One Crazy Random Summer: Difference between revisions

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Use a proper table for the monster modifiers
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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. If the RNG hates you enough, it is completely possible for them to defeat you by blocking for all 30 rounds.
{{MonsterModifier}}
** 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 [[writing desk]]s, [[modern zmobie]]s,  [[ninja snowman assassin]]s, or [[lobsterfrogman]]s. On the other hand, they're fully capable of hosing your [[semi-rare]]s, so be very careful when your counter is coming up. You may end up [[CLEESH]]ing a monster you could have defeated, just to avoid this issue.
** 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. This modifier only ever appears by itself, which basically means that on your second run and on, you won't encounter it again.
** 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. They seem to draw from a pool of all good-quality or lower drinks, which can include such lovely beverages as {{plural|slimy fermented bile bladder}}, or such useless fare as {{plural|blended frozen swill with a fly in it}}. They drop several at once, though, which tends to smooth out the RNG a bit.
** 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.
** Fratty monsters drop frat-themed items: the [[Frat Boy Ensemble]] and [[deodorant]].
** 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, because they don't cost a turn. 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, but much higher defense. You might have to augment your hitchance somehow, or you'll find yourself dealing nothing but glancing blows. Mysticality classes don't need to worry about that, of course.
** 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 drink some of the more expensive [[Flivver|Speakeasy]] [[Sloppy_Jalopy|drinks]].
** Ticking monsters ''need'' to be destroyed before they go off. Luckily, they don't count down while stunned. When combined with untouchable or any of the blocking mods, they're pretty much impossible -- just run, or [[CLEESH]] if they're "only" untouchable.
** 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]].
** 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-kill]]ed. If you don't have a ready method, prismatic damage (such as from the [[astral shirt]]) and passive damage (such as from [[Summon Love Stinkbug]] or [[Curse of Marinara]]) are 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. Since the update that raised the cap from 1 to 5, monsters that flat-out can't be killed within round limit are much rarer, but you'll still need to stay alive yourself for however long it takes.
** Yuletide monsters are colored red and green and drop Crimbo items such as a [[gingerbread bugbear]] or [[fruitcake]]. This is helpful for keeping a minimum standard of turngen in Hardcore, especially with [[The Mayo Clinic]], since many of them are 1-fullness and good-quality.


* [[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

This page is in need of content.

The details!

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 Image replaced with Somebody else's butt none
Clowning Replaced with image of a clown 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..."
You acquire an effect: Curse of Randomness
(duration: 10 Adventures)

This modifier does not occur for monsters with 2 or more modifiers.
Does not inflict Curse of Randomness if you already have the effect.

Dancin' Image skews sideways +50% defense
Disguised Replaced by random outfit image none
Drunk Boozles 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 Electric arcs 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."
HPYou lose X hit points.
MPYou gain X Mana Points.
Filthy Surrounded by flies 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 Animated with grawlixes 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 Boozles 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 Encased in a block of ice Cold-aligned, cannot attack.
"He is frozen in place, and cannot attack you."
Generous none Increased item drop rate (probably +100%)
Ghostly Faded image Physical damage reduced by 90%
Haunted Flashing bed sheet ghost in the background 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 Big "CENSORED" label over the image 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 Occasionally quacks 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."
Sometimes blocks items: "<He> will have moved by the time you can finish using that item."
If using 2 combat items via Ambidextrous Funkslinging, both combat item block chances are rolled separately.

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 Sparkling 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.
You hear a faint ticking sound coming from inside of <its> stomach.
The ticking sound seems louder now, and more urgent...
<It> explodes.
HPYou lose 1,000,000 hit points.
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 Underwater overlay 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

Ascension Paths
Boozetafarian Teetotaler Oxygenarian
Special Challenge Paths
Spring Summer Fall Winter
2011
None

Bees Hate You

Way of the Surprising Fist

Trendy
2012
Avatar of Boris

Bugbear Invasion

Zombie Slayer

Class Act
2013
Avatar of Jarlsberg

BIG!

KOLHS

Class Act II: A Class For Pigs
2014
Avatar of Sneaky Pete

Slow and Steady

Heavy Rains

Picky
2015
Actually Ed the Undying

One Crazy Random Summer

Community Service

None
2016
Avatar of West of Loathing

The Source

Nuclear Autumn

None
2017
Gelatinous Noob

License to Adventure

Live. Ascend. Repeat.

None
2018
Pocket Familiars

G-Lover

Disguises Delimit

None
2019
Dark Gyffte

Two Crazy Random Summer

Kingdom of Exploathing

None
2020
Path of the Plumber

Low Key Summer

Grey Goo

None
2021
You, Robot

Quantum Terrarium

Wildfire

None
2022
Grey You

Journeyman

Fall of the Dinosaurs

None
2023
Avatar of Shadows Over Loathing

Legacy of Loathing

A Shrunken Adventurer am I

None
2024
WereProfessor

11 Things I Hate About U

Avant Guard

None
2025
Z is for Zootomist

Hat Trick

11,037 Leagues Under the Sea

None