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This page is in need of content.
Page is extremely outdated. Needs old values checked based on manuel values, needs a lot of new zones.
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[ Return to Game Mechanics ]
There are two different strategies that can help you survive your adventures in the Kingdom of Loathing. The first is to have a high enough Moxie that you can dodge all of the non-critical attacks made by the monsters. The second is to have a high enough Combat Initiative that you can be sure of getting the jump on the monsters (presumably followed by the use of spells, combat items, or other strategies to kill the monster before it can attack you at all).
This page lists the minimum Moxie required to adventure in an area without being hit by the normal attacks of the monsters you will find there, and the minimum Combat Initiative bonus you need to guarantee getting the jump on all the monsters there.
"Safe moxie" has traditionally been determined by multiplying the maximum amount of experience you could get from the monster by four to find the monster's attack power. To evade every non-critical attack, you must have 10 more Moxie than the monster has attack power. Since the introduction of Monster Manuel, the game can report each monster's attack values directly. There is also some variance in the attack power of most monsters. It is possible for some monsters to hit you if your Moxie is only slightly higher than the values listed below. At some point, the table should be updated to reflect this....
By default, the table is sorted by the standard Wiki location order, but you can select the box in any column header to sort by locations alphabetically, or by the Moxie or Initiative required for safe adventuring. (Sorting the table this way requires Javascript.) Thus, knowing your current Moxie or Initiative, you can figure out at a glance the areas in which you're reasonably capable of adventuring.
Remember: All these values are the very maximums of the area's strongest monsters' hitting or jumping abilities. If you're relying on Moxie, and your Moxie is only a few points lower than the value stated, you shouldn't have too much of a problem. Monsters might hit you, but infrequently. If you're relying on Initiative, and your Initiative is slightly under the values listed here, you may be jumped occasionally -- be prepared.
Note: Since the implementation of critical hits and fumbles for monsters, all monsters have equally small chances to hit or miss you regardless of your Moxie. Adventure safely with this in mind.
Note: The table does not include data for Semi-rare monsters, Ultra-rare monsters, or monsters that only appear in special challenge paths.
Note: Underwater adventuring zones have a pressure penalty which affects initiative.
Area
|
Location
|
Moxie Required
|
Initiative Required
|
Seaside Town
|
The Sleazy Back Alley
|
11
|
40
|
The Haunted Pantry
|
12
|
60
|
Outskirts of Camp Logging Camp
|
13
|
45
|
Camp Logging Camp
|
50
|
60
|
Spookyraven Manor
|
The Haunted Pantry
|
12
|
60
|
The Haunted Kitchen
|
15
|
50
|
The Haunted Conservatory
|
19
|
∞
|
The Haunted Billiards Room
|
30
|
70
|
The Haunted Library
|
68
|
70
|
The Haunted Gallery
|
125
|
50
|
The Haunted Bathroom
|
110
|
35
|
The Haunted Ballroom
|
120
|
50
|
The Haunted Bedroom
|
174
|
50
|
The Haunted Wine Cellar
|
178
|
65
|
The Nearby Plains
|
Degrassi Knoll
|
24
|
60
|
Cola Wars Battlefield
|
40
|
50
|
The "Fun" House (except for The Clownlord Beelzebozo at 38 mox, 55-100 init)
|
30
|
85
|
The Misspelled Cemetary (Pre-Cyrpt)
|
33
|
80
|
The Misspelled Cemetary (Post-Cyrpt) (except Skelter Butleton, the Butler Skeleton)
|
69
|
50
|
Inside the Palindome (except for Dr. Awkward, at 176-183 mox, unknown init)
|
165
|
90
|
The Spectral Pickle Factory
|
206
|
70
|
The Ruins of Fernswarthy's Tower
|
28
|
55
|
Cobb's Knob
|
Outskirts of Cobb's Knob
|
12
|
60
|
Kitchens (except for Knob Goblin Elite Guard Captain)
|
32
|
65
|
Cobb's Knob Barracks (except for Knob Goblin Elite Guard Captain)
|
40
|
50
|
Treasury (except for Knob Goblin Embezzler)
|
40
|
75
|
Harem
|
40
|
80
|
King's Chamber
|
65
|
100
|
Cobb's Knob Laboratories
|
The Knob Shaft
|
41
|
50
|
Laboratory
|
55
|
70
|
Menagerie Level 1
|
66
|
80
|
Menagerie Level 2
|
76
|
80
|
Menagerie Level 3
|
86
|
80
|
The Bat Hole
|
Entryway
|
24
|
60
|
Guano Junction
|
28
|
60
|
Beanbat Chamber
|
31
|
60
|
Batrat and Ratbat Burrow
|
35
|
60
|
The Boss Bat's Lair
|
47
|
60
|
The Cyrpt
|
The Defiled Nook (except for giant skeelton, at 87 mox, 60 init)
|
67
|
50
|
The Defiled Cranny (except for huge ghuol, at 89 mox, 60 init)
|
65
|
300
|
The Defiled Niche (except for gargantulihc, at 87 mox, 60 init)
|
69
|
50
|
The Defiled Alcove (except for conjoined zmombie, at 89 mox, 60 init)
|
68
|
300
|
The Haert of the Cyrpt
|
101
|
90
|
The Beanstalk
|
The Penultimate Fantasy Airship
|
130
|
90
|
The Castle in the Clouds in the Sky (Basement)
|
160
|
80
|
The Castle in the Clouds in the Sky (Ground Floor)
|
140
|
40
|
The Castle in the Clouds in the Sky (Top Floor)
|
160
|
50
|
The Hole in the Sky
|
178
|
70
|
The Distant Woods
|
The Spooky Forest
|
15
|
70
|
Tavern Cellar (except for Baron von Ratsworth, who scales)
|
50
|
90
|
A Barroom Brawl
|
20
|
50
|
The Bugbear Pens
|
30
|
75
|
8-Bit Realm
|
35
|
60
|
Whitey's Grove
|
48
|
70
|
The Road to the White Citadel
|
49
|
55
|
The Spooky Gravy Barrow
|
75
|
100
|
The Black Forest
|
143
|
50
|
The Hidden Park
|
?
|
?
|
The Hidden Apartment Building
|
?
|
?
|
The Hidden Bowling Alley
|
?
|
?
|
The Hidden Hospital
|
?
|
?
|
The Hidden Office Building
|
?
|
?
|
A Massive Ziggurat
|
?
|
?
|
Copse of the Deep Fat Friars
|
The Dark Neck of the Woods
|
62
|
90
|
The Dark Heart of the Woods
|
60
|
80
|
The Dark Elbow of the Woods
|
58
|
75
|
Pandamonium
|
Pandamonium Slums
|
62
|
90
|
Infernal Rackets Backstage
|
70
|
35
|
The Laugh Floor
|
76
|
60
|
Desert Beach
|
South of The Border
|
35
|
75
|
Thugnderdome
|
55
|
60
|
An Oasis
|
147
|
50
|
The Arid, Extra-Dry Desert
|
152
|
60
|
A Small Pyramid
|
The Upper Chamber
|
180
|
70
|
The Middle Chamber
|
185
|
75
|
The Lower Chambers
|
190
|
∞
|
The Mysterious Island of Mystery*
|
The Hippy Camp
|
51
|
70
|
Orcish Frat House
|
51
|
60
|
The Obligatory Pirate's Cove
|
79
|
75
|
The Hippy Camp (Verge of War)
|
185
|
60
|
Orcish Frat House (Verge of War)
|
185
|
60
|
McMillicancuddy's Farm (Post-War)
|
190
|
70
|
The Battlefield (War Hippy Fatigues)
|
220
|
100 (not counting heroes)
|
The Battlefield (Frat Warrior Fatigues)
|
220
|
100
|
The Hippy Camp (Bombed Back to the Stone Age)
|
261
|
75
|
Orcish Frat House (Bombed Back to the Stone Age)
|
265
|
80
|
The Obligatory Pirate's Cove (in disguise)
|
Barrrney's Barrr
|
93
|
50
|
The F'c'le
|
110
|
50
|
The Poop Deck
|
130
|
50
|
Belowdecks
|
150
|
50
|
The Organic Orchard
|
The Hatching Chamber
|
175
|
50
|
The Feeding Chamber
|
177
|
50
|
The Guards' Chamber
|
179
|
50
|
The Queen's Chamber
|
183
|
50
|
McMillicancuddy's Farm
|
The Barn
|
176
|
40
|
The Other Back 40
|
183
|
70
|
The Bog
|
184
|
60
|
The Family Plot
|
185
|
50
|
The Granary
|
185
|
40
|
The Back 40
|
188
|
50
|
The Pond
|
189
|
50
|
The Shady Thicket
|
190
|
50
|
Our Lady of Perpetual Indecision
|
The Themthar Hills
|
179
|
50
|
The Lighthouse
|
Sonofa Beach
|
181
|
40
|
The Big Mountains
|
The Dark and Dank and Sinister Cave
|
34
|
40
|
The Barrel full of Barrels
|
45
|
90
|
The Valley of Rof L'm Fao
|
97
|
70
|
A-boo Peak
|
88
|
0
|
Oil Peak(*)
|
95(*)
|
50 to 90(*)
|
Twin Peak
|
103
|
60
|
The Smut Orc Logging Camp
|
95
|
50
|
The Dungeoneers' Association
|
The Haiku Dungeon
|
14
|
75
|
The Daily Dungeon
|
30
|
60
|
The Dungeons of Doom
|
71
|
90
|
Mt. McLargeHuge
|
Itznotyerzitz Mine
|
67
|
50
|
The Goatlet
|
78
|
80
|
The eXtreme Slope
|
85
|
60
|
Lair of the Ninja Snowmen (except for ninja snowman assassin)
|
100
|
75
|
The Icy Peak (except for Groar)
|
117
|
60
|
The Sea
|
The Briny Deeps
|
340
|
0?
|
The Brinier Deepers (except for trophyfish)
|
410
|
0?
|
The Briniest Deepests
|
435
|
0?
|
The Sea Floor
|
An Octopus's Garden (except for moister oyster)
|
460
|
50?
|
The Wreck of the Edgar Fitzsimmons (except for mine crab and unholy diver, at 710)
|
460
|
50?
|
Anemone Mine
|
510
|
75?
|
Madness Reef
|
510
|
50?
|
Marinara Trench
|
556
|
50?
|
The Dive Bar
|
610
|
80?
|
The Mer-Kin Outpost
|
760
|
50?
|
Lair of The Naughty Sorceress
|
The Naughty Sorceress
|
215
|
∞
|
The Hedge Maze
|
245
|
80
|
An Incredibly Strange Place
|
Bad Trip
|
30
|
60
|
Mediocre Trip
|
63
|
60
|
Great Trip
|
155
|
60
|
Memories, in the Corners of your Mind
|
The Primordial Soup
|
35
|
50
|
The Jungles of Ancient Loathing (except for High Priest, at 120)
|
75
|
80
|
Seaside Megalopolis
|
180
|
100
|
The Campground
|
A Shimmering Portal (except for a hulking construct, at ∞)
|
410
|
80
|
Hobopolis
|
Hobopolis Town Square (except for Hodgman, The Hoboverlord, at 760 mox, unknown init)
|
310
|
100
|
A Maze of Sewer Tunnels (except for C. H. U. M. chieftain, at 340 mox, unknown init)
|
270
|
60
|
Burnbarrel Blvd. (except for Ol' Scratch, at 510)
|
350
|
unknown*
|
Exposure Esplanade (except for Frosty, at 510)
|
360
|
100 (except for Frosty, at 200)
|
The Heap (except for Oscus, at 510)
|
360
|
100 (except for Oscus, at 200)
|
The Ancient Hobo Burial Ground (except for Zombo, at 510)
|
360
|
100 (except for Zombo, at 195)
|
The Purple Light District (except for Chester, at 510)
|
360
|
100 (except for Chester, at 200)
|
The Slime Tube
|
The Slime Tube (except for Mother Slime, at 3000-8700+ mox, 300 init)
|
110
|
55
|
Lower moxie limits
A monster's chance to hit decreases roughly linearly from 100% at (moxie-monsterlevel) <= -9 to 0% at (moxie-monsterlevel) >= 10. If your moxie is more than 19 points below what is given in the table above, the toughest monster at any given location will be hitting you 100% of the time.
If we simplify the damage incurred formula to
(Monster Level - Player Moxie) + (Monster Level * 1/4) = Total Damage
then (disregarding Elemental Resistance, Damage Absorption and other complications) the number of turns you can stay alive is
Hit pts Total HP
Turns alive = --------- = -------------------------------------
Damage 1.25 * Monster Level - Player Moxie
Attacking with Player Moxie more than 19 points below the safe level above leaves fewer than 0-3 turns in which to win the fight. For example, without other modifications, a 75 HP, 82-moxie adventurer fighting in the Haert of the Cyrpt would be hit 100% of the time, for 36 to 41 HP each time, and only two to three turns.
Special Zones
There are a few zones where adventuring is never truly "safe".
- Oil Peak and The Junkyard contain monsters who have the special quality of never missing with their normal attacks, no matter how high your Moxie is.
- On the Oil Peak, if you have total +ML less than 20, you will fight only oil slicks, and those can miss you. If you have +ML of 20 or more, then you'll face the other monsters, who never miss.
- The Battlefield contains a few enemies which have special attacks which will hit no matter how high your Moxie is:
- Hobopolis Hobos all have special attacks which will always hit for heavy damage no matter how high your Moxie gets in addition to their normal attacks which can be negated by Moxie. Additionally:
- Hitting Cold hobos too hard will deal heavy reactive damage, after icicles have formed in the zone.
- Hot hobos may get increased initiative based on how many tires are stacked. This mechanic is not well understood.
See Also