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Talk:Worm Wood Done Quickly

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Proposed Additions

This is my first wiki page so it's kind of "fugly", any help to get it more pretty and up to the Established Standards would be appreciated. Thanks.--Pr0n Star 16:40, 2 June 2007 (CDT)

It might also be worth noting that there's some nice symmetry to each path: For consumables, go clockwise around the Wood, for equipment, counterclockwise. For spleen/muscle items, end at the windmill, for food/myst, end at the dome, and for booze/moxie, end at the mansion.--Buttons 16:45, 2 June 2007 (CDT)

We should also include the adventure paths for the different stat noncombats. I'd add it to the current table, but there isn't much more room for another 3 columns.--QuantumNightmare 22:47, 3 June 2007 (CDT)

The stat noncombats don't require any special effects to access, though. --TechSmurf 22:53, 3 June 2007 (CDT)
What I mean is, every location will give you a chance at a different stat, depending on how far you are in the worm wood and what choice adventure is coming up next. So we could "map" out the path to getting the 1st, 2nd and 3rd stat adventure to each particular stat. Does this make any sense? Just a direction of go to location A then B then C, to get these stats.--QuantumNightmare 23:49, 3 June 2007 (CDT)
But all three areas of the Worm Wood have a noncombat for each stat. It doesn't matter how far into the worm wood you are, either. Death is a Boat, for instance, will come up even if you don't have No Vertigo or Unusual Fashion sense on. Thus, there's no special methods required for getting them. The equipment/consumables, on the other hand, require a special sequence of actions to acquire. If you do, say, get Rat-Faced, then Night Vision, then pick the choice that gives muscle substats when A Few Chintz Curtains, Some Throw Pillows, It comes up... You've got your priorities all mixed up. --TechSmurf 00:23, 4 June 2007 (CDT)
I'm under the impression that the 3 choice adventures come up in a set order - you only get "it's a fixer upper" if you start in the mouldering mansion. If you start in the windmill and then go to the mansion, you'll get "Midst the Pallor of the Parlor" instead. So if you want to get all three muscle noncombats, you need to go pleasure dome -> windmill -> manor. Then again, I could be wrong here, but that's what is suggested by the wiki.--QuantumNightmare 17:52, 4 June 2007 (CDT)
Hm, since each choice adventure has only one choice that yields stats, another two rows could be added to each step to highlight the alternate choice and resulting substat type, which could be colour-coded in the usual way. Unfortunately, this would stick the "target" of the adventuring path in the middle of the table. And while it wouldn't increase the column count, it would inflate the table so it doesn't fit entirely on one screen at lower resolutions. --Bagatelle 21:22, 4 June 2007 (CDT)
  • Should it not rather be named "Worm Wood Done Quickly" - you know, adverb and stuff? ;-) --Mr Crac 04:11, 10 August 2007 (CDT)
    • Well it should really be renamed "Worm Wood choice adventure guide" or something. Which I fully support, because I don't like fun. --Prestige 06:11, 10 August 2007 (CDT)

Chance of Failure

It has been theorised above that the dependent non-combats come up in a set order. Has anyone ever had the next "required" non-combat fail to come up within five turns of getting the prerequisite effect? My own experience over about 20 cycles was that the next choice adventure always occurred on the third through fifth turn of the prerequisite effect, and never on the first or second. I was running +15% non-combat (OK Lumberjack, sonata, smooth, ring of conflict). --Bagatelle 21:22, 4 June 2007 (CDT)

My guess would be that it works like the turtle pheromones: When the adventures occur is chosen before you start playing the adventures. One experiment to do would be to waste your first 5 turns somewhere else, and then see what choice adventures you get in the worm wood. --Starwed 08:52, 5 June 2007 (CDT)
I spent 5 adventures elsewhere, and then went to the Pleasure Dome, receiving "Beyond Any Measure" as a noncombat. (That's a second tier adventure.) --Starwed 09:00, 5 June 2007 (CDT)

I agree that it seems to be like the turtle pheremones in the way that adventures may be predetermined, at least, to an extent. After doing some testing in the wormwood it appear that maybe adventures 1-4 for tier 1, 5-9 for tier 2, and adventure 10 for tier 3? Can anyone confirm/deny this data? --Le canard 15:58, 7 June 2007 (CDT)

Well it sure looks like that's how this effect works. The choice adventures are either predetermined or triggered by the number of turns of "Absinthe-minded" you have left. Also there are no "prerequisite" effects. You will get the choice adventures in order regardless of whether or not you have an effect from the previous one (if, for example, you're only choosing the stat gain choices). --Prestige 17:52, 7 June 2007 (CDT)

From the threads in the main forums and the HCO forum, it appears that it's not quite like pheremones after all. Apparently the last choice can appear on the ninth adventures, but there's an absolute guarantee that you'll get it on the 10th. (If you skip the first nine, for instance.) --Starwed 19:40, 7 June 2007 (CDT)

I used a Divine Champagne Popper on a muse in the Stately Pleasure Dome. She ran away without a turn being used -and thus no turn of Absinthe-minded being used, and the next adventure that came up was the Alph non-combat. I am in Ronin and out of Poppers, but this gives me the idea that the cycle could be shortened with poppers and effects stockpiled to effectively cut out part of the cycle. Cheers. --Snikrepkire 12:19, 19 March 2008 (CDT)

Tidy table

Perhaps the names of each adventure should be removed from the table? Since there's only one possible choice adventure for each location+step#, it's a bit redundant on a "Done Quick" page. And it would make reading the table, well, quicker. --Starwed 01:26, 20 June 2007 (CDT)

  • I'd go so far as to say the effects themselves don't need to be mentioned either - as long as you pick the right choices, you're fine. --Quietust (t|c) 19:50, 20 July 2007 (CDT)
    • Done--Stufff 01:18, 25 July 2007 (CDT)

Grammar!

I can't help but feel that the page move kind of missed the point... :) --Starwed 16:19, 22 November 2007 (CST)

  • no pages link to the redirect... perhaps you're right about the humour bypass, though. --Evilkolbot 16:33, 22 November 2007 (CST)
    • Oh, y'know, you're right. I totally missed that. >_< Well, it was an impulse thing-- if anyone wants to move it back, I'm not going to start an edit war over that. --Southwest 00:03, 23 November 2007 (CST)

Noncombat Percentage

Something I cannot seem to find on the wiki anywhere, including the various discussion pages for the 3 wormwood zones, is any discussion of whether or not combat/noncombat % modifiers have any effect in how quickly the desired noncombat occurs. Obviously this could affect how quickly the zone can be navigated... does anyone know the answer to this or have any thoughts? --Saucalicious 04:21, 25 December 2007 (CST)

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