Z is for Zootomist

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Revision as of 22:06, 14 July 2025 by imported>Aramada (Requesting the Class Tattoo be added)
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This Path has a Class Tattoo class32.gif for Normal run, probably one for an HC run too

Z is for Zootomist is the Spring 2025 special challenge path, introduced on February 15th, 2025. This path adds variant rules and restrictions to an ascension run. Its description in The Bureau of Reincarnation reads "You are experimenting on familiars and choosing some to graft on to your own body."


Restrictions

  • You cannot adventure in The Sea. Attempting to talk to 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.

Class and skills

See Zootomist.
  • None of your permed skills are available.
  • You do not level up from substats and cannot gain substats at all from any source.
  • You also don't have a main stat, and your highest stat isn't used to calculate your level.
  • You cannot join a Guild.
  • You can only level up from grafting familiars to yourself, gaining one level per familiar.
    • Your maximum level in this path is level 13.
  • You have access to some path-specific skills after grafting familiars to certain body parts.
  • You can still learn some generic skills such as those from trainers and skillbooks.

Divergences

Grafting

In your lab, you can graft familiars to your body parts if they have enough experience.

  • The first time you graft something to your head, shoulders, or buttocks, you unlock an intrinsic that holds your passive buffs. Further grafts to these sections add to the intrinsic.
  • The nipples hold two separate but similar sets of potentially powerful buffs that also might make you level up your familiars faster
    • The right nipple gets combat+ in its buffs, while the left nipple gets combat- in its pool of buffs
  • The feet give useful skills including pseudo-olfaction, banishing, "item loosening" (pickpocket), free fights, and instant kill yellow rays. Some of these skills can incur varying turns of Everything Looks Yellow / Blue.
  • The hands give a combat skill that might deal elemental damage and might delevel.

The first familiar you graft must be a least level 3, then for the next level the familar needs to be at least level 4, and so on. Think of it as the familiars leveling up on your behalf.

When the 11th and final familiar is grafted, you jump from level 11 to level 13. You therefore need at least 814 total familiar experience to beat the path.

Once grafted, familiars cannot be ungrafted and are unavailable for the rest of the path.

Trying to use the hatchling of a familiar already grafted to you produces the following message:

You already grafted one of those familiars! You can get it back when the council is done with you.

If you graft an active familiar that's holding familiar equipment, it should unequip automatically. If you graft a non-active familiar that's holding familiar equipment, it might be grafted while holding the equipment - in that case, you can go to the bottom of your Terrarium and unequip their item from there if you need it.

Specimen Preparation Bench

Your lab contains a device that gives 20 experience to your active familiar. The amount of times you can use the bench per ascension starts at 1 and increases by 1 per normal run and by 2 per Hardcore run. The usage amount caps at 11 times, or 220 experience.

Text

See The Council of Loathing/Z is for Zootomist.

Strategy

General

  • Leveling up in this path is dependent solely on how much familiar experience gained, and so progress and strategies will revolve around your ability to gain familiar experience.
    • The nipple skills in low progression runs should probably be used for more familiar experience. As you gain more starting famxp from progression, you might consider choosing other options, particularly with the right nipple.
  • Before entering the path, it's worth it to collect some familiars beforehand instead of having to obtain them in-run.
    • In addition to the 11 familiars used for grafting, be sure to have some extra familiars for non-grafted normal use.
  • Don't worry too much about the base stats from grafting; if you graft a lot then you should have more than enough to equip whatever you need.

Grafting Strategy

You can see a list of familiar graft effects at loathers.net. Here are some suggestions:

Head / Shoulders / Buttocks:

  • Mechanical Songbird : the largest passive increase to item drops available to players (so far), with a 35% item drop bonus, along with +150% combat initiative and 30% meat drop bonus. The familiar is a bit expensive, though.
  • Autonomous Disco Ball / Scary Death Orb : the second largest item drop boost at 25%.
  • Exotic Parrot : +10 Prismatic Damage (might help for some quests), +45% meat, +15% item drop, and +100% combat initiative.

Left Nipple:

  • Stab Bat : It gives +5 familiar weight, +1 fam experience per combat, +30% item drops, -combat, and +50% combat initiative. It's quite a lot of useful buffs in one.
  • Scary Death Orb : if you want double -combat instead

Right Nipple:

  • Killer Bee / Oily Woim : A source of +1 famxp / combat from the left nipple slot that doesn't affect combat rate.
    • Killer Bee has better other enchantments, +150% combat init (Oily Woim has +50% potion drop, which is niche).
  • Mosquito : +1 famxp / combat, +combat, and +150% combat init
  • Helix Fossil : +10 familiar weight, +50% muscle, and +4 Stench resist
  • Baby Gravy Fairy : +10 familiar weight, +combat and +50% init, +50% mysticality, +45% moxie.

Left / Right Foot:

  • Kicks have 6 main categories (sniff, yellow ray, banish, pickpocket, heal, stun) with 3 levels each. A familiar can provide a mixture of these (although sniff and banish are exclusive) or just the level 3 version of one.
    • For each category, at least one path reward familiar provides the level 3 version.
  • Level 3 YR is ridiculously powerful. A free kill yellow ray with a 31 turn cooldown.
  • You should probably prioritise a banish on your other foot.
  • Level 3 pickpocket was nerfed shortly after release, and is not currently a good choice (from Shame Spiral or Glover).
  • Level 3 sniff is given by path reward familiars Heat Wave and Observer. It's the game's most powerful sniff so far, and has no cooldown, which is quite powerful for players without other sniffs available such as Patriotic Eagle, McHugeLarge left pole or Nosy Nose. Its utility drops off rapidly the more other sniffs you have available.
  • Level 3 heal is given by path reward Cold Cut, and level 3 stun is given by Zapper Bug but seriously, just take the free banish (or sniff, depending on your circumstances).

Left / Right Hand:

Don't Graft That / Think Twice

There are some familiars you probably don't want to graft to yourself (or at least not immediately), since they might be more useful functioning as normal familiars.

Don't Graft:

  • Chest Mimic : even though it (initially) has less experience to work with in this path, you should still keep it around and try to lay some eggs with it.
  • Patriotic Eagle : the zone buffs are powerful and flexible (with SGEEAs), and the other two skills help you find monsters to fight, which is very needed with the lack of permed skills.
  • Peace Turkey : this is likely one of your better sources of -combat, and the handful of split pea soup is always welcome.
  • Any familiar you rely on for item drops, meat drops, or whatever else.

Think Twice:

Astral gear and consumables

  • The astral belt is noteworthy due to less options for ML+ in this path - while the extra stats mean nothing, ML+ will still help on a few quests where more ML speeds things up.
  • Don't take the astral shirt for the extra stats, since you won't benefit from it. Also, you won't start with a torso slot in this path anyway.
  • The astral mask is useful as usual for the item drop bonus.
  • You can use whatever astral consumable you want. If you can't level up quickly yet, the energy drinks can get you consumables earlier, while the pilsners are likely to be better for those with progression.

Moon Sign

The stat gain boost is irrelevant, so choose your sign for other reasons.

Areas:

Signs:

  • The Blender and The Opossum are good for their extra adventures as usual, and can help with picking up more familiar experience from fights.
  • The Platypus helps some of your familiars be a bit more effective when you're still distributing fam xp and lacking in familiar levels for your normal-use familiars.
  • The Marmot is a niche pick for a handful of quests that need elemental resist, which you might not have available.

IotM / IotY


Rewards

  • Finishing a run while it is the current special challenge path -- between February 15th, 2025 and May 14th, 2025 -- gives players 50 (in Normal) or 100 (in Hardcore) extra karma points the next time they visit Valhalla.
  • Players will receive a Thwaitgold cordyceps ant statuette upon defeating the final boss.
  • 11 familiar hatchlings; only one type is rewarded per player, the other 10 must be traded for from other players.
Player ID modulus 11 hatchling familiar equip
0
heat arc

Heat Wave
Deals Hot Damage and increases your Initiative in combat

heat particle
+10 Hot Damage, +10 Hot Spells Damage
1
cold scrape

Cold Cut
Deals Cold Damage and sometimes prevents enemies from attacking.

cold sore
+10 Cold Damage, +10 Cold Spells Damage
2
phantom digit

Phantom Limb
Deals Spooky Damage and restores HP after combat

phantom brace
+10 Spooky Damage, +10 Spooky Spells Damage
3
foul line

Foul Ball
Deals Stench Damage and augments your spells with the same

foul cozy
+10 Stench Damage, +10 Stench Spells Damage
4
dark manioc

Dire Cassava
Deals Spooky Damage to enemies that damage you

grim cellophane
Monsters will be less attracted to you.
5
Observer source code

Observer
Increases item drops from monsters, and unnerves them

rift oculus
Monsters will be more attracted to you.
6
chill gherkin

Cool Cucumber
Heals you after combat

sweaty egg
Regenerate 4-8 HP per adventure
7
childrens' stapler

Defective Childrens' Stapler
Prevents enemies from attacking you, and damages them when they try.

carton of extra-sharp, rusty staples
Weapon Damage +10, Spell Damage +10
8
plover's egg

Glover
Weakens and (repeatedly) scratches your enemy

glover liners
+10% Pickpocket Chance
9
electric flyswatter

Zapper Bug
Damages enemies and gives you back MP. Especially effective against bugs.

mosquito speakers
+5 to Monster Level
10
shame coil

Shame Spiral
Deals Sleaze Damage and weakens enemies

stomach churner
+10 Sleaze Damage, +10 Sleaze Spells Damage

Notes

  • A spreadsheet on what the familiars do for each body part is available here. Note that while the path is in-season, only familiars currently in Standard will be available for grafting until you break Ronin.


Ascension Paths
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Special Challenge Paths
Spring Summer Fall Winter
2011
None

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Trendy
2012
Avatar of Boris

Bugbear Invasion

Zombie Slayer

Class Act
2013
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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
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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