Dark Gyffte: Difference between revisions

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==Strategy==
==Strategy==
Important aspects to note in this challenge path is the lack of MP. All skills cost HP to obtain to use, based on your unbuffed Muscle, so the player has to juggle between levelling Muscle for survivability and Mysticality for level progression.
*See [[Dark Gyffte/Strategy|this page]] for tips and strategies.
 
'''Permed Skills'''
 
As this is an avatar path, you do not retain your previous permed skills and have special skills exclusive to this path.
 
'''Astral Consumables & Equipment'''
 
Astral consumables are useless in this path as Vampyres can only consume consumables crafted from blood bags. In terms of equipment, all types of astral equipment can be brought, but astral equipment that increase Mysticality such as the [[astral statuette]] are recommended as they can be combined with [[Sinister Charm]] to boost Moxie greatly.
 
'''Moon Sign'''
 
*[[Degrassi Knoll|Knoll sign]] - Since the removal of the pirates' path for unlocking the Palindome, this sign is no longer the dominant moon sign. There is little need for the cheaper and easier creation of the [[bitchin' meatcar]] as all the replaced bosses in this path drop money bags which can be sold for meat and in turn be used to buy the [[Desert Bus pass]]. The [[Rusty screwdriver|screwdriver]] is also not required since the removal of the [[abridged dictionary]] for bridge building.
*[[Little Canadia]] - This moon sign provides a [[logging hatchet]] for faster bridge building. Food from [[Chez Snootée]] isn't as important as all foodstuff crafted from blood bags are of EPIC quality and provide more adventures than the food provided at the cost of only 1 Fullness. [[The Marmot]] is also very useful as it provides extra clovers for various usages throughout your journey.
*[[The Gnomish Gnomad Camp]] - This moon sign is only useful for getting the [[Torso Awaregness]] skill to wear shirts in-run as permed skills are disabled in this path. The booze available are worse than the EPIC booze craftable from blood bags in this path.
 
'''Softcore Pulls'''
 
If you are playing on softcore, pulling these items may help you significantly in your adventures.
*[[wax hand]] - Provides +40 max HP in-run at no stat prerequisites.
*[[ring of conflict]] - Provides -5% Combat in-run.
*[[red shoe]] - Provides -5% Combat in-run.
*[[duonoculars]] - Provides -5% Combat and +5 ML in-run.
*[[ninja carabiner]] - Enables skipping both paths at Level 8 with sufficient Cold Resistance.
*[[ninja crampons]] - Enables skipping both paths at Level 8 with sufficient Cold Resistance.
*[[ninja rope]] - Enables skipping both paths at Level 8 with sufficient Cold Resistance.
*[[mime army shotglass]] - Allows the consumption of an EPIC booze in-run without taking up your liver space.
*[[gauze garter|gauze garters]] or [[filthy poultice|filthy poultices]] - Allows the crafting of the best foodstuff available for consumption in-run. Also provides stat gains when made into food.
*[[Monstar energy beverage]] or [[carbonated soy milk]] - Allows the crafting of the best booze available for consumption in-run. Also provides stat gains when made into food.


==Rewards==
==Rewards==

Revision as of 17:59, 25 February 2019

Dark Gyffte is the Spring 2019 special challenge path, introduced on February 15th, 2019. This path adds variant rules and restrictions to an ascension run. Its description in The Bureau of Reincarnation reads "Live a grim facsimile of life as a powerful Vampyre."

Restrictions

Class and skills
  • None of your permed skills are available.
  • No class can be picked during reincarnation. Instead your class will be Vampyre, which has its own distinct skill set. Your main stat is Mysticality.
  • You will not be accepted into any of the traditional guilds. You will not be able to use a guild to unlock any quests or areas.
    Hmm, eternal creature of blood and darkness doesn't really mesh well with the guild concept.
Consumption
  • Stomach is size 5.
  • Liver is size 4. Players will become intoxicated upon reaching a drunkenness level of 5.
  • You cannot eat non-blood food:
You aren't interested in non-blood foodstuffs.
  • Interestingly, the magical sausage remains an exception, and can be consumed as normal.
  • You can not drink non-blood booze:
You aren't interested in non-blood beverages.
  • You may only consume foods and booze crafted from blood bags:
Craft blood bag with: Result Type Adv. gain
wad of dough bloodstick food, size 1 11 Adventures
batgut or ratgut actual blood sausage food, size 1 14 Adventures
plain snowcone blood snowcone food, size 1 17 Adventures
blackberry blood roll-up food, size 1 20 Adventures
filthy poultice or gauze garter blood-soaked sponge cake food, size 1 23 Adventures
fermenting powder bottle of Sanguiovese booze, size 1 11 Adventures
spices mulled blood booze, size 1 14 Adventures
glass of goat's milk Red Russian booze, size 1 17 Adventures
Any dusty bottle of wine dusty bottle of blood booze, size 1 20 Adventures
carbonated soy milk or Monstar energy beverage vampagne booze, size 1 23 Adventures
HP
  • Your max HP is based off your base Muscle stat, not your buffed Muscle stat.
  • Percentage-based +Maximum HP bonuses have no effect, though absolute +Max HP bonuses still work.
  • Many non-vampyric means of restoring HP (such as healing items and resting) don't work. Passive HP Regeneration does.
Miscellaneous
  • You do not have access to any familiars. Trying to bring a familiar with you will give the message:
Familiars can't abide your spooky presence.
  • Vampyres have no MP so any skills that cost MP cannot be used (eg: Incredible Self-Esteem).
  • Vampyres cannot enter The Sea. Clicking An Old Man gives the following message:
    That shack you saw on the main map was just a picture of a shack drawn on the ground.
  • Standard restrictions apply while Dark Gyffte is the current challenge path. These restrictions will be lifted on May 15, 2019.

Divergences

Skills

Vampyre skills consume HP instead of MP. The Vampyre skill tree is accessed in Torpor, which you can reach by retiring to your coffin at your campsite for 1 adventure or by losing in combat (which will still cost 1 turn).

Rather than purchasing new skills for meat, you may learn skills from 3 trees while in Torpor: Beastcraft, Haemoturgy, and Aesthesis. Each skill you learn reduces your available base HP.

  • You can skip ranks within a skill tree.
  • Vampyres can freely reconfigure their skills while in Torpor, learning and unlearning any skills so long as they retain a base HP greater than zero. Unlearning skills increases your base HP.
  • Base HP is your HP before adding Maximum HP modifiers. Base HP can only be increased by gaining base Muscle (and through path specific progression as detailed below.) Effects and enchantments that grant +Maximum HP do not increase the pool of base HP available to learn skills. Effects and enchantments that grant +Maximum HP% do not increase your HP at all.
  • Losing in combat sends you to Torpor and costs an adventure, even if it was a free fight. Unlike Ed the Undying, you will not return to the fight. After exiting Torpor, you will regain full HP and will not be Beaten Up.

You begin with two skills:

Note: In the table below, the "Cost" column lists the amount of base HP used to learn the skill. The "Type" column lists the amount of current HP consumed each time you use the skill.

Rank Beastcraft Haemoturgy Aesthesis
Name Cost Type Effect Name Cost Type Effect Name Cost Type Effect
1
Savage Bite
10 HP Combat
3 HP
Deals double your buffed Muscle as damage
Blood Spike
20 HP Combat
3 HP
Deals buffed Mysticality +20 as damage
Piercing Gaze
20 HP Combat
3 HP
Deals buffed Moxie +30 as damage and delevels by 25% of your foe's attack
2
Crush
20 HP Combat
10 HP
Deals 75% of a monster's HP in damage (up to 200)
Blood Chains
15 HP Combat
5 HP
Stuns an opponent for several rounds
Perceive Soul
15 HP Combat
15 HP
Memorizes the pattern of a monster's soul, making you more likely to encounter it in the future.
3
Baleful Howl
30 HP Combat
30 HP
Free runaway and banishes a foe for the rest of the day
Limit 10/day

Chill of the Tomb
10 HP Combat
7 HP
Deals buffed Mysticality +30 as Cold damage and staggers
Ensorcel
20 HP Combat
30 HP
Binds an enemy to your service, gain an ensorcelee that has effects in combat
Limit 3/day
4
Ceaseless Snarl
15 HP Non-combat
10 HP
Ceaseless Snarling (20 Adv)
+30 Monster Level

Blood Cloak
20 HP Non-combat
10 HP
Cloak of Shadows (20 Adv)
-15% Combat Frequency

Spectral Awareness
10 HP Non-combat
10 HP
Spectral Awareness (20 Adv)
+2 Elemental Resistance to all elements
5
Wolf Form
20 HP Non-combat
10 HP
Intrinsic form:
+150% Muscle
+150% Meat Drops

Mist Form
30 HP Non-combat
10 HP
Intrinsic form:
+200 Damage Absorption
+20 Damage Reduction
+4 Elemental Resistance to all elements

Flock of Bats Form
20 HP Non-combat
10 HP
Intrinsic form:
+150% Combat Initiative
+150% Item Drops
6
Preternatural Strength
15 HP Passive Your Muscle cannot be lower than your Mysticality
Madness of Untold Aeons
25 HP Passive +150% Mysticality
Sinister Charm
15 HP Passive Your Moxie cannot be lower than your Mysticality
7
Flesh Scent
5 HP Passive +100% Meat Drops
Hypnotic Eyes
5 HP Passive You can Darkly Feast on enemies with up to 100 HP, and Feasting Darkly is more effective
Batlike Reflexes
15 HP Passive +75% Combat Initiative
8
Ferocity
10 HP Passive Your combat skills do 50% more damage
Macabre Cunning
20 HP Passive +5 Stats per Fight
Sharp Eyes
30 HP Passive +100% Item Drops
9
Intimidating Aura
30 HP Passive Gain 2 more blood bags from the Blood Bank each day
Sanguine Magnetism
15 HP Passive Recover some HP after each combat
Spot Weakness
15 HP Passive Weakens foes at the start of combat

Ensorcel

The skill Ensorcel allows you to capture a monster as your "ensorcelee," which acts like a familiar in combat. Ensorcel ends combat like a free runaway and can only be used three times per day. If you unlearn the skill, your ensorcelee will become inactive, but it will return when you regain the skill.

The function and strength of your ensorcelee is determined by its Monster Type and the monster's attack power.

Monster type Effect Strength
Beast Increases meat drop 40% of Attack
Bug Increases item drop 20% of Attack
Constellation Sleaze Damage
Construct Increases Damage Reduction
Demon Hot Damage
Dude HP regen
Elemental Increases prismatic elemental resistance Attack/40
Elf Increases candy drops
Fish Stench Damage
Goblin Blocks the first enemy attack of each combat
Hippy Gives Mysticality substats post-combat
Hobo Stench Damage
Horror Spooky Damage
Humanoid Physical damage
Mer-Kin Sleaze Damage
Orc Gives Muscle substats post-combat
Penguin Cold Damage
Pirate Gives Moxie substats post-combat
Plant Increases Monster Level
Slime Increases initiative
Undead Weakens enemies at the start of combat
Weird Prismatic Damage

Forms

Each skill tree has a form skill that grants a powerful intrinsic: Wolf Form, Mist Form and Flock of Bats Form. While active, a form prevents the use of combat and noncombat skills from the other two trees. Transforming removes buffs from incompatible skills, so you can't just keep buffs from before transforming. You can only have one form active at a time; casting one form while another is already active will remove the previous form.

Forms are deactivated upon death, using the skill again to drop the form, or resting in your coffin.

Skill progression

Each normal (softcore) Dark Gyffte ascension completed grants +20 base HP in future Dark Gyffte runs, and each hardcore Dark Gyffte ascension completed grants +40 base HP. This progression is capped at +460? base HP. (The preceding section needs confirmation.)

This path's skill bucket is a bucket of ancient Vampyre blood, sold in Mr. Store for one Uncle Buck. It grants +20 base HP in your future Dark Gyffte runs, sharing the cap with HP earned from ascensions.

Text

See The Council of Loathing/Dark Gyffte

Strategy

Rewards

  • Finishing a Dark Gyffte run that began while it was the current special challenge path -- between February 15th, 2019, and May 15th, 2019 -- gives players 100 (in Hardcore) or 50 (in Normal) extra karma points the next time they visit Valhalla.
  • A class tattoo is obtained when starting the path.
    • A sparkly class tattoo is obtained at the start of any run following your first Hardcore Dark Gyffte run.
  • Players will receive a Thwaitgold mosquito statuette each time they complete a run.
  • Players will receive a Booke of Vampyric Knowledge each time they complete a run.

Notes

  • The Belmont family line encountered throughout each ascension will have a random name per player per ascension. The wordbucket for this can be found Here. If you have a Monster Manuel, bosses with such names will update accordingly.
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