PirateRealm Guide: Difference between revisions

From A KoL Wiki
imported>Fredg1
Possible meat gain route?
imported>Prestige
Rewards: expanding outfit section
Line 209: Line 209:
==Rewards==
==Rewards==
===Fun-a-Log===
===Fun-a-Log===
Most items in the [[PirateRealm Fun-a-Log]] must be unlocked before they can be purchased with FunPoints. Listed below are strategies for some of the more difficult unlocks:
Most items in the [[PirateRealm Fun-a-Log]] must be unlocked before they can be purchased with FunPoints.
*The [[piratical blunderbuss]] is unlocked by fighting 50 [[plastic pirate]]s across all runs.
*The [[PirateRealm Assortment]] is an outfit consisting of 6 items from the Fun-a-Log. All parts cost 1,000 fun except for the party hat which costs only 20.
:*The [[PirateRealm party hat]] is unlocked from the start.
:*The [[conquistador's breastplate]] is unlocked by finishing [[Jungle Island]] (requires a Beligerent or Cryptobotanist mate)
:*The [[piratical blunderbuss]] is unlocked by fighting 50 [[plastic pirate]]s across all runs. These pirates appear on three islands; you can fight the most per day on the Red Roger route, explained below.
:*The [[plush sea serpent]] is unlocked by having the [[bloody harpoon]] curio while fighting a sea serpent.
:*The [[pirate radio ring]] is unlocked by finishing [[Signal Island]].
:*? (The final piece may not be obtainable yet.)
*[[Pirate fork]] and [[Scurvy and Sobriety Prevention]] are easily obtainable by starting with the compass, selling it, and spending the 500 gold in Grub and Grog. The 100 starting gold, along with the 500 gold, is enough to immediately gain 150 of both resources.
*[[Pirate fork]] and [[Scurvy and Sobriety Prevention]] are easily obtainable by starting with the compass, selling it, and spending the 500 gold in Grub and Grog. The 100 starting gold, along with the 500 gold, is enough to immediately gain 150 of both resources.
*The [[lucky gold ring]] is unlocked after returning to Port Beginning with at least 1000 gold. Taking a [[bloody harpoon]] curio and hoping to fight at least 3 sea serpents is probably the easiest way to achieve this.
*The [[lucky gold ring]] is unlocked after returning to Port Beginning with at least 1000 gold. Taking a [[bloody harpoon]] curio and hoping to fight at least 3 sea serpents is probably the easiest way to achieve this.

Revision as of 23:48, 15 April 2019

This page is in need of content.

Missing interactions and unlocks. More precise numbers on encounters.

This is your guide to sailing the seas of PirateRealm, a monorail destination available after using a PirateRealm membership packet.

Overview

Once per day, you can make a journey through PirateRealm. You start at Port Beginning, where you select one crewmate, one curio, and a ship for the day's journey. You then choose from a selection of island destinations and progress through several sailing adventures to get there. The first island consists of 4 fights and a final adventure that may be a reward or boss fight. The sequence of sailing and island adventures repeats for second and third island destinations, although the third island contains 9 fights before a final reward adventure or boss.

You must wear a PirateRealm eyepatch (provided) which limits your base stats to 20, and your buffed stats must not be higher than 100.

There are 6 stats to keep track of while Sailing the PirateRealm Seas:

  • Guns determine your chances of winning fights against other ships and sea serpents. Can be bought from the shops or retrieved from defeated civilian ships, sometimes.
  • Grub and Grog are spent at the end of every Sailing adventure. Can be gained and lost in various ways, such as found on other ships, bought, accidentally dropped or used to calm the crew. Running out of one of them forces you to spend an adventure looking for some. Running out of both simultaneously simply gives the scavenging adventures back to back.
  • Glue is needed to repair your ship if it gets damaged from losing against another ship, a sea serpent or failing to outrun a storm. Not having glue to use forces you to waste an adventure waiting for help, only giving 1 Fun.
  • Gold is used to buy other resources from the occasional shop ships, or to calm the crew. Found from shipwrecks, winning against other pirates, and in various ways, depending on your Curio, Crewmate and island of choice.
  • FunPoints are gained at every adventure and are spent by using the Quest item PirateRealm Fun-a-Log; they don't disappear at rollover or ascension.

Preparations

Each journey starts with your selection of one crewmate, one curio, and a ship for the day's journey.

Crew

Each crewmate is randomly generated with an adjective and a role. Two random crewmates are available daily at Groggy's Tavern. A third choice becomes permanently available after rescuing a prisoner from Prison Island with the ancient skull key.

Adjectives
  • Beligerent - Unlocks Jungle Island. Sometimes finds an extra Gun from shipwrecks.
  • Dipsomaniacal - Can give one Grog after combat. Can find extra Grog from shipwrecks.
  • Gluttonous - Can give one Grub after combat. Can find extra Grub at shipwrecks. Helps when running out of Grub.
  • Pinch-Fisted - Gives 5-10 Gold at the end of PirateRealm combats. Increases Gold yields from sinking pirate ships.
  • Wide-Eyed - Unlocks Skull Island. Bonus fun when counting birds in Smooth Sailing.
Roles

Curios

bloody harpoon: +100% weapon damage in PirateRealm. Defeating a sea serpent gives 300-400? gold and unlocks plush sea serpent in Fun-a-Log.
cursed compass: +100% item drops in PirateRealm. Can be sold for 500 gold and subsequently recovered from a shipwreck to unlock Jack's Hideout.
ancient skull key: Shipwreck Salvage adventures will give 100-200 extra gold. Unlocks Prison Island.
curious anemometer: Unlocks Trash Island and improves odds on outrunning a storm
Unlocked in The Calm After the Storm, after beating Storm Island.
Red Roger's flag: Increases the number of naval combat adventures while sailing.
Unlocked by defeating Red Roger.
Glass Jack's spyglass: Unlocks Key Key.
Unlocked by defeating Glass Jack Hummel.

Ships

Ship Speed
(turns to travel between islands)
Guns Grub Grog Glue
Rigged Frigate 7 turns 3 10 10 1
Intimidating Galleon 7 turns 4 8 8 0
Speedy Caravel 6 turns 1 5 5 1
Swift Clipper 4 turns 0 5 5 1
Menacing Man o' War 9 turns 8 5 30 0

The Swift Clipper is unlocked by outrunning 10 storms, across all runs.

The Menacing Man o' War is unlocked by ???

Sailing adventures

Each sailing adventure costs 1 grub and 1 grog. The number of turns it takes to travel to an island is determined by your ship speed. (See ships above.)

  • Defeating the monster gives 10-15 grub and 8 fun. If you have the bloody harpoon curio, instead you get 300-400 Gold and 10 fun and unlock the plush sea serpent in the Fun-a-Log.
  • If you lose, you get 7 fun.
  • Fleeing gives 5 fun, sometimes lose 1 grog.
  • If you attack the ship and win, obtain one of: 50-60 gold, 1 gun, 3-10 grub, or 3-10 grog. Gain 6 fun.
  • If you lose, gain 4 fun and your ship is broken.
  • Leaving them alone gives 4 fun.
  • Searching the wreckage gives 75-125 gold and 5 fun. Additionally gives: 1 gun with a Beligerent mate (sometimes), 3 grub with a Gluttonous mate, 3 grog with a Dipsomaniacal mate, and 100-200 more gold with an ancient skull key.
  • If you previously sold your cursed compass to a shop ship, you instead obtain a recursed compass and 10 fun.
  • High Tide, Low Morale - Appears periodically when your crew's morale is low. Occurs approximately every 5th sailing adventure, though the interval can vary. (Currently unknown if anything else influences morale.) Can happen even with 0 grog and/or 0 grub.
  • Spend either 3 grub, 3 grog, or 30 gold to get 5 fun.
  • Doing a little dance (free) gives 1 fun (twice).
  • Buy 5 grub, 5 grog, or 1 glue at the cost of 10 gold each.
  • Buy a gun for 200 gold
  • Sell cursed compass curio for 500 gold
  • Having a snack costs 1 grub to get 5 fun (+2 with Cuisinier mate)
  • Having a cocktail costs 1 grog to get 5 Fun (+2 with a Mixologist mate)
  • Bridwatching gives 3 fun (+3 with a Wide-Eyed mate)
  • Battening the hatches gives 5 fun.
  • Trying to outrun the storm gives 8 fun. Chance of success is improved by ship speed?, having a Coxswain as a crewmate, and curious anemometer curio. If successful, reduces your travel time to the next island by 1 turn. If failed, breaks your ship.
  • Fight another pirate ship. If you win, get 50-60 gold, (sometimes) a gun, and 8 fun.
  • If you lose, suffer one of these penalties: lose 3 grub, lose 3 grog, lose 26-30? gold, or your ship may be broken. Gain 7 fun.
  • Fleeing successfully gives 5 fun, sometimes lose 1 grog or grub.

Emergency adventures occur on the next sailing encounter if your ship has suffered a malfunction:

  • Ferment seawater for 5 grog and 1 fun. +3 grog with a Cryptobotanist mate.
  • Dive for casks to gain 1-5 grog and 3 fun.
  • Catch fish for 5 grub and 1 fun. +3 grub with a Gluttonous mate.
  • Dive for 1-5 grub and 3 fun.
  • The Ship is Wrecked occurs if your ship was broken in the previous adventure. This adventure does not count as progress toward the next island, so encountering it means your journey will be 1 adventure longer.
  • Repairing with glue gives 5 fun.
  • Waiting for assistance gives only 1 fun.

Island adventures

The first and second islands contain 4 normal combats and a final boss or reward, while the third island has 9 normal combats before the final adventure.

All non-boss monsters give 3 fun except for the plastic skeleton (4 fun) and plastic pirate (7 fun).

Island 1

Battle Island
Crab Island
Glass Island
Dessert Island
  • Requires a Cuisinier crewmate.
  • Monsters: melty freezeface - Drop oversized ice molecule (1-size spleen item, gives 50 turns of +5 cold res, +25 cold damage, +50 cold spell damage)
  • Reward: cocoa of youth, a usable item that extends the duration of up to 10 of your effects by 5 Adventures.
Key Key
Skull Island

Island 2

Isla Gublar
Cemetery Island
Jungle Island
Trash Island
Prison Island
  • Requires ancient skull key curio
  • Monsters: plastic pirate - Drop 7 fun each.
  • Reward: First time, permanently adds a third crewmate option and gives 10 fun. Subsequent visits yield 20 fun.

Island 3

Signal Island
Tiki Island
Storm Island
  • Monsters: strong wind - Reduces all damage sources to 1 and has about 70 HP. Use multiple damage sources, elemental damage, and passive damage. Negative Monster Level helps to reduce its starting HP. Drops a windicle, a combat item that runs away and reduces the remaining combats on a PirateRealm island by 3.
  • Reward: Unlocks curious anemometer curio. Subsequent visits yield 10 fun.
Red Roger's Fortress
Glass Jack's Hideout‎
Temple Island

Rewards

Fun-a-Log

Most items in the PirateRealm Fun-a-Log must be unlocked before they can be purchased with FunPoints.

  • The PirateRealm Assortment is an outfit consisting of 6 items from the Fun-a-Log. All parts cost 1,000 fun except for the party hat which costs only 20.
  • Pirate fork and Scurvy and Sobriety Prevention are easily obtainable by starting with the compass, selling it, and spending the 500 gold in Grub and Grog. The 100 starting gold, along with the 500 gold, is enough to immediately gain 150 of both resources.
  • The lucky gold ring is unlocked after returning to Port Beginning with at least 1000 gold. Taking a bloody harpoon curio and hoping to fight at least 3 sea serpents is probably the easiest way to achieve this.

Red Roger

To obtain all of Red Roger's parts, you must fight Red Roger four times. To find him, you'll need a Wide-Eyed or Harquebusier mate to unlock Skull Island, then travel to Cemetery Island, then to Red Roger's Fortress.

Red Roger's red right foot: accessory, +1 FunPoints from sailing adventures when equipped
Red Roger's red left foot: accessory, +1 FunPoints from island combat adventures when equipped
Red Roger's red right hand: 1-handed weapon, +50 physical damage in PirateRealm
Red Roger's red left hand: off-hand, +100% item drops in PirateRealm

After you have all four pieces, equip them before selecting island #3 to sail to Temple Island, where you will find the familiar hatchling Red Roger's skull and unlock his tattoo in the Fun-a-Log.

Maximizing FunPoints

You'll want to obtain fun-increasing gear early. A PirateRealm party hat gives +1 fun for every PirateRealm adventure. Red Roger's red left foot give +1 fun from island combats, and Red Roger's red right foot gives +1 fun from all sailing adventures. A Harquebusier mate also grants +1 fun from island combats. All of these can stack together.

A slower ship earns more fun, because you can spend more turns per day in PirateRealm. Generally the "correct" choices in sailing adventures give more fun. However, having your ship broken is often better for fun farming, because the repair adventure lengthens your journey by 1, and repairing (with glue) gives 5 fun.

The most fun-earning path appears to be through Red Roger (Skull Island to Cemetery Island to Red Roger's Fortress), largely because you fight 9 plastic pirates (7 base fun) on the final island. This path requires a Wide-Eyed or Harquebusier mate. If those mates are not available, the second best path is to try to get the recursed compass while traveling to Crab Island, then Isla Gublar, then Glass Jack's Hideout. If you don't get the compass, instead go to Tiki or Storm Island for your third island, which gives you just slightly fewer fun.

Copied monsters fought outside PirateRealm do not drop fun.

Meat

The crabs on Crab Island have a base meat drop of 150, while the Giant giant crab gives 2000. If the Curious anemometer was taken, it is then possible to head over to Trash Island, its cockroach(s) giving 500 meat each, and its final adventure possibly giving very valuable items, with a bit of luck.
Since no meat can be gained on a 3rd island, this gives 4600 base meat drop and 8-12 random tradable items over (10 + 2*boat speed) adventures.

A Monorail Station
Lyle's Office
Downtown
FantasyRealm
Guide
PirateRealm
Guide
Server Room
Guide