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== Character Creation ==
== Character Creation ==
Creating a character is simple.  You only need to make three choices - your name, your gender, and your class.  Of those three, the only one that can't be changed later is your name, so don't stress too much about the other two.  Which class is best depends on your preferred play style.  Playing a [[Disco Bandit]] is probably the easiest to start out with, but with some care, any class can work for you.
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 ===
=== The Classes ===
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Seal Clubbers:
Seal Clubbers:
*Have skills which increase their melee capability significantly, focusing on attacks which increase their weapon's damage.
*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 craft advanced weapons.
*Can summon [[Infernal Seals]] and defeat them in combat for special rewards.
*Can summon [[Infernal Seals]] and defeat them in combat for special rewards.
*Excel when wielding a 2-handed club or two 1-handed clubs.
*Excel when wielding a 1-handed or 2-handed club.


Turtle Tamers:
Turtle Tamers:
*Have skills which increase their melee capability significantly, focusing on attacks which use their armor offensively.
*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 craft advanced armor.
*Can [[Turtle Taming|tame wild turtles]] for special rewards.
*Can [[Turtle Taming|tame wild turtles]] for special rewards.
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*Have spells which deal damage of every [[Elements|element]], and spells which prevent enemies from attacking.
*Have spells which deal damage of every [[Elements|element]], and spells which prevent enemies from attacking.
*Can cook advanced food.
*Can cook advanced food.
*Can summon [[Pasta Guardians]] to assist them in combat.
*Can summon [[Pasta Thralls]] to assist them in combat.
*Excel when wielding a [[:Category:Chefstaves|chefstaff]] and a spell-enhancing off-hand item.
*Excel when wielding a [[:Category:Chefstaves|chefstaff]] and a spell-enhancing off-hand item.
*Have excellent healing spells.


Saucerors:
Saucerors:
*Have spells which deal [[hot]] and [[cold]] elemental damage.
*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 cook advanced potions (which grant powerful buffs) and sauces (which Pastamancers can cook into advanced pasta dishes).
*Get special buffs from sauce attacks when their [[Bonus Spell Damage]] exceed certain limits.
*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.
*Excel when wielding a [[:Category:Chefstaves|chefstaff]] and a spell-enhancing off-hand item.


[[Disco Bandit]]s and [[Accordion Thieves|Accordion Thief]] are '''[[Moxie]]-based classes'''.  That makes them the best at not getting hit in combat, and attacking with ranged weapons.  They also can use [[Moxious Maneuver]] to deal extra damage and [[Pickpocket]] to steal items at the start of combat.
[[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.


Disco Bandits:
Disco Bandits:
*Have skills which weaken enemies with funky dance moves, which can form [[Disco Combos]] to gain buffs.
*Can weaken their enemies with funky dance moves, which build [[Disco Momentum]].
*Can mix advanced drinks.
*Can mix advanced drinks.
*Excel when wielding a ranged weapon.
*Excel when wielding a ranged weapon or a [[:Category:knives|knife]].


Accordion Thieves:
Accordion Thieves:
*Have a wide variety of buffs, which are usable on yourself or others.
*Have a wide variety of powerful buffs, which are usable on yourself or others.
*Excel when wielding a ranged weapon.
*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 ==
== Getting Started ==
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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.
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, asking for help in chat, or, if all else fails, getting detailed [[Quest Spoilers]] from this wiki.
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 ===
=== 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:
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 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. (Note that, everything else being equal, using an X damage melee weapon with Y Muscle will do more damage than an X damage ranged weapon with Y Moxie.) If you are casting an attack spell, this is based on the spell, your Mysticality, and your bonus spell damage.
*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 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, this is based on your [[Elemental Resistance]] instead.
*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]].   
Knowing this will help you choose a [[Combat Style]].   
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Once you've determined what stat you want to focus on, there are a number of ways to increase it.
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.
*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 Market]]; 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.
*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.
*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.


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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.   
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 15 [[drunkenness]], per day.  If you eat to your limit, nothing bad will happen, except that you will not be able to eat more until tomorrow; however, if you drink to your limit or above, you will be left in a [[Drunken Stupor]], unable to adventure usefully for the rest of the 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.  This is useful, but it is not funny. 
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.


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.
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.  


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]].  
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.


Many players like to drink until they're one away from 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.  
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.


In addition to abusing their livers and stomachs, adventurers have been known to abuse their [[Spleen]] to gain adventures, for example, by chewing the {{plural|twinkly wad}} that Seal Clubbers create with their [[Pulverize]] skill.
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]].


=== Other Activities ===
=== Other Activities ===
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===Main Stats===
===Main Stats===
* [[Muscle]] - This stat determines your maximum [[HP|hit points]], your chance of hitting with melee attacks, and the damage dealt with weapons (melee and ranged).  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.
* [[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.


* [[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.
* [[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 with ranged weapons.  Note that muscle still determines ranged weapon damage, however.  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.
* [[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===
===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 advance a main stat (muscle, mysticality, moxie), 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:
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
* Muscle - Beefiness, Fortitude, Muscleboundness, Strengthliness, Strongness
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* Moxie - Cheek, Chutzpah, Roguishness, Sarcasm, Smarm.  
* 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 that stat. There are also many ways to add [[Stat Gains from Fights|bonus stat points]].
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.
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...
 
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 ===
=== Levels and Advancement ===


Your main stat values will increase when you get the appropriate number of substats as described above.  The most common methods of acquiring these are:
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 Level|monster level]], as well as [[Stat Gains from Fights|bonus stat gains]].  Stat gains from combat are distributed randomly, but approximately 50% will go to your primary stat, and 25% will go to each of your other two stats.
* 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 a certain amount of a substat. This amount is typically based on the difficulty of the adventuring zone itself, though some scale based on your current level (to an upper limit), resulting in higher stat gains the higher your stats already are.
* 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.
* 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.
* 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 your main stat (which is determined by your character class).  This increases as you level.  To get from level 1 to level 2 only requires 2 points of your main stat.  Getting from level 9 to 10 requires many more points of main stat advancement.
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 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.
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.
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=== Hit Points ===
=== 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 however or 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.
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 [[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 spend the turns doing that instead.  Finally, a good night's sleep will take care of things - [[Beaten Up]] is removed at [[rollover]].
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]].


Here are some of the ways to restore HP:
Here are some of the ways to restore HP:
* Using healing items, which will usually be found in your inventory under Miscellaneous Consumables
* Using healing items, which will usually be found in your inventory under Miscellaneous Consumables
* 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
* 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
* Visiting [[Doc Galaktik's Medicine Show]] in Market Square in Seaside Town
* [[Resting]] at your campground
* [[Resting]] at your campground
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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.
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.


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 much better equipment from other players through the Flea Market.  Items that are equippable can have many attributes.  These are the most common:
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.
* 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).
* 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).
* [[HP Restorers#HP Regenerated each adventure by Items/Skills/Equipment/Effects|HP Regeneration]] or [[MP Restorers#MP Regenerated by Items/Skills/Equipment/Effects|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 item types restore a certain amount of HP and/or MP.  These are essential 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.
* 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 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.
* [[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 source of Damage Absorption and Damage Reduction will usually be the power of your hat, pants, and shield, so you don't need to place a high priority on obtaining more.
* [[Bonus Spell Damage]] - For [[Sauceror]]s and [[Pastamancer]]s, this will increase your damage output significantly.
* [[Elemental Resistance]] - Reduces damage taken of 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 slight resistance to an element from two sources is the same as having so-so resistance from one source.
* [[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 ===
[[Outfit]]s are special sets of equipment. When you equip an outfit, your character's avatar will change. Most outfits will give you a boost to your stats or 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!
[[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!
 
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 [[The Dirt-Walled Hovel of the Pretentious Artist|Pretentious Artist]] (after you've recovered his things) will unlock a tattoo for your use.


The first outfits that you will probably find are the [[Knob Goblin Elite Guard Uniform]] or the [[Knob Goblin Harem Girl Disguise]]. Other recommended outfits include the [[Filthy Hippy Disguise]] which will allow you to buy produce from the [[The Hippy Store]].  Note that in your Inventory/Equipment tab there is even a dropdown box that auto-detects and equips any particular outfit that you have in your inventory.  It is recommended to create a custom outfit with your normal equipment for easy swapping.
=== Effects and Buffs ===


Wearing an outfit and visiting the [[The Dirt-Walled Hovel of The Pretentious Artist|Pretentious Artist]] will unlock a tattoo for your use.
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".


=== Buffs and Effects ===
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.


In the tutorial, you used one of your non-combat skills to give yourself 5 turns of a positive effect, also called a buffCasting 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 effectIf 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 MPs 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 worksIf 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.


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 effects.
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.


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, or Moxie, respectively.  Some non-potion items will grant effects, such as food, booze, or spleen items.
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.
 
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 ===
=== Familiar ===
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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]].   
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.
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 with a special item that takes a 'familiar equipment' slot and increases the effectiveness of your familiar.
[[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 easy to get by level 5 or less and are useful.  Note that your Clan may have some of the lower cost familiar hatchlings available.
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.


* [[Smiling Rat]]: Found in the level 3 quest, sometimes.  Causes you to earn more stat points after combat.
* [[Blood-Faced Volleyball]]: Causes you to earn more stat points after combat.  Go 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.
* [[Blood-Faced Volleyball]]: Causes you to earn more stat points after combat.  Go 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.
 
* [[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.  
* [[Leprechaun]]: Causes opponents to drop more Meat after combat. Go to [[Spooky Forest]] with a [[ten-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.  
 
* [[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]].  
* [[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]].
* [[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 random.  Can'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]].
* [[Cocoabo]]: During combat, restores HP and MP, drops meat, and attacks and weakens enemies, at random.  Can'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 opponent.  Like the Cocoabo, not obtainable through adventuring until level 10.  Use a [[star chart]], with 6 {{plural|star}} and 4 {{plural|line}}, to obtain a [[star starfish]] hatchling.  Very useful for [[Mysticality]]-based classes ([[Sauceror]] and [[Pastamancer]]), or anyone who spends a lot of MP on buffs or combat skills.


In addition there are 6 familiars that no adventurer should be without, since they are eventually needed for various quests.  You should obtain them all before you adventure in the [[Lair of The Naughty Sorceress]].
Many more [[:Category:Familiar Hatchlings|familiar hatchlings]] can be found by browsing the familiars' section of the Flea Market or The MallDoing 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.
 
* [[Star Starfish]]: During combat, restores MP by attacking your opponent.  Use a [[star chart]], then use 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.


* [[Mosquito]]: Attacks opponents and restores your HP. You should have obtained this by completing the Level 2 quest.
*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.
 
* [[Sabre-Toothed Lime]]: Attacks opponents.  Meat-paste a [[lime]], available from the [[Lemon Party Slot]] in [[The Casino]] in [[Seaside Town]], with some [[sabre teeth]], available from [[The Goatlet]] on [[Mt. McLargeHuge]] in [[The Big Mountains]], to obtain a [[sabre-toothed lime cub]].
 
* [[Angry Goat]]: Attacks opponents, with physical and {{Element|Stench}}. Combine some [[goat cheese]], available from [[The Goatlet]] on [[Mt. McLargeHuge]] in [[The Big Mountains]], with some [[anticheese]], available in the Mall, or infrequently from the [[Distant Lands Dude Ranch Adventure]] at [[The Shore, Inc.]] in [[Desert Beach]], to obtain a [[goat]].
 
* [[Levitating Potato]]: Blocks enemy attacks. A [[potato sprout]] may be purchased in [[The Dungeoneers' Association]] for one [[fat loot token]] obtained from Room 10 of [[The Daily Dungeon]]. 
 
* [[Barrrnacle]]: Weakens enemies at the start of combat, to make it easier for you to hit them and harder for them to hit you.  The [[barrrnacle]] hatchling drops from the [[crusty pirate]] on [[The F'c'le]].
 
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.


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.
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.
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=== Guilds/Training ===
=== 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 do 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.   
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:
Each Guild has:
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=== The Hermit ===
=== 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 [[ten-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 Market]] 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 Market and using it.
[[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 ===
=== Stat Days ===
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*If Grimace is full, the bonus will be given to muscle stat gains.
*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 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.
*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.


Sometimes it's a good idea to save your 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 ===
=== Holidays ===
On certain days of the [[Kingdom of Loathing Calendar]], holidays are celebrated.  These will happen once every KoL year (98 days), or approximately 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.
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, the [[party hat]] may be purchased and used.
*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]].
*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.
*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.
*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 combats will pop up throughout the day, allowing you to obtain special booze.
*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.
*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 Market will sell fireworks which will grant a +50% stat bonus to one stat.
*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.
*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, it is possible to have 210 adventures.
*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.  
*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 monsters will appear to fight.
*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.
*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; most notably, [[April Fool's Day]] on April 1 and [[Crimbo]] during mid to late December.
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)


=== Ten-Leaf Clovers ===
=== 11-Leaf Clovers ===


You might have noticed {{plural|ten-leaf clover}} at the Hermitage. They are interesting in that if you adventure with one in your inventory, they automatically trigger special 'super encounters' at many adventure locations, causing one clover to disappear.  These are non-combat adventures, many of which give you a boost, far in advance of anything you would normally receive.  A full list of these may be found [[Clover Adventures|here]].
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.
 
If you would like to save your clovers, you can 'use' them to change them into {{plural|disassembled clover}} and reassemble them as desired.
 
=== Semi-Rare Adventures ===
 
Once every 160-200 turns, each character has a chance to encounter a special adventure, known as a Semi-Rare.  Most of these adventures are non-combats which give powerful consumable items, which can be used or sold for large amounts of meat, as desired.  See [[Semi-Rare Adventures|here]] for details.
 
You can figure out when your next Semi-Rare adventure will occur by eating {{plural|fortune cookie}}.  Each time you eat one, the number of turns until your next Semi-Rare will be one of your three "lucky numbers"; thus, if you eat two in a row, you will usually have only one number appear in each cookie, and this is the number of turns until your next Semi-Rare.
 
Note that you cannot get the same Semi-Rare adventure twice in a row; once you get one, you have to get a different one before the first one will re-occur.


=== Buying and Selling ===
=== Buying and Selling ===


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 [[Mad Train wine]] will give you 3 adventures for 3 drunkenness. However if you were to buy a [[margarita]], you would obtain twice the adventures along with some substats.
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 instead.  This is almost always cheaper, and recommended.
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.
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 ===
=== Winning the Game/Ascension ===


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 ascending, such as 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, adventures and areas are ONLY available 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!
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 [[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 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 [[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!
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.)
[[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: Softcore, Hardcore, Aftercore, Moon Sign, and Path ===
=== Ascension lingo ===
If you visit the forums you will hear much discussion about this. As a quick primer however, here is an overview:
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).
* 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).
* 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.
* 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 - Can be No-Path (NP) with no restrictions, Boozetafarian (B) with no food, Teetotaler (T) with no booze, Oxygenerian (Oxy or O) with no booze or food, or a [[special challenge path]].
* 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.
* [[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.
* 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.
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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.
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 [[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.
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.


Trophies can be purchased from the [[Trophy Hut]] for 10,000 meat a piece. There are numerous trophies in the game, and all have special requirements that you must have satisfied in order to be purchased. Many trophies can be obtained during a single ascension; however, it will take many ascensions in order to get them all.  All 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.
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 humorous arrangements, etc.
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 [[: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.
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.


Your permanent [[:Category:Skills|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.
Your permanent [[:Category:Skills|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) ==
== Strategies and Guides (Warning: Spoilers) ==
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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.
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.


* 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.
* 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.


* Sales of {{plural|ten-leaf clover}} from the Hermit are limited to a small number per player per day.  They cost less than 300 Meat each 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.
* 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.


* 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.
* 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.
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* 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.
* 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 dropdown), and [[A Potted Meat Tree]] (sixth dropdown).  Using these furnishings in the [[Clan Rumpus Room]] will give you 3000 Meat per day.
* 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 ===
=== 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 in to 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.
* 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.


* At level 4, visit your Guild.  You 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.
* At level 4, visit your Guild.  You 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.
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== Character Guides ==
== 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.
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 specialities: muscle, mysticality, and moxie. Each of these specialities has a guild, a patron figure, an aligned early level area, and post-ascension area.  
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.  


{|border="1px" cellpadding="3" cellspacing="0"
{|border="1px" cellpadding="3" cellspacing="0"
!Muscle !! Mysticality !! Moxie
! width=33% | Muscle  
! width=33% | Mysticality
! Moxie
|-
|-
|'''Seal Clubber'''<br>Hit first, hit hard. Makes best weapons.
|'''Seal Clubber'''<br>
|'''Pastamancer'''<br>Has a range of attack spells. Makes best foods.
*Hits hard, kills fast.
|'''Disco Bandit'''<br>Evades attacks, breaks opponent with dance combos. Makes best drinks.
*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. Makes best armor.
|'''Turtle Tamer'''<br>
|'''Sauceror'''<br>Has a range of attack and defense spells. Makes best potions.
*Hits hard, resists damage. Slow start, but consistent.
|'''Accordion Thief'''<br>Evades attacks, to slowly kill enemies from afar. Has powerful musical buffs.
*[[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.
|}
|}


====Seal Clubber====
====Seal Clubber====
* This class relies on Muscle which boosts their HPs 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.
* 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.
* Seal Clubbers have both passive and active skills which increase their melee capability significantly, including the ability to dual wield weapons at higher levels.
* They are able to summon [[Infernal Seals]] and engage them in combat which drop varying rewards without using adventures. Make sure to have a club equipped before you encounter them.
* 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 are experts at [[Super-Advanced Meatsmithing|making advanced weapons]]. Chrome weapons are very useful, as they give 3 bonus adventures the next day.
* 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.
* At highest levels, Seal Clubbers are able to [[Pulverize]] equipment into wads, powders, and nuggets which are useful for buffing and bonus adventures.
* 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.


====Turtle Tamer====
====Turtle Tamer====
* This class relies on Muscle which boosts their HPs 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. With the correct skill, the Turtle Tamer can use his muscle for defense in place of moxie when using a shield.
* 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.
* The Turtle Tamer's skills are generally more defensive in nature than his Seal Clubber counterpart and include a number of both passive and active defensive boosts.
* 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.
* The Turtle Tamer has three skills which affect their familiar, one attack and two weight boosters.
* 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 have three auto-hit combat skills, which can be chained together into up to three skills in a single round. Their power is dependent on the strength of your equipment.
* 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 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.
* 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 depend 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.
* 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====
====Pastamancer====
* This class is based on Mysticality which means they have neither the hard hitting and high 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.
* 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.
* [[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.
* 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 wielding certain equipment and buffs, a Pastamancer is able to deal far more damage with a spell than the baseline.
* 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 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.
* 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 using [[the Wok of Ages]] to create exceptional foods, at the cost of Meat and adventures.
* At highest levels, they are capable of [[Transcendental Noodlecraft|creating the best of the best (of pasta dishes)]] with the help of [[MSG]].
* They may summon [[Pasta Guardians]] which act similar to a second familiar. However, you must acquire their initial forms, and bonded Guardians will disappear with ascension. They can be summoned up to 10 times a day, but eventually you will be able to summon them more often and even switch out between different Guardians without losing contact.


====Sauceror====
====Sauceror====
* This class is based on Mysticality which means they have neither the hard hitting and high 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.
* 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. This can be tuned to a particular element in several ways if desired.
* 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, as well as gain beneficial 'splashback' effects from their spells. [[Wave of Sauce]] has a splashback effect which regenerates MP when you cast a spell with the same element next turn. Proper usage of this will let the Sauceror almost never run out of MP.
* 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.
* The Sauceror's saucespheres not only deal damage if you take damage, but also gives you some HP and MP when you cast a sauce spell.
* 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 have the ability to summon reagents which they can use to cook, or to create special potions which provide powerful buffs. Saucerors gain a longer duration from consuming such potions.
* 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 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====
====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.
* 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 have 2 exclusive combat abilities: [[Moxious Maneuver]] deals damage based on Moxie. [[Pickpocket]] lets you attempt to steal an item on the first turn if you gain initiative. Some items can only be obtained by pickpocketing.
* 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 can acquire special combat skills that delevel opponents, reducing their ability to attack and defend. Furthermore, by executing certain moves in a specific order, they can achieve [[Disco Combos]] which provide bonuses.
* 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.
* The Disco Bandit specializes in mixing drinks. Their class skills enable them to create special cocktails that provide higher bonuses than most regular drinks.
* Mid-level Disco Bandits can also use [[:Category:Knives|knives]] as their primary weapon, after learning [[Tricky Knifework]].
* Disco Bandits should use ranged weapons which rely on Moxie to hit. Damage is still based on Muscle, so they deal damage at a rather slow pace. This [[Combat Style]] is referred to as plinking.
* 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]].
* Disco Bandits have skills to boost their item and meat drops, as well as a decent healing skill and use multiple combat items per round.
* 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.
* 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.
* 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.


====Accordion Thief====
====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.
* 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 have 2 exclusive combat abilities: [[Moxious Maneuver]] deals damage based on Moxie. [[Pickpocket]] lets you attempt to steal an item on the first turn if you gain initiative. Some items can only be obtained by pickpocketing.
* 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 which rely on Moxie to hit. Damage is still based on Muscle, so they deal damage at a rather slow pace. This [[Combat Style]] is referred to as plinking.
* 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 are much like a 'bard'. Their skills are all considered 'buffs'. Up to three of these buffs be on a player at any given time. Furthermore, ATs are able to buff other players in addition to themselves which can make them a more multi-player-friendly class at high levels. Much of the challenge of playing the AT is picking the best buffs to be active at any given time, and managing the MP usage of them.
* 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.
* Note that the duration of each buff is dependent on the quality of their accordion-family weapon. The starting item, [[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.
* 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.
* At high levels, the Accordion Thief has the ability to shop from any guild's store, very useful for buying myst-class restores.
* 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]]
[[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.