Advanced Dreadsylvania Mechanics

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Overview

Each zone has 1,000 enemies in it, plus a boss to fight. Thus, at least 1,001 fights will be needed in each area, though there can be slightly more if multiple clanmates are in battle while the 1,000th win is occurring. Though there may be slightly more fights, any extras will not reward extra kisses.

In each of the 9 non-combats, a single player can only take one action. That is, choosing one thing locks out all other choices. There are two exceptions to this rule:

  • This does not include skipping/returning and using a ghost pencil.
  • Acquiring a skill, or having your brain tapped to contribute toward a skill for someone else, in the Castle's Laboratory, does not count as an action.

While most options don't affect others' noncombats, some things (like getting wax banana and dreadful roast, or removing a certain element) can only be done once per instance across the entire clan. The options to get a ghost pencil or to get some Freddy Kruegerands can only be taken ten times per instance across the entire clan, but each option still follows the one-per-player rule.

At the end of a fight, you get kisses. This starts off at one kiss/fight, but every time a clan member uses a noncombat to banish an element from a particular zone, this increases the difficulty and number of kisses per fight you get for that zone by one. If all 5 elements are banished, all of the elements will return, and the monsters will be at their maximum difficulty. Keep in mind that losing a fight or running away will lose kisses, whether they take a turn or not.

Monster types can also be reduced or banished from zones. There are two monster types per zone, and normally they are encountered with a 60% chance of one type, and 40% of the other. Which is which varies across instances. However, there are two noncombat choices per monster type to reduce the number of that type. One of the relevant noncombats is in the same zone as the monster type in question; the other is in one of the other two zones.

The current theory is that each zone starts with 3 monsters of one type (A), and 2 of the other (B). Banishing reduces these. So if you banish A once, there should be 50% of each. If you banish A twice, there will be twice as many B as A. If you banish B twice, there will be only A left.

Banishing monster types does not increase the difficulty or the number of kisses in the corresponding zones.

It is believed that the banishing of monster types determines which boss will appear at the end of the zone. If the A and B counts are equal, the boss will be random (50% chance of either). If the A count is greater than the B count, the A-type boss will appear, and if B is greater, the B-type boss will appear. This appears to hold true even if the banishes are done at the very end of the zone; thus, the number of monsters killed may not necessarily determine the boss.

Transcendent Olfaction cannot be used in any of the three zones. Regular banishers can be used, but results in tumbleweeds occurring where the banished monster otherwise would.

Special Enemy Powers

If at least one element is banished in a zone, the monsters have the chance of causing severely disabling effects. The extent of these effects is being spaded at KoL Spading.

From observable data, the following abilities are granted to monster types starting with 1 banish, increasing in power up until all 5 banishes are used.

Each enemy type also gains powers depending on the number of kisses.

  • Werewolves: extreme enemy scaling
  • Werewolves: damage approximate to 40% (?) of your maximum HP
  • Bugbears: passive elemental damage
  • Bugbears: hard damage caps
  • Zombies: reduced effectiveness of spell damage
  • Zombies: ability to reduce turns of buffs on hit
  • Ghosts: loss of substats at the beginning of battle
  • Ghosts: inflicts Touched by a Ghost on hit
  • Vampires: chance to dodge melee attacks
  • Vampires: cause you to lose 10 HP and heal 10 HP every turn
  • Skeletons: massive gain in HP
  • Skeletons: reduced effectiveness of elemental damage

Also, note that Dreadsylvanian ghosts will reduce physical damage to 1, like all other ghosts.

Monster Drops

Each normal monster in Dreadsylvania can drop up to 3 things: A Dreadsylvanian Almanac page, a Freddy Kruegerand, and one item specific to its element/type combination, as follows:

Dreadsylvanian Rares
Woods Village Castle
Bugbear Werewolf Zombie Ghost Vampire Skeleton
Hot warm fur
hot bugbear
accidental mutton
hot werewolf
hothammer
hot zombie
vengeful spirit
hot ghost
vial of hot blood
hot vampire
frying brainpan
hot skeleton
Cold snowstick
cold bugbear
drafty drawers
cold werewolf
Thriller Ice
cold zombie
BOOtonniere
cold ghost
remorseless knife
cold vampire
old ball and chain
cold skeleton
Stench stinkwater
stench bugbear
guts necklace
stench werewolf
muddy skirt
stench zombie
bag of unfinished business
stench ghost
cod cape
stench vampire
tailbone shield
stench skeleton
Spooky eerie fetish
spooky bugbear
wolfskull mask
spooky werewolf
grandfather watch
spooky zombie
ghost thread
spooky ghost
intimidating coiffure
spooky vampire
old dry bone
spooky skeleton
Sleaze dubious loincloth
sleaze bugbear
groping claw
sleaze werewolf
antique spyglass
sleaze zombie
transparent pants
sleaze ghost
blood sausage
sleaze vampire
tonguebone
sleaze skeleton

The Freddy Kruegerand drop chance is not affected by standard +item. You can only improve FK drop chance with the specific Dreadsylvanian equipment (Dreadsylvania Auditor's badge, dreadful fedora, dreadful sweater, dreadful glove). They can also be obtained in a separate drop chance with Summon Mayfly Swarm, lovebugs or lucky gold ring.

The Slimeling's disgorge does work on the equipment in the table above.

Banishing Elements

Dreadsylvanian Woods

Element Special Requirements Non-combat Choice 1 Choice 2
Cold Burrows Go toward the cold Read the heart a story
Hot Burrows Go toward the heat Pull the cork
Sleaze Muscle class Tallest Tree Climb to the Top Kick the nest
Spooky requires key
Should be done by an Accordion Thief only so you can get the intricate music box parts
Cabin Try the attic Turn off the music box
Stench Cabin Check out the kitchen Clean out the disposal

Dreadsylvanian Village

Element Special Requirements Non-combat Choice 1 Choice 2
Cold Village Square The blacksmith's shop Stoke the furnace
Hot Old Duke's Estate Investigate the servant's quarters Turn off the ovens
Sleaze Skid Row Explore the tenements Paint over the graffiti
Spooky Village Square The Gallows Paint the noose pink
Stench Skid Row Pop into the sewers Unclog the grate

Dreadsylvanian Castle

Element Special Requirements Non-combat Choice 1 Choice 2
Cold Great Hall Check out the kitchen Turn down the freezer
Hot Dungeons Head for the boiler room Let off some steam
Sleaze Tower Go to the bedroom Shut the parrot up
Spooky Dungeons Go to the cell block Flush the toilet
Stench Great Hall Investigate the dining room Clear the dishes

Banishing Monster Types

To Banish Special Requirements Non-combat Choice 1 Choice 2
Bugbears Burrows Go toward the smelly Smash the eggs
Requires key Tower Go to the laboratory Turn on the lamp
Werewolves Requires key Cabin Try the attic Check out the wolfsbane
Requires key Old Duke's Estate Make your way to the master suite Blow the whistle
Ghosts Requires key Tallest Tree Check out the fire tower Wind up the siren
Requires key Village Square The schoolhouse Clean the erasers
Zombies Old Duke's Estate Check out the family plot Close the gates
Requires key Tower Go to the laboratory Examine the brains in jars
Skeletons Mysticality class Tower Books. Check them out. Read "Bone-Dissolving Incantations: A Treatise"
Skid Row Explore the tenements Drive out the rats
Vampires Requires key Cabin Try the attic Poke around in the rafters
Requires key Great Hall Head to the ballroom Play the organ

Bosses and Superbosses

Each zone has two possible bosses. Which one you get is believed to be based on the monster type banishes done in that zone (see Overview).

Each boss gains powers depending on the number of elements banished in that zone. A boss that is fought in a 6-kiss zone is substantially more difficult than the same boss fought in a 1-kiss zone. Bosses, when defeated, give 100*k kisses where k is the kiss level of the zone.

Each boss drops one untradable outfit piece (from a set of 3), and 0 to 3 consumable items. The number of consumable items received is based on the total number of kisses the clan has received across all zones in the instance up to that point. The boss also gives a clan trophy.

  • You get 1 consumable for having more than 2300-3700 kisses (random each time).
  • You get 1 consumable for having more than 6900 kisses.
  • You get 1 consumable for having more than 11000 kisses.

Each of the 6 bosses can be supercharged into a more difficult form ("hard mode") by fulfilling certain requirements, listed below. The hard mode bosses have additional abilities and require different strategies to defeat (see individual hard mode boss pages for details).

In addition to the loot that regular bosses drop, hard mode bosses:

  • give twice as many kisses (200*k);
  • drop 1-2 of a set of three additional untradable items (2 only if over ~18,000 kisses have been gained, including from the boss)
  • give 1 extra consumable drop;
  • give a different clan trophy

The Unkillable Skeleton (Hard Mode) and Count Drunkula (Hard Mode) also give a skull capacitor which is used in the Laboratory to capacitate the acquisition of certain skills (see Skills below).

Requirements to fight each hard mode boss:

Boss Requirement
Count Drunkula Wear the ghost shawl into combat.
Falls-From-Sky Have the First Blood Kiwi effect (from a bloody kiwitini).
Great Wolf of the Air Wear a moon-amber necklace into the fight.
Mayor Ghost Wear a Dreadsylvania Auditor's badge into the fight.
The Unkillable Skeleton Have the Shepherd's Breath effect (from a Dreadsylvanian shepherd's pie).
Zombie Homeowners' Association Wear a weedy skirt into the fight.

Skills

New skills are acquired by getting a skull capacitor, which is done by defeating The Unkillable Skeleton (Hard Mode) or Count Drunkula (Hard Mode). The skull capacitor is used to activate the machine (Castle, Tower, Laboratory).

Once activated, the machine has enough power to grant three skills. The skills can be given to 3 different players, or to 1 or 2 players -- however you want.

Three people must enter the Laboratory at the same time. The machine has three chambers -- left, right and center. The player in the center will get the skill. The classes of the players on the left and right cannot be the same and will determine which skill is obtained:

Dreadsylvanian Class-Crossed Skills - edit
Dv skullcap.gif Accordion Thief Disco Bandit Sauceror Pastamancer Turtle Tamer
Seal Clubber Song of the North
10 Adv, 100 MP
weapon dmg +100%, cold damage +50
Grab a Cold One
1/day summoning skill, 30 MP
obtain Cold One
(???-quality booze)
Splattersmash
combat skill, 25 MP
hot melee group damage
Carbohydrate Cudgel
combat skill, 30 MP
kill monster with dry noodles
Club Earth
combat skill, 50 MP
melee damage + 1 round stun
Turtle Tamer Song of Slowness
10 Adv, 100 MP
+50% initiative
Conspiratorial Whispers
combat skill, 25 MP
damage + delevel every round
does not cost combat round
Sauceshell
combat skill, 30 MP, Prevent damage & deal ~80 hot dmg
Turtleini
combat skill, 35 MP
Spooky and physical damage, with multiround decay
 
Pastamancer Song of Starch
10 Adv, 100 MP
+50% max HP
Shadow Noodles
combat skill, 30 MP, 3-5 round stun + 8-10 delevel
Spaghetti Breakfast
1/day summoning skill, 30 MP
obtain Spaghetti breakfast
(???-quality food)
   
Sauceror Song of Sauce
10 Adv, 100 MP
+100% spell dmg, +50 hot dmg, +50 dmg to hot spells
Splashdance
combat skill, 30 MP
heals ~55 dmg
does not cost combat round
   
Disco Bandit Song of Bravado
10 Adv, 100 MP
+15% all attributes
   

The skills obtained this way are not automatically permed -- you will need to spend Karma on them to learn them permanently, as with regular skills.

"Songs" are not like Accordion Thief songs; they are like Avatar of Boris ones. They are not buffs that can be used on others, and only one can be active at a time.

Dreadsylvania
Advanced MechanicsThe Terrified Eagle InnShoppingNon-combat Table
Dreadsylvanian Woods
Great Wolf of the Air (Hard Mode)
Falls-From-Sky (Hard Mode)
Dreadsylvanian Village
Mayor Ghost (Hard Mode)
Zombie Homeowners' Association (Hard Mode)
Dreadsylvanian Castle
The Unkillable Skeleton (Hard Mode)
Count Drunkula (Hard Mode)