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. | ||
{{MonsterModifier}} | |||
* [[CLEESH]] rerolls modifiers. This can come in very handy if you encounter a monster you can't defeat -- if they turn out optimal, you've basically earned a free runaway, while if they turn out drunk, solid gold, yuletide, fratty, or tie-dyed, you'll at least get some loot for your trouble. Generally, players don't bother perming this skill because it's always obtainable for free at level 9, but the path may make you reconsider that. Note that you can't ''see'' the new modifiers immediately, but twiddling your thumbs fixes that oddity. | * [[CLEESH]] rerolls modifiers. This can come in very handy if you encounter a monster you can't defeat -- if they turn out optimal, you've basically earned a free runaway, while if they turn out drunk, solid gold, yuletide, fratty, or tie-dyed, you'll at least get some loot for your trouble. Generally, players don't bother perming this skill because it's always obtainable for free at level 9, but the path may make you reconsider that. Note that you can't ''see'' the new modifiers immediately, but twiddling your thumbs fixes that oddity. |
Revision as of 20:15, 21 June 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.
- The Feast of Boris does not grant additional fullness. However, the holiday message remains unchanged.
Strategy
- For the most part, strategy will be the same as a Standard run. The main difference is having to contend with modified monsters.
Name prefix | Image variation | Notes | ||||
---|---|---|---|---|---|---|
1337 | none | Name is spelt in leet speak, e.g. "paper towelgeist" becomes "p4p3r 70w31g3157" | ||||
American | American flag overlay | All hit sound effects changed to jingoistic phrases such as "AMERICA!" "LAND OF THE FREE!" "EAGLE!" "HOME OF THE BRAVE!" "INCOME INEQUALITY!" "SYSTEMIC RACISM!" "MOM!" "APPLE PIE!" | ||||
Annoying | none | Sometimes prevents you from doing anything: "He makes the most annoying noise you've ever heard, stopping you in your tracks." Sometimes prevents your familiar from acting: "It makes the most annoying noise you've ever heard. %familiarname winces." Block rate starts very high, but decreases as combat continues. | ||||
Artisanal | None | None | ||||
Askew | Tilted | +10% attack | ||||
Australian | Upside down | All hit sound effects replaced with Australian exclamations such as "JUMBUCK!" "G'DAY!" "TUCKERBAG!" "OY!" "CRIKEY!" "BILLABONG!" | ||||
Blurry | Blurry | none | ||||
Bouncing | Bounces | +50% attack | ||||
Broke | none | Sets base meat drop to 8-12. Can apply even if the monster's normal meat drop is 0, so such a monster will actually drop more meat when broke. | ||||
Cartwheeling | Image rolls | Sometimes avoids attacks and attack-like skills: "It cartwheels out of the way of your attack." | ||||
Clingy | none | After defeating the monster, you will immediately fight it again. Escaping combat by not defeating the monster will prevent you from fighting it a second time. Uncopyable monsters will not receive this modifier. "No! Don't leave me!" | ||||
Cloned | Two images (one on top of the other) | Attacks twice. Single monsters are treated as group size 2. All stats are doubled. | ||||
Cloud-based | ![]() |
none | ||||
Clowning | ![]() |
Drops 2-3 clown-themed items (acid-squirting flower, big red clown nose, bloody clown pants, big bass drum, clown shoes, clown skin, long skinny balloon) with a roughly equal probability of any particular item | ||||
Cowardly | Yellow | Never attacks | ||||
Cursed | none | Curses you when it attacks: "It drags a finger down your cheek and whispers "randomer..."
This modifier does not occur for monsters with 2 or more modifiers. | ||||
Dancin' | Image skews sideways | +50% defense | ||||
Disguised | Replaced by random outfit image | none | ||||
Drunk | ![]() |
Drops 2-3 "good" or lower quality drinks with a potency of 3 or less. May rarely drop "awesome" quality drinks (e.g. flask of port) or cocktails with flies in them (gift items). | ||||
Electrified | ![]() |
Deals damage equal to 20% of your maximum HP, and returns MP equal to the same amount every round it acts: : "A bolt of lightning arcs from your foe to you."
| ||||
Filthy | ![]() |
Deals 20% of your maximum HP in stench damage every round it acts: "Ugh. It smells awful." | ||||
Floating | Hovers up and down | +50% defense | ||||
Foul-mouthed | ![]() |
Deals 20% of your maximum HP in sleaze damage every round it acts: "<He> swears like a sailor." | ||||
Fragile | none | Has just 1 HP | ||||
Fratty | ![]() |
Drops 2-3 items from the Orcish Frat House (deodorant, frilly skirt, homoerotic frat-paddle, ice-cold fotie, ice-cold Sir Schlitz, Orcish baseball cap, Orcish cargo shorts) with a roughly equal probability of any particular item | ||||
Frozen | ![]() |
Cold-aligned, cannot attack.
| ||||
Generous | none | Increased item drop rate (probably +100%) | ||||
Ghostly | Faded image | Physical damage reduced by 90% | ||||
Haunted | ![]() |
Deals 20% of your maximum HP in spooky damage every round it acts: "<She> looks at you, and your heart seizes up with fear." | ||||
Hilarious | Image replaced with image of salad | Combat messages replace "salad" for other words. Anatomical Injuries will refer to salad-themed 'organs' like "garlic crouton". | ||||
Hopping-mad | Hops from side to side | Always hits no matter how high your Moxie is, like a Gremlin | ||||
Hot | None | Deals 20% of your maximum HP in hot damage every round it acts: "Waves of unbearable heat radiate from <it>, roasting you where you stand." | ||||
Huge | Image is twice as big | All stats doubled | ||||
Ice-cold | Image is blue | Monster is cold-aligned | ||||
Invisible | No image | None | ||||
Jittery | Jiggles | Always wins initiative | ||||
Lazy | Sideways | Sometimes doesn't attack: "He is too lazy to attack you." | ||||
Left-handed | Flipped horizontally | Attack and defense swapped | ||||
Narcissistic | none | Occasionally skips attack with message "It pulls out a mirror and admires its reflection for a while." | ||||
Negaverse | Black and white reversed in picture block or outline thicker and gray depending on browser. | This modifier does not occur for monsters with 2 or more modifiers. | ||||
Obscene | ![]() |
None | ||||
Optimal | None | Combat does not take an adventure. Only occurs while in HC/Ronin while on the One Crazy Random Summer challenge path. | ||||
Phase-shifting | Transparency fades in and out | Blocks skills sometimes: "<He> blinks out of existence before you can use that skill." Blocks attacks sometimes: "<He> blinks out of existence before your attack can connect." Does not block combat items. | ||||
Pixellated | Pixellated | Drops 3-5 pixels (40% white, 15% red, 15% blue, 15% green, 15% black) Hit sound effects replaced with BLEEP!, BEEP!, or BOOP!. | ||||
Quacking | ![]() |
All hit sound effects replaced with QUACK!, all monster messages replaced with Quack! | ||||
Red-hot | Red | Monster is hot-aligned | ||||
Restless | Moves all over the page | Sometimes dodges attacks: "<He> quickly moves out of the way of your attack." Sometimes blocks skills: "<He> moves out of the way before you can use that skill." | ||||
Shaky | Image shakes rapidly | Attacks 3 times every round | ||||
Short | Image is half as tall | Attack halved, Defense doubled | ||||
Skinny | Image is half as wide | Attack and Defense are both halved | ||||
Shy | Briefly pops up from the bottom of the screen | None | ||||
Sleazy | Pink-ish purple-ish | Monster is sleaze-aligned | ||||
Solid gold | ![]() |
Sets base meat drop to 800-1200, overrides Broke | ||||
Spooky | Gray | Monster is spooky-aligned | ||||
Stingy | none | Reduced item drop rate (probably -50%) | ||||
Stinky | Green | Monster is stench-aligned | ||||
Throbbing | Pulsates (small to big) | Double HP | ||||
Ticking | none | Counts down to an explosion which will deal 1 million damage. If you somehow manage to survive this, you will still lose. If you return to combat after losing, you will then instantly win. (Stupid complicated game.) Does not count down while stunned.
| ||||
Tie-dyed | Has color gradient | Drops 2-3 hippy items (beach glass bead, carob chunks, clay peace-sign bead, filthy knitted dread sack, filthy corduroys, hemp string, herbs, patchouli incense stick, phat turquoise bead, reodorant, tambourine bells, Uncle Jick's Brownie Mix, wad of tofu) with a roughly equal probability of any particular item. | ||||
Tiny | A little dot | All stats set at 10% of normal before applying bonus Monster Level | ||||
Turgid | None | HP is multiplied by 5 | ||||
Twirling | Image spins | Monster randomly misses with the message "He is too dizzy to successfully attack you." | ||||
Unlucky | None | Attack, Defense, and HP set to 13. Overrides all other stat modifying modifiers. | ||||
Unstoppable | None | Immune to stuns and staggers | ||||
Untouchable | None | Damage from all sources is capped at 5. | ||||
Wet | ![]() |
Deals 20% of your maximum HP in cold damage every round it acts: "He splashes you with water. It's cold!" | ||||
Yuletide | Green and red | Drops 3-5 Crimbo consumables (candy cane, eggnog, fruitcake, gingerbread bugbear) with a roughly equal probability of any particular item |
- CLEESH rerolls modifiers. This can come in very handy if you encounter a monster you can't defeat -- if they turn out optimal, you've basically earned a free runaway, while if they turn out drunk, solid gold, yuletide, fratty, or tie-dyed, you'll at least get some loot for your trouble. Generally, players don't bother perming this skill because it's always obtainable for free at level 9, but the path may make you reconsider that. Note that you can't see the new modifiers immediately, but twiddling your thumbs fixes that oddity.
- A full set of +modifier gear (dice hat, back, pants, all three accessories, kill screen) leaves only the shirt slot and hand slots open, making astral item selection simpler. If one wishes to fill their hands with Smithsness items for the whole run, the astral shirt fills the only slot remaining.
- The leaderboards are ranked by "highest Fun" rather than the usual "lowest days/turns". What precisely Fun means is not yet clear, but the current best theory is rand(0.5,1) * (1000 + 100 * [average modifiers per combat] ) with no penalty for losing fights, so maximize Random Monster Modifier even if it causes you to lose fights and then just pray for a lucky random multiplier when you break the prism.
- Given this formula, the lowest possible fun would seem to be 550. Although seeing cursed monsters will increase your average, scores lower than 550 have been reported.
- Similarly, there are eight extra modifiers, and the highest possible fun is 1900. In hardcore this will mean one lead-in run per hundred turns, currently seven or so.
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.