Safe Adventuring: Difference between revisions

From A KoL Wiki
imported>Smaragdaemon
Added Orc Chasm Peaks. Revise if more Spading is done.
imported>Greycat
Line 481: Line 481:
There are a few zones where adventuring is never truly "safe".
There are a few zones where adventuring is never truly "safe".


*[[The Junkyard]] contains gremlins who have the special quality of never missing with their normal attacks, no matter how high your Moxie is.
*[[Oil Peak]] and [[The Junkyard]] contain monsters who have the special quality of never missing with their normal attacks, no matter how high your Moxie is.
*[[The Battlefield]] contains a few enemies which have special attacks which will hit no matter how high your Moxie is:
*[[The Battlefield]] contains a few enemies which have special attacks which will hit no matter how high your Moxie is:
**Frat side:
**Frat side:

Revision as of 14:29, 27 November 2012

This page is in need of content.

Need a lot of missing locations, double-check safe moxies, all sorts of fun stuff

[ Return to Game Mechanics ]

This page lists the minimum Moxie required to adventure in an area without being hit by the normal attacks of the monsters you will find there. This is determined by multiplying the maximum amount of experience you could get from the monster by four to find the monster's maximum level. Monster Level is the attack power of the monster. To evade every non-critical attack, you must have 10 more Moxie than the monster has attack power. These formulas were derived by the fine folks over at KoL Spading.

The table below shows the required Moxie for safe adventuring. By default, it is sorted by the standard Wiki location order, but you can select the box in any column header to sort by locations alphabetically, or by the Moxie required for safe adventuring. Thus, knowing your current Moxie, you can figure out at a glance the areas in which you're reasonably capable of adventuring.

Remember: All these values are the very maximums of the area's strongest monsters' hitting abilities. If your Moxie is only a few points lower than the value stated, you shouldn't have too much of a problem. Monsters might hit you, but infrequently.

Note: Since the implementation of critical hits for monsters, all monsters have equally small chances to hit or miss you regardless of your Moxie. Adventure safely with this in mind.

Note: There is also some slight variability in monster attack strengths. It is entirely possible for monsters to hit you if your Moxie is only slightly higher than the values listed below.

Area Location Moxie Required
Seaside Town The Sleazy Back Alley 11
The Haunted Pantry 12
Outskirts of Camp Logging Camp 13
Camp Logging Camp 50
Spookyraven Manor The Haunted Pantry 12
The Haunted Kitchen 15
The Haunted Conservatory 19
The Haunted Billiards Room 30
The Haunted Library 68
The Haunted Gallery 125
The Haunted Bathroom 110
The Haunted Ballroom 120
The Haunted Bedroom 174
The Haunted Wine Cellar 178
The Nearby Plains Degrassi Knoll 24
Cola Wars Battlefield 40
The "Fun" House
(except for The Clownlord Beelzebozo at 38)
30
The Misspelled Cemetary (Pre-Cyrpt) 33
The Misspelled Cemetary (Post-Cyrpt) 69
The Palindome
(except for Dr. Awkward, at 176-183)
165
The Spectral Pickle Factory 206
The Ruins of Fernswarthy's Tower 28
Cobb's Knob Outskirts of Cobb's Knob 12
Kitchens 32
Cobb's Knob Barracks 40
Treasury 40
Harem 40
King's Chamber 65
Cobb's Knob Laboratories The Knob Shaft 41
Laboratory 55
Menagerie Level 1 66
Menagerie Level 2 76
Menagerie Level 3 86
The Bat Hole Entryway 24
Guano Junction 28
Beanbat Chamber 31
Batrat and Ratbat Burrow 35
The Boss Bat's Lair 47
The Cyrpt The Defiled Nook
(except for giant skeelton, at 87)
67
The Defiled Cranny
(except for huge ghuol, at 89)
65
The Defiled Niche
(except for gargantulihc, at 87)
69
The Defiled Alcove
(except for conjoined zmombie, at 89)
68
The Haert of the Cyrpt 101
The Beanstalk The Penultimate Fantasy Airship 130
The Castle in the Clouds in the Sky 155
The Hole in the Sky 178
The Distant Woods The Spooky Forest 15
The Typical Tavern Rats
(except for Baron von Ratsworth, who scales)
20
A Barroom Brawl 20
The Bugbear Pens 30
8-Bit Realm 35
Whitey's Grove 48
The Road to the White Citadel 49
The Spooky Gravy Barrow 75
The Black Forest 143
The Hidden City 168
Copse of the Deep Fat Friars The Dark Neck of the Woods 62
The Dark Heart of the Woods 60
The Dark Elbow of the Woods 58
Pandamonium Pandamonium Slums 62
Infernal Rackets Backstage 70
The Laugh Floor 76
Desert Beach South of The Border 35
Thugnderdome 55
An Oasis 147
The Arid, Extra-Dry Desert 152
The Ancient Buried Pyramid The Upper Chamber 180
The Middle Chamber 185
The Lower Chambers 190
The Mysterious Island of Mystery* The Hippy Camp 51
Orcish Frat House 51
The Obligatory Pirate's Cove 79
The Hippy Camp (Verge of War) 185
Orcish Frat House (Verge of War) 185
McMillicancuddy's Farm (Post-War) 190
The Battlefield (War Hippy Fatigues) 220
The Battlefield (Frat Warrior Fatigues) 220
The Hippy Camp (Bombed Back to the Stone Age) 261
Orcish Frat House (Bombed Back to the Stone Age) 265
The Obligatory Pirate's Cove (in disguise) Barrrney's Barrr 93
The F'c'le 110
The Poop Deck 130
Belowdecks 150
The Organic Orchard The Hatching Chamber 175
The Feeding Chamber 177
The Guards' Chamber 179
The Queen's Chamber 183
McMillicancuddy's Farm The Barn 176
The Other Back 40 183
The Bog 184
The Family Plot 185
The Granary 185
The Back 40 188
The Pond 189
The Shady Thicket 190
Our Lady of Perpetual Indecision The Themthar Hills 179
The Lighthouse Sonofa Beach 181
The Big Mountains The Dark and Dank and Sinister Cave 34
The Barrel full of Barrels 45
The Valley of Rof L'm Fao 97
A-Boo Peak 88
Oil Peak 95
Twin Peak 103
The Smut Orc Logging Camp 95
The Dungeoneers' Association The Haiku Dungeon 14
The Daily Dungeon 30
The Dungeons of Doom 71
Mt. McLargeHuge Itznotyerzitz Mine 67
The Goatlet 78
The eXtreme Slope 85
Lair of the Ninja Snowmen 100
The Icy Peak 117
The Sea The Briny Deeps 340
The Brinier Deepers 410
The Briniest Deepests 435
The Sea Floor An Octopus's Garden 460
The Wreck of the Edgar Fitzsimmons
(except for mine crab and unholy diver, at 710)
460
Anemone Mine 510
Madness Reef 510
Marinara Trench 556
The Dive Bar 610
The Mer-Kin Outpost 760
Lair of The Naughty Sorceress The Naughty Sorceress 215
The Hedge Maze 245
An Incredibly Strange Place Bad Trip 30
Mediocre Trip 63
Great Trip 155
Memories, in the Corners of your Mind The Primordial Soup 35
The Jungles of Ancient Loathing
(except for High Priest, at 120)
75
Seaside Megalopolis 180
The Campground A Shimmering Portal
(except for a hulking construct, at ∞)
410
Hobopolis Hobopolis Town Square
(except for Hodgman, The Hoboverlord, at 760)
310
A Maze of Sewer Tunnels
(except for C. H. U. M. chieftain, at 340)
270
Burnbarrel Blvd.
(except for Ol' Scratch, at 510)
350
Exposure Esplanade
(except for Frosty, at 510)
360
The Heap
(except for Oscus, at 510)
360
The Ancient Hobo Burial Ground
(except for Zombo, at 510)
360
The Purple Light District
(except for Chester, at 510)
360
The Slime Tube The Slime Tube
(except for Mother Slime, at 3000-8700+)
110

Lower moxie limits

A monster's chance to hit decreases roughly linearly from 100% at (moxie-monsterlevel) <= -9 to 0% at (moxie-monsterlevel) >= 10. If your moxie is more than 19 points below what is given in the table above, the toughest monster at any given location will be hitting you 100% of the time.

If we simplify the damage incurred formula to

 (Monster Level - Player Moxie) + (Monster Level * 1/4) = Total Damage

then (disregarding Elemental Resistance, Damage Absorption and other complications) the number of turns you can stay alive is

                Hit pts                  Total HP
 Turns alive = --------- = -------------------------------------
                Damage      1.25 * Monster Level - Player Moxie

Attacking with Player Moxie more than 19 points below the safe level above leaves fewer than 0-3 turns in which to win the fight. For example, without other modifications, a 75 HP, 82-moxie adventurer fighting in the Haert of the Cyrpt would be hit 100% of the time, for 36 to 41 HP each time, and only two to three turns.

Special Zones

There are a few zones where adventuring is never truly "safe".

See Also