Adventures: Difference between revisions

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Some activities, such as purchasing a trophy, visiting an NPC store, or talking to the Deep Fat Friars do not cost adventures, but they usually don't earn you [[:Category:Items|items]], [[stat]]s or [[meat]]. Most non-adventure actions can be found in the [[Seaside Town]]. Such links will not have a (1) after them. If you have a [[bartender-in-the-box]] or [[chef-in-the-box]], you can mix drinks or cook without using adventures. Muscle signs can smith some items by visiting [[Innabox]] to avoid using an adventure smithing.
Some activities, such as purchasing a trophy, visiting an NPC store, or talking to the Deep Fat Friars do not cost adventures, but they usually don't earn you [[:Category:Items|items]], [[stat]]s or [[meat]]. Most non-adventure actions can be found in the [[Seaside Town]]. Such links will not have a (1) after them. If you have a [[bartender-in-the-box]] or [[chef-in-the-box]], you can mix drinks or cook without using adventures. Muscle signs can smith some items by visiting [[Innabox]] to avoid using an adventure smithing.


Choice adventures that include a cancel option (notably [[Wheel in the Clouds in the Sky, Keep On Turning]] adventure in [[The Castle in the Sky]]) will usually not cost you an adventure to cancel. In the [[Daily Dungeon]], having a [[skeleton key]] allows you to get past a locked door without using an adventure.
Choice adventures that include a cancel option (notably [[Wheel in the Clouds in the Sky, Keep On Turning]] adventure in [[The Castle in the Clouds in the Sky|The Castle in the Sky]]) will usually not cost you an adventure to cancel. In [[the Daily Dungeon]], having a [[skeleton key]] allows you to get past a locked door without using an adventure.


You can get more adventures during the day by eating [[:Category:Food|food]], drinking [[:Category:Booze|booze]], using a [[Pulverize|wad]], breathing [[Breathetastic™ Premium Canned Air]], snorting the [[guy made of bee pollen]], having the [[Temporal Riftlet]] familiar, drinking [[Time Juice]], or eating [[astronaut ice-cream]], a [[chocolate lump]], some [[fancy chocolate]], or some [[fancy but probably evil chocolate]].
You can get more adventures during the day by eating [[:Category:Food|food]], drinking [[:Category:Booze|booze]], using a [[Pulverize|wad]], breathing [[Breathetastic™ Premium Canned Air]], snorting the [[guy made of bee pollen]], having the [[Temporal Riftlet]] familiar, drinking [[Time Juice]], or eating [[astronaut ice-cream]], a [[chocolate lump]], some [[fancy chocolate]], or some [[fancy but probably evil chocolate]].

Revision as of 23:33, 23 February 2007

The Kingdom of Loathing is a turn-based game. Turns are called adventures. One adventure is long enough to go looking for something to do/kill in a location, to cook yourself some food, mix yourself a drink, or smith yourself something. Things that cost adventures are marked with the number of turns they take, like so: (1). Vacationing at The Shore, Inc. as well as jewelrymaking take (3) adventures.

Some activities, such as purchasing a trophy, visiting an NPC store, or talking to the Deep Fat Friars do not cost adventures, but they usually don't earn you items, stats or meat. Most non-adventure actions can be found in the Seaside Town. Such links will not have a (1) after them. If you have a bartender-in-the-box or chef-in-the-box, you can mix drinks or cook without using adventures. Muscle signs can smith some items by visiting Innabox to avoid using an adventure smithing.

Choice adventures that include a cancel option (notably Wheel in the Clouds in the Sky, Keep On Turning adventure in The Castle in the Sky) will usually not cost you an adventure to cancel. In the Daily Dungeon, having a skeleton key allows you to get past a locked door without using an adventure.

You can get more adventures during the day by eating food, drinking booze, using a wad, breathing Breathetastic™ Premium Canned Air, snorting the guy made of bee pollen, having the Temporal Riftlet familiar, drinking Time Juice, or eating astronaut ice-cream, a chocolate lump, some fancy chocolate, or some fancy but probably evil chocolate.

Each day at rollover, you get 40 more adventures. Having certain items equipped at rollover, using the Wild Hare familiar in combat adventures, and having certain campground items installed will increase the number of adventures gained at rollover. A complete list of useful items for rollover is at Extra Rollover Adventures. Suggestions for adventure-giving equipment based on your level of gameplay can be found at Maximizing Your Rollover Adventures.

There is no limit to the number of adventures you can play between rollovers. However, you are limited to 200 adventures after rollover is completed. Excess adventures are simply lost forever.

On your character sheet, you can see how many turns you've played in a given ascension, as well as how many adventures you've played since the start of the game.