Wildfire: Difference between revisions
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Fire level adds various penalties to combat: | Fire level adds various penalties to combat: | ||
*During combat, you will take passive {{element|hot|damage|Damage}} relative to your maximum HP. The amount of damage depends on the current zone's fire level.{{blockquote|A lick of flame scorches your {{part}}.}}{{blockquote|A wildfire ember lands on your {{part}}, scorching you.}}{{blockquote|The intense heat of the wildfires overwhelms you.}}{{blockquote|Your flesh sizzles in the intense heat of the wildfire.}} | *During combat, you will take passive {{element|hot|damage|Damage}} relative to your maximum HP, unless you have an [[industrial fire extinguisher]] equipped. The amount of damage depends on the current zone's fire level.{{blockquote|A lick of flame scorches your {{part}}.}}{{blockquote|A wildfire ember lands on your {{part}}, scorching you.}}{{blockquote|The intense heat of the wildfires overwhelms you.}}{{blockquote|You accidentally inhale a bunch of hot wildfire smoke.}}{{blockquote|You brush up against something that's on fire, singeing all the hair off of your {{part}}.}}{{blockquote|Your flesh sizzles in the intense heat of the wildfire.}} | ||
*Higher fire levels (4+) prevent you from [[Combat Initiative|getting the jump]] on the monster:{{blockquote|Due to the thick smoke, you don't see your foe until it's almost too late.}}{{blockquote|The thick smoke prevents you from getting the jump on your foe.}} | *Higher fire levels (4+) prevent you from [[Combat Initiative|getting the jump]] on the monster:{{blockquote|Due to the thick smoke, you don't see your foe until it's almost too late.}}{{blockquote|The thick smoke prevents you from getting the jump on your foe.}} | ||
**You can still get the jump on monsters that ''always'' lose initiative. | **You can still get the jump on monsters that ''always'' lose initiative. | ||
*Items dropped by a monster have a chance to burn up. The odds of this happening increase with a zone's fire level.{{blockquote|"You see '''a <item>''' drop before it burns up."}} | *Items dropped by a monster have a chance to burn up. The odds of this happening increase with a zone's fire level.{{blockquote|"You see '''a <item>''' drop before it burns up."}} | ||
**Items with 100% base drop rate, items dropped post-combat, | **Items with 100% base drop rate, items dropped post-combat, quest items and conditional drops (like the [[rusty grave robbing shovel]]) are unaffected. | ||
**Items dropped via [[Yellow ray strategy|yellow ray]] and [[Feel Envy]] can still burn, but items dropped from [[Use the Force, %playername!]] cannot. | **Items dropped via [[Yellow ray strategy|yellow ray]] and [[Feel Envy]] can still burn, but items dropped from [[Use the Force, %playername!]] cannot. | ||
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Water can be used to reduce the fire level in various zones. | Water can be used to reduce the fire level in various zones. | ||
*[[Fire Captain Hagnk]] can send volunteers to a specific zone to | *[[Fire Captain Hagnk]] can send volunteers to a specific zone to decrease its fire level by one. This initially costs 10 units of [[water]] and increases by 10 every time you send volunteers. The cost resets at rollover. | ||
*[[Fracker Dan]], [[Sprinkler Joe]] and [[Cropduster Dusty]] can (respectively) drench all [[:Category:Underground_Locations|underground]], [[:Category:Indoor_Locations|indoors]] and [[:Category:Outdoor_Locations|outdoors]] locations. This reduces the fire level by 3 in all affected locations (e. g. from 5 to 2) and can be done once per ascension for each type of zone. The cost starts at 1000 units of water, and goes up by 1000 each time you take an offer, for a total cost of 6000. | *[[Fracker Dan]], [[Sprinkler Joe]] and [[Cropduster Dusty]] can (respectively) drench all [[:Category:Underground_Locations|underground]], [[:Category:Indoor_Locations|indoors]] and [[:Category:Outdoor_Locations|outdoors]] locations. This reduces the fire level by 3 in all affected locations (e. g. from 5 to 2) and can be done once per ascension for each type of zone. The cost starts at 1000 units of water, and goes up by 1000 each time you take an offer, for a total cost of 6000. | ||
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*Instead of [[The Big Wisniewski]] you fight [[The Big Ignatowicz]]. | *Instead of [[The Big Wisniewski]] you fight [[The Big Ignatowicz]]. | ||
*Instead of [[The Man]] you fight [[The Man on Fire]]. | *Instead of [[The Man]] you fight [[The Man on Fire]]. | ||
*You still fight [[Ed the Undying]], but only the first combat has fire damage. Subsequent stages of the fight are not on fire. | |||
*Instead of the [[Naughty Sorceress]] you fight [[The Naughty Scorcheress]]. | *Instead of the [[Naughty Sorceress]] you fight [[The Naughty Scorcheress]]. | ||
**[[The Naughty Scorcheress]] does not transform this time around, so the [[Wand of Nagamar]] is not required to defeat her. Furthermore, she does not remove your buffs. | |||
===Item(s) of the Month=== | ===Item(s) of the Month=== | ||
On this challenge path, the [[Our Daily Candles™ order form|Our Daily Candles™]] subscription provides a [[water candle]] each day in addition to its usual benefits. | *On this challenge path, the [[Our Daily Candles™ order form|Our Daily Candles™]] subscription provides a [[water candle]] each day in addition to its usual benefits. | ||
*The [[industrial fire extinguisher]] prevents the per-round [[Hot]] damage. Also, [[Fire Captain Hagnk]] can refill your extinguisher once per day. | |||
==Text== | ==Text== | ||
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*Certain item drops are required to complete the ascension (or helpful to make quests faster), and aren't either 100% drops or quest items and so are at risk of burning up. These items should either be [[Use the Force, %playername!|saber-forced]], [[B. L. A. R. T. Spray (narrow)|blart-pocketed]] or water should be spent decreasing the fire level. They are (in approximate level order): | *Certain item drops are required to complete the ascension (or helpful to make quests faster), and aren't either 100% drops or quest items and so are at risk of burning up. These items should either be [[Use the Force, %playername!|saber-forced]], [[B. L. A. R. T. Spray (narrow)|blart-pocketed]] or water should be spent decreasing the fire level. They are (in approximate level order): | ||
** Level 4: | ** Level 4: | ||
*** [[sonar-in-a-biscuit]], [[enchanted bean]] (both from [[beanbat]]) | *** (underground) [[sonar-in-a-biscuit]], [[enchanted bean]] (both from [[beanbat]]) - there are alternatives for the sonar (such as fighting [[screambat]]s, the [[How I Wonder What You're At]] clover adventure, and [[Fire Extinguisher: Constricted Blast]]) but not for the bean. | ||
** Level 5: | ** Level 5: | ||
*** [[Knob Goblin harem veil]], [[Knob Goblin harem pants]] (both from [[Knob Goblin Harem Girl]]) | *** (underground) [[Knob Goblin harem veil]], [[Knob Goblin harem pants]] (both from [[Knob Goblin Harem Girl]]), or use [[Fire Extinguisher: Foam the Place]] | ||
** Level 7: | ** Level 7: | ||
*** [[skeleton bone]], [[loose teeth]] for a [[skeleton key]] for the tower (both from [[toothy sklelton]] or [[party skelteon]]) | *** (underground or outdoor) [[skeleton bone]], [[loose teeth]] for a [[skeleton key]] for the tower (both from [[toothy sklelton]] or [[party skelteon]]) | ||
** Level 8: | ** Level 8: | ||
*** 3 [[goat cheese]] (can get 3 with a cheesy [[diabolic pizza]]) | *** (outdoor) 3 [[goat cheese]] (can get 3 with a cheesy [[diabolic pizza]]) | ||
*** You can get [[Mining Gear]] from the non-combats, or skip the mine entirely by [[Either Ore|clovering for ore]]. | ***(outdoor) You can get [[Mining Gear]] from the non-combats, or skip the mine entirely by [[Either Ore|clovering for ore]]. You can also fight a [[mountain man]] via [[Cargo Cultist Shorts]] and obtain the ores through [[Fire Extinguisher: Polar Vortex]] (the normal drops just burn up and [[Use the Force, %playername!|saber-force]] doesn't work.) | ||
** Level 9: | ** Level 9: | ||
*** [[rusty hedge trimmers]] (or opt for the non-combats instead) | *** (outdoor) [[rusty hedge trimmers]] (or opt for the non-combats instead) | ||
*** [[bubblin' crude]] (some are 100%, but many aren't) | *** (outdoor) [[bubblin' crude]] (some are 100%, but many aren't) | ||
** Level 10: | ** Level 10: | ||
*** [[amulet of extreme plot significance]] (or the [[titanium assault umbrella]]) | *** (outdoor) [[amulet of extreme plot significance]] (or the [[titanium assault umbrella]]) | ||
*** [[Mohawk wig]] is not necessary with [[Comprehensive Cartography]] -- you can use the [[model airship]] instead | *** (outdoor) [[Mohawk wig]] is not necessary with [[Comprehensive Cartography]] -- you can use the [[model airship]] instead | ||
** Level 11: | ** Level 11: | ||
*** [[stone wool]] (but you can use the non-combats) | *** (indoor) [[tires]] and [[Gnollish toolbox]] for [[bitchin' meatcar]] if you are not in a knoll sign. You can just buy a desert pass instead. | ||
*** 5 [[bowling ball]]s | *** (indoor) [[stone wool]] (but you can use the non-combats) | ||
*** [[stunt nuts]], [[lion oil]] and [[bird rib]] | *** (indoor) 5 [[bowling ball]]s (or you can hope to get lucky using non-combats in the Park. [[Fire Extinguisher: Polar Vortex]] works very well here, as the balls have a high drop rate) | ||
*** (outdoor) [[stunt nuts]], [[lion oil]] and [[bird rib]] | |||
*** (underground) [[tomb ratchet]]s don't drop from [[tomb rat king]]s, but drop fine from [[tomb rat]]s, where they're conditional | |||
** Level 12: | ** Level 12: | ||
*** a war outfit | *** (unknown) a war outfit (or you can use the non-combats) | ||
*** enough war items to get currency for [[gauze garter]]s or [[filthy poultice]]s for [[Shadow opponent|Your Shadow]] | *** (outdoor) enough war items to get currency for [[gauze garter]]s or [[filthy poultice]]s for [[Shadow opponent|Your Shadow]] | ||
** Level 13: | ** Level 13: | ||
*** stars and lines for [[Richard's star key]] | *** (outdoor) stars and lines for [[Richard's star key]] | ||
*** pixels for [[digital key]] (or use [[Powerful Glove]] for most of the run) | *** (outdoor) pixels for [[digital key]] (or use [[Powerful Glove]] for most of the run) | ||
*The [[wall of skin]] is trickier than normal, because you can't reduce the fire level of the Sorceress' Tower, so you take additional hot damage during combat. If you intend to fight it without the [[beehive]], [[Splashdance]] avoids getting hit by fire, and | *The [[wall of skin]] is trickier than normal, because you can't reduce the fire level of the Sorceress' Tower, so you take additional hot damage during combat unless you have an [[industrial fire extinguisher]] equipped. If you intend to fight it without the [[beehive]], and don't have access to the fire extinguisher, you'll need to use some rarer skills. [[Splashdance]] avoids getting hit by fire for one turn, and heals you, but you still receive damage from the wall. Both [[Sauceshell]] and [[Shell Up]] avoid the wall's hit while allowing your familiar to act. | ||
*If you're using [[diabolic pizza]] to get extra sleaze damage, [[Fifty Ways to Bereave Your Lover]] and [[Dirty Pear]] are both obtainable from items without specifically hunting combats: | |||
** F: [[flask flops]] (if sabering [[War Frat 151st Infantryman]]), [[finger cymbals]] (if sabering a [[Knob Goblin Harem Girl]]), [[flimsy hardwood scraps]] | |||
** I: [[Imp Ale]] | |||
** D: [[dry noodles]], [[disco mask]], [[dense meat stack]] | |||
** R: [[ravioli hat]] | |||
** T: [[Typical Tavern swill]] | |||
==Notes== | |||
During events (such as [[Halloween]]) where the FDKOL camp's tile on the Seaside Town map is otherwise occupied, the only way to get to the camp is the [[Chat Guide: Game Commands|chat command]] "/go FDKOL Volunteer Fire Camp". | |||
==Rewards== | ==Rewards== | ||
*Finishing a Wildfire run while it is the current special challenge path -- between August 15th, 2021, and | *Finishing a Wildfire run while it is the current special challenge path -- between August 15th, 2021, and November 14, 2021 -- gives players 50 (in Normal) or 100 (in Hardcore) extra karma points the next time they visit Valhalla. | ||
*Players will receive a [[Thwaitgold fire beetle statuette]] each time they complete a run. | |||
*Leftover water is recorded as an Accomplishment in your [[Quest Log]]. | |||
{{Ascension Paths}} | {{Ascension Paths}} |
Latest revision as of 15:58, 7 September 2022

Wildfire is the Fall 2021 special challenge path, introduced on August 15th, 2021. This path adds variant rules and restrictions to an ascension run. Its description in The Bureau of Reincarnation reads "The Kingdom is burning! Help put out fires while also helping with everything you usually help with."
Restrictions
- You cannot enter The Sea:
That shack you saw on the main map was just a picture of a shack drawn on the ground.
Divergences
- Your adventure begins with Wildfire!.
Fire
The whole kingdom is on fire! Each zone has its own fire level, which starts at 5 and can be decreased through actions in the FDKOL Volunteer Fire Camp. These actions cost water.
- A number of animated flame graphics will appear on the screen during combat, increasing with the zone's fire level.
- The colour of the main pane and border around the combat varies between bright red and blue depending on the level of the fire in the zone.
Fire level | Passive fire damage* | Chance of item burning up | Always lose the jump? |
---|---|---|---|
5 (Inferno) | 20%-25% of Max HP | 100% | Yes |
4 (Raging) | 11%-19% of Max HP | ~76.8% | Yes |
3 (Burning) | 5%-10% of Max HP | ~36.1% | No |
2 (Smoldering) | 3%-4% of Max HP | ~10.9% | No |
1 (Smoking) | 1%-2% of Max HP | 0% | No |
0 (None) | None | 0% | No |
* Passive fire damage is X% of max HP, where X is a random integer (range given in the table above)
Fire level adds various penalties to combat:
- During combat, you will take passive hot damage relative to your maximum HP, unless you have an industrial fire extinguisher equipped. The amount of damage depends on the current zone's fire level.
A lick of flame scorches your <leg>.
A wildfire ember lands on your <leg>, scorching you.
The intense heat of the wildfires overwhelms you.
You accidentally inhale a bunch of hot wildfire smoke.
You brush up against something that's on fire, singeing all the hair off of your <leg>.
Your flesh sizzles in the intense heat of the wildfire.
- Higher fire levels (4+) prevent you from getting the jump on the monster:
Due to the thick smoke, you don't see your foe until it's almost too late.
The thick smoke prevents you from getting the jump on your foe.
- You can still get the jump on monsters that always lose initiative.
- Items dropped by a monster have a chance to burn up. The odds of this happening increase with a zone's fire level.
"You see a <item> drop before it burns up."
- Items with 100% base drop rate, items dropped post-combat, quest items and conditional drops (like the rusty grave robbing shovel) are unaffected.
- Items dropped via yellow ray and Feel Envy can still burn, but items dropped from Use the Force, %playername! cannot.
Water
You can collect and spend water, a resource exclusive to this path.
- Once per day, you can gather 100 units of water at the Rain Barrel at the FDKOL Volunteer Fire Camp for free. This will increase to 150 if you have caulked the barrel.
- The Water Pump at the FDKOL Volunteer Fire Camp produces 30 units of water at the cost of 1 adventure. This is increased to 50 if you have greased the pump.
- Adventuring with items such as the water candle equipped causes you to gather water after each combat, including free fights.
- The FDKOL Auxiliary shop sells water-producing equipment, as well as single-use items that increase the effectiveness of the rain barrel and water pump.
Water can be used to reduce the fire level in various zones.
- Fire Captain Hagnk can send volunteers to a specific zone to decrease its fire level by one. This initially costs 10 units of water and increases by 10 every time you send volunteers. The cost resets at rollover.
- Fracker Dan, Sprinkler Joe and Cropduster Dusty can (respectively) drench all underground, indoors and outdoors locations. This reduces the fire level by 3 in all affected locations (e. g. from 5 to 2) and can be done once per ascension for each type of zone. The cost starts at 1000 units of water, and goes up by 1000 each time you take an offer, for a total cost of 6000.
In addition, equipping the B. L. A. R. T. (sold at the FDKOL Auxiliary) grants the following combat skills, all of which cost water:
- B. L. A. R. T. Spray (narrow): (5 water) Steals an item from the monster, a la Pickpocket
- B. L. A. R. T. Spray (medium): (10 water) Deals 100 Cold Damage
- B. L. A. R. T. Spray (wide): (100 water) Banish the monster for the rest of the day
Bosses
You encounter conflagrant versions of the usual bosses:
- Instead of the Boss Bat, you fight the Blaze Bat.
- Instead of the Knob Goblin King, you fight the fired-up Knob Goblin King.
- Instead of The Bonerdagon, you fight The Burnerdagon.
- Instead of Groar, you fight Groar, Except Hot.
- Instead of Dr. Awkward you fight Dr. Awkward, who is on fire.
- Instead of Lord Spookyraven you fight Lord Sootyraven.
- Instead of the Protector Spectre you fight Protector Spectre.
- Instead of The Big Wisniewski you fight The Big Ignatowicz.
- Instead of The Man you fight The Man on Fire.
- You still fight Ed the Undying, but only the first combat has fire damage. Subsequent stages of the fight are not on fire.
- Instead of the Naughty Sorceress you fight The Naughty Scorcheress.
- The Naughty Scorcheress does not transform this time around, so the Wand of Nagamar is not required to defeat her. Furthermore, she does not remove your buffs.
Item(s) of the Month
- On this challenge path, the Our Daily Candles™ subscription provides a water candle each day in addition to its usual benefits.
- The industrial fire extinguisher prevents the per-round Hot damage. Also, Fire Captain Hagnk can refill your extinguisher once per day.
Text
For interaction with the council, see The Council of Loathing/Wildfire
Strategy
- Keep a constant, high level of hot resistance to minimize damage from fire. You can use in-combat heals, such as Splashdance and Saucy Salve, for longer combats, while using Cannelloni Cocoon to keep your HP topped off for each fight.
- You may want to get enough water to crop dust the outdoor areas. This can help get the necessary items for Inside the Palindome, Twin Peak, Oil Peak, The Penultimate Fantasy Airship, The Hole in the Sky and The Battlefield.
- Alternatively, you may not want to do the mass reduction of any areas, instead relying on Hagnk, out-of-combat drops, and saber forcing.
- Monsters fought outside of combat areas, such as from Calculate the Universe or Cargo Cultist Shorts pockets, will always be at the maximum fire level, and you cannot use the force on pocketed monsters. This makes certain pockets (such as the one with the mountain man) poor choices for opening.
- Certain item drops are required to complete the ascension (or helpful to make quests faster), and aren't either 100% drops or quest items and so are at risk of burning up. These items should either be saber-forced, blart-pocketed or water should be spent decreasing the fire level. They are (in approximate level order):
- Level 4:
- (underground) sonar-in-a-biscuit, enchanted bean (both from beanbat) - there are alternatives for the sonar (such as fighting screambats, the How I Wonder What You're At clover adventure, and Fire Extinguisher: Constricted Blast) but not for the bean.
- Level 5:
- (underground) Knob Goblin harem veil, Knob Goblin harem pants (both from Knob Goblin Harem Girl), or use Fire Extinguisher: Foam the Place
- Level 7:
- (underground or outdoor) skeleton bone, loose teeth for a skeleton key for the tower (both from toothy sklelton or party skelteon)
- Level 8:
- (outdoor) 3 goat cheese (can get 3 with a cheesy diabolic pizza)
- (outdoor) You can get Mining Gear from the non-combats, or skip the mine entirely by clovering for ore. You can also fight a mountain man via Cargo Cultist Shorts and obtain the ores through Fire Extinguisher: Polar Vortex (the normal drops just burn up and saber-force doesn't work.)
- Level 9:
- (outdoor) rusty hedge trimmers (or opt for the non-combats instead)
- (outdoor) bubblin' crude (some are 100%, but many aren't)
- Level 10:
- (outdoor) amulet of extreme plot significance (or the titanium assault umbrella)
- (outdoor) Mohawk wig is not necessary with Comprehensive Cartography -- you can use the model airship instead
- Level 11:
- (indoor) tires and Gnollish toolbox for bitchin' meatcar if you are not in a knoll sign. You can just buy a desert pass instead.
- (indoor) stone wool (but you can use the non-combats)
- (indoor) 5 bowling balls (or you can hope to get lucky using non-combats in the Park. Fire Extinguisher: Polar Vortex works very well here, as the balls have a high drop rate)
- (outdoor) stunt nuts, lion oil and bird rib
- (underground) tomb ratchets don't drop from tomb rat kings, but drop fine from tomb rats, where they're conditional
- Level 12:
- (unknown) a war outfit (or you can use the non-combats)
- (outdoor) enough war items to get currency for gauze garters or filthy poultices for Your Shadow
- Level 13:
- (outdoor) stars and lines for Richard's star key
- (outdoor) pixels for digital key (or use Powerful Glove for most of the run)
- Level 4:
- The wall of skin is trickier than normal, because you can't reduce the fire level of the Sorceress' Tower, so you take additional hot damage during combat unless you have an industrial fire extinguisher equipped. If you intend to fight it without the beehive, and don't have access to the fire extinguisher, you'll need to use some rarer skills. Splashdance avoids getting hit by fire for one turn, and heals you, but you still receive damage from the wall. Both Sauceshell and Shell Up avoid the wall's hit while allowing your familiar to act.
- If you're using diabolic pizza to get extra sleaze damage, Fifty Ways to Bereave Your Lover and Dirty Pear are both obtainable from items without specifically hunting combats:
- F: flask flops (if sabering War Frat 151st Infantryman), finger cymbals (if sabering a Knob Goblin Harem Girl), flimsy hardwood scraps
- I: Imp Ale
- D: dry noodles, disco mask, dense meat stack
- R: ravioli hat
- T: Typical Tavern swill
Notes
During events (such as Halloween) where the FDKOL camp's tile on the Seaside Town map is otherwise occupied, the only way to get to the camp is the chat command "/go FDKOL Volunteer Fire Camp".
Rewards
- Finishing a Wildfire run while it is the current special challenge path -- between August 15th, 2021, and November 14, 2021 -- gives players 50 (in Normal) or 100 (in Hardcore) extra karma points the next time they visit Valhalla.
- Players will receive a Thwaitgold fire beetle statuette each time they complete a run.
- Leftover water is recorded as an Accomplishment in your Quest Log.