Semi-Rare Adventures: Difference between revisions
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'''Semi-rare adventures''' are special adventures that provide unique rewards or allow the player to fight rare monsters. Like [[Clover Adventures]], they only exist in some zones. | '''Semi-rare adventures''' are special adventures that provide unique rewards or allow the player to fight rare monsters. Like [[Clover Adventures]], they only exist in some zones. | ||
Each player has a flag which is set to a specific turn count. When that number of turns has been played in the current ascension, the player will have a semi-rare adventure, if the player is adventuring in a zone that has one and the player did not receive that same semi-rare adventure on his most recent successful semi-rare opportunity. The semi-rare will simply be missed if the player spends that turn anywhere other than in a zone that has a semi-rare adventure. | |||
'''A semi-rare cannot be obtained from the same location twice in a row'''. In order to obtain a particular semi-rare more than once, a different one must be obtained in between. This resets on ascension. | '''A semi-rare cannot be obtained from the same location twice in a row'''. In order to obtain a particular semi-rare more than once, a different one must be obtained in between. This resets on ascension. |
Revision as of 14:45, 14 May 2014
"SR" redirects here. Did you mean Sauceror?
Introduction
Semi-rare adventures are special adventures that provide unique rewards or allow the player to fight rare monsters. Like Clover Adventures, they only exist in some zones.
Each player has a flag which is set to a specific turn count. When that number of turns has been played in the current ascension, the player will have a semi-rare adventure, if the player is adventuring in a zone that has one and the player did not receive that same semi-rare adventure on his most recent successful semi-rare opportunity. The semi-rare will simply be missed if the player spends that turn anywhere other than in a zone that has a semi-rare adventure.
A semi-rare cannot be obtained from the same location twice in a row. In order to obtain a particular semi-rare more than once, a different one must be obtained in between. This resets on ascension.
The very first semi-rare that is available in any run will occur 70-80 turns after the start of the run. Each time the flag is set following a semi-rare adventure opportunity, it will be set to a number 160-200 higher than the current turn (or 100-120, if the run is an Oxygenarian run). See Notes for details.
Fortune Cookies
The semi-rare counter can be exposed by eating a fortune cookie -- one of the three "lucky numbers" given by each fortune will be the difference between the current turn and the semi-rare flag value ("flag" and "semi-rare adventure number" maybe be used interchangeably here). The other two numbers are apparently random, and may be larger than 200 (up to 299 has been observed), or smaller than 160 (down to 101 have been seen). To determine which of the three numbers is the correct one, the player might eat two cookies and look for matching numbers, though an observant player can deduce the correct number if the other numbers fall outside the expected range. If the player's flag is equal to the current turn number (i.e. his/her next adventure click will cause the SR adventure to occur), all three lucky numbers will be random. Since semi-rares occur the turn after the counter expires (when the counter reaches 0), the first semi-rare adventure will occur between turns 71-81.
Semi-rare adventures are obtainable without eating fortune cookies -- the cookies merely reveal the adventure number, as opposed to creating it. The power of fortune cookies thus lies in pinpointing the exact adventure during which a semi-rare will take place.
Table of Semi-Rare Adventures
Notes
- The adventure number is reset by adventure.php when you receive each semi-rare.
- The fortune cookie number may be indeterminate after a player has been in adventure.php if the flag is equal to the current turn (meaning the very next adventure is a semi-rare); a fortune cookie will never display "0" as one of its numbers.
- If a semi-rare adventure has been skipped, and the player has not been in adventure.php (for example, spending turns in Fernswarthy's Basement, the Naughty Sorceress's Lair, or crafting), then the flag has not been set, and fortune cookies will show invalid numbers.
- Semi-rares will be overridden by adventuring while drunk, as you are redirected to the Drunken Stupor zone.
- Semi-rares can also be overridden by Clover Adventures and Bad Moon adventures, but not Feast of Boris and El Dia de Los Muertos Borrachos encounters, as of an update in July 2009. They also cannot be overridden by superlikelies. See Encounter for more information about adventure precedence.
- Violet Fog flashbacks will override your semi-rare. It is not known whether choosing to escape from the fog rather than pursue it to the end will give a second chance at the semi-rare, although it is postulated that it should.
- Oxygenarians have a semi-rare counter range of 100-120 adventures. This shorter interval will be used until they break the prism or drop the path; once path restrictions have been lifted, the next semi-rare interval will revert to the normal 160-200 adventures.
- Dropping an Oxygenarian path from the account menu will automatically re-roll your semi-rare to the 160-200 range.
- Escaping combat using tattered scraps or similar items which don't cost adventures does not increment your turn count, and therefore can be used to recover from a mis-click. This can be helpful if you know you should be getting a semi-rare adventure but go to the wrong zone by mistake. However, if the semi-rare is a combat adventure, like the Knob Goblin Elite Guard Captain, you cannot use a free runaway from him to get the Bad ASCII Art on that same adventure. This is to prevent possible exploitation.
- If you are adventuring underwater without the Fishy effect, then the semi-rare adventure will only be encountered if the adventure starts with the counter at zero. If you are due to get a semi-rare on the second adventure then it will be skipped.
- If you encounter The Haggling without Fishy, then you will gain 50 turns of the Fishy effect after two adventures have been consumed.
- Teleportitis will not override your semi-rare adventure; it will only take you to a random zone, and if that zone has a semi-rare, you get that semi-rare.
- Spending a turn normally but gaining back a free turn via a V for Vivala mask or a Temporal Riftlet does increase your turn counter, and therefore does bring you closer to your semi-rare turn, even though your "turns left" counter does not decrease.
- Semi-rare adventures after the first (in a run) are distributed triangularly around their center value. In the case of all semi-rares after the first one, the counter is set to 180 + rand(0,20) - rand(0,20) for non-oxygenarian runs and 110 + rand(0,10) - rand(0,10) for oxygenarian runs, meaning that the values closer to 180 or 110 are much more likely than the values closer to the ends of the range. However, the first semi-rare is distributed uniformly; the counter is set to 70 + rand(0,10).