Superlikely

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Revision as of 15:49, 25 January 2012 by imported>Greycat (Superlikely Adventures: Drawn Onward)

A superlikely is a type of encounter most well known for being difficult to understand. The important part of a superlikely is that they have conditions on them (such as turns spent in a zone, having an effect active, being in BM, etc.) and the conditions for every superlikely in the zone are checked when you adventure there, before normal combats/noncombats are considered. If you meet all of the conditions for a superlikely adventure (and didn't get another encounter with higher precedence, only combats, noncombats, and hipster monsters are lower), you will get that adventure. If you meet all of the conditions for multiple superlikelies, the one you get is chosen randomly (1DN, where N=number of eligible superliklies: These include BM adventures).

An important point to consider is that not all encounters with conditions are superlikelies. Regular noncombat or combats can have conditions too. What distinguishes a superlikely is when the game checks to see if you'll get one.

For more on how superlikelies relate to other types of encounters, see Encounter.

Superlikely Adventures

Superlikely adventures are any adventure with conditions on it whose conditions are checked every time you adventure. Many of these adventures are unaffected by combat modifiers, but not all are. (See Jick's post in the notes for this definition.)

  • All Bad Moon-specific adventures are superlikelies, with unknown conditions.
  • The following list is not all-inclusive. It only contains the superlikelies of most interest to an ascender. For a complete list, see here.
Location Adventure Name Description Known Conditions
The Haunted Ballroom We'll All Be Flat Part of the Quest for the Holy MacGuffin 25% roll. This adventure is also affected by delay()
The Haunted Billiards Room That's your cue Receive pool cue 25% roll. Must not have a pool cue in inventory.
The Enormous Greater-Than Sign The Oracle Will See You Now Grants access to The Dungeons of Doom 25% roll. Only superlikely with Plus sign and Teleportitis.
The Hidden Temple At Least It's Not Full Of Trash Part of the Quest for the Holy MacGuffin Delay(). 25% roll. Must have read Your father's MacGuffin diary.
The Hidden Temple Dvorak's Revenge Part of the Quest for the Holy MacGuffin 25% roll. Must have read Your father's MacGuffin diary.
The Hidden Temple No Visible Means of Support Part of the Quest for the Holy MacGuffin 25% roll. Must have read Your father's MacGuffin diary.
The Palindome Rod Nevada, Vendor Part of the Quest for the Holy MacGuffin 25% roll. Must have read Your father's MacGuffin diary.
The Palindome Last Egg Gets Al Part of the Quest for the Holy MacGuffin 25% roll. Must have read Your father's MacGuffin diary.
The Palindome Do Geese See God? Part of the Quest for the Holy MacGuffin 25% roll. Must have read Your father's MacGuffin diary.
The Palindome Drawn Onward Part of the Quest for the Holy MacGuffin Unspaded rate. Must have read Your father's MacGuffin diary.
Laboratory Mr. Alarm Part of the Quest for the Holy MacGuffin 25%? roll, affected by combat modifiers. Must have completed Drawn Onward.
The Arid, Extra-Dry Desert Let's Make a Deal! Part of the Quest for the Holy MacGuffin 33% roll.
The Arid, Extra-Dry Desert A Sietch in Time Part of the Quest for the Holy MacGuffin ?% roll.
An Oasis All Across the Sands Part of the Quest for the Holy MacGuffin ?% roll.
The Arid, Extra-Dry Desert No Colors Anymore Part of the Quest for the Holy MacGuffin ?% roll.
The Arid, Extra-Dry Desert Still No Colors Anymore Part of the Quest for the Holy MacGuffin ?% roll.
The Arid, Extra-Dry Desert Walk Without Rhythm Part of the Quest for the Holy MacGuffin ?% roll.
The Arid, Extra-Dry Desert Walk Without Rhythm 2 Part of the Quest for the Holy MacGuffin ?% roll.
An Oasis Blowin' in the Wind (page 1) Part of the Quest for the Holy MacGuffin ?% roll.
An Oasis Blowin' in the Wind (page 2) Part of the Quest for the Holy MacGuffin ?% roll.
An Oasis Blowin' in the Wind (pages 3-15) Part of the Quest for the Holy MacGuffin ?% roll.
The Arid, Extra-Dry Desert The Sleeper Has Awakened Part of the Quest for the Holy MacGuffin ?% roll.
The Black Forest A Man in Black Part of the Quest for the Holy MacGuffin 25% roll.
The Worm Wood All non-combats Always occurs with 7-9 adventures of Absinthe-Minded, 4-5 adventures of Absinthe-Minded, or 1 adventure of Absinthe-Minded; see the Worm Wood Done Quickly
Outskirts of Cobb's Knob Code Red Receive Knob Goblin encryption key Always occurs after 10 adventures.
Laboratory Mega Gem Get the Mega Gem Always occurs first adventure after Mr. Alarm with wet stunt nut stew in inventory
The Haunted Conservatory Polo Tombstone Receive Spookyraven gallery key Delay(). Always occurs within roughly 7-9 adventures (including delay()), but only if you've read Chapter 2 of The Fall of the House of Spookyraven in The Haunted Library already
The Haunted Pantry The Manor in Which You're Accustomed Unlocks Spookyraven Manor Delay(). Always occurs within 8-10 adventures, including delay().
Degrassi Knoll Screwdriver, wider than a mile. Receive rusty screwdriver 25% roll
The Sleazy Back Alley They Tried and Pailed Receive pail of pretentious paint 25% roll
Outskirts of Cobb's Knob Brushed off... Receive pretentious paintbrush 25% roll
The Haunted Pantry Shoe of Many Colors Receive pretentious palette 25% roll
Pandamonium Slums Highway to Hey Deze Receive Hey Deze map 25% roll

Notes

  • The most up-to-date data on superlikelies/non-combats and delays can be found on this post on the AllianceFromHell forums.
  • Jick confirmed the existence of superlikelies in this post.