Adventures

From A KoL Wiki
Revision as of 19:58, 27 April 2006 by imported>A Naked Jew

KOL is a turn-based game. Turns are called Adventures. One adventure is long enough to go looking for something to do/kill in a location, to cook yourself some food, mix yourself a drink, or smith yourself something. Things that cost adventures are marked with the number of turns they take, like so: (1). One activity that takes longer than one adventure is vacationing at The Shore, Inc. It takes (3) adventures, as does jewelrymaking.

There are also many things you can do that don't cost adventures, but they usually don't earn you items, stats or meat. Most non-adventure actions can be found in the Seaside Town.

Each day at rollover, you get 40 more Adventures. If you already have 200 or more adventures, your number of adventures does not increase at rollover. If you eat food or drink booze that does increase adventures while you have more than 200 it will increase from that, but will of course stay the same the next day after rollover.

You can get more adventures by eating food, drinking booze, having certain items equipped at rollover, belonging to a clan with a Calendar of Loathing, having a Meat Maid, or even better, a Clockwork Maid in your campsite, drinking Time Juice, or having the Wild Hare or Temporal Riftlet familiars.

Items That Give You Extra Adventures

To get the extra adventures, these items must be equipped by your character when rollover starts.

Optimizing for Adventures

The maximum number of bonus adventures you can get at rollover, not counting any provided by the Wild Hare or Temporal Riftlet, is 37:

Note: You gain no benefit for wearing multiple watches. Wearing an imitation nice watch overrides the effects of the dead guy's watch. On the other hand, you can benefit from wearing a tiny plastic bitchin' meatcar and tiny plastic Crimbo reindeer, in the likely event that you don't have a stainless steel solitaire or plexiglass pocketwatch.