Dreadsylvanian Castle: Difference between revisions
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imported>Magered added note; attempted to clean up some formatting; is there a way to cycle the data page image? |
imported>Argus →Non-combat Adventures: just found out |
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:*'''Be too cool for this room:''' Return to previous selection, no adventure loss. | :*'''Be too cool for this room:''' Return to previous selection, no adventure loss. | ||
|choice3name=Check out the guardroom:<br /> | |choice3name=Check out the guardroom:<br /> | ||
:*'''Break off some choice bits:''' Gain [[stinking agaricus]]. | :*'''Break off some choice bits:''' Gain [[stinking agaricus]] ''(once per instance)''. | ||
:*'''Roll around in it:''' 100 turns of [[Spore-Wreathed]]. | :*'''Roll around in it:''' 100 turns of [[Spore-Wreathed]]. | ||
:*'''Leave the shroom:''' Return to previous selection, no adventure loss. | :*'''Leave the shroom:''' Return to previous selection, no adventure loss. |
Revision as of 01:58, 1 August 2013
Dreadsylvanian Castle | |
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Zone Num | 340 |
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Location | Dreadsylvania |
Unlocks | When The Carriageman's 2000 sheets to the wind |
Recom Stat | 500 |
Combat % | ? |
ML | 500 |
Terrain | indoor |
Special Adventures | |
Lucky | None |
Turtle | Armchair Quarterback |
refreshedit data |
Dreadsylvanian Castle is a zone in Dreadsylvania containing Skeletons and Vampires.
Combat Adventures
cold skeleton ![]() | |
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cold vampire ![]() | |
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hot skeleton ![]() | |
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hot vampire ![]() | |
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sleaze skeleton ![]() | |
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sleaze vampire ![]() | |
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spooky skeleton ![]() | |
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spooky vampire ![]() | |
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stench skeleton ![]() | |
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stench vampire ![]() | |
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Non-combat Adventures
The Dreadsylvanian Dungeon | |
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This Hall is Really Great | |
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Tower Most Tall | |
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Holding Court | |
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Notes
- Depending on choices made during non-combat adventures, monsters (either by element or by type) can be banished from the zone. This makes the rest of the combat encounters tougher and increases the kiss count per kill. Should all monster elements or types be banished via choices made, then all (either elements or types) will return upon the next combat encounter.