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Hardcore Location Analysis

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image:Hasc12.gif image:Hasc2.gif Information or advice on this page may be out-of-date due to NS13.
Some NS13 zones need to be added. Also, this page needs to be updated with the new "safe" Moxie numbers, like the Safe Adventuring page.

While this article is written with Hardcore players in mind, much, if not all, of it is also applicable to Softcore ascenders.

Contents


Introduction

This listing identifies locations in which your Hardcore run should occur when you have the option of adventuring in several places.

The strategy here is aimed at players with the majority of the Tier I and II Skills who are trying to speed their runs to acquire skills faster. Players who don't yet have Madrigal in particular may find the suggestions for early play too difficult; a beginner section below addresses how things change with fewer skills than expected. Those with enough skills to do very fast hardcore runs will find some of these suggestions too leisurely to be helpful.

Because of this focus, it's assumed that most play will be back-to-back no-path ascensions with access to food and drink, because that is the fastest way to accumulate hardcore skills.

Locations with very limited lifetimes (like the boss areas) are left out of here because the number of adventures spent there will obviously be low. Sign-specific locations and generally useless areas (the The Limerick Dungeon comes to mind) are also absent to make this already unwieldy guide slightly more compact. Comments about the relative meat drop rate are based on the data at Subjunctive KoL's Area Difficulty.

Location by Level Chart

Unlike the Safe Adventuring article, which is sorted by Moxie, this listing groups all the zones by the level at which you can adventure there. The idea you should work toward is always adventuring at the area with the greatest stat gains that you have unlocked, and this order highlights that.

Rather than focusing on the maximum Moxie to be completely safe, which is very conservative, here we try to grade locations based on their average difficulty. The "Moxie Average / +Peak" pair listed here gives two numbers to quantify both the typical adventure at a location, as well as how much harder the hardest enemy in that location is relative to the typical ones. A location like The Penultimate Fantasy Airship works well as an example of these concepts. There are six enemies at that location, whose safe Moxie levels are 101, 105, 110, 110, 114, and 130. That means the average safe Moxie of enemies you'll encounter is 111, but the hardest monster you'll encounter needs a safe moxie 19 higher than that. This location would be rated 111/+19. Since most adventurers have mechanisms to hit some enemies much harder than others at some cost (anything from Lunging Thrust-Smack to Saucegeyser), following this Moxie value gives a better match to how likely it is you can survive a location than just knowing the peak value, which is often thrown off by just one enemy. Also, it points out areas where the average adventure doesn't give nearly as many stat points as would be suggested just by the peak number, which makes some locations (The Misspelled Cemetary sticks out here) much less desirable than you might think.

Moxie Avg / +Peak Location Level (Stat) Notes
10/+0 The Dire Warren 1 This is one of the few 100% combat locations you can access as a level 1 character. However, you have to adventure in the Outskirts of Cobb's Knob and The Haunted Pantry to unlock areas for later quests, so there is little point in adventuring here.
10/+1 The Haunted Pantry 1 Adventure here until you get the Spookyraven Manor superlikely. Only first-level Mysticality characters might want to continue after unlocking the manor -- the pantry is slightly better than the Back Alley because the Dolphin King's map drop is a great low-level hat.
10/+1 Outskirts of Cobb's Knob 1 You must adventure here to obtain the Knob Goblin encryption key for the level 5 quest. Fortuneately, the key can drop before level 5, so it's best to spend some time here at early levels. If you are going to cook, make sure you get a chef's hat. Once you've acheived these goals, you should move onto other areas because you'll need to level up significantly in order to actually find food to eat.
10/+0 The Sleazy Back Alley 1 This area is useful only for first level Moxie characters, but even these classes should be spending level 1 in other areas required for quests and important drops. Players planning to use a Sleazy Gravy Fairy may wish to try her luck at finding the (fairly likely) hot pink lipstick drop.
13/+1 The Haunted Kitchen 1 (5) This area is only really useful for characters with few skills (or those in Bad Moon), hoping for low-level food and booze drops. However, there are still more important required zones to adventure in at low levels. It is also possible to find a chef's hat here, but the chances are much lower than at the Outskirts of Cobb's Knob.
20/+2 Degrassi Knoll 1 (10) Players with the appropriate Accordion Thief mainstat buff can pass the second guild test to unlock this area from turn one, but without The Moxious Madrigal may wish to wait until level 3. With mostly combat adventures and a lot of items to accumulate, you should plan to spend plenty of adventures here (after paying a visit to the Untinker of course). You need to adventure here until you have all the parts to build your meatcar. If you're lucky, you'll get the skirt and wig along the way so you can build a maid as well. Only Oxygenarian adventurers, who will be spending quite a few days in the Kingdom and really require a maid, should linger in this area beyond the point where they can survive at The Bat Hole.
12/+2 The Spooky Forest 2 This is where you'll spend most of the second level and possibly beyond. Since you are required to both find the larva and unlock the Hidden Temple, you'll be here a while. Be sure to equip the wooden stakes once you get them so that you can collect vampire hearts and trade them for very helpful bottles of blood. The Fork is a great place to get the stolen accordion which every character needs (and, optionally, a turtle totem and saucepan for casting certain buffs and spices for cooking). If you score the spooky mushroom adventure you can later prepare a grue egg omelette, or (with a rat appendix and Transcendental Noodlecraft) rat appendix chow mein.
34/+10 The Barrel full of Barrels 2 (4-7) A good low-level source for booze. This is best for characters with Advanced Cocktailcrafting who need drink ingredients, but can't adventure at the Island yet. This area unlocks early, but the difficulty of the Mimic makes it more likely you'll be playing here at level 4 and up. For oxygenarians and teetotalers, the booze gains may prove useful for autosell. Farming here specifically for potions is inefficient.
18/+0 The Typical Tavern 3 Normally you should turn off the faucet and exit this area as soon as you come across it. But Muscle Sign ascenders who already have/don't need a chef's hat may want to linger here a bit longer, because if you can't adventure at the Knoll this is the best place for third-level characters to fight. Also, that sign will likely result in plenty of spooky mushrooms -- paired with the rat appendices that drop here, Transcendental Noodlecrafters can prepare rat appendix chow mein. Finally, those who can take him out might stay to defeat Baron Von Ratsworth to obtain his items.
29/+0 The Haunted Billiards Room (10) You need to adventure here to eventually unlock Spookyraven Manor's 2nd floor (which is necessary for the level 11 quest) and the Haunted Gallery (which is optional). Note that the pool balls are handy off-hand items for non-Mysticality classes that need to do elemental damage.
23/+2 Entryway 4 A good area to spend time in at the point when you unlock it, to collect an air freshener if you lack an elemental resistance skill. But don't stay too long, because the air freshener can be replaced with the asshat, bum cheek, Knob Goblin harem veil or other elemental resistance skills, and the more difficult Batrat and Ratbat Burrow is better for Chow parts and stats.
26/+1 Guano Junction 4 With stat gains as good as anything else you're likely to survive at fourth level, expect to spend some time here. In the best case, you would collect a broken skull, three Sonar-in-a-biscuits plus a fourth for the tower, loose teeth, and a baseball before moving on. Once you've unlocked level 5, though, your priority is to farm ingredients if you're eating, and adventure at the more lucrative level 5 locations regardless. Note that once you have either a fourth sonar or a baseball you can clover for the other if you find you need it in the tower. Don't stick around for loose teeth, as they also drop in The Cyrpt (or, very rarely, from resting), and you can often recover a broken skull from exploding your chef or bartender.
27/+2 The "Fun" House 4 (17) The main reason to adventure here is to get a box for a Chef-in-the-box or Bartender-in-the-box, and to pre-farm a disease for later use in the tower. Some people may choose to complete the Legendary Epic Weapon Quest, but this may not be worth the adventures spent depending on your luck at getting clown items to drop and your current class.
27/+4 Tower Ruins 4 There are a lot of valuable drops in this area: the disembodied brain is needed for the various automation devices you can put at your campground, the Lesser Fruit Golem drops fruits useful for Advanced Cocktailcrafting and potions far earlier than you are likely to get them elsewhere, the Level 4 guild quest reward represents free stats over the course the next few days, and the base meat drop rate is high compared to the average fourth-level area. However, the base monster stat gains may already be below average by the time you unlock it, so be aware of when you should move on.
28/+1 The Misspelled Cemetary 4 This area is mandatory to unlock the Cola Wars Battlefield and The Ruins of Fernswarthy's Tower, but the only reason you should be adventuring here beyond that is if you need more smart skulls to build campground assistants. You'll get plenty of most of the other things that drop here when cleaning out The Cyrpt.
31/+0 Beanbat Chamber 4 The insanely spicy enchanted bean burrito is the best 3-fullness food you can eat in the early part of the game, and gaining the Chronic Indigestion skill is a huge bonus as well. If you have a wad of dough and spices, unlock this area early, wait for the very regular enchanted bean drop, and cook a burrito (you'll of course need a Jabañero from the Hermit as well). It's extremely helpful for getting an extra few adventures to allow a no-path ascension to reach the Kitchens on the first day. In addition, this area has the highest base meat per turn of locations available at fourth level.
33/+1 Batrat and Ratbat Burrow 4 If you are a Mysticality class with Transcendental Noodlecraft and have or plan to have a number of knob or spooky mushrooms, but you blew through the Tavern quickly, you may want to spend some adventures here so you can later cook rat or bat chow mein.
39/+0 Cola Wars Battlefield 4 This area is only playable during the fourth and fifth level. Its non-combat adventures have high stat gains relative to its level, and it can be handy for early boosting of off-stats needed to equip items. The two uniforms regenerate MP, which might be very helpful in the early part of your run, and they typically don't take many turns to obtain. If you have skills that need a shield to fully utilize, you might want to adventure here too.
30/+1 Kitchens 5 The mainstay of early fifth level play, the Kitchen drops many of the useful food ingredients in the game, with the notable exception of herbs. Players who are eating really need to get here as soon as possible. If clovers are available and you're short on turns, it may be more economical to use a clover to get the grab bag rather than adventure; that's guaranteed to get you several ingredients in about four turns of play, which is much better than the average drop here. By the time you unlock this area, you should have a decent idea what food you'll need to complete the reagent (or chow) dishes for which you have partial ingredients; you will want to adventure here to get the appropriate number of matching mushrooms and sausages needed while this is still a useful stat-level area for your character level.
32/+2 The Inexplicable Door 5 With low stat gains relative to other areas in which you could adventure and no meat other than what you get for selling useless pixels (usually the leftover green and blue ones), you should spend as little time here as you can. The 8-bit realm is best fit into whatever dead spots between levels you have. It's also a good place to visit while beaten up during later spots in the game if you have no easy way to recover from that.
37/+4 Treasury 5 The best source of meat available in the early game. There are plenty of non-combat adventures, so it's not really the best stats area, but those give a substantial enough meat reward to make up for it. This is also a good place to pick up the pieces for the Knob Goblin Elite Guard Uniform, which allows access to buying many useful items at the Laboratory. In particular, the Knob Goblin pet-buffing spray will cut off a lot of turns against the Sorceress pets for players without a full set of familiar buffing skills, in addition to raising familiar weight over the run in general; Knob Goblin seltzer can be used as a much cheaper source for MP than soda water for non-Mysticality classes; learning pills and Knob Goblin eyedrops can fine-tune your progress through leveling and quests.

However, if you need neither meat nor the KGE outfit, this area has little to offer.

38/+3 Harem 5 Adventure here until you get the quest items you need. The combat rate is too low to adventure here any more than you have to.
51/+3 Laboratory 5 This zone is useful for players without many permanent skills, who should consider it for mid-level play anytime they're out of quests to complete and waiting to level up. The stat point gains here are competitive with any location you're likely to survive before you hit level 8. Classes where MP is expensive will greatly benefit from the plentiful seltzer drops. And the infrequent (but hardly rare) scrumptious reagent drops are extremely helpful in surviving difficult areas.
62/+3, 72/+3, 82/+3 Menagerie Levels 1, 2 and 3 5 Decent stats relative to other options before level 8, but the only interesting drops are from the Fruit Golem on level 1 and the Booze Giant on level 3. Consider The Dark Neck, unlocking parts of Spookyraven at The Haunted Library, or the strategy outlined in the Laboratory instead. The Menagerie however can be a good place to gain stats below level 8, but only for those who don't have the skills to survive tougher areas of Spookyraven such as the Gallery.
49/+1 The Hippy Camp 6 (30) The main reason to be here is to complete the Filthy Hippy Disguise, which is essential for easy access to herbs and reagent potion construction. Further, either the hippy or frat boy outfit will be necessary later when the level 12 quest begins. However it may be easier to obtain these via the White Citadel Quest, which usually drops plenty of herbs and occasionally parts of the outfit. Once you have the hippy outfit, you'd be better off adventuring somewhere else. Make sure to save a hemp string so you can make a Bonerdagon necklace. Adventuring here with a clover is a decent way to get fruit for early Advanced Cocktailcrafting or brewing potions.
49/+1 Orcish Frat House 6 (30) This is not the most efficient place for stat gains, and there's nothing uniquely useful here. It could be a mid-level source for booze, but navigating the middle section of The Barrel full of Barrels will usually be better. You can clover drink tickets instead of adventuring normally here, but with the limited number available there are far better ways to use a clover.
55/+4 The Dark Heart of the Woods 6 Progress through here until you get a box of birthday candles (needed for the Friar's quest), then move on. If you get infernal insoles all the better, but don't linger for them.
55/+4 The Dark Elbow of the Woods 6 Progress through here until you get the eldritch butterknife (needed for the Friar's quest), then move on.
54/+7 The Dark Neck of the Woods 6 For players who are cooking, the Hellion cube drops here make this area well worth visiting beyond procuring the quest items. Be sure you have the wussiness potion and ruby W as well. However, if you are planning to do the Azazel quest and get your Organ of Steel, you will have more opportunities to get those drops.
55/+6 The Deep Fat Friars' Gate 6 After finishing the required quest, you have the option of adventuring further in the Friar's Gate to obtain an Organ of Steel. If you choose to do so -- and in a Hardcore run it's usually worth it -- then expect to spend plenty more time here completing Azazel's quest.
44/+1 Whitey's Grove 6 (37) You might visit here if you want to unlock The Road to the White Citadel. Later, during the level 11 quest, you will have to return here to obtain wet stew ingredients. There is little other reason to adventure here.
46/+1 The Road to the White Citadel 6 (37) One good reason to visit here is to obtain the components to the Filthy Hippy Disguise so you can shop at their camp. The drop rate for the filthy parts is better than on the The Hippy Camp, and you earn a decent amount of meat as you go (instead of none). There are a fair number of non-combat adventures in this area, but their stat gains are excellent relative to the area's overall difficultly. Depending on how drops go, if you're already close you may want to complete the quest, even after you've obtained the outfit. The rewards for doing so are the useful lucky rabbit's foot accessory, as well as access to The White Citadel, a source of cheap food and cola (+7-9 MP), usurping soda water in best value, if you don't have access to magical mystery juice or Knob Goblin seltzer. Once that quest is finished you can't get back into this area.
56/+5 The Haunted Library (40) You will need to adventure here to unlock Spookyraven Manor's second floor and (optionally) the Gallery. Any tattered scraps of paper you can farm here can potentialy save you turns later. They are best used to run away from Tower guardians whose item you lack (or any time you otherwise find yourself ill-prepared for a battle).
48/+6 The Dungeons of Doom 7 (47) By the time you unlock this area, you should be able to survive much higher sections of the game. Adventuring here to get a wand isn't too bad in terms of stat points, and drops like the vorpal blade may be very helpful, but in general you should minimize time spent here. Those expecting a long ascension, like a typical Oxygenarian run, might stay here until they get a ring. It's immediately useful for extra stats in some spots. Since you'll have plenty of days, try zapping it; you'll probably be able to get a ring of conflict by the end. That speeds up many locations, particularly the Castle.
74/+4 The Obligatory Pirate's Cove 7 (45) The combat rate is so low that you shouldn't adventure here once you've completed the Swashbuckling Getup.
63/+4 Itznotyerzitz Mine 8 The combat rate here is low, and it's generally not a good idea to adventure here once you've completed the Mining Gear. But if you're low on meat and can't survive the huge jump in level moving up to the next spot on the mountain, with the reasonable mix of meat drops (if you always pick the 100 meat item on non-combats) and moderately high level of enemies you might be able to justify spending a little more time here. Players using melee attacks, note the weakening power of the 7-Foot Dwarven mattock here; it can considerably advance the level at which you can fight.
77/+0 The Goatlet 8 You'll be quite sick of fighting goats by the time you get enough cheese to move on. The goat cheese pizza you get as a reward for this area makes a good 3-fullness food to top off a pair of Reagent pastas some days; it's not optimal, but it can sure beat farming. Use any goat's milk you find here to make milk of magnesium.
84/+1 The eXtreme Slope 8 The combat rate is so low that you shouldn't adventure here once you've completed the eXtreme Cold-Weather Gear. Players who already have a way of protecting themselves will likely avoid this area completely.
92/+7 Lair of the Ninja Snowmen 8 All combat and some useful items (particularly for improving combat initiative) make this a great way to spend late level 8 if you can't quite handle better leveling locations like The Haunted Gallery, Spookyraven's second floor, or the Icy Peak every turn. Particularly recommended for Myst classes who can use chopsticks.
115/+1 The Icy Peak 8 Long ago, the Peak was the core adventure area for leveling between levels 8 to 10, although it has now been surpassed by The Haunted Gallery and other Spookyraven zones. Prior to level 10, the stat and meat gains are higher than most areas you can reach, but the monsters are tough. The Snow Queen is problematic because she has physical attack resistance. Chronic Indigestion and spellslinging are good ways to toast her. Luckily, the Yetis usually drop enough meat to finance plenty of HP and MP restoration, so if you can kill them once, it's likely you can keep doing it. The Icy Peak also contains the Avalanche! adventure which greatly increases your mainstat.
120/+4 The Haunted Gallery (68) The Gallery exceeds the Icy Peak in meat drops and greatly exceeds it for stat gains once you've mapped the Louvre. Although you need to spend adventures elsewhere in Spookyraven to unlock the Gallery, the stat gains here are so good, it will benefit you to adventure here as early as possible. Unlike the Peak, it's possible to access the Gallery before level 8 as long as you can buff your main stat to 68. By navigating the Louvre adventure, you can select a major gain in any of your three stats. The Louvre grants even greater stat gains in Muscle than the other two stats. Unlike the Peak, the Gallery has no physical-resistant monsters like the Snow Queen. Furthermore, the only non-combat adventure other than the Louvre is Out in the Garden, which can become a combat. For Myst classes with Pulverize and advanced cooking skills, the Gallery is an early source of elemental nuggets for hi meins.
119/+0 The Haunted Ballroom (68) This is a Moxie-oriented zone similar to the Peak and Gallery, but with much lower meat drops. Now that it is required to unlock, it could be the best place for Moxie classes to level before the Palindome opens. The non-combat adventure Curtains offers a Moxie stat gain, and using dance cards will get you large Moxie gains, but you'll have to get them to drop first. Further, the Strung-Up Quartet choice adventure can affect combat rates, monster level, and item drops indefinitely over the rest of the ascension, so it may be profitable to adventure here.
90/+6 The Valley Beyond The Orc Chasm 9 This is not a bad area relative to its level. It doesn't hurt to stay a few turns here a little longer than is strictly necessary to advance, particularly if you're in a position where it's still difficult to take on the Peak or Gallery. If you have two of the three parts necessary to construct a 31337 scroll, you could usually justify staying until you get the remaining one, especially if you haven't gotten the optional second lowercase N yet.
111/+18 The Penultimate Fantasy Airship 10 (90) By the time you reach this area, players with a reasonable skill set should have no problem surviving here (as long as you are prepared for the dramatic increase in difficulty of MechaMech compared to other enemies). If you are underpowered, it might make sense to linger even after you might advance to the Castle, because the items drops here are very good at HP/MP restoration. More advanced players won't adventure here any longer than necessary. You might stay if you're collecting items to Pulverize, as this area has a high yield there (including two of the rare items in hardcore play that immediately yield nuggets). Note that monster HP varies over a wide range here; some monsters might succumb to a weaker (and less expensive) spell.
143/+11 The Castle in the Clouds in the Sky 10 The huge gains from the adventures controlled by the Wheel in the Sky make this a reasonably lucrative place to adventure, though The Haunted Gallery and The Haunted Bedroom surpass it in overall stat gains. Once you have the Wheel pointing toward your main stat, you should try to keep it there as long as possible. In particular, if you don't have all of the items necessary to use the giant castle map, you shouldn't move the Wheel off your primary stat once you've pointed it there. If properly prepared, you should gain a substantial meat windfall from this area, which can be plowed into stat buffs.
169/+8 The Hole in the Sky 10 Despite what initially might appear to be the higher average stat gains of this area, it has two disadvantages compared to adventuring in other zones. First, there are no meat drops, and stars/lines don't sell for much. Second, you miss out on the huge stat gain adventures other areas offer. Return to the Castle or Manor once you've obtained the quest items you need for the end of the game.
168/+14 The Haunted Bedroom (85) This zone may be as good as the Castle for leveling, depending on your class and skills. Note that the difficult monster in this area is optional; furthermore, it is elemental (and thus vulnerable to spells).
123/+10 The Black Forest 11 There's little reason to stay here after getting the necessary drops. The Black Knight's equipment provides a source of twinkly wads, and some of the foods and booze that drop here are fair fillers if you're having trouble keeping yourself full.
136/+19 The Palindome 11 (65) The Palindome is a very good stat gain zone for Moxie classes and is also a good source of equipment that smashes into twinkly wads. However, it only opens during the level 11 quest.
158/+10 Wine Racks 11 These subzones provide a plentiful source of dusty bottles of wine. One type of wine has an adventure to drunkenness ratio as high as normal advanced cocktails, so it could be worth farming these if you lack the components to craft advanced cocktails or better.

(Monster evade values taken from Kittiwake's Monster Survival Guide, updated 1 Oct 2006.)

Chow mein caveats

In order to make chow mein dishes, you must be a Mysticality class for access to The Wok of Ages, have Pastamastery and Transcendental Noodlecraft skills, and have an extra 1000 meat to purchase MSG. All of the notes above about adventuring in areas for chow mein ingredients are largely moot if you have don't meet all these qualifications. The exception is if you don't have the ability to make Reagent dishes because you're missing either the Advanced Saucecrafting or Pastamastery skills; in that case, food made with the basic chow ingredients may be your best bet.

Beginner modifications

The outline above presumes you have a reasonable set of permanent skills. This section lists some major deviations in strategy if you're missing key skills, and suggests one possible order in which to acquire skills. You may want to vary this order to take advantage of upcoming Stat Days and the Stainless Steel or Plexiglass item you'll earn with your current ascension.

  • Advanced Saucecrafting (Sauceror): Without this skill, surviving at the upper levels of the game (Castle, Hole) is extremely difficult and resource- (HP, MP, meat) intensive. It's likely you'll have to interleave your time at these locations with falling back to easier areas to replenish supplies. It will greatly speed your runs (and make them less stressful) if you acquire this as one of your first, if not the first, permanent skill. Note that ascending as a Sauceror without any skills has its own twists, the worst of which is that the top damage spells available to you (Wave of Sauce and Saucegeyser) have a 50/50 chance of doing Hot or Cold damage. As a result, fully half your attacks at The Icy Peak will barely do damage. You'll need to purchase a Codex of Capsaicin Conjuration or get Chronic Indigestion in unskilled Sauceror runs if you want to finish at a reasonable pace.
  • Pastamastery (Pastamancer): There is no easily obtainable food in the game with the same effectiveness as the Reagent dishes you can prepare with this skill. Until you have it, you will either have to spend significantly more time looking for food items, or choose a Mysticality sign so you can eat at Chez Snootée. If you don't have Pastamastery, you may have to adventure in areas like the Kitchens to find food ingredients considerably past the point where someone with cooking skills would move on, because it's even more painful to have to return to the low levels if you run out of food later.
  • The Moxious Madrigal (Accordion Thief): Without this skill, you will find it considerably more difficult to advance to the level 2 through 4 areas than is suggested here. If your Moxie is too low even with hair spray to survive, try to find a lower-level area to adventure at that has item drops you may find useful later in your run. For example, if The Typical Tavern is kicking your butt even though you're third level because you're a Mysticality sign, you should instead spend time at The Spooky Forest where you can find both spices and spooky mushrooms handy for later cooking.
  • Mad Looting Skillz (Disco Bandit): The above comments about the relative ease of getting items to drop presume you at least have this basic skill. Until you do, you're more likely to end up stuck in areas waiting for drops long after you should have moved on. Locations that are particularly painful without extra drop skills include trying to get both parts of the Filthy Hippy Disguise and The Goatlet. Consider spending more early time in the Treasury to get an Elite Guard Uniform, which lets you purchase Eyedrops to improve your drop rates (at the expense of stats and meat); this is particularly helpful for the resource-intensive The Hole in the Sky. The miner's helmet is one of the few items you'll come across every game that increases item drop percentages, and when you don't have any permanent skills in this area its 5% increase is really a help.
  • Impetuous Sauciness (Sauceror): With this skill, the number of scrumptious reagents you produce by playing the game normally should be enough to survive the harder parts of Level 10. Without it, you're not going to have enough, especially if you're eating some of them via Reagent dishes; plan to spend quite a bit of time at the Laboratory to accumulate extra reagents. It's better to stay there for much more of levels 6 and 7 than a normal player would to avoid constantly getting Beaten Up during the later parts of the game.

Again, this is just one possible order. Experienced hardcore players often prioritize other skills above the ones listed here. For example, some suggest getting Amphibian Sympathy (which would be the next skill to get after the above) much earlier than some of these skills. Others put far lower priority on the acquisition of extra scrumptious reagents with the Impetuous Sauciness skill, believing that reagent potions are not necessarily needed to survive high-level areas, even for characters with few permanent skills.

Advanced strategies

  • After obtaining a large set of permanent hardcore skills, one goal to move toward is to increase initiative and be able to kill enemies quickly with combat skills. This greatly eases the need to buff one's Moxie during the game, and as such will re-order several areas here because increasing stat gains in an area will supersede survival concerns. Effective combat strategies include boosting melee damage or employing Spellslinging.

Suggested reading

  • The level page gives more information about the order in which areas are unlocked.
  • Safe Adventuring gives an alternate view of this data, sorted by monster level rather than player level.
  • The Well-Tempered Epicure and KoL Diet summarize adventure and stat gains for most foods. Notice the dramatic increase in adventures-per-fullness permitted by Pastamastery, Saucecrafting and other ingredient-generating skills.
  • Mack's Hardcore booze guide gives suggestions on reorganizing your adventure locations to optimally obtain booze ingredients.
  • This document was inspired by Chrono Mage's Hardcore Ascension Guide
Ascension Strategy
Softcore: Ascension Hardcore: General | Advanced | HCO | BM | Sample Run
Applies to Both: Classes | Skills | Familiars | Pulverizing | Item Checklist | Zones
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