One Crazy Random Summer: Difference between revisions
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==Strategy== | ==Strategy== | ||
* For the most part, strategy will be the same as a Standard run. The main difference is having to contend with modified monsters. | * For the most part, strategy will be the same as a Standard run. The main difference is having to contend with modified monsters. | ||
** Annoying monsters are... well, annoying. They can hose just about any combat strategy by blocking nearly everything you or even your familiars can do. With certain other mods, such as ticking, it's effectively a lose condition by itself. | ** Annoying monsters are... well, annoying. They can hose just about any combat strategy by blocking nearly everything you or even your familiars can do. With certain other mods, such as ticking, it's effectively a lose condition by itself. If the RNG hates you enough, it is completely possible for them to defeat you by blocking for all 30 rounds. | ||
** Broke monsters are generally not a problem. The only real worry is if they come up during the nuns quest -- having a handful of free-runs available can negate that threat. Note that solid-gold will override broke every time. | ** Broke monsters are generally not a problem. The only real worry is if they come up during the nuns quest -- having a handful of free-runs available can negate that threat. Note that solid-gold will override broke every time. | ||
** Cartwheeling monsters have a low chance of blocking your attacks. This could derail a macro, but is otherwise not much a threat. | ** Cartwheeling monsters have a low chance of blocking your attacks. This could derail a macro, but is otherwise not much a threat. | ||
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** Tie-dyed monsters will likely get you the [[Filthy Hippy Disguise]] before you even unlock the island, so you won't need to spend turns on that. You'll also probably get a [[hemp string]] for the [[Bonerdagon necklace]] and some {{plural|reodorant}} for anywhere those are handy. | ** Tie-dyed monsters will likely get you the [[Filthy Hippy Disguise]] before you even unlock the island, so you won't need to spend turns on that. You'll also probably get a [[hemp string]] for the [[Bonerdagon necklace]] and some {{plural|reodorant}} for anywhere those are handy. | ||
** Tiny monsters have very few hit points, and likewise give very few [[stats]]. | ** Tiny monsters have very few hit points, and likewise give very few [[stats]]. | ||
** Turgid monsters | ** Turgid monsters have massively increased HP. Generally this just means taking an extra turn or two to kill them, but if they're also untouchable, you're going to have to [[insta-kill]], [[CLEESH]], or run. | ||
** Twirling monsters can get too dizzy to attack you. | ** Twirling monsters can get too dizzy to attack you. | ||
** Unstoppable monsters can't be stunned or staggered, which hoses a lot of combat strategies. You'll need to kill them quickly, or delevel them until they're no longer a threat. | ** Unstoppable monsters can't be stunned or staggered, which hoses a lot of combat strategies. You'll need to kill them quickly, or delevel them until they're no longer a threat. |
Revision as of 01:26, 22 May 2015
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One Crazy Random Summer is the Summer 2015 special challenge path, introduced on May 15, 2015. This path adds variant rules and restrictions to an ascension run. Its description in The Bureau of Reincarnation reads "All across Loathing, monsters have changed in strange and unpredictable ways.
NOTE: Limited-time content from prior to 2013 is disallowed on this path."
Introduction at One Crazy Random Summer (Adventure).
Divergences
- Monsters gain random modifiers, noted by a prefix on their name, and sometimes a visual effect to their image. These can affect how the monster behaves as well, for example the Twirling monsters randomly miss. See Monster Modifier for the list.
- An Old Man, and therefore The Sea, is not available:
- That shack you saw on the main map was just a picture of a shack drawn on the ground.
Strategy
- For the most part, strategy will be the same as a Standard run. The main difference is having to contend with modified monsters.
- Annoying monsters are... well, annoying. They can hose just about any combat strategy by blocking nearly everything you or even your familiars can do. With certain other mods, such as ticking, it's effectively a lose condition by itself. If the RNG hates you enough, it is completely possible for them to defeat you by blocking for all 30 rounds.
- Broke monsters are generally not a problem. The only real worry is if they come up during the nuns quest -- having a handful of free-runs available can negate that threat. Note that solid-gold will override broke every time.
- Cartwheeling monsters have a low chance of blocking your attacks. This could derail a macro, but is otherwise not much a threat.
- Clingy monsters can be very helpful, if they're something like modern zmobies, ninja snowman assassins, or lobsterfrogmans. On the other hand, they're fully capable of hosing your semi-rares, so be very careful when your counter is coming up.
- Cursed monsters inflict Curse of Randomness. If you want that, make sure to let them get an attack in. If, for some weird reason, you don't, wipe them out ASAP instead. While the Curse of Randomness lasts for 10 turns, that includes the one against this monster.
- Dancin' monsters will occasionally dance out of the way of your attack.
- Drunk monsters can drop the penultimate versions of Superhuman Cocktailcrafting drinks. The final crafting step of those only actually requires Advanced Cocktailcrafting, so you might be able to get a few of them even if you don't have the proper skill permed.
- Filthy monsters will do stench damage every round of combat. But they are doubly susceptible to cold and sleaze damage.
- Foul-mouthed monsters will do sleaze damage every round they swear like a sailor. Which is every round.
- Jittery monsters have superfast Combat Initiative on the first round, so they'll always get the jump on you. Afterward, it drops to its normal level. If your combat relies on getting the jump, they're dangerous, but otherwise a non-issue.
- Lazy monsters are generally too lazy to attack you.
- Narcissistic monsters are too busy admiring themselves to attack you.
- Optimal monsters are, of course, the most desirable. Running more modifiers gives you a greater chance of encountering them, but also a greater chance of encountering undesirable modifiers like untouchable or annoying. Are you feeling lucky?
- Phase-shifting monsters will sometimes not be there when you try to hit them. Oh, but they'll hit back. They'll hit back.
- Pixellated monsters will, with very high probability, drop enough pixels to craft the digital key without once setting foot in the 8-Bit Realm. Even if they don't, you'll have saved a lot of turns if you put it off to the last moment.
- Restless monsters will be missed by you more often.
- Shaky monsters attack 3 times per round. This is as dangerous as it sounds. Keep them from being able to hurt you, or you'll likely go down in only a few rounds.
- Short monsters have fewer hit points. SPADING NEEDED
- Solid gold monsters will keep you in meat for most of the run. If you have a VIP key, you might even find yourself able to nightcap with Flivvers.
- Ticking monsters need to be destroyed before they go off. Luckily, they don't count down while stunned. When combined with annoying or untouchable, they're pretty much impossible -- just run.
- Tie-dyed monsters will likely get you the Filthy Hippy Disguise before you even unlock the island, so you won't need to spend turns on that. You'll also probably get a hemp string for the Bonerdagon necklace and some cans of reodorant for anywhere those are handy.
- Tiny monsters have very few hit points, and likewise give very few stats.
- Turgid monsters have massively increased HP. Generally this just means taking an extra turn or two to kill them, but if they're also untouchable, you're going to have to insta-kill, CLEESH, or run.
- Twirling monsters can get too dizzy to attack you.
- Unstoppable monsters can't be stunned or staggered, which hoses a lot of combat strategies. You'll need to kill them quickly, or delevel them until they're no longer a threat.
- Untouchable monsters are best insta-killed. If you don't have a ready method, prismatic damage (such as from the astral shirt) is helpful to kill them early on, but eventually they'll have enough HP that you simply won't have enough rounds to finish them off. In that case, your only viable options are CLEESH or run.
- Yuletide monsters are colored red and green and drop Crimbo items such as a gingerbread bugbear or fruitcake.
- The leaderboards are ranked by "highest Fun" rather than the usual "lowest days/turns". What precisely Fun means is not yet clear.
Rewards
- Finishing a One Crazy Random Summer ascension gives you a thwaitgold caterpillar statuette.
- You will receive a piece of dice equipment dependent on your class after breaking the prism. Dice equipment grants an additional Monster Modifier per piece worn. Any stored dice equipment is automatically free-pulled at the start of future One Crazy Random Summer runs. Smashing any piece of this equipment set will result in powdered dice.
- Seal Clubbers will receive a dice ring.
- Turtle Tamers will receive a dice belt buckle.
- Pastamancers will receive a pair of dice-print pajama pants.
- Saucerors will receive a dice-shaped backpack.
- Disco Bandits will receive a dice-print do-rag.
- Accordion Thieves will receive a pair of dice sunglasses.
- You will not receive any stainless steel or standard equipment.
- Unlike in some previous challenge paths, the rewards will keep dropping after the season is over.