimes, it may not be obvious what your familiar is doing.  Clicking on a familiar's picture in your Terrarium will usually give you a short description of its abilities.  In addition, there are several [[Common Metaphors]] that will help you figure it out. For example, if a familiar smiles at the end of a combat, it will usually give extra stats, like a volleyball; if it winks, it will usually boost meat drops, like a leprechaun; if it dances, it will usually boost item drops, like a gravy fairy.


* [[Familiar]] does something - There are tons of familiars, many of which periodically do stuff in combat.  Sometimes they attack, or give MP to the player, delevel the foe, etc.
==Other Stuff==


* Use of a combat item - Several items exist which have various effects on the monstersMany of these are beneficial to yourself and/or detrimental to the foeThese should be used wisely.
=== Guilds/Training ===
Every class has a [[Guild Hall]].  This guild is a visitable location in town filled with NPCs and should not be confused with a Clan, which consists of other player character membersBefore you can take advantage of your Guild's services, you must pass a test.  Speak to your guild leader, adventure where he tells you to go until the task is complete, then return to your Guild Hall.   


* Use of a skill - Players have a number of skills available with varying effects.  These are typically better than a standard attack and have no chance of fumbling.  They cost a certain number of MPs to use.
Each Guild has:
*A guild leader, who assigns your initial quest
*A trainer, who will sell you your class skills for meat
*Three members who will assign you quests
*A shop which sells class-specific items


* Run away - You can attempt to run from an encounter to avoid getting beat down.
=== Clans ===


== Classes ==
You can very easily join a [[Clans|Clan]] starting at level 3.  It is a good idea to do so, as it costs nothing and the reward is large.  Many large and newbie-friendly clans advertise with the Clan Recruiter in Seaside Town.


There are six [[classes]] in the gameHere is my quick overview of each one:
In addition to the advice you can receive from other clan members in the Clan's [[Chat Guide: Basics|Chat]] channel, you may be able to obtain useful items from the [[Clan Stash]].  How the Stash is run is different in every Clan, but in general, members can deposit items in the Stash to obtain Clan Karma, then spend that Clan Karma to withdraw different items from the Stash.  This can be a good way to get certain items for quests and easy mid-level food and boozeIn addition, items in the [[Clan Rumpus Room]] can give boosts such as bonus adventures per day, free meat, or free buffs, depending on what furnishings the particular clan has chosen to obtain.


* Seal Clubber - Equivalent to a barbarian. You rely on hitting hard with melee weapons and large HP pools to succeedMost class skills are passive combat-oriented buffs with a few heals and combat super-attacks.
Having a [[Clan VIP Lounge key]] (a special [[Mr. Store]] item) allows you to get access to the [[Clan VIP Lounge]] which is like the Rumpus Room, but with cooler and more powerful toys.  The key is available in The Mall, but for a very high priceIt is sold at Mr. Store whenever the monthly special is a VIP Lounge furniture item, so if you want to obtain one, waiting until this happens will be your best bet.


* Turtle Tamer - Equivalent to a fighter/ranger type character. You rely on hitting hard in melee and large HP pools to succeed.  Most class skills are passive buffs, with some active(castable) buffs and a few combat skills. Skills are more defensive in nature and also work more with familiars.  Turtle Tamers can use their combat skills in combos where they 'chain' their debuff-style attacks in a sequence.
Clans also have [[Clan Basement|basements]] which have dungeons that you should challenge when you are a high level.


* Pastamancer - Equivalent to a wizard/priestYou rely on casting spells in combat to defeat foes.  Has a large number of buffs and defensive spells in addition to offensive onesFocused on cooking. You start off with Spices in your inventory which can be used to auto-hit in combat for 1 damage.  This lets you easily defeat early encounters with no chance of fumbling.
=== The Hermit ===
[[The Hermitage]] in the Big Mountains is the source of several unique items, such as the [[volleyball]] and [[seal tooth]] mentioned above, and the [[11-leaf clover]] mentioned belowTo trade with the hermit, you must have a [[hermit permit]], and one worthless item (a [[worthless trinket]], [[worthless gewgaw]], or [[worthless knick-knack]])The permit is available for sale at [[The General Store]] in [[Market Square]] in [[Seaside Town]]; the worthless items are not available for sale directly, but you can get them by buying [[chewing gum on a string]] from the Store and using it.


* Sauceror - Very similar to a Pastamancer. Focused on cooking with a variety of defensing and offensive spells. You start off with Spices in your inventory which can be used to auto-hit in combat for 1 damage.  This lets you easily defeat early encounters with no chance of fumbling.
=== Stat Days ===
The [[moons]] that you see in the upper-right corner are not just for flavor. If the combination is right, a 25% boost will be given to any gain to a certain stat that day.


* Disco Bandit - Equivalent to a rogue, sort of.  Relies on high Moxie to be difficult to hit, and uses ranged weapons typically. The bandit has several offensive combat skills, which can be chained together into combos.  The bandit focuses on mixing drinks and can do so more effectively than any other character. Other skills boost ability to gain cash and items.
*If Grimace is full, the bonus will be given to muscle stat gains.
*If Ronald is full, the bonus will be given to mysticality stat gains.
*If both moons are either a double waning crescent or a double new moon, the bonus will be given to moxie stat gains.


* Accordian Thief - Equivalent to a bard.  Relies on high Moxie to be hard to hit. Uses ranged weapons.  The AC has no useful combat abilities to speak of, except for one gained at the beginning of the game.  However, he has a large number of buffs which can affect ANY player in the KoL universe!  Up to three of these buffs can be active at once and are very powerful. His first level buff adds a huge +10 moxie to a character which vastly increases defensive potential for a very low mana cost.
Sometimes it's a good idea to save some adventures for a stat day to maximize your gains.


I believe the accordian thief is the easiest starting character. They can quickly gain their +10 Moxie buff which is extremely powerful early on and useful throughout the game.  Being a moxie-based character, it is easy to become completely invulnerable to being hit, with only fumbles able to hurt the character. With this being the case, your offensive damage, elemental resistance, damage resistance/reduction are all pretty much irrelevant.
The stat gain bonus from the moons does not apply if you are in [[Ronin]] or [[Hardcore]].


The muscle-based classes hit hard and are tough, but healing is a problemRegaining lost HPs costs precious adventures or large quantities of meat. The mosquito default familiar does help this problem somewhat at early levelsAs such, a muscle-based class should definitely level up their familiar and make use of the Arena.
=== Holidays ===
On certain days of the [[Kingdom of Loathing Calendar]], holidays are celebrated.  These will happen once every KoL year (96 days), or 3-4 times every real-life yearSeveral holidays are also celebrated on or close to the real-world holiday that they're based onFor example, St. Sneaky Pete's day will occur both on Starch 3 of the KoL calendar and March 17 (St. Patrick's Day) of the real-life calendar.


The mysticality-based classes are more advanced. Their main stat doesn't give them a big HP supply, nor large damage, nor high defenses from Moxie. Regaining mana is also problematic at first and these classes need a goodly supply of such(and/or an appropriate familiar).
*Jarlsuary 1 - [[Festival of Jarlsberg]] - All skills cost 3 less MP to use, and the [[party hat]] may be purchased and used.
*Frankuary 4 - [[Valentine's Day]] - Special Valentine's day themed items may be purchased from [[The Gift Shop]].
*Starch 3 - [[St. Sneaky Pete's Day]] - Special adventures may be found by overdrinking and adventuring in a stupor. Green beer may be brewed. The Hermit has extra clovers.
*April 2 - [[Oyster Egg Day]] - Oyster Eggs are hidden throughout the Kingdom; the placement changes every holiday.
*Martinus 2 - [[El Dia de Los Muertos Borrachos]] - The Day of the Drunk Dead. Special wandering monsters will pop up throughout the day, allowing you to obtain special booze.
*Bill 3 - [[Generic Summer Holiday]] - [[A Reasonably-Sized Fountain]] opens for swimming. This will give you a special stat gain bonus depending on what floaty you use.
*Bor 4 - [[Dependence Day]] - The General Store will sell fireworks which will grant a +50% stat bonus to one stat.
*Petember 4 - [[Arrrbor Day]] - [[The Arrrboretum]] opens up for adventuring, and the rewards of the prior Arrrbor Day may be found.
*Carlvember 6 - [[Labór Day]] - An extra 10 adventures will be given to you at rollover. This is applied after the cutoff point, so it is possible to start with 210 adventures.
*Porktober 8 - [[Halloween]] - You may go trick or treating for special candy, depending on which outfit you wear.
*Boozember 7 - [[Feast of Boris]] - Your stomach's capacity is boosted by 15. In addition, special wandering monsters will appear to fight, dropping special food.
*Dougtember 4 - [[Yuletide]] - You may listen to ghost stories and toast marshmallows.


== Familiar ==
There are a few holidays celebrated only according to the real-life calendar:
*[[April Fools' Day]] on April 1
*[[Talk Like a Pirate Day]] on September 19
*[[Crimbo]] during the month of December (and sometimes continuing into early January)


Every character can have 1 active [[Familiar]], and several more in storage. More info is available at [[Familiar]].  There is currently an overwhelming number of familiars available, but you will be given a Mosquito for your level 2 quest reward.  This is a decent one that fights in combat with you and occasionally heals you.
=== 11-Leaf Clovers ===
Familiars become more effective as they gain levels, which is represented by its weight... from 1 lb to 20 lbs naturally.
The [[Cake Shaped Arena]] is a place where your familiar can adventure. Upon winning 10 fights, you are awarded with a special item that takes a 'familiar equipment' slot and increases the effective weight of your familiar.


If you want to try other familiars, here is a short list of some that are pretty easy to get by level 5 or less and are useful.
You might have noticed {{plural|11-leaf clover}} at the Hermitage. Using one gives you the [[Lucky!]] effect, which automatically triggers a [[Lucky Adventures|special adventure]] at many locations. Most of these adventures are non-combats, which can give you special items, substantial stat boosts, or even powerful consumables that you can use or sell for large amounts of Meat, as desired.


* [[Star Starfish]] By level 5, you can spend about 650 karma and get 6 stars, 4 lines, and a star chart from your clan coffers.  You then use the star chart and assemble this familiar.  He restores TONS of MP in combat while dealing damage, making him really good for Mysticism classes or any character that uses expensive buffs and combat skills.
=== Buying and Selling ===


* [[Blood-Faced Volleyball]] Gives you more stat gains per combat. Go to the hermitage and get a Seal Tooth and a VolleyballUse the Tooth, then use the VolleyballUse the blood-faced-volleyball item and you're doneTotal cost is about 3 turns, 400 meat.
At level 3 you can buy stuff from other players at [[The Flea Market]] in town.  This is a pretty big deal since you can boost your power significantly by picking up solid accessories, plus fill in any missing equipment slots.   The best use of the Flea Market is to get food and boozeThe stuff you find early on is pretty badInstead, you can buy fairly low-level food/booze that's much betterFor example, drinking [[Mad Train wine]] will give you 3 adventures for 3 drunkenness. However, if you buy a [[CSA scoutmaster's "water"]], you would get 9 adventures for 3 drunkenness, along with a bunch of substats.


* [[Leprechaun]] Gives more meat per adventure. Go to Spooky Forest with a Clover for a Lucky Charms dropEat it for a 50% chance for this familiar.  Repeat as needed.  Cost 200 meat +3 turns.
At level 5, you can go to [[The Mall of Loathing]] and buy stuffThis is almost always cheaper than the Flea Market, has a far greater variety, and is strongly recommended.


== Guilds/Training ==
At level 9, you can purchase a store in the Mall for 50,000 meat. This should be done as soon as you can, as you can now sell to anyone and avoid the listing fees of the Flea Market.


Every class has a [[Guild Hall]] where they gain a number of quests and can train their skills for a substantial meat costBefore you can do anything though, you must pass a certain number of tests...all of which are based on your primary stat.  Therefore, equip yourself with every primary stat equipment piece you can find, use any potion-like item that will temporarily boost your main stat, and use any skills that boost your primary stat.  In this way, you can get through many of the challenges all in one visit.
The /trade chat channel can also be used to buy and sell items to other playersIf you want to haggle on the price of an expensive rare item, this is the place to do it.


== Clans ==
=== Winning the Game/Ascension ===


You can very easily join a [[Clan]] starting at level 3.  I HIGHLY advise you to do so, as it costs you nothing and you get big gains from doing so.  In a genius move by the Developer, clans show up on the big listings based on how much money they spend on advertising!  This means that any 'dead' clan will quickly fall to the bottomHence, pick any clan on the front page and you will likely be accepted within 1 day.
You can "win" the game by completing all of the Council's quests, defeating the Naughty Sorceress and freeing the KingYou have to be at least level 13 to do this, but many players are much higher level by the time they finish this task.


Clans allow you to 'sell' your items efficiently, and you can take stuff from the clan coffers based on a 'karma' currency system which is a good way to get certain items for quests and easy mid-level food/boozeIn addition, you gain bonus adventures per day for free, and can get free meat and free items that boost your stats temporarilyDifferent clans have differing goodies, but they are all great for you!
KoL's designers have cleverly created a scheme for keeping your interest long past when you have "won".  Once you beat the main quest, you can [[ascension|ascend]] and restart the game as any class.  You start over as a level 1 character, and your items are put into a [[Hagnk's Ancestral Mini-Storage|storage locker]] to which you will have restricted access.  There are several choices to make when ascendingDo you want your next life to be easy, or would you like to take on some voluntary restrictions and challenges in order to receive better rewards?  Many items, trophies, skills, adventures, and areas are ONLY available to ascended players that have given themselves restrictionsThere are a variety of fun ways to play out your next life, and you can [[special challenge path|try them all]]!


When you ascend you will have the option to keep one of your skills from your current life to be permanently usable for all other incarnations.  Hence, you can continue to build up your character by cherry picking skills from all 6 classes!


== Ten Leaf Clovers ==
[[Ascension]] is fairly complicated, so be sure to read through the details before you shuffle off this mortal coil.  Once you start ascending, if you are looking for strategy tips, you can try asking on the forums, or check [[Ascension Strategy]] for normal ascensions or [[Hardcore Strategy]] for hardcore ascensions.  Specific advice on those two pages can become outdated quickly, but the general advice is useful.  Each [[special challenge path]] also has its own unique strategies; see the path's wiki page for details.


You might have noticed [[Ten Leaf Clover|these items]] at the Hermitage. They are interesting in that they automatically trigger special 'super encounters' at many adventure locations causing one clover to disappearThese are non-combat adventures that give you a boost, far in advance of anything you would normally receiveYou can use these clovers to disassemble(deactivate) and reassemble them as desired.
=== Ascension lingo ===
If you visit the forums you will hear much discussion about this. As a quick primer, however, here is an overview:
* Hardcore (HC) - An ascension where you are on your own with no usage of previously earned items or outside buffs.  You can still use all of your familiars, and any skills you have taken as Hardcore Permanent (HP).
* Softcore (SC) - A nickname for a "Normal" ascension.  This is an ascension where you are on your own for 1000 turns, called a Ronin period.  During the Ronin period, you will not be able to accept items or buffs from other players, but you will have limited access to items you have already earned.  You can still use all of your familiars, and any skills you have taken as Permanent (P) or Hardcore Permanent (HP).
* Casual - An ascension where you can use all your existing items, meat, familiars, skills you have taken as Permanent or Hardcore Permanent, and outside buffs.
* Path - An additional challenge which can be added to an ascension to increase the rewards. Can be Unlimited (aka No-Path (NP)) with no restrictions, Standard with no limited-availability assets older than 2 years old,  Boozetafarian (B) with no food, Teetotaler (T) with no booze, Oxygenerian (Oxy or O) with no booze or food, or a [[special challenge path]].
* [[Moon Sign]] - You may choose one of 9 different signs for your new incarnation; each provides a bonus to stat gains in one stat, access to a special adventuring area, and another small bonusThere is also a special [[Bad Moon]] sign, which must be unlocked before you can choose it.
* Aftercore - The common name for activities that occur after you have completed the Naughty Sorceress Quest and freed King Ralph XI but before you start a new ascension.  These include high level areas such as [[Fernswarthy's Basement]], dungeons such as [[Hobopolis]] and [[The Slime Tube]] in the [[Clan Basement]], [[The Sea]], and othersThey provide adventuring locations with high level loot as an alternative to ascending.  After freeing the King, you are no longer bound by the restrictions of your lifestyle or path.


=== Alternate Interfaces and Tools ===
While a bit beyond the scope of a beginner's guide, it is worthwhile to note that several alternative interfaces exist for KoL which can automate actions, provide additional information or assistance during gameplay, or simply provide a more customized GUI for the player.  In addition, many web-based tools can assist with particular portions of the game.  More information may be found [[Tools|here]].


== Buying and Selling ==
=== Collectible ===
As an open-ended game, Kingdom of Loathing doesn't have concrete goals.  Instead, players choose their own objectives.  Many players choose to collect things, as a measure of their progress, or to show off.


At level 3 you can buy stuff from the [[Flea Market]] in town. This is a pretty big deal, since you can boost your power significantly by picking up solid accessories, plus fill in any missing equipment slots.  The best use of the Flea Market is to get food and booze.  The stuff you find early on is pretty bad.  For 100 meat each, you can buy fairly low-level food that is a big boon for you.  For example, using a 3 drunkenness wine for 3 adventures is ok, but for 100 meat you can drink a margarita and gain 7 or 8 adventures for the same 3 drunkennessThat means 500 meat buys you 25 or more adventures for that day!  Same with food.
Tattoos can be obtained from several sources; however, almost all of them will come from the [[The Dirt-Walled Hovel of the Pretentious Artist|Pretentious Artist]] (after completing his quest). You can also gain various tattoos from ascending, drinking a [[martini]], visiting a [[Tattoo Shop]], or eating some [[delicious salad]]You can only show off one tattoo at a time.


At level 5, you can go to [[The Mall of Loathing]] and buy stuff insteadThis is almost always cheaper, but a lot harderThe reason is because stuff is not sorted nicely as with the Flea MarketThis requires heavy usage of the KoL wiki.
Trophies can be purchased from the [[Trophy Hut]] for 10,000 meat apiece.  There are numerous trophies in the game, and each has special requirements that you must satisfy in order to purchase it(Discovering what those requirements ''are'' is part of the challenge.)  Most trophies can be obtained during a single ascension; however, it will take many ascensions in order to get them allAll of your trophies are visible (by default) to players who click your nameYou may hide some of them if you like, or rearrange the order in which they are displayed, by visiting your trophy case in your campsite.


Items may be placed into a [[Display Case]] and arranged onto shelves.  Some players collect large numbers of a single item or a few items.  Some players collect as many different items as possible.  Some players put the items on the shelves to create thematic or humorous arrangements, etc.


== Winning the Game/Ascendance ==
The [[:Category:Familiars|familiars]] in your terrarium are also visible to other players by default (though you can hide them, in the account menu).  Some people like to collect as many familiars as possible and show off their terrariums.  Some players like to give clever names to their familiars.


KoL designers have cleverly created a scheme for beating the game.  Once you beat the main quest, you can [[ascension|ascend]] and restart the game as any class.  However, you can keep the stuff you already have, which makes the game easyBUT, you can choose from several game modes which increase difficulty and add restrictionsYou can get Trophies for certain in-game accomplishments, and in-fact many adventures and areas are ONLY usable by ascended players that have given themselves restrictions.  Finally, when you ascend you can usually keep one of your existing skills to be permanently usable for all other incarnations. Hence, you can continue to build up your character by cherry picking skills from all 6 classes!
Your permanent [[:Category:Skills|skills]] are not visible to other players by default, but they can be marked visible in the account menuSome people take pride in their large numbers of "permed" skillsLetting other players see your permed skills also helps them to help you if you are asking for advice on which skills to acquire next.


== Strategies and Guides (Warning: Spoilers) ==
If you want a bit of extra direction on how to more efficiently play during your first few days, read these tips.


== Using the KoL Wiki ==
=== Meat Farming ===
Between food, booze, HP and MP restorers, new equipment, and especially new skills, being an adventurer is an expensive proposition!  Here are some ways to make Meat easily.


The KoL wiki is very thorough. To find out about hats for example, you want to go to the home page, click Items, click Equipment, then click hats.  Now, the first entry in the long list will say "Hats". Click this for a chart which lists all the hats on one page in order of their 'power'.   This makes it easy to determine which hats are higher level or lower level.
* Visit [[The Dirt-Walled Hovel of the Pretentious Artist]] on the Wrong Side of the Tracks in Seaside Town immediately. His quest takes you to three different adventure locations and will start to give you [[Tattoo|Tattoos]]In addition, he will buy the {{plural|rat whisker}} which you will get later on for 50 Meat each.
One of the first things you will want to buy is foodTherefore, click Food, then sort by Stats.  At early levels, stat gains from food is VERY significant.  After level 6 or so, you will want to sort by Adventures, since you can get more stats by adventuring moreso than eating/drinking for stats.


== Item Usage ==
* Sales of {{plural|11-leaf clover}} from the Hermit are limited to a small number per player per day.  They cost less than 300 Meat each (on average) to obtain and can be sold in the trade chat channel, Flea Market, or Mall for much more.  Many players can make good use of these clovers and will pay for the privilege.


I recommend keeping one of EVERY item you encounter. In this game, you will wind up having to use stuff that you found a long time ago later in the game.  It is WAY too difficult to keep up with exactly what you need, because there is just so much stuff.    Your best bet for selling stuff is to add it to your Clan coffers.  A particular item that would autosell for 50 meat, and thus give you 25 karma might be added to your guild treasury and give you 70 karma for doing so.  Certain items that are garbage for you (Can of Red Minotaur for example) are worth lots of Karma to your guildies.
* The [[beefy bodyguard bat|beefy bodyguard bats]] in [[The Bat Hole]] are particularly valuable for their high Meat drops. When you kill the [[Boss Bat]], you will not be able to fight bodyguard bats anymore; take advantage of them while you can by bringing your [[Leprechaun]] along.


* Once you hit level 5, the [[Treasury]] of [[Cobb's Knob]] is a good source of Meat; you can go undercover as a Knob goblin to earn several hundred Meat per day with no risk, and you can continue adventuring there to earn even more.


== Semi-Walkthrough ==
* If you don't have a specific clan that you want to join, but you need Meat, go to the Clan Recruiter in Seaside Town, open the Advanced Search, and search for a clan with any or all of [[An Exotic Hanging Meat Orchid]] (in the first clan furniture dropdown), [[A Potted Meat Bush]] (fourth drop-down), and [[A Potted Meat Tree]] (sixth dropdown).  Using these furnishings in the [[Clan Rumpus Room]] will give you 3000 Meat per day.


This section lists some suggested ways to make good use of your initial 80 turns and some goals and ideas for the next few days to get you started.
=== General Tips ===
* One path through the [[Arboreal Respite]] adventure in [[The Spooky Forest]] will lead you to the famed Vampire Hunter G, who will give you [[wooden stakes]].  If you have these equipped while you fight the Vampires in the forest, you will get {{plural|vampire heart}}, which you can turn into Vampire Hunter G to obtain {{plural|bottle of used blood}}, which will give you stat points when used.  You can also combine the stakes with a [[bar skin]] to make an improved tent for your campground.


#Do the tutorial as written.  Any attempt to shortcut it will usually work out poorly. For example, trying to fish stuff out of the sewer before told to might result in getting something useless instead of the Trinket needed to trade with the Hermit.
* At level 4, visit your GuildYou can pick up your [[Epic Weapons|Epic Weapon]] quest which is relatively easy to accomplish, has no combat required, will boost your character significantly, and leads to even greater rewards as part of the [[Me and My Nemesis]] quest line.
#When done with the tutorial, go to Town, Wrong Side of Town, into the Artist's Hovel.  He will give you a quest which will send you to 3 of the available low-level adventure areas, which are the Alley in the Wrong Side of the Tracks, the Haunted Pantry in the Right Side of the Tracks, and the Cobb's Knob in the Plains.  Finish the quest and gain a nice Hat item. This is especially good if your class does not start with a hat-slot.
#By now, you are hopefully level 2If not, continue to explore the Sleazy Back Alley where you can find a decent amount of booze.  It is very low quality, but it is better than nothing.  Also, you want to pick up Harold's Bell from a hammer quest there.  This is useful later, so don't use it! If you find the Slug Lord's Map, equip a bum's cheek you will likely find and get the free Pants.
#Once at level 2, get your Spooky Forest larva quest and go explore there. When you find the larva, immediately return to town to get your familiar, then come back. Hopefully you will quickly run into the Vampire Hunter.  He gives you Wooden-Stakes, which is a decent melee-item. Equip it.  While looking for the Larva for the quest, fight vampires. 'Inter' any vampires you encounter during the non-combat encounter so you may fight them.  Any that you kill WITH THE STAKES will result in a vampire heart quest item.  Every so once in a while, the vampire hunter will come along and take your hearts and give you Vampire Blood.  Drink it as soon as you get it, as it gives you a BIG permanent boost to your substats.  Make sure you get a 'bar skin' item in the Forest too, as well as a Spooky Temple Map, Spooky Sapriling, and Spooky Fertilizer.
#Once done with the Spooky Forest, go to Crafting, make a meat-paste, and combine the Bar Skin with the Wooden Stakes.  This makes a tent. Use it, then equip a new weapon.  Now you have a nice place to rest at the campground.
#Try using the Spooky Map that you found in the forest.  It should now open up a new location, the Hidden Temple. We will ignore it for now.
#Go to the Cake-Shaped Arena and note the level of familiars there.  Your mosquito is really good at Obstacle course, so add +3 to his current weight. If this is greater than the weight of any opponent, spend 10 turns here to boost your familiar.  This really helps to heal you and boost your combat damage.  You might need to do this on day 2 or 3 depending on what opponents are available.  (Advanced Tip: Check the wiki for the existing low level opponents...some are really BAD at obstacle course, which gives you another +3 advantage.  Some are very good, which nullifies your advantage).
#As soon as you hit level 3, you can now go shopping!  Go to town, to the Flea Market and look for food.  You have likely enough booze to get to 14 drunkenness or as close as you dare.  But you probably have no food, other than the tutorial-provided one.  Buy some food that costs about 100 meat that looks like it isn't utter garbage.  Look it up from the wiki and it should give about 2 adventures per fullness or a modest stat boost.  Try to find food that boosts your Moxie or primary stat. Then chow down.
#Also, take a look at accesories and see if you can find some 100 meat ones. You can equip up to 3 accessories and they can make a big difference early on as even a weak accessory is better than nothing.  Watch the prerequisites!
#Go to the Clan Hall in town, and join a clan. This is a HUGE power boost and by the next day (when you are hopefully accepted) you will be in luck.  You can pick a meat-plant for 500 or more free meat per day, some +30 stat boosts(!) for 10 rounds for beating bosses, and you can take low and midlevel items from the clan coffers for a lot cheaper than buying them directly.
#Another early goal is to go to the Right or Wrong side of town and go to your [[guild]]. From there, go to the trainer and buy your level 1 (200 meat) skill as it is useful for every class.
#By now, you are probably out of Meat.  Your next location is to get to the Typical Tavern and click on a dark square.  Your goal is to find the faucet.


== Additional Tricks and Hints ==
== Character Guides ==


You should pretty much get the idea from here. However, here's a few more tricks:
This section briefly describes the playstyle of each character class and provides some hints on how to get the most out of your character.  It should be noted that as players advance, they can permanently learn skills from any class, thus customizing and developing their character as desired. Therefore, this section is simply for basic information when considering what class to play and for those who are playing a class for the first time.


* When doing the bat quest, once you finally get to the Boss Bat cave, you get 200 meat per bodyguard!  This is crazy good and the only way to get this kind of cash early game.  When the boss bat shows up, use [[Harold's Bell]] on it which makes the Boss not appear for 20 turns. Now you have 20 more turns of guaranteed Bodyguard bat fights!  4000 meat later, you have enough meat to buy better equipment and train a few skills.  Don't do this until you can easily beat the bodyguard bats. Remember, there is no big hurry to beat the quest.
At the broadest level, the classes can be divided into three specialties: '''Muscle''', '''Mysticality''', and '''Moxie'''. Each of these specialties has a guild, a patron figure, an aligned early level area, and post-ascension area.  


* Every day after level 3, go to the [[Hermitage]] and see how many Clovers are for sale. Go to the market, buy Strings, fish out a bunch of Worthless items for trade. Buy that many hermit passes.   Trade for as many clovers as possible.   USE them in inventory to disassemble them. You will use em later.
{|border="1px" cellpadding="3" cellspacing="0"
! width=33% | Muscle
! width=33% | Mysticality
! Moxie
|-
|'''Seal Clubber'''<br>
*Hits hard, kills fast.
*Builds up [[Fury]] between fights for passive buffs.
*Makes the [[Super-Advanced Meatsmithing|best weapons]].
|'''Pastamancer'''<br>
*Has versatile offense spells.
*Uses [[Pasta Thralls]] to round out weaknesses.
*Makes the [[Pastamastery|best foods]].
|'''Disco Bandit'''<br>
*Evades attacks and [[Deleveling|weakens opponents]] to finish them off.
*Builds up [[Disco Momentum]] during fights for passive buffs.
*Makes the [[Advanced Cocktailcrafting|best drinks]].
|-
|'''Turtle Tamer'''<br>
*Hits hard, resists damage. Slow start, but consistent.
*[[Turtle Taming|Tames turtles]], obviously.
*Makes the [[Armorcraftiness|best armor]].
|'''Sauceror'''<br>
*Has a range of attack spells.
*Self-sufficient [[Soul Saucery|Soulsauce]] source (and sink).
*Makes the [[Advanced Saucecrafting|best potions]].
|'''Accordion Thief'''<br>
*Evades attacks and fights with the power of music.
*Can [[Steal Accordion|steal accordions]] and equip them.
*Has powerful musical buffs, for yourself and others.
|}


At level 5, you unlock the [[Cobb's Knob]] area and can enter the Treasury. Now, Use all those clovers you have saved up over the last day or two. For every Clover, you will get a Dense Meat Stack in the Treasury worth 1000 meat!  This is a fantastic way to make money in the early game, and your best use of clovers for quite a while. Use AutoSell from the inventory window to cash in.
====Seal Clubber====
Another good usage of Clovers is in the Hidden Temple and you don't have to wait until 5. It triggers a special triple-attribute boost that can add up to 25 substat points to every stat!
* This class relies on '''Muscle''', which boosts their HP significantly higher than other classes. Furthermore, Muscle determines their hit ability with melee weapons and also increases damage. They generally aim to hit hard and kill quickly before the foe can inflict much damage in return.
* Seal Clubbers have both passive and active skills which increase their melee capability significantly, including the ability to dual wield weapons at higher levels.
* As the name suggests, the Seal Clubber's weapon of choice is the [[:Category:Clubs|club]]. Their trademark [[Smack]] skills will never miss as long as they have a club in hand.
* Seal Clubbers can build up [[Fury]] as they defeat enemies. By itself, Fury gives a small boost to Weapon Damage, but they can purchase skills that make use of Fury, such as passive HP regeneration, a guaranteed [[Critical hit]], or even [[banishing]] a monster, preventing one monster at a time from appearing.
* They are able to summon and fight [[Infernal Seals]] which drop varying rewards without using adventures. Make sure to have a club equipped before you encounter them.
* Seal Clubbers are experts at [[Super-Advanced Meatsmithing|making advanced weapons]]. Chrome weapons are very useful, as they give 3 bonus adventures at [[rollover]].
* At highest levels, Seal Clubbers are able to [[Pulverize]] equipment into wads, powders, and nuggets which are useful for buffing.


* Right at level 4, go to your GuildYou can now pick up the Epic Legendary Weapon quest. (go back several times to get it) The first part of it gives you your epic weapon with NO COMBAT at all needed. Basically you acquire a Big Rock by getting 1 Clover, 1 casino pass and playing the Lemon game at the casino. Then you get your appropriate [[Epic Weapon]] item from the hermit, combine it with your starting weapon and the rock and you are good to go. This is a significant boost for 400 meat and a few turns.
====Turtle Tamer====
* This class relies on '''Muscle''', which boosts their HP significantly higher than other classes. Furthermore, Muscle determines their hit ability with melee weapons and also increases damage.
* Turtle Tamers are experts at reducing damage takenTheir skills are generally more defensive in nature than those of their Seal Clubbing brethren and include a number of both passive and active defensive boosts.
* At very high levels, the Turtle Tamer can learn to use Muscle for defense in place of Moxie when using a shield and to double the power (Damage Absorption) of hats and pants.
* Turtle Tamers can commune with ancient Turtle Spirits to receive their [[Turtle Blessings|blessings]]. These blessings start off relatively low but slowly increase to significant levels as long as the Turtle Tamer keeps winning battles and sticks with one Turtle Spirit. These blessings also enhance the Turtle Tamer's combat skills, making them even better at combat.
* Turtle Tamers have the strongest relationship with their Familiars.  They have two skills which increase a familiar's effective weight, and one that lets it gain weight more quickly. In a pinch, they can even [[Toss]] their familiar as a weapon.
* Turtle Tamers can create [[Armorcraftiness|advanced armor and shields]].
* Turtle Tamers have the special ability to [[Turtle Taming|find and tame turtles]], which results in special rewards which do not require adventures to obtain. These rewards range from crafting materials for stronger equipment to temporary buffs, to shells to cover their backs with.
* The duration of the Turtle Tamer's buffs depends on the quality of their totems. Their initial [[turtle totem]] provide 5 turns per cast but can be improved to provide up to 20 turns per cast.


* Don't forget to go shopping at the Mall and Flea Market for accessories. One really good one is the [[Porquoise ring]] since it gives you free MP and HPs for every encounter. It is well worth getting and is usable very early. It is very helpful to keep you from having to spend adventures or cash resting or using potions. Look in your guild for this stuff too, as you might find it cheaper there. Note that the Mall is almost always cheaper than the Flea Market.
====Pastamancer====
* This class is based on '''Mysticality''', which means they have neither the hard-hitting physical damage output of Muscle classes nor the defensive abilities of the Moxie class. Thus, they generally rely on their large MP pool to cast powerful spells to disable and kill their foes.
* [[Entangling Noodles]] should be used in almost every fight due to its ability to disable a foe for 2-4 rounds. Boosting [[Combat Initiative]] works well for Pastamancers for avoiding damage thanks to this skill.
* A Pastamancer's combat spells inflict damage based on a random element. However, there are several ways to "tune" their spells to a particular element (offhand cookbooks, two of which are for sale in the Guild store, or the [[Flavour of Magic]] skill at high levels). The Pastamancer's skills can easily deal great amounts of damage in any chosen element.
* An important concept to casters is that of [[Bonus Spell Damage]]. By using certain equipment and buffs, a Pastamancer is able to deal far more damage with a spell than the baseline.
* Pastamancers have easier access to [[:Category:Chefstaves|Chefstaves]] than Saucerors. Chefstaves provide powerful spell damage bonus and MP regeneration.
* Pastamancers can summon a [[Pasta Thralls|Pasta Thrall]] to aid them in various ways. Some of these cost a lot of MP to summon, but they stick with you until you summon another one. Pasta Thralls also get stronger as they fight, providing extra effects at higher levels.
* Pastamancers can learn to heal all of their HP with a single skill ([[Cannelloni Cocoon]]).
* Pastamancers have the ability to cook Pasta dishes, summon [[dry noodles]] for cooking, and they even gain extra MP recovery from eating Pasta dishes.
* At highest levels, they are capable of [[Transcendental Noodlecraft|creating the best of the best (of pasta dishes)]] with the help of [[MSG]].


* The [[Hidden Temple]] location gives you huge stat boosts, though occasionally hurts you. If you have a HP regen item, you won't get reduced to 0 HPs by these events and can keep exploring. The boosts increase but max out when your attributes hit 25.  This is a great place to go when you are Beaten Up, or other undesirable effect. If you get 'killed', go recover 1 HP from town and go back.
====Sauceror====
* This class is based on '''Mysticality''', which means they have neither the hard-hitting physical damage output of Muscle classes nor the defensive abilities of the Moxie class. Thus, they generally rely on their large MP pool to cast powerful spells to disable and kill their foes.
* Most Sauceror spells are either {{element|hot|}} or {{element|cold|}} based. Unlike Pastamancers, they have difficulty dealing damage in the other elements.
* An important concept to casters is that of [[Bonus Spell Damage]]. By wielding certain equipment and buffs, a Sauceror is able to deal far more damage with a spell than the baseline.
* Saucerors can learn the ability to gather [[Soul Saucery|Soulsauce]] from fallen enemies, which can be used in a variety of useful ways, such as an on-demand MP regeneration or to stun an enemy.
* Saucerors can learn [[Sauce Curses]] to cast on an enemy, gradually weakening them in combat. Two of these curses can heal the Sauceror on a spell kill. Utilizing these effects to their fullest can keep a Sauceror's HP and MP up high at all times.
* Saucerors have the ability to summon [[scrumptious reagent]]s which they can use to cook or to create special potions which provide powerful buffs. Saucerors get 3 potions per reagent, and each reagent potion lasts 5 extra turns when drunk by a Sauceror, or 10 extra turns if they have also learned [[Impetuous Sauciness]]. Non-Saucerors making the same potion with permed skills only get 1 potion per reagent.
* The duration of the Sauceror's buffs depend on the quality of their saucepans. Their initial [[saucepan]] provide 5 turns per cast, but can be improved to provide up to 20 turns per cast.


* The Daily Dungeon is good when your stats hit 50ish. It gives you a guaranteed 3 loot items per day. The Sneaky Pete's key that drops can be Cooked with a Lime, then with a pie crust to make a very strong food item. Try to get the Limes from your guild, and you can buy pie crusts from the Bugbear shop (in costume) or from the mall.
====Disco Bandit====
* This class relies on high '''Moxie''' to avoid being hit in the first place. If you are able to keep your Moxie about 9 points higher than the foe's attack value, you will only be hit if the monster achieves a critical hit.
* Moxie classes can use [[Pickpocket]] to attempt to steal an item on the first turn if you gain initiative. Some items can only be obtained by pickpocketing.
* Disco Bandits should use ranged weapons, which use Moxie to determine their accuracy and damage. Having lots of Moxie allows them to gradually grind down enemies while taking almost no damage and spending little to no MP. This [[Combat Style]] is referred to as plinking. Having a strong, sharp knife in their inventory is also beneficial since they can use these to stab an enemy with certain combat skills.
* Mid-level Disco Bandits can also use [[:Category:Knives|knives]] as their primary weapon, after learning [[Tricky Knifework]].
* Disco Bandits can acquire special combat skills that delevel opponents, reducing their ability to attack and defend. Furthermore, their dance moves can give them [[Disco Momentum]] which can enhance their combat abilities and give bonuses to [[Item Drops from Monsters]] and [[Stat Gains from Fights]].
* The Disco Bandit specializes in [[Advanced Cocktailcrafting|mixing drinks]]. Their class skills enable them to create special cocktails that provide higher Adventure gains than most regular drinks.
* Disco Bandits have skills to boost their item and meat drops, as well as a decent healing skill.
* Disco Bandits get extra benefits from combat items. Thanks to their [[Deft Hands]], combat items deal more damage, and can even stun an enemy briefly. At high levels, they can learn to [[Ambidextrous Funkslinging|use multiple combat items per round]].
* At highest levels, Disco Bandits have the ability to use [[Nash Crosby's Still]] to improve drink-making components and create [[Superhuman Cocktailcrafting|superhuman cocktails]]. It can be used up to 10 times per day.


* The Bounty Hunter is a side-goal you will eventually want to start on. Every day, he gives you a side-quest to kill X number of a certain baddie. It takes 200 realtime(!) days to get a special skill that once you get it, you get to keep FOREVER. This is a long term goal to say the least, but definitely worthwhile.  I mean, pretty much nothing else I can think of gives you a permanent hardcore skill that is usable from then on.
====Accordion Thief====
* This class relies on high '''Moxie''' to avoid being hit in the first place. If you are able to keep your Moxie about 9 points higher than the foe's attack value, you will only be hit if the monster achieves a critical hit.
* Moxie classes can use [[Pickpocket]] to attempt to steal an item on the first turn if you gain initiative. Some items can only be obtained by pickpocketing.
* Accordion Thieves should use ranged weapons - especially [[:Category:Accordions|accordions]] - which use Moxie to determine their accuracy and damage. Having lots of Moxie allows them to gradually grind down enemies while taking almost no damage and spending little to no MP. This [[Combat Style]] is referred to as plinking.
* Accordion Thieves have the ability to [[Steal Accordion]]s from certain enemies, even if they don't appear to be holding one. There are a variety of accordions that can be stolen, each with varying effects.
* Accordion Thieves are much like a "bard", singing songs to enhance others. Most of their skills are "buffs", meaning they can be used on other players, as well as on the Accordion Thief casting them. Up to 3 of these buffs can be used on a player at any given time.
* While Disco Bandits prefer to weaken (delevel) their enemies, Accordion Thieves prefer to buff themselves to get the edge. Much of the challenge of playing the AT is picking the best buffs to be active at any given time and managing the MP for them.
* Accordion Thieves can make better use out of their equipped accordion by doubling its enchantments, hitting more precisely with it, stunning enemies with it, and unleashing an accordion's inner power for a variety of effects.
* Note that the duration of each buff is dependent on the quality of their accordion. The starting item, the [[stolen accordion]], gives 5 adventure duration per casting; be sure to not discard this item! With improved accordions, buff duration can reach up to 20 adventures per casting.
* At level 9, the Accordion Thief has the ability to shop in any guild's store, which is very useful for buying [[magical mystery juice]] to restore MP.
* At the highest levels, an Accordion Thief can learn to hold 4 song buffs at a time.
[[Category:Basics]]

Latest revision as of 13:44, 28 March 2022

The Beginner's Guide

Welcome to the Kingdom of Loathing wiki! Although this guide is meant for players new to KoL, it assumes that you have completed the Toot Oriole Quest. Armed with that basic knowledge, you can use this wiki to discover more about how KoL works.

Although the wiki contains detailed explanations of various quests and puzzles, it can be more fun to figure them out on your own. Of course, if you get stuck, the wiki can help get you back on track.

Character Creation

Creating a character is simple. You only need to make three choices - your name, your gender, and your class. You can change your gender and your class later, so don't stress over those. Which class is best depends on your preferred playstyle. Playing a Disco Bandit or Accordion Thief is probably the easiest to start out with, but with some care, any class can work for you.

The Classes

Seal Clubbers and Turtle Tamers are Muscle-based classes. That makes them the best at dishing out damage with melee weapons and surviving combat with their high HP.

Seal Clubbers:

  • Have skills which increase their melee capability significantly, focusing on attacks which increase their weapon's damage.
  • Draw upon mighty reserves of Fury to add to their attacks.
  • Can craft advanced weapons.
  • Can summon Infernal Seals and defeat them in combat for special rewards.
  • Excel when wielding a 1-handed or 2-handed club.

Turtle Tamers:

  • Have skills which increase their melee capability significantly, focusing on attacks which use their armor offensively.
  • Get more benefits from their Familiars.
  • Can receive the blessings of the Great Turtle Spirits.
  • Can craft advanced armor.
  • Can tame wild turtles for special rewards.
  • Excel when wielding a 1-handed melee weapon and a shield.

Pastamancers and Saucerors are Mysticality-based classes. That makes them the best at casting spells with their high MP pools and resisting elemental damage.

Pastamancers:

  • Have spells which deal damage of every element, and spells which prevent enemies from attacking.
  • Can cook advanced food.
  • Can summon Pasta Thralls to assist them in combat.
  • Excel when wielding a chefstaff and a spell-enhancing off-hand item.
  • Have excellent healing spells.

Saucerors:

  • Have spells which deal hot and cold elemental damage.
  • Can cook advanced potions (which grant powerful buffs) and sauces (which Pastamancers can cook into advanced pasta dishes).
  • Can extract Soulsauce from opponents and use it to power special skills.
  • Excel when wielding a chefstaff and a spell-enhancing off-hand item.

Disco Bandits and Accordion Thieves are Moxie-based classes. That makes them the best at not getting hit in combat and attacking with ranged weapons. They also can use Pickpocket to steal items at the start of combat.

Disco Bandits:

  • Can weaken their enemies with funky dance moves, which build Disco Momentum.
  • Can mix advanced drinks.
  • Excel when wielding a ranged weapon or a knife.

Accordion Thieves:

  • Have a wide variety of powerful buffs, which are usable on yourself or others.
  • Can steal and equip accordions that only Accordion Thieves can handle.
  • Excel when wielding an accordion.
  • Can sneak into all the guild stores (at a high level).

Getting Started

Quests

Your main sources of quests are The Council of Loathing and the quest-givers in your Guild Hall, both of which are in Seaside Town. You should visit each of these locations at least once per level to get the latest quests. Other quests can be found scattered throughout the game.

Quests have no time limit; you're free to take as long as you want to complete them. You may want to explore for a while, enjoy the jokes, and look for other quests at first.

To get a list of your current and completed quests, go to Your Campsite and check Your Quest Log. If you're completely stuck on a quest, you can try backtracking to locations you've already been to, examining items in your inventory for clues, smashing a fortune cookie, asking for help in chat, or if all else fails, getting detailed Quest Spoilers from this wiki.

Combat

In the tutorial, you defeated some fluffy bunnies and learned the basics of combat. Specifically, whoever wins initiative will attack first, then the other combatant will respond, with each having a turn to attack or use a skill, spell or item, until one of you is defeated (or you Run Away). Entering combat against anything tougher than bunnies is likely to end badly for you unless you are prepared! To prevent getting the crap beaten out of you, take stock of your combat abilities:

  • How likely you are to hit with attacks. If you are attacking with a melee weapon (that is, any weapon not marked as a ranged weapon), this is based on your Muscle. If you are attacking with a ranged weapon, this is based on your Moxie. If you are casting a spell, you will always hit.
  • How much damage you do when you hit. If you are attacking with a melee weapon, this is based on your weapon damage and your Muscle. If you are attacking with a ranged weapon, this is based on your weapon damage and your Moxie. If you are casting an attack spell, this is based on the spell, your Mysticality, and your bonus spell damage.
  • How good you are at avoiding attacks. This is based on your Moxie.
  • How much damage you can prevent when you are hit. This is based on your Moxie, the power of your armor (hat, pants, and later shirt), and any Damage Absorption or Damage Reduction you have. If the damage is elemental, your Elemental Resistance is also applied.

Knowing this will help you choose a Combat Style.

  • You can increase your Muscle and Bonus Weapon Damage to deal damage quickly with attacks and weapon-based combat skills. Seal Clubbers and Turtle Tamers are the best at this.
  • You can increase your Moxie to avoid being hit, then deal damage with ranged weapons. This is also known as "plinking". Disco Bandits and Accordion Thieves are the best at this.
  • You can prevent enemies from attacking and deal damage with spells, skills, weapon attacks, or combat items. Pastamancers are the best at this, thanks to their Entangling Noodles spell.

To find out how tough the enemies in a certain area are, see Safe Adventuring. If you can keep your Moxie above the amount listed on that page for that area, monsters will not usually be able to hit you, which will make combat much easier.

Once you've determined what stat you want to focus on, there are a number of ways to increase it.

Some familiars make combat much easier. See the section on familiars, below.

Gaining Adventures

All players receive 40 adventures each day at rollover. Some clan furniture (see clans, below) and some equipment (such as a dead guy's watch or a chrome sword) will increase the number of adventures you gain at rollover, as long as you are a member of the clan, or are wearing that equipment, at rollover. Unused adventures are carried over to the following day (up to a maximum of 200), so don't worry if you are unable to use all of your adventures every day.

As you learned in the tutorial, eating food and drinking booze will get you more adventures. Each food and each booze has a size rating. The size rating is listed in-game as "Size" (for food) or "Potency" (for booze) in the item description. You can eat up to 15 fullness, and drink up to 14 drunkenness, per day. If you try to eat beyond your limit, nothing bad will happen, except that you will not be able to eat more until tomorrow; however, if you drink more than your limit, you will be left in a Drunken Stupor, unable to adventure usefully for the rest of the day.

Many players like to drink until they're right at their drunkenness limit (14 by default, 19 later), spend all of their adventures, then end their day with a final drink which puts them over the drunkenness limit (often called a "nightcap"). The gained adventures can then be carried over to the following day.

By default, your fullness level is not displayed by the game. However, you can enable the in-game fullness counter in the Interface section of the Options menu.

Food and booze items also have a quality rating - crappy, decent, good, awesome, or EPIC. This will tell you approximately how many adventures per point of fullness or drunkenness you can expect to gain from that food or booze.

Food and booze can be purchased from shops, dropped by monsters, and received as a quest reward, but many high-quality consumables are crafted by players; see cooking or cocktailcrafting for details. Pastamancers can use Pastamastery to summon and cook dry noodles into high quality pasta, but anyone can cook casseroles, kabobs, pies, and tacos. Similarly, Disco Bandits can use Advanced Cocktailcrafting to summon and mix fancy garnishes to make high quality booze, but anyone can mix schnapps and simple cocktails.

Other Activities

Once you're completely out of adventures, you don't have to be done with KoL. You can talk to other members of the Kingdom of Loathing community. Once you pass the test at The Temple of Literacy in The Big Mountains, you can access the in-game chat. You can freely trade with other players, either in the Trade chat channel, in The Flea Market (starting at level 3), or in The Mall of Loathing (starting at level 5). You can also visit the official Forums of Loathing, or listen to Radio KoL.

Or, if you don't mind having the mysteries of the game spoiled for you, you can learn just about everything there is to know about Kol on this wiki!

Your Character

There are six classes in the game. Seal Clubbers and Turtle Tamers are Muscle-based classes. Pastamancers and Saucerors are Mysticality-based classes. Disco Bandits and Accordion Thieves are Moxie-based classes.

Main Stats

  • Muscle - This stat determines your maximum hit points, your chance of hitting with melee attacks, and the damage dealt with melee weapons. Most melee weapons and shirts have minimum muscle requirements. Muscle is an important stat for all characters. Note that the two muscle-based classes gain a 50% hit point bonus -- a Seal Clubber with 80 muscle has more HP than a Pastamancer with the same 80 muscle.
  • Mysticality - This stat determines your maximum MP, and increases spell damage which is important for the two spellcaster (mysticality-based) classes. Many accessories have minimum mysticality requirements. This stat is less important for non-spellcasters. The two mysticality-based classes also gain a 50% MP bonus.
  • Moxie - Determines your defense -- how likely you are to be hit and also how much damage you take upon getting hit. It also determines your hit chance and damage with ranged weapons. Most ranged weapons, hats and pants have minimum moxie requirements. Due to combat formulas, it is possible to be almost invulnerable to being hit by a given monster with sufficient moxie. As such, moxie is one of the most important stats, even for muscle- and mysticality-based classes.

Stat Gains

By now you have adventured and noticed that you have gained an alarming variety of different oddly-named stats. Here is the deal: To gain 1 point in a stat (muscle, mysticality or moxie), a certain number of substats are needed. Also, each stat has many different substat names, as shown below, for variety's sake:

  • Muscle - Beefiness, Fortitude, Muscleboundness, Strengthliness, Strongness
  • Mysticality - Enchantedness, Magicalness, Mysteriousness, Wizardliness
  • Moxie - Cheek, Chutzpah, Roguishness, Sarcasm, Smarm.

In other words, gaining +5 Smarm is the same as +5 Cheek. It adds 5 subpoints to your moxie stat. When you have collected a certain number of these moxie substats, then you gain a single point of moxie. There are also many ways to get more stat points from your combats.

The higher your stats, the more points worth of substats you need to acquire for a point in your stat. More on this below....

Levels and Advancement

Your stat values will increase when you get the appropriate number of substats as described above. The most common methods of acquiring these are:

  • Combat - Every fight will give a certain number of substat points, based on the monster's power, as well as bonus stat gains. Stat gains from combat are distributed randomly, but approximately 50% will go to your class's primary stat, and 25% will go to each of your other two stats.
  • Non-Combat - Some non-combat adventures will give you substats. This amount is typically based on the difficulty of the adventuring zone itself, though some scale based on your current stats (to an upper limit), resulting in higher stat gains the higher your stats already are.
  • Eating/Drinking - Most foods and booze grant substat points, in addition to giving you extra adventures.
  • Other usable items - There is a huge variety of usable items, some of which grant substat points when they are used.

You gain levels by achieving a certain number of points in your primary or main stat (which is determined by your character class). The required number increases as you level. Getting to level 2 only requires 5 points in your main stat. Getting to level 10 requires many more points (85).

Your level is used to determine which quests you can go on, so be sure to visit The Council of Loathing and everyone in your Guild every time you level up. Your level also determines what you can eat or drink. If you have not yet ascended, your level also determines when you can buy or sell from other players at the Mall or Flea Market, and when you can join or found a Clan.

See Advancement for more information.

Hit Points

Hit points, also known as HP, is a measure of the health of your character. When you reach 0 HP, you will obtain the Beaten Up effect, and you will be unable to adventure until you regain some HP. You cannot actually die, and being beaten up does not cause you to lose any meat or items. If you run out of HP in combat, you lose the fight and do not get any stats, items, or meat that you would have gotten if you had won.

The Beaten Up effect reduces your stats significantly, so if you can, you will generally want to remove it by resting at your campsite, by using an item such as a tiny house, or by using a skill such as Tongue of the Walrus. If you were planning to spend turns crafting or fighting easy combats, you can pass the time doing that instead. Finally, a good night's sleep will take care of things - Beaten Up is removed at rollover.

Here are some of the ways to restore HP:

Mana Points

Mana points, also known as MP, are used to power your skills, both in and out of combat. There is no penalty for running out of MP, except that you will not be able to use any skills which require MP.

The game will refer to MP differently based on your class. Muscle classes have "muscularity points", Moxie classes have "mojo points", and Mysticality classes have "mana points". They all work the same, mechanically. For Muscle classes, this can lead to some confusion; the message "You gain 4 Muscularity Points" means you're gaining MP, while "You gain 4 Muscleboundedness" means you're gaining stat points to increase your Muscle stat. Look for the icon to distinguish the two.

Here are some of the ways to restore MP:

Equipment

You can equip one hat, one pair of pants, either a 2-handed weapon or a 1-handed weapon plus an off-hand item, a back item, three accessories, and one piece of familiar equipment. Later on, you can gain the ability to wear a shirt, or the ability to dual-wield 1-handed weapons. It is a good idea to keep one of everything you find until you become more familiar with the game, as it is common to swap equipment and find uses for things found long ago.

Like many adventure games, getting better equipment is important. Early on, you can head to The Armory and Leggery in town to get basic equipment. At level 3, you can buy much better equipment from other players through the Flea Market. Items that are equipable can have many attributes. These are the most common:

  • Power - The power of your hat and pants, and later shirt, adds to your character's Damage Absorption, causing you to take less damage from opponents when they hit you. See Damage Absorption, below, for details.
  • Stat boosts - Many items boost your Muscle, Mysticality, and Moxie. You should almost always equip items that boost your primary stat (or Moxie if you are boosting defense).
  • Weapon damage - Usually expressed as a range, for example, "5-10". This is the base amount of damage you will deal when you hit with this weapon, before bonuses. In practice, most of your damage will actually come from bonuses (stats and enchantments).
  • HP Regeneration or MP Regeneration - Getting one of these items early on from the Mall or Flea Market is a great idea and well worth the investment. Every adventure you go on, these items restore a certain amount of HP and/or MP. This helps greatly for offsetting HP/MP losses due to combat and skills, as HP/MP can normally only be recovered by resting or consumables which waste resources.
  • Bonus Weapon Damage - This can be strong ability early in the game when opponent HP is low but your damage dealt is also low. In addition, sometimes elemental damage can be more effective against physically resistant foes or those vulnerable to a particular element. However, boosting Muscle and Moxie is generally more effective.
  • Bonus Spell Damage - For Saucerors and Pastamancers, this will increase your damage output significantly.
  • Damage Reduction and Damage Absorption - These attributes both reduce the amount of damage you take in combat, but they are not quite the same. Damage Reduction, usually found on shields, subtracts directly from damage taken. For example, if you would take 30 damage, with DR 5, you only take 25 damage. Damage Absorption, on the other hand, subtracts a percentage of the damage taken. For example, 90 DA provides a 20% reduction in damage, so if you would take 30 damage, with 90 DA, you only take 24 damage. Your main sources of Damage Absorption will usually be the power of your hat, pants, and shirt. Damage Reduction is rarely found on items other than shields.
  • Elemental Resistance - Reduces damage taken from that element by a certain percentage. Elemental Resistance is measured in ranks; Slight resistance gives 1 rank, So-so gives 2, Serious gives 3, and Stupendous gives 4. This is cumulative, so having a slight resistance to an element from two sources is the same as having so-so resistance from one source.

Outfits

Outfits are special sets of equipment. When you equip an outfit, your character's avatar will change. Most outfits will give you a new enchantment, such as a boost to your stats. A few will allow you to visit some place previously forbidden. Clicking on the name of the outfit in an item's description or on your character sheet (if you're wearing the whole outfit) will tell you some of the bonuses you get for wearing it, but there may be other hidden bonuses as well!

The first outfits that you will probably find are the Bugbear Costume, the Knob Goblin Elite Guard Uniform or the Knob Goblin Harem Girl Disguise. The Filthy Hippy Disguise will allow you to buy produce from the The Hippy Store, and the Swashbuckling Getup will let you infiltrate deeper into the Pirate Cove. Note that in your Inventory/Equipment tab there is even a drop-down box that auto-detects and equips any particular outfit that you have in your inventory.

You can (and should) create custom outfits with your normal equipment for easy swapping. How many custom outfits you want to make is up to you. Some players just have one, with their favorite fighting equipment. Other players have different outfits for different tasks (fighting, meat farming, item farming, high elemental resistance, etc.).

Wearing a non-custom outfit and visiting the Pretentious Artist (after you've recovered his things) will unlock a tattoo for your use.

Effects and Buffs

In the tutorial, you used one of your non-combat skills to give yourself 5 turns of a positive effect. Skills that give you an effect are sometimes called "buffs", but this is confusing because the game uses the word "buff" specifically to mean "a skill that you can cast on other people or yourself". So, some people call everything a buff, while other people call non-buff skills "self-buffs". The game calls them "non-buffs" in at least one place. For the purposes of this section of the guide, we'll just use the word "buff" to mean "any skill that gives you a useful effect".

Casting a buff multiple times will increase its duration. For example, casting Moxie of the Mariachi once will give you 5 adventures of Mariachi Mood, so casting it 6 times will give you 30 adventures of the effect. If you have a buff active and cast it again, the turns you gain will be added to the turns you already have; you will not lose turns of a buff by casting it again. By level 3 or 4, you will likely want your basic buff active at all times. Depending on your class, buffing yourself may be a better way of spending MP than using combat skills.

Some buffs only affect the player that cast them, but many are castable on other players. Receiving buffs from others can make the game significantly easier. The fastest way to receive buffs from others is by using a Buffbot. Most buffbots are used by sending a small amount of meat via the in-game message system (also known as Kmail) in exchange for buffs, but read the instructions for each individual bot to see how it works. If you don't know what a buff that a bot is offering does, look it up on this wiki; some buffs, such as Ur-Kel's Aria of Annoyance, can make your life far more difficult if you're not prepared for their effects. One simple way to get a lot of buffs is to type "/w flesh_puppet buffme" in chat. This triggers the buffbot Flesh puppet to buff you with a series of buffs, which are generally useful for a newbie.

If you have received an effect and you aren't sure what it does, you can always click on its icon to get a popup description. If for some reason you don't want this effect, there are ways to remove them. If the effect is a true "buff" (a skill that can be cast on another player), you can remove it by right-clicking the effect icon, and then confirm that you really want it gone. You can also remove true buffs by typing "/shrug nameofeffect" in the chat interface.

If you want to remove an effect that isn't a true buff, you have a few options:

Skills are not the only source of effects; many items also grant effects. Most items which grant effects will be in your miscellaneous inventory, under (Mostly) Potions. Viewing a potion's description will tell you what effect it will grant, and for how many adventures; clicking on the name of the effect in this box will switch to the description of the effect. Three very useful potions are available from The Market in Seaside Town: Ben-Gal™ Balm, glittery mascara, and hair spray grant effects which give +15% Muscle, Mysticality, and Moxie, respectively. Some non-potion items will also grant effects, including food, booze, or spleen items.

Familiar

A Familiar is a companion who will accompany your character, and help out during combat. At any given time, you can have one active familiar, and any number of other different familiars in storage in your Familiar-Gro™ Terrarium. Familiars generally become more effective as they gain levels, which is represented by its weight. Familiars start at 1 pound and can grow to 20 pounds naturally, but their weight can be boosted even more by buffs and equipment. The Cake-Shaped Arena is a place where your familiar can adventure. Upon winning 5 events there, you are awarded a special item that occupies your "familiar equipment" slot and increases the effectiveness of your familiar.

You will receive a mosquito larva as a reward for completing the Spooky Forest Quest at level 2. If you want to try other familiars, here is a short list of some that are pretty common and useful. Most of these hatchlings can be bought in the Mall, but your Clan may also have some of the lower cost familiar hatchlings available.

Many more familiar hatchlings can be found by browsing the familiars' section of the Flea Market or The Mall. Doing this will give you an idea of approximately how rare (or difficult to assemble) each one is and you might be able to easily pick up some new friends this way.

  • A notable familiar that is not available for a new character but is still cheap is the Lil' Barrel Mimic. The Tiny barrel familiar hatchling is a good choice to get early from The Mall, since it excels in many aspects that a newbie will struggle with. It provides stat gains like a Blood-Faced Volleyball, drops various items such as food, booze, restoration items and more. If you get its equipment from The Cake-Shaped Arena, the barrel will also heal you like a Ghuol Whelp, so you do not have to spend adventures healing as much.

Sometimes, it may not be obvious what your familiar is doing. Clicking on a familiar's picture in your Terrarium will usually give you a short description of its abilities. In addition, there are several Common Metaphors that will help you figure it out. For example, if a familiar smiles at the end of a combat, it will usually give extra stats, like a volleyball; if it winks, it will usually boost meat drops, like a leprechaun; if it dances, it will usually boost item drops, like a gravy fairy.

Other Stuff

Guilds/Training

Every class has a Guild Hall. This guild is a visitable location in town filled with NPCs and should not be confused with a Clan, which consists of other player character members. Before you can take advantage of your Guild's services, you must pass a test. Speak to your guild leader, adventure where he tells you to go until the task is complete, then return to your Guild Hall.

Each Guild has:

  • A guild leader, who assigns your initial quest
  • A trainer, who will sell you your class skills for meat
  • Three members who will assign you quests
  • A shop which sells class-specific items

Clans

You can very easily join a Clan starting at level 3. It is a good idea to do so, as it costs nothing and the reward is large. Many large and newbie-friendly clans advertise with the Clan Recruiter in Seaside Town.

In addition to the advice you can receive from other clan members in the Clan's Chat channel, you may be able to obtain useful items from the Clan Stash. How the Stash is run is different in every Clan, but in general, members can deposit items in the Stash to obtain Clan Karma, then spend that Clan Karma to withdraw different items from the Stash. This can be a good way to get certain items for quests and easy mid-level food and booze. In addition, items in the Clan Rumpus Room can give boosts such as bonus adventures per day, free meat, or free buffs, depending on what furnishings the particular clan has chosen to obtain.

Having a Clan VIP Lounge key (a special Mr. Store item) allows you to get access to the Clan VIP Lounge which is like the Rumpus Room, but with cooler and more powerful toys. The key is available in The Mall, but for a very high price. It is sold at Mr. Store whenever the monthly special is a VIP Lounge furniture item, so if you want to obtain one, waiting until this happens will be your best bet.

Clans also have basements which have dungeons that you should challenge when you are a high level.

The Hermit

The Hermitage in the Big Mountains is the source of several unique items, such as the volleyball and seal tooth mentioned above, and the 11-leaf clover mentioned below. To trade with the hermit, you must have a hermit permit, and one worthless item (a worthless trinket, worthless gewgaw, or worthless knick-knack). The permit is available for sale at The General Store in Market Square in Seaside Town; the worthless items are not available for sale directly, but you can get them by buying chewing gum on a string from the Store and using it.

Stat Days

The moons that you see in the upper-right corner are not just for flavor. If the combination is right, a 25% boost will be given to any gain to a certain stat that day.

  • If Grimace is full, the bonus will be given to muscle stat gains.
  • If Ronald is full, the bonus will be given to mysticality stat gains.
  • If both moons are either a double waning crescent or a double new moon, the bonus will be given to moxie stat gains.

Sometimes it's a good idea to save some adventures for a stat day to maximize your gains.

The stat gain bonus from the moons does not apply if you are in Ronin or Hardcore.

Holidays

On certain days of the Kingdom of Loathing Calendar, holidays are celebrated. These will happen once every KoL year (96 days), or 3-4 times every real-life year. Several holidays are also celebrated on or close to the real-world holiday that they're based on. For example, St. Sneaky Pete's day will occur both on Starch 3 of the KoL calendar and March 17 (St. Patrick's Day) of the real-life calendar.

  • Jarlsuary 1 - Festival of Jarlsberg - All skills cost 3 less MP to use, and the party hat may be purchased and used.
  • Frankuary 4 - Valentine's Day - Special Valentine's day themed items may be purchased from The Gift Shop.
  • Starch 3 - St. Sneaky Pete's Day - Special adventures may be found by overdrinking and adventuring in a stupor. Green beer may be brewed. The Hermit has extra clovers.
  • April 2 - Oyster Egg Day - Oyster Eggs are hidden throughout the Kingdom; the placement changes every holiday.
  • Martinus 2 - El Dia de Los Muertos Borrachos - The Day of the Drunk Dead. Special wandering monsters will pop up throughout the day, allowing you to obtain special booze.
  • Bill 3 - Generic Summer Holiday - A Reasonably-Sized Fountain opens for swimming. This will give you a special stat gain bonus depending on what floaty you use.
  • Bor 4 - Dependence Day - The General Store will sell fireworks which will grant a +50% stat bonus to one stat.
  • Petember 4 - Arrrbor Day - The Arrrboretum opens up for adventuring, and the rewards of the prior Arrrbor Day may be found.
  • Carlvember 6 - Labór Day - An extra 10 adventures will be given to you at rollover. This is applied after the cutoff point, so it is possible to start with 210 adventures.
  • Porktober 8 - Halloween - You may go trick or treating for special candy, depending on which outfit you wear.
  • Boozember 7 - Feast of Boris - Your stomach's capacity is boosted by 15. In addition, special wandering monsters will appear to fight, dropping special food.
  • Dougtember 4 - Yuletide - You may listen to ghost stories and toast marshmallows.

There are a few holidays celebrated only according to the real-life calendar:

11-Leaf Clovers

You might have noticed 11-leaf clovers at the Hermitage. Using one gives you the Lucky! effect, which automatically triggers a special adventure at many locations. Most of these adventures are non-combats, which can give you special items, substantial stat boosts, or even powerful consumables that you can use or sell for large amounts of Meat, as desired.

Buying and Selling

At level 3 you can buy stuff from other players at The Flea Market in town. This is a pretty big deal since you can boost your power significantly by picking up solid accessories, plus fill in any missing equipment slots. The best use of the Flea Market is to get food and booze. The stuff you find early on is pretty bad. Instead, you can buy fairly low-level food/booze that's much better. For example, drinking Mad Train wine will give you 3 adventures for 3 drunkenness. However, if you buy a CSA scoutmaster's "water", you would get 9 adventures for 3 drunkenness, along with a bunch of substats.

At level 5, you can go to The Mall of Loathing and buy stuff. This is almost always cheaper than the Flea Market, has a far greater variety, and is strongly recommended.

At level 9, you can purchase a store in the Mall for 50,000 meat. This should be done as soon as you can, as you can now sell to anyone and avoid the listing fees of the Flea Market.

The /trade chat channel can also be used to buy and sell items to other players. If you want to haggle on the price of an expensive rare item, this is the place to do it.

Winning the Game/Ascension

You can "win" the game by completing all of the Council's quests, defeating the Naughty Sorceress and freeing the King. You have to be at least level 13 to do this, but many players are much higher level by the time they finish this task.

KoL's designers have cleverly created a scheme for keeping your interest long past when you have "won". Once you beat the main quest, you can ascend and restart the game as any class. You start over as a level 1 character, and your items are put into a storage locker to which you will have restricted access. There are several choices to make when ascending. Do you want your next life to be easy, or would you like to take on some voluntary restrictions and challenges in order to receive better rewards? Many items, trophies, skills, adventures, and areas are ONLY available to ascended players that have given themselves restrictions. There are a variety of fun ways to play out your next life, and you can try them all!

When you ascend you will have the option to keep one of your skills from your current life to be permanently usable for all other incarnations. Hence, you can continue to build up your character by cherry picking skills from all 6 classes!

Ascension is fairly complicated, so be sure to read through the details before you shuffle off this mortal coil. Once you start ascending, if you are looking for strategy tips, you can try asking on the forums, or check Ascension Strategy for normal ascensions or Hardcore Strategy for hardcore ascensions. Specific advice on those two pages can become outdated quickly, but the general advice is useful. Each special challenge path also has its own unique strategies; see the path's wiki page for details.

Ascension lingo

If you visit the forums you will hear much discussion about this. As a quick primer, however, here is an overview:

  • Hardcore (HC) - An ascension where you are on your own with no usage of previously earned items or outside buffs. You can still use all of your familiars, and any skills you have taken as Hardcore Permanent (HP).
  • Softcore (SC) - A nickname for a "Normal" ascension. This is an ascension where you are on your own for 1000 turns, called a Ronin period. During the Ronin period, you will not be able to accept items or buffs from other players, but you will have limited access to items you have already earned. You can still use all of your familiars, and any skills you have taken as Permanent (P) or Hardcore Permanent (HP).
  • Casual - An ascension where you can use all your existing items, meat, familiars, skills you have taken as Permanent or Hardcore Permanent, and outside buffs.
  • Path - An additional challenge which can be added to an ascension to increase the rewards. Can be Unlimited (aka No-Path (NP)) with no restrictions, Standard with no limited-availability assets older than 2 years old, Boozetafarian (B) with no food, Teetotaler (T) with no booze, Oxygenerian (Oxy or O) with no booze or food, or a special challenge path.
  • Moon Sign - You may choose one of 9 different signs for your new incarnation; each provides a bonus to stat gains in one stat, access to a special adventuring area, and another small bonus. There is also a special Bad Moon sign, which must be unlocked before you can choose it.
  • Aftercore - The common name for activities that occur after you have completed the Naughty Sorceress Quest and freed King Ralph XI but before you start a new ascension. These include high level areas such as Fernswarthy's Basement, dungeons such as Hobopolis and The Slime Tube in the Clan Basement, The Sea, and others. They provide adventuring locations with high level loot as an alternative to ascending. After freeing the King, you are no longer bound by the restrictions of your lifestyle or path.

Alternate Interfaces and Tools

While a bit beyond the scope of a beginner's guide, it is worthwhile to note that several alternative interfaces exist for KoL which can automate actions, provide additional information or assistance during gameplay, or simply provide a more customized GUI for the player. In addition, many web-based tools can assist with particular portions of the game. More information may be found here.

Collectible

As an open-ended game, Kingdom of Loathing doesn't have concrete goals. Instead, players choose their own objectives. Many players choose to collect things, as a measure of their progress, or to show off.

Tattoos can be obtained from several sources; however, almost all of them will come from the Pretentious Artist (after completing his quest). You can also gain various tattoos from ascending, drinking a martini, visiting a Tattoo Shop, or eating some delicious salad. You can only show off one tattoo at a time.

Trophies can be purchased from the Trophy Hut for 10,000 meat apiece. There are numerous trophies in the game, and each has special requirements that you must satisfy in order to purchase it. (Discovering what those requirements are is part of the challenge.) Most trophies can be obtained during a single ascension; however, it will take many ascensions in order to get them all. All of your trophies are visible (by default) to players who click your name. You may hide some of them if you like, or rearrange the order in which they are displayed, by visiting your trophy case in your campsite.

Items may be placed into a Display Case and arranged onto shelves. Some players collect large numbers of a single item or a few items. Some players collect as many different items as possible. Some players put the items on the shelves to create thematic or humorous arrangements, etc.

The familiars in your terrarium are also visible to other players by default (though you can hide them, in the account menu). Some people like to collect as many familiars as possible and show off their terrariums. Some players like to give clever names to their familiars.

Your permanent skills are not visible to other players by default, but they can be marked visible in the account menu. Some people take pride in their large numbers of "permed" skills. Letting other players see your permed skills also helps them to help you if you are asking for advice on which skills to acquire next.

Strategies and Guides (Warning: Spoilers)

If you want a bit of extra direction on how to more efficiently play during your first few days, read these tips.

Meat Farming

Between food, booze, HP and MP restorers, new equipment, and especially new skills, being an adventurer is an expensive proposition! Here are some ways to make Meat easily.

  • Sales of 11-leaf clovers from the Hermit are limited to a small number per player per day. They cost less than 300 Meat each (on average) to obtain and can be sold in the trade chat channel, Flea Market, or Mall for much more. Many players can make good use of these clovers and will pay for the privilege.
  • Once you hit level 5, the Treasury of Cobb's Knob is a good source of Meat; you can go undercover as a Knob goblin to earn several hundred Meat per day with no risk, and you can continue adventuring there to earn even more.
  • If you don't have a specific clan that you want to join, but you need Meat, go to the Clan Recruiter in Seaside Town, open the Advanced Search, and search for a clan with any or all of An Exotic Hanging Meat Orchid (in the first clan furniture dropdown), A Potted Meat Bush (fourth drop-down), and A Potted Meat Tree (sixth dropdown). Using these furnishings in the Clan Rumpus Room will give you 3000 Meat per day.

General Tips

  • One path through the Arboreal Respite adventure in The Spooky Forest will lead you to the famed Vampire Hunter G, who will give you wooden stakes. If you have these equipped while you fight the Vampires in the forest, you will get vampire hearts, which you can turn into Vampire Hunter G to obtain bottles of used blood, which will give you stat points when used. You can also combine the stakes with a bar skin to make an improved tent for your campground.
  • At level 4, visit your Guild. You can pick up your Epic Weapon quest which is relatively easy to accomplish, has no combat required, will boost your character significantly, and leads to even greater rewards as part of the Me and My Nemesis quest line.

Character Guides

This section briefly describes the playstyle of each character class and provides some hints on how to get the most out of your character. It should be noted that as players advance, they can permanently learn skills from any class, thus customizing and developing their character as desired. Therefore, this section is simply for basic information when considering what class to play and for those who are playing a class for the first time.

At the broadest level, the classes can be divided into three specialties: Muscle, Mysticality, and Moxie. Each of these specialties has a guild, a patron figure, an aligned early level area, and post-ascension area.

Muscle Mysticality Moxie
Seal Clubber
  • Hits hard, kills fast.
  • Builds up Fury between fights for passive buffs.
  • Makes the best weapons.
Pastamancer
Disco Bandit
Turtle Tamer
Sauceror
Accordion Thief
  • Evades attacks and fights with the power of music.
  • Can steal accordions and equip them.
  • Has powerful musical buffs, for yourself and others.

Seal Clubber

  • This class relies on Muscle, which boosts their HP significantly higher than other classes. Furthermore, Muscle determines their hit ability with melee weapons and also increases damage. They generally aim to hit hard and kill quickly before the foe can inflict much damage in return.
  • Seal Clubbers have both passive and active skills which increase their melee capability significantly, including the ability to dual wield weapons at higher levels.
  • As the name suggests, the Seal Clubber's weapon of choice is the club. Their trademark Smack skills will never miss as long as they have a club in hand.
  • Seal Clubbers can build up Fury as they defeat enemies. By itself, Fury gives a small boost to Weapon Damage, but they can purchase skills that make use of Fury, such as passive HP regeneration, a guaranteed Critical hit, or even banishing a monster, preventing one monster at a time from appearing.
  • They are able to summon and fight Infernal Seals which drop varying rewards without using adventures. Make sure to have a club equipped before you encounter them.
  • Seal Clubbers are experts at making advanced weapons. Chrome weapons are very useful, as they give 3 bonus adventures at rollover.
  • At highest levels, Seal Clubbers are able to Pulverize equipment into wads, powders, and nuggets which are useful for buffing.

Turtle Tamer

  • This class relies on Muscle, which boosts their HP significantly higher than other classes. Furthermore, Muscle determines their hit ability with melee weapons and also increases damage.
  • Turtle Tamers are experts at reducing damage taken. Their skills are generally more defensive in nature than those of their Seal Clubbing brethren and include a number of both passive and active defensive boosts.
  • At very high levels, the Turtle Tamer can learn to use Muscle for defense in place of Moxie when using a shield and to double the power (Damage Absorption) of hats and pants.
  • Turtle Tamers can commune with ancient Turtle Spirits to receive their blessings. These blessings start off relatively low but slowly increase to significant levels as long as the Turtle Tamer keeps winning battles and sticks with one Turtle Spirit. These blessings also enhance the Turtle Tamer's combat skills, making them even better at combat.
  • Turtle Tamers have the strongest relationship with their Familiars. They have two skills which increase a familiar's effective weight, and one that lets it gain weight more quickly. In a pinch, they can even Toss their familiar as a weapon.
  • Turtle Tamers can create advanced armor and shields.
  • Turtle Tamers have the special ability to find and tame turtles, which results in special rewards which do not require adventures to obtain. These rewards range from crafting materials for stronger equipment to temporary buffs, to shells to cover their backs with.
  • The duration of the Turtle Tamer's buffs depends on the quality of their totems. Their initial turtle totem provide 5 turns per cast but can be improved to provide up to 20 turns per cast.

Pastamancer

  • This class is based on Mysticality, which means they have neither the hard-hitting physical damage output of Muscle classes nor the defensive abilities of the Moxie class. Thus, they generally rely on their large MP pool to cast powerful spells to disable and kill their foes.
  • Entangling Noodles should be used in almost every fight due to its ability to disable a foe for 2-4 rounds. Boosting Combat Initiative works well for Pastamancers for avoiding damage thanks to this skill.
  • A Pastamancer's combat spells inflict damage based on a random element. However, there are several ways to "tune" their spells to a particular element (offhand cookbooks, two of which are for sale in the Guild store, or the Flavour of Magic skill at high levels). The Pastamancer's skills can easily deal great amounts of damage in any chosen element.
  • An important concept to casters is that of Bonus Spell Damage. By using certain equipment and buffs, a Pastamancer is able to deal far more damage with a spell than the baseline.
  • Pastamancers have easier access to Chefstaves than Saucerors. Chefstaves provide powerful spell damage bonus and MP regeneration.
  • Pastamancers can summon a Pasta Thrall to aid them in various ways. Some of these cost a lot of MP to summon, but they stick with you until you summon another one. Pasta Thralls also get stronger as they fight, providing extra effects at higher levels.
  • Pastamancers can learn to heal all of their HP with a single skill (Cannelloni Cocoon).
  • Pastamancers have the ability to cook Pasta dishes, summon dry noodles for cooking, and they even gain extra MP recovery from eating Pasta dishes.
  • At highest levels, they are capable of creating the best of the best (of pasta dishes) with the help of MSG.

Sauceror

  • This class is based on Mysticality, which means they have neither the hard-hitting physical damage output of Muscle classes nor the defensive abilities of the Moxie class. Thus, they generally rely on their large MP pool to cast powerful spells to disable and kill their foes.
  • Most Sauceror spells are either hot or cold based. Unlike Pastamancers, they have difficulty dealing damage in the other elements.
  • An important concept to casters is that of Bonus Spell Damage. By wielding certain equipment and buffs, a Sauceror is able to deal far more damage with a spell than the baseline.
  • Saucerors can learn the ability to gather Soulsauce from fallen enemies, which can be used in a variety of useful ways, such as an on-demand MP regeneration or to stun an enemy.
  • Saucerors can learn Sauce Curses to cast on an enemy, gradually weakening them in combat. Two of these curses can heal the Sauceror on a spell kill. Utilizing these effects to their fullest can keep a Sauceror's HP and MP up high at all times.
  • Saucerors have the ability to summon scrumptious reagents which they can use to cook or to create special potions which provide powerful buffs. Saucerors get 3 potions per reagent, and each reagent potion lasts 5 extra turns when drunk by a Sauceror, or 10 extra turns if they have also learned Impetuous Sauciness. Non-Saucerors making the same potion with permed skills only get 1 potion per reagent.
  • The duration of the Sauceror's buffs depend on the quality of their saucepans. Their initial saucepan provide 5 turns per cast, but can be improved to provide up to 20 turns per cast.

Disco Bandit

  • This class relies on high Moxie to avoid being hit in the first place. If you are able to keep your Moxie about 9 points higher than the foe's attack value, you will only be hit if the monster achieves a critical hit.
  • Moxie classes can use Pickpocket to attempt to steal an item on the first turn if you gain initiative. Some items can only be obtained by pickpocketing.
  • Disco Bandits should use ranged weapons, which use Moxie to determine their accuracy and damage. Having lots of Moxie allows them to gradually grind down enemies while taking almost no damage and spending little to no MP. This Combat Style is referred to as plinking. Having a strong, sharp knife in their inventory is also beneficial since they can use these to stab an enemy with certain combat skills.
  • Mid-level Disco Bandits can also use knives as their primary weapon, after learning Tricky Knifework.
  • Disco Bandits can acquire special combat skills that delevel opponents, reducing their ability to attack and defend. Furthermore, their dance moves can give them Disco Momentum which can enhance their combat abilities and give bonuses to Item Drops from Monsters and Stat Gains from Fights.
  • The Disco Bandit specializes in mixing drinks. Their class skills enable them to create special cocktails that provide higher Adventure gains than most regular drinks.
  • Disco Bandits have skills to boost their item and meat drops, as well as a decent healing skill.
  • Disco Bandits get extra benefits from combat items. Thanks to their Deft Hands, combat items deal more damage, and can even stun an enemy briefly. At high levels, they can learn to use multiple combat items per round.
  • At highest levels, Disco Bandits have the ability to use Nash Crosby's Still to improve drink-making components and create superhuman cocktails. It can be used up to 10 times per day.

Accordion Thief

  • This class relies on high Moxie to avoid being hit in the first place. If you are able to keep your Moxie about 9 points higher than the foe's attack value, you will only be hit if the monster achieves a critical hit.
  • Moxie classes can use Pickpocket to attempt to steal an item on the first turn if you gain initiative. Some items can only be obtained by pickpocketing.
  • Accordion Thieves should use ranged weapons - especially accordions - which use Moxie to determine their accuracy and damage. Having lots of Moxie allows them to gradually grind down enemies while taking almost no damage and spending little to no MP. This Combat Style is referred to as plinking.
  • Accordion Thieves have the ability to Steal Accordions from certain enemies, even if they don't appear to be holding one. There are a variety of accordions that can be stolen, each with varying effects.
  • Accordion Thieves are much like a "bard", singing songs to enhance others. Most of their skills are "buffs", meaning they can be used on other players, as well as on the Accordion Thief casting them. Up to 3 of these buffs can be used on a player at any given time.
  • While Disco Bandits prefer to weaken (delevel) their enemies, Accordion Thieves prefer to buff themselves to get the edge. Much of the challenge of playing the AT is picking the best buffs to be active at any given time and managing the MP for them.
  • Accordion Thieves can make better use out of their equipped accordion by doubling its enchantments, hitting more precisely with it, stunning enemies with it, and unleashing an accordion's inner power for a variety of effects.
  • Note that the duration of each buff is dependent on the quality of their accordion. The starting item, the stolen accordion, gives 5 adventure duration per casting; be sure to not discard this item! With improved accordions, buff duration can reach up to 20 adventures per casting.
  • At level 9, the Accordion Thief has the ability to shop in any guild's store, which is very useful for buying magical mystery juice to restore MP.
  • At the highest levels, an Accordion Thief can learn to hold 4 song buffs at a time.