Nuclear Autumn

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Revision as of 03:06, 3 February 2023 by imported>BigLebowski1 (Moved skills section to above rewards like it’s done in other paths)
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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

  • 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 for a meal that big.
Your mutated throat is too narrow to swallow that much booze. Try something smaller.
That item is too intense for your mutated endocrine system to handle.
Consumables larger than your total capacity (e.g. eating a size 4 or larger food) will give their standard "too full / too drunk / spleen toxins" messages.
Your mutant metabolism wouldn't be able to process that stuff.
  • The Feast of Boris does not grant additional fullness:
    Today is the Feast of Boris.
    But you're not in the mood to celebrate during nuclear autumn

Skills

  • Permanent skills are not available.
  • Attempting to use an item that teaches a skill gives the message: "You can't read this because the radiation burned off all of the ink."

Divergences

  • On ascending into Nuclear Autumn, the player encounters War Apparently Changed.
  • You cannot drop the Nuclear Autumn path before day 3 of the run (as of February 1, 2023).
  • 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
  • Some opponents have the adjective "mutant" added to them. These monsters have +20% attack, defense, and HP, and their image is replaced by one of the following:

Fallout Shelter

The Campground is replaced with Your Fallout Shelter which has up to 8 floors. Each Normal run unlocks one more floor, and each Hardcore run unlocks two.

Skills

Players begin the path with two skills, dependent on class:

Class Passive Skill Combat Skill (5 MP)

Seal Clubber
Extra-Thick Skin
Reduces physical damage against you by 20%
Comically Oversized Fist
Deals physical damage; first use staggers foes

Turtle Tamer
Overactive Pheromones
+10 to Familiar Weight
Dislocatable Jaw
Deals physical damage

Pastamancer
Aluminum Nerves
Regenerate 8-10 MP per Adventure
Noodly Arms
Deals physical damage

Sauceror
Self-Lubricating Feet
+20% Combat Initiative
Hollow Canines
Deal physical damage and heal you

Disco Bandit
Two Right Feet
+10% Item Drops from Monsters
Finger Knives
Deal physical damage and weaken your enemy

Accordion Thief
Double-Eidetic Memory
+10% to all Muscle Gains
+10% to all Mysticality Gains
+10% to all Moxie Gains
Ultrasonic Ululations
Deals physical damage

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, using the Clan VIP hot tub or by consuming a bottle of Rad-B-Gone.
  • You can block Rad Sickness gain 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 (~25%).
Name Type Price Effect
Boiling Tear Ducts Combat
10 MP
30 Hot damage
Projectile Salivary Glands Combat
10 MP
30 Sleaze damage
Translucent Skin Combat
10 MP
30 Spooky damage
Skunk Glands Combat
10 MP
30 Stench damage
Throat Refrigerant Combat
10 MP
30 Cold damage
Steroid Bladder Buff
30 MP
60 +50% Muscle
Extra Muscles Passive 90 +50% Muscle
Magic Sweat Buff
30MP
60 Damage Absorption +100
Damage Reduction: 10
Flappy Ears Buff
30MP
60 +2 resistance to all elements
Adipose Polymers Passive 90 Damage Absorption +100
Damage Reduction: 10
Metallic Skin Passive 90 +2 resistance to all elements
Hypno-Eyes Passive 90 +50% Moxie
Self-Combing Hair Buff
30 MP
60 +50% Moxie
Intracranial Eye Buff
30 MP
60 +50% Mysticality
Mind Bullets Combat
10 MP
60 Stuns opponent for 3 rounds
Extra Brain Passive 90 +50% Mysticality
Internal Soda Machine Noncombat 30 Spend 20 meat to recover 10 MP
Extra Kidney Passive 60 +100% Adventures from booze
Extra Gall Bladder Passive 60 +100% adventures from food

The Gene-Sequencing Laboratory on level 6 of Your Fallout Shelter allows you to get additional skills:

Name Type Price Effect
Magnetic Ears Buff
10 MP
90 +15% Items from Monsters
Sucker Fingers Passive 120 +15% Items from Monsters
Extremely Punchable Face Buff
30 MP
90 +30 ML
Firefly Abdomen Buff
30 MP
90 +10% combat rate
Bone Springs Buff
30 MP
90 +20% Combat Initative
Squid Glands Buff
30 MP
90 -10% combat rate
Backwards Knees Passive 120 +20% Combat Initative

Strategy

Rewards

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 Fallout videogame series.
Ascension Paths
Boozetafarian Teetotaler Oxygenarian
Special Challenge Paths
Spring Summer Fall Winter
2011
None

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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