Nuclear Autumn

Nuclear Autumn is the Autumn 2016 special challenge path, introduced on August 15, 2016. This path adds variant rules and restrictions to an ascension run. Its description in The Bureau of Reincarnation reads "The rest of the planet was very recently destroyed by nuclear war, and the Kingdom is experiencing the very early stages of the apocalypse.."
Restrictions
- Stomach and Spleen are limited to 3 each, and Liver is limited to 2 (you become overdrunk at 3.)
- You may only consume size 1 foods, booze and spleen items. Trying to consume any larger items results in this message:
- Your mutated throat is too narrow to swallow that much. Try something smaller.
- Your Fallout Shelter replaces The Campground. As a result, you are unable to access your Garden, Workshed, Telescope, etc.
- However, your Source Terminal will appear in your shelter, if you have one.
- The Meatsmith, The Armory and Leggery, The General Store, Doc Galaktik's Medicine Show, The Hermitage, The Bugbear Bakery, and the three Guild Halls are all unavailable.
- Standard restrictions apply while Nuclear Autumn is the current challenge path. These restrictions will be lifted on November 15, 2016.
Skills
- Permanent skills are not available.
Divergences
- On ascending into Nuclear Autumn, the player encounters War Apparently Changed.
- The Council gives you a Desert Bus pass at level 11.
- The Black Market is unavailable: you find the forged documents when you find the market.
- You approach the door of the market and find that it's boarded up. You sigh in frustration as you kick a rock, but then you whoop with excitement as you realize that there were some forged documents hidden under the rock you just kicked!
You acquire an item: forged identification documents
Fallout Shelter
The Campground is replaced with Your Fallout Shelter which has up to 8 floors. Each run unlocks one more floor.
- Floor 1 - Source Terminal, Cryo-Med Chamber
- Floor 2 - Medical Supply (Purchase items to deal with radiation sickness)
- Floor 3 - Spa Simulation Chamber (+100% to all stats for 100 turns once per day)
- Floor 4 - Electronics Supply (Unknown)
- Floor 5 - Chronodynamics Laboratory (Unknown)
- Floor 6 - Gene-Sequencing Laboratory (Unknown)
- Floor 7 - Underground Record Store (Unknown)
- Floor 8 - Main Reactor (Unknown)
Skills
Players begin the path with two skills, dependent on class
- Seal Clubbers start with Extra-Thick Skin and Comically Oversized Fist.
- Turtle Tamers start with Overactive Pheromones and Dislocatable Jaw.
- Pastamancers start with Aluminum Nerves and Noodly Arms.
- Saucerors start with Self-Lubricating Feet and Hollow Canines.
- Disco Bandits start with Two Right Feet and Finger Knives.
- Accordion Thieves start with Double-Eidetic Memory and Ultrasonic Ululations.
Additional skills may be acquired by mutating rads that drop from combat.
Rad Sickness
Unfortunately, the nuclear annihilation world is only the start of your problems, as you're left to deal with the fallout - figuratively and literally. As you fight monsters, you'll gradually accumulate Rad Sickness, which reduces your stats.
- Winning a fight against a monster will increase your level of Rad Sickness.
- The amount of Rad Sickness you accrue per fight is based on the number of turns you've spent this given ascension. Fights start giving 0 Rad Sickness, and the number increases by 1 for every 50 adventures thus far spent. For example, if you've played 210 adventures in this particular run, you'll be gaining 4 Rad Sickness per fight.
- The maximum amount of Rad Sickness after combat is 9 at turn 450
- Each point of Rad Sickness reduces your buffed Muscle, Mysticality and Moxie by 1 point.
- Rad Sickness can be cured by resting in your Cryo-Sleep Chamber, located in your Fallout Shelter, or by consuming a bottle of Rad-B-Gone.
- Rad Sickness gain can be prevented entirely through use of Rad-Pro or a lead umbrella.
Rads
On the bright side, not all of the radiation is strictly bad. Winning combat against monsters also grants you rads, which can be used to purchase various skills.
- You'll acquire (1+X) rad from every fight where X is floor((total fights this run)/50).
- Rads from combat are capped at 10 at turn 450.
- The Protonic accelerator pack will occasionally drop additional rads after combat (~50% ??)
Name | Type | Price | Effect |
---|---|---|---|
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Combat 10 MP |
30 | Hot damage |
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Combat 10 MP |
30 | Sleaze damage |
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Combat 10 MP |
30 | Spooky damage |
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Combat 10 MP |
30 | Stench damage |
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Combat 10 MP |
30 | Cold damage |
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Buff 30 MP |
60 | +50% Muscle |
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Passive | 90 | +50% Muscle |
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Buff 30MP |
60 | Damage Absorption +100 Damage Reduction: 10 |
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Buff 30MP |
60 | +2 resistance to all elements |
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Passive | 90 | Damage Absorption +100 Damage Reduction: 10 |
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Passive | 90 | +2 resistance to all elements |
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Passive | 90 | +50% Moxie |
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Buff 30 MP |
60 | +50% Moxie |
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Buff 30 MP |
60 | +50% Mysticality |
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Combat 10 MP |
60 | Stuns opponent |
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Passive | 90 | +50% Mysticality |
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Passive | 30 | Spend 20 meat to recover 10 MP |
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Passive | 60 | +100% Adventures from booze |
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Passive | 60 | +100% adventures from food |
References
- The name of this path is a play on nuclear winter.
- The intro adventure, path reward, and new campground are all references to the videogame series Fallout.