Basement Diving Guide
For Loathers wanting to do a basement dive to upgrade their telescopes (or for other reasons), this article aims to provide strategies for doing so efficiently. While the focus will be on reaching floor 500, the strategies will also be applicable for those who want to go deeper.
Fernswarthy's Basement consists of several different types of challenges, which get more and more difficult the deeper into the basement one goes. Every fifth level is a reward (usually a stat reward, whose magnitude scales to your main stat).
Contents
Overview
Fernswarthy's basement contains monsters to fight, stat tests, damage tests (physical and elemental), and MP draining tests. Difficulty progresses exponentially as a function of your depth in the basement. All the challenges follow the basic formula:
StatRequired = Depth1.4
There is typically some variance in the exact requirements, but this formula gives a rough approximation.
Buffing
Getting your stats up to Depth1.4 (or in some cases a bit higher) will usually require several effects.
The first and most important effect is the equalizer. There are three different equalizers, one for each stat:
- oil of stability -- equalizes everything to Muscle -- calculates percentage Moxie/Mysticality boosts using your black Muscle stat instead of Moxie/Myst
- oil of expertise -- equalizes everything to Mysticality
- oil of slipperiness -- equalizes everything to Moxie
Once you're past the early basement levels, you should be using an equalizer all the time. This means that you don't need to raise offstats at all (except to meet equipment requirements) -- your ability to progress will depend only on your main stat.
The Maximizing pages (Muscle, Myst, Moxie) have comprehensive lists of the available effects, but they are not presented in an economically efficient order, nor with indications of which effects are limited (X times per day, or Y fullness, or Z spleen).
The affordable, unlimited potion- and skill-based buffs include:
- 200% The Way of Sauce potions (Ferrigno's, Hawking's, Connery's)
- 100% Advanced Saucecrafting potions (philter of phorce, ointment of the occult, serum of sarcasm)
- 100% potion of temporary gr8ness
- 100% Cold-filtered water
- 100% Trivia Master (use one of each card: What?, When?, Where? and Who?)
- 10-67% Blood of the Wereseal (Muscle only) (depending on moonlight)
- 50% tomato juice of powerful power
- 50% funky dried mushroom (Mysticality only)
- 25-85% Flaskfull of Hollow (increases with additional Smithsness)
- 25% Dungeons of Doom potion
- 25% seal-brain elixir
- 15% Song of Bravado (must know the skill)
- 15% hair spray -- Moxie
- 15% Ben-Gal™ Balm -- Muscle
- 15% Glittery mascara -- Mysticality
- 10% Black Market item
- 10% Pirate Bookstore item
- 10% Stevedave's Shanty of Superiority
- 10% Rage of the Reindeer (Muscle only, must know the skill)
- 10% Disco Fever (Moxie only, must know the skill)
Some other powerful but pricier buffs are:
- 400% Rümpelstiltz
- 300% Deep Saucery potions (mutually exclusive -- you can only use one at a time)
- 200% warbear rejuvenation potion
- 200% Mer-kin potions:
- Mer-kin strongjuice -- +200% Muscle, -100% Mysticality/Moxie
- Mer-kin smartjuice -- +200% Mysticality, -100% Muscle/Moxie
- Mer-kin cooljuice -- +200% Moxie, -100% Muscle/Mysticality
- 100% Arrrbor Day rewards
- 100% Dependence Day fireworks (Dependence Day Only)
- 60% mafia aria -- Muscle/Moxie
- 50% Pork Elf gem potion
- 50% extra-potent gremlin mutagen
- 50% Red Misty-Eyed from sealhide seal doll -- Muscle (untradable, acquire as Seal Clubber)
- 25% gremlin mutagen
- 20% Worm Wood item:
- bellhop bell -- +20% Muscle, -20% Mysticality
- bottled inspiration -- +20% Mysticality, -20% Moxie
- sensitive poetry journal -- +20% Moxie, -20% Muscle
Saucerors may use vials of slime (from the Nemesis quest) as well:
- 200% Tertiary color slime potions
- 100% Secondary color slime potions
- 50% Primary color slime potions
Limited buffs:
- 200% A Contender from rocky road ice cream (2 fullness, 40 turns)
- 100-200% queen cookie (1 fullness, 30 turns)
- 5%-200% ChibiChanged™ (once per day, 5*X turns)
- 100% Prince of Seaside Town from vamping out (once per day, 30 turns, takes 1 turn)
- 100% (approximately) for 30 turns of the six regular wad effects (1 spleen per wad)
- 1-100% Having a Ball! (clan ball pit) (once per day, 20 turns)
- 50% Amorphous Cheer from blob-shaped Crimbo cookie (2 fullness)
- 50% In Vino Vires from canteen of wine (3 drunkenness)
- 50% Yuletide Industry from elven limbos gingerbread (3 fullness)
- 50% Pasty from protein paste -- Muscle (2 fullness)
- 50% Cake Caked from cupcake-in-a-cup -- Mysticality (2 fullness)
- 50% Shamboozled from sham champagne -- Moxie (2 drunkenness)
- 50% Nanobrawny, Nanobrainy or Nanoballsy (you and the Nanorhino must spend 33-50 combats, or a rollover, to recharge)
- 5-35% Starry-Eyed from A Telescope (once per day, 10 turns)
- 30% Rainbow Bright from prismatic wad (3 spleen)
- 10-30% Single-element wads (1 spleen)
- 1-30% The Pleasures of the Flesh from the Pain Enjoyer (once per day, 30 turns, 1% for each turn left)
- 20% Flower Power (3 fullness or 3 drunkenness)
Outfits
In addition to buffs, you can get huge stat-buffing boosts from your equipment. It is well worth the time required to set up some custom outfits specifically for basement diving.
Some players make more basement-diving custom outfits than others. A reasonable starting point is to make 7 outfits: Muscle, Mysticality, Moxie, Elemental resistance, HP, MP, and Combat. Players who lack major elemental resistance gear may choose to make specific elemental resistance outfits for each test (e.g. one for the Hot/Spooky test, another for the Cold/Sleaze test, and so on) rather than a single generic elemental resistance outfit. Some players may also choose to make a Damage absorption outfit for the Gauntlet test (if they lack the Tao of the Terrapin skill for example).
The Maximizing pages (Muscle, Myst, Moxie, Elemental Resistance, HP, MP) will give you comprehensive lists of the equipment choices for each slot, so that you can construct your outfits depending on what you have available.
If you lack most of the great equipment on those pages (in particular, the Slimesuit), you might consider delaying your basement dive until you've had the chance to gather some of it.
Combat Challenges
Monster Level in the basement scales as twice the basement level (Depth) to the 1.4th power. That is,
ML = 2 * ceil(Depth1.4) Defense = ceil(ML*.9) HP = ceil(ML*.85)
Because of how quickly ML (and hence monster defense) scales, and how Hit Chance is calculated, it will eventually be impossible to hit with a "normal" weapon attack. This includes attack skills like Thrust-Smack (normally). By Depth 300, a character will need almost 5900 attack strength to hit the monsters. The story gets worse, because monster defense also absorbs damage due to Muscle. Fortunately, there are ways to beat the monsters without out-statting them.
Note that combat with basement monsters can last up to 50 rounds, rather than the usual 30.
Monsters have 70% Combat Initiative unless otherwise stated.
Encounters
Monster | Notes |
---|---|
The Beast with X Ears |
|
The Beast with X Eyes |
|
X Stone Golem |
|
X-headed Hydra |
|
The Ghost of Fernswarthy's Grandfather |
|
X Bottles of Beer on a Golem |
|
X-dimensional horror |
|
Strategy
If you've been working over a run with Lunging Thrust-Smack or Shieldbutt, you can basically keep doing whatever you're doing up to a point, but as the monsters go past a few thousand ML at higher levels, here are a few strategies to deal thousands of damage even when your stats are much lower than the monster's.
The main idea is, be the David to their Goliath. Don't try to out-stat the monsters.
- General tips
- Most classes have a skill that can stun, allowing you a few more hits than you might be able to get otherwise (beware: Entangling Noodles doesn't work well on beer golems). Mesmereyes™ contact lenses, in particular, will stagger any monster that gets the jump on you.
- See Maximizing Your HP, Maximizing Your Moxie, and Maximizing Your Damage Absorption to help survive long enough to kill.
- If you didn't know, spell damage is based off Mysticality.
- Regular spells don't work well on beer golems, but it's easy to switch to combat items for one battle. Non-spell skills can also be used (Bawdy Refrain, Lunging Thrust-Smack, Spectral Snapper and Turtleini are all useful, depending on your class, equipment and stats).
- With a good chefstaff and/or a Stick-Knife of Loathing (plus tobiko marble soda), it's increasingly trivial to get over 500% bonus spell damage for pretty cheap. At that point, damage for the high-level class spells are more than 2.4 times buffed Myst. See also: Maximizing Your Spell Damage.
- Combat items
- None of the monsters block combat items (which is kind of sad), so this works on everything.
- If you have a mercenary pistol or mercenary rifle, you can use specialty ammo clips. They all deal 3 times your buffed moxie in elemental damage, and cost 100 meat in the mall.
- Party favors deal damage equal to buffed mainstat, for all three stats.
- Love songs deal damage equal to buffed mainstat, for all three stats. Additionally, some do elemental damage.
- Ambidextrous Funkslinging makes combat items even more efficient. It allows stunlock and damage at the same time.
- The V for Vivala mask increases combat item damage by 50%. The skills Deft Hands and Mathematical Precision increase combat item damage by 25% (passive) and 50% (10 MP/20 turn buff) respectively.
- Shrinking powder cuts a monster's current HP in half.
- Shards of double-ice deal cold damage equal to your highest buffed stat, stun monsters for 1 round, and makes them cold-aligned for the rest of the combat.
- Birdform grants various skills that scale well with buffed stats.
- Vicious Talon Slash does Muscle-based physical damage, and always hits. Only the Ghost can cause a problem.
- The various other skills do Mysticality-based elemental damage. However, they require use of certain items before combat, and don't scale as high as Vicious Talon Slash. See Form of...Bird! for more details. The strongest of these is The Statue Treatment.
- Warning: Birdform prevents the use of other skills and combat items. This means no stunning, and the only way to heal is to use Feast on Carrion. Survival, then, is based on Maximizing Your HP and Maximizing Your Damage Absorption.
Elemental Challenges
There are five different Elemental Resistance challenges, which test two elements at once. The same amount of damage is done in both elements; failure results if HP is reduced to 0. As with the combat challenges, the damage scales with basement level:
Elt = 4.48 × Depth1.4 + 8
To repeat, the above damage is applied using both elements of the test, so the total raw damage is twice the calculated value. Additionally, there appears to be about a 5% variation in the equation, so having exactly enough HP and resistance to match the calculation does not guarantee the test will be passed. This also means that it is possible to pass the tests with fewer HP than implied by the equation.
If you are truly struggling with elemental resistance, you can use phials made from elemental clusters (e.g. phial of coldness). These force elemental damage rules to be followed, so that one of the two prongs (the elemental forms cannot stack) of each test can be reduced to one point of damage, effectively cutting total damage in half. However, care must be taken to choose the form which won't double the damage received from the other prong.
Damage Absorption has no effect on these challenges.
Encounters
Elemental Test | Elements | Optional Elemental Form |
---|---|---|
Singled Out |
cold and sleaze | Coldform (phial of coldness) |
Peace, Bra! |
sleaze and stench | Sleazeform (phial of sleaziness) |
Still Better Than Pistachio |
stench and hot | Stenchform (phial of stench) |
Unholy Writes |
hot and spooky | Hotform (phial of hotness) |
The Unthawed |
spooky and cold | Spookyform (phial of spookiness) |
Strategy
Elemental Resistance levels decrease damage by a percent of the raw damage, but more levels asymptotically increase the percentage to 90%.
Mysticality classes have an extra 5% resistance added to their effective elemental resistance (for example, turning 85% to 90%), and at the same high elemental resistance levels (25+, or 88.91%), they take nearly 50% less damage than other classes take.
Phials became very expensive due to a game change in July, 2013. Consider using a good elemental resistance outfit (and buffs) instead. The Exotic Parrot also helps.
In order to pass these tests a basement diver may wish to maximize their effective HP. Effective HP is the amount of unreduced elemental damage it would take to reduce a player to 0 HP. Effective HP is found by the formula: EHP = HP/(1-resistance percentage). HP in this formula is the player's current HP including any bonuses from equipment, buffs, etc. A player can raise their EHP in two ways: HP Modifiers and modifiers to Elemental Resistance levels. As the resistance level gets higher extra resistance becomes less useful. As HP gets higher extra resistance becomes more useful.
Res Level | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | |
Res % | 78.4 | 80.3 | 81.9 | 83.3 | 84.4 | 85.3 | 86.1 | 86.8 | 87.3 | 87.7 | 88.1 | 88.4 | 88.7 | 88.9 | 89.1 | 89.2 | 89.4 | 89.5 | |
HP | EHP | ||||||||||||||||||
2000 | 9247 | 10157 | 11065 | 11955 | 12814 | 13630 | 14394 | 15100 | 15743 | 16322 | 16838 | 17293 | 17693 | 18039 | 18339 | 18596 | 18817 | 19004 | |
2250 | 10403 | 11427 | 12448 | 13449 | 14416 | 15334 | 16194 | 16987 | 17710 | 18362 | 18943 | 19455 | 19904 | 20294 | 20631 | 20921 | 21169 | 21379 | |
2500 | 11559 | 12697 | 13831 | 14944 | 16018 | 17038 | 17993 | 18875 | 19678 | 20402 | 21047 | 21617 | 22116 | 22549 | 22924 | 23246 | 23521 | 23755 | |
2750 | 12715 | 13966 | 15214 | 16438 | 17619 | 18742 | 19792 | 20762 | 21646 | 22442 | 23152 | 23779 | 24327 | 24804 | 25216 | 25570 | 25873 | 26130 | |
3000 | 13871 | 15236 | 16597 | 17933 | 19221 | 20445 | 21592 | 22650 | 23614 | 24482 | 25257 | 25940 | 26539 | 27059 | 27509 | 27895 | 28225 | 28506 | |
3250 | 15027 | 16506 | 17980 | 19427 | 20823 | 22149 | 23391 | 24537 | 25582 | 26523 | 27361 | 28102 | 28750 | 29314 | 29801 | 30219 | 30577 | 30881 | |
3500 | 16182 | 17775 | 19363 | 20921 | 22425 | 23853 | 25190 | 26425 | 27550 | 28563 | 29466 | 30264 | 30962 | 31569 | 32093 | 32544 | 32929 | 33257 | |
3750 | 17338 | 19045 | 20747 | 22416 | 24026 | 25557 | 26989 | 28312 | 29517 | 30603 | 31571 | 32425 | 33174 | 33824 | 34386 | 34868 | 35281 | 35632 | |
4000 | 18494 | 20315 | 22130 | 23910 | 25628 | 27261 | 28789 | 30199 | 31485 | 32643 | 33676 | 34587 | 35385 | 36079 | 36678 | 37193 | 37633 | 38008 | |
4250 | 19650 | 21584 | 23513 | 25404 | 27230 | 28964 | 30588 | 32087 | 33453 | 34684 | 35780 | 36749 | 37597 | 38334 | 38970 | 39517 | 39985 | 40383 | |
4500 | 20806 | 22854 | 24896 | 26899 | 28832 | 30668 | 32387 | 33974 | 35421 | 36724 | 37885 | 38910 | 39808 | 40589 | 41263 | 41842 | 42337 | 42759 | |
4750 | 21962 | 24124 | 26279 | 28393 | 30433 | 32372 | 34187 | 35862 | 37389 | 38764 | 39990 | 41072 | 42020 | 42844 | 43555 | 44167 | 44689 | 45134 | |
5000 | 23118 | 25393 | 27662 | 29888 | 32035 | 34076 | 35986 | 37749 | 39356 | 40804 | 42094 | 43234 | 44231 | 45099 | 45848 | 46491 | 47041 | 47510 | |
5250 | 24274 | 26663 | 29045 | 31382 | 33637 | 35780 | 37785 | 39637 | 41324 | 42844 | 44199 | 45395 | 46443 | 47353 | 48140 | 48816 | 49393 | 49885 | |
5500 | 25430 | 27932 | 30428 | 32876 | 35239 | 37483 | 39584 | 41524 | 43292 | 44885 | 46304 | 47557 | 48654 | 49608 | 50432 | 51140 | 51745 | 52261 | |
5750 | 26585 | 29202 | 31811 | 34371 | 36840 | 39187 | 41384 | 43412 | 45260 | 46925 | 48409 | 49719 | 50866 | 51863 | 52725 | 53465 | 54098 | 54636 | |
6000 | 27741 | 30472 | 33195 | 35865 | 38442 | 40891 | 43183 | 45299 | 47228 | 48965 | 50513 | 51880 | 53078 | 54118 | 55017 | 55789 | 56450 | 57012 | |
6250 | 28897 | 31741 | 34578 | 37359 | 40044 | 42595 | 44982 | 47187 | 49196 | 51005 | 52618 | 54042 | 55289 | 56373 | 57309 | 58114 | 58802 | 59387 | |
6500 | 30053 | 33011 | 35961 | 38854 | 41646 | 44298 | 46782 | 49074 | 51163 | 53045 | 54723 | 56204 | 57501 | 58628 | 59602 | 60438 | 61154 | 61763 | |
6750 | 31209 | 34281 | 37344 | 40348 | 43248 | 46002 | 48581 | 50962 | 53131 | 55086 | 56828 | 58366 | 59712 | 60883 | 61894 | 62763 | 63506 | 64138 | |
7000 | 32365 | 35550 | 38727 | 41843 | 44849 | 47706 | 50380 | 52849 | 55099 | 57126 | 58932 | 60527 | 61924 | 63138 | 64187 | 65088 | 65858 | 66514 | |
7250 | 33521 | 36820 | 40110 | 43337 | 46451 | 49410 | 52180 | 54737 | 57067 | 59166 | 61037 | 62689 | 64135 | 65393 | 66479 | 67412 | 68210 | 68889 | |
7500 | 34677 | 38090 | 41493 | 44831 | 48053 | 51114 | 53979 | 56624 | 59035 | 61206 | 63142 | 64851 | 66347 | 67648 | 68771 | 69737 | 70562 | 71265 | |
7750 | 35833 | 39359 | 42876 | 46326 | 49655 | 52817 | 55778 | 58511 | 61003 | 63246 | 65246 | 67012 | 68559 | 69903 | 71064 | 72061 | 72914 | 73640 | |
8000 | 36988 | 40629 | 44259 | 47820 | 51256 | 54521 | 57577 | 60399 | 62970 | 65287 | 67351 | 69174 | 70770 | 72158 | 73356 | 74386 | 75266 | 76016 | |
9000 | 41612 | 45708 | 49792 | 53798 | 57663 | 61336 | 64775 | 67949 | 70842 | 73447 | 75770 | 77821 | 79616 | 81177 | 82526 | 83684 | 84674 | 85518 | |
10000 | 46236 | 50786 | 55324 | 59775 | 64070 | 68151 | 71972 | 75499 | 78713 | 81608 | 84189 | 86467 | 88463 | 90197 | 91695 | 92982 | 94083 | 95020 | |
11000 | 50859 | 55865 | 60857 | 65753 | 70477 | 74967 | 79169 | 83048 | 86584 | 89769 | 92608 | 95114 | 97309 | 99217 | 100865 | 102280 | 103491 | 104522 |
For example, a player with 2000 HP and 12 resistance (78.4%) has 9247 EHP. If this player puts on a battered old top-hat (+500 HP,) their new EHP would be 11559, an increase of 2312. If this player put on an orange peel hat (+3 resistance) instead, they would have an EHP of 11955, an increase of 2708. If the same player were to buff their resistance to 25 before headgear, they would have an EHP of 18039. The top-hat would increase EHP by 4510. The orange peel hat would increase EHP by 557.
Attribute Tests
The remaining challenges are passed or failed based on buffed Muscle, Mysticality, Moxie, HP, or MP.
The stat tests are thought to scale as:
Stat = Depth1.4 + 2
The HP test probably scales like:
Phys = 10 × Depth1.4
The MP test likely scales as:
Drain = 1.67 × Depth1.4
The stat tests seem to have about 10% variation. The MP drain test is believed to have less than 5% variation.
Attribute Test | Notes | ||
---|---|---|---|
Lift 'em! |
Push it Real Good |
Ring that Bell |
Muscle tests |
Gathering: The Magic |
Mop the Floor with the Mops |
Do away with the 'doo |
Mysticality tests |
Don't Wake the Baby |
Grab a cue |
Put on the Smooth Moves |
Moxie tests |
Throwin' Down the Gauntlet |
| ||
A Festering Powder |
|
Strategy
For raw attribute tests, there's nothing more to say than "buff up".
For the Gauntlet, increase Damage Absorption as close as possible to 1000, if not above. Once that's accomplished, then increase HP (when you must choose between the two, DA is more important). Ghostly shell and astral shell buffs are a nearly-free 160 points of DA. Having Tao of the Terrapin can effectively increase your DA by 400, making the Gauntlet test nearly trivial. Torso Awaregness allows an increase of up to 240, in addition to the HP or Muscle boost of the shirt being worn. As an alternative you can also use too legit potions for a DA-increase of up to 600.
For the Powder, to refill your MP after maximizing it, you have a few choices:
- Platinum Yendorian Express Card (once a day)
- Jumbo Dr. Lucifer (costs 1 fullness)
- Get Hooked Up from the hobo marketplace
- Eat your own black heart (you can only generate 1 per day, but they can be stockpiled in advance)
- Egnaro berry restores half of your max MP
- Use the April Shower on the Hot setting (once per day)
- Failing all those, you can use traditional MP Restorers. This will become terribly expensive as you dive deeper. CSA all-purpose soap and (at very high levels) magical mystery juice are the most reasonable choices.
- If you have something to do in the meantime, maximize your MP Regeneration, take a Star Starfish or other mana-restoring familiar with you and spend a few dragged-out adventures elsewhere. This is most effective as a sauceror with Curse of Weaksauce or a turtle tamer with Boon of the Storm Tortoise.
Number-Crunching
Assuming that the combat challenges can be handled, the major hurdle for most divers will be the non-combat tests. Recall the basic formula:
StatRequired = Depth1.4
All the basement challenges scale using this formula.
- For the stat tests, the formula is applied directly (with 10% variance).
- For the Gauntlet challenge, the damage done is 10 times the formula, but 1000 Damage Absorption reduces it to 1/10, and so one is back to the formula.
- For the elemental tests, the total damage done is 9 times the formula, but elemental resistance reduces it to around 1/10 (muscle/moxie class) or 1/20 (myst class) -- depending on one's resources -- so this is typically even simpler than the Gauntlet, even without phials.
- For the Powder challenge, the MP required is 1.67 times the formula. Having the MP increasing skills permed gives you 1.65 times the MP you'd normally have, so with those skills you're nearly right back to the formula; if you're a myst class, that's another 1.5 times the MP, so getting your max MP high enough is a non-issue compared to actually generating the MP.
Given two basement levels m and n, one might wonder how much more difficult the basement is at n compared to m. Some math will show us how far one must dive in order for the basement to become twice as hard:
n1.4 = 2m1.4 e1.4 log n = 2e1.4 log m 1.4 log n = log 2 + 1.4 log m 1.4 (log n - log m) = log 2 log n - log m = (log 2)/1.4 n/m = e(log 2)/1.4 =~ 1.64067
So, if you dive to a level that is about 1.64 times as deep as your current level, you will need 2 times the stats.
The question of whether basement diving is feasible can be asked in two related ways:
- How much damage is done/how big do player attributes have to be to pass the non-combat tests at a given basement level?
- Knowing the stat/damage results, what main stat will be required to reach a particular basement level, given the buffs a player is willing to run at all times?
Table of Test Strengths
Knowing the approximate values of the tests as discussed in the outline, it is useful to have a reference of the stat strength/damage done at several common stat levels.
The following table shows the approximate ranges of stats, HP or MP required for the basement challenges just before every 25th level. The Gauntlet damage is reported at 60% and 90% Damage Absorption levels; the elemental tests are shown at 70% and 87% resistance (corresponding to 9 and 20 points of resistance).
Stat tests are believed to have 10% variance. The variance on the Gauntlet and MP drain tests is not fully known yet; therefore only the mean damage is shown.
Depth | Stat tests | Gauntlet (60% DA) |
Gauntlet (90% DA) |
MP Drain | Element (70% Res) |
Element (87% Res) |
---|---|---|---|---|---|---|
24 | 77 - 94 | 342 | 86 | 143 | 231 | 100 |
49 | 209 - 256 | 930 | 232 | 388 | 628 | 272 |
74 | 373 - 455 | 1656 | 414 | 691 | 1118 | 484 |
99 | 560 - 684 | 2489 | 622 | 1039 | 1680 | 728 |
124 | 767 - 938 | 3411 | 853 | 1424 | 2302 | 998 |
149 | 992 - 1213 | 4411 | 1103 | 1842 | 2977 | 1290 |
174 | 1233 - 1507 | 5481 | 1370 | 2288 | 3699 | 1603 |
199 | 1488 - 1819 | 6614 | 1653 | 2761 | 4464 | 1935 |
224 | 1756 - 2147 | 7806 | 1951 | 3259 | 5269 | 2283 |
249 | 2037 - 2489 | 9052 | 2263 | 3779 | 6110 | 2648 |
Depth | Stat tests | Gauntlet (60% DA) |
Gauntlet (90% DA) |
MP Drain | Element (70% Res) |
Element (87% Res) |
274 | 2329 - 2846 | 10349 | 2587 | 4321 | 6986 | 3027 |
299 | 2631 - 3216 | 11695 | 2924 | 4883 | 7894 | 3421 |
324 | 2944 - 3599 | 13087 | 3272 | 5464 | 8833 | 3827 |
349 | 3267 - 3993 | 14522 | 3630 | 6063 | 9802 | 4248 |
374 | 3600 - 4400 | 15999 | 4000 | 6679 | 10799 | 4680 |
399 | 3941 - 4817 | 17516 | 4379 | 7313 | 11823 | 5123 |
424 | 4291 - 5245 | 19071 | 4768 | 7962 | 12873 | 5578 |
449 | 4649 - 5682 | 20663 | 5166 | 8627 | 13948 | 6044 |
474 | 5016 - 6130 | 22292 | 5573 | 9307 | 15047 | 6520 |
499 | 5390 - 6588 | 23955 | 5989 | 10001 | 16170 | 7007 |
If you're on a Unix-like system, this command will generate a table of the maximum stat requirement, and the mean Powder MP drain, for every level from 1 to 500:
awk 'BEGIN {for(i=1;i<=500;i++){L=exp(1.4*log(i));printf("%3d %8.1f %8.1f\n", i, L*1.1, L*1.67)}}'
You can save that in a file, or pipe it through your favorite pager program. Either way, it's a handy reference to have open in a window while you're diving.
Main Stat Requirements
This section is completely out of date and needs to be rewritten. Until it has been rewritten, readers are urged to ignore it.
I mean it.
Knowing the stat/HP/MP requirements for the tests at particular basement levels allows for the conversion of the challenges into statements about main stat.
The following table then calculates the required main stat for every 25th basement level according to the equations listed previously, as well as the required stat with a 5% safety margin, given the easy buffs shown. Because of class differences, several common scenarios need to be spelled out for the HP, MP, and element tests.
- Class differences do not affect Muscle, Mysticality, or Moxie tests, and thus there is only one column.
- Muscle classes get an innate 50% HP bonus. Tao of the Terrapin enables a large boost in DA. Hence the HP test has four columns.
- Mysticality classes get an innate 50% MP bonus. The MP test can be divided into Mysticality/non-Mysticality.
- Mysticality classes have an additional +5% resistance to elements, which is ADDED to the reduction percentage. For example, if a a non-myst class would only take 50% of the raw damage, a myst class would take 45%. If a non-myst class takes 10.1%, a myst class takes 5.1%. When resistances hit the high 20s, this very nearly cuts elemental damage in half.
- Moxie classes lose out on both the HP and 5% bonus resistance, so in practice there are three elemental categories: Muscle (89.9% resistance, +50% HP), Mysticality (94.9% resistance), and Moxie (89.9% resistance). The numbers in the table assume that the correct powder potion has been imbibed to reduce one element to negligible damage.
While the above does not capture the full range of possibilities given the passive skills available, it gives a good idea of what is possible.
- Ignore elemental damage numbers, because they are way out of date and use a deprecated mechanic.
BL | Stat | Phys (Mus, 60% DA) |
Phys (Mus, 90% DA) |
Phys (Other, 60% DA) |
Phys (Other, 90% DA) |
Drain (Other) |
Drain (Myst) |
Elt (Mus) |
Elt (Mys) |
Elt (Mox) |
---|---|---|---|---|---|---|---|---|---|---|
24 | 12 | 31 | 8 | 47 | 12 | 20 | 13 | 14 | 11 | 21 |
24 (5% padding) |
13 | 33 | 8 | 49 | 12 | 21 | 14 | 15 | 11 | 22 |
49 | 32 | 84 | 21 | 127 | 32 | 53 | 36 | 38 | 29 | 57 |
49 (5% padding) |
34 | 89 | 22 | 133 | 33 | 56 | 38 | 40 | 30 | 60 |
74 | 57 | 150 | 38 | 225 | 56 | 95 | 63 | 68 | 51 | 101 |
74 (5% padding) |
60 | 158 | 40 | 237 | 59 | 99 | 66 | 71 | 53 | 107 |
99 | 86 | 226 | 57 | 339 | 85 | 142 | 95 | 102 | 76 | 152 |
99 (5% padding) |
90 | 237 | 59 | 356 | 89 | 149 | 99 | 107 | 80 | 160 |
124 | 117 | 309 | 77 | 464 | 116 | 194 | 130 | 139 | 104 | 208 |
124 (5% padding) |
123 | 325 | 81 | 487 | 122 | 204 | 136 | 146 | 109 | 219 |
149 | 151 | 400 | 100 | 600 | 150 | 251 | 168 | 180 | 135 | 269 |
149 (5% padding) |
158 | 420 | 105 | 630 | 158 | 264 | 176 | 189 | 141 | 283 |
174 | 187 | 497 | 124 | 746 | 187 | 312 | 208 | 223 | 167 | 335 |
174 (5% padding) |
197 | 522 | 131 | 783 | 196 | 327 | 218 | 234 | 176 | 351 |
199 | 226 | 600 | 150 | 900 | 225 | 376 | 251 | 269 | 202 | 404 |
199 (5% padding) |
237 | 630 | 158 | 945 | 236 | 395 | 264 | 283 | 212 | 424 |
224 | 266 | 708 | 177 | 1062 | 266 | 444 | 296 | 318 | 238 | 476 |
224 (5% padding) |
280 | 743 | 186 | 1115 | 279 | 466 | 311 | 333 | 250 | 500 |
249 | 309 | 821 | 205 | 1232 | 308 | 515 | 343 | 368 | 276 | 552 |
249 (5% padding) |
324 | 862 | 216 | 1293 | 323 | 540 | 361 | 387 | 290 | 580 |
274 | 353 | 939 | 235 | 1408 | 352 | 588 | 392 | 421 | 316 | 631 |
274 (5% padding) |
370 | 986 | 247 | 1479 | 370 | 618 | 412 | 442 | 332 | 663 |
299 | 399 | 1061 | 265 | 1591 | 398 | 665 | 443 | 476 | 357 | 713 |
299 (5% padding) |
419 | 1114 | 279 | 1671 | 418 | 698 | 466 | 499 | 375 | 749 |
324 | 446 | 1187 | 297 | 1781 | 445 | 744 | 496 | 532 | 399 | 798 |
324 (5% padding) |
468 | 1246 | 312 | 1870 | 467 | 781 | 521 | 559 | 419 | 838 |
349 | 495 | 1317 | 329 | 1976 | 494 | 825 | 550 | 590 | 443 | 886 |
349 (5% padding) |
520 | 1383 | 346 | 2075 | 519 | 867 | 578 | 620 | 465 | 930 |
374 | 545 | 1451 | 363 | 2177 | 544 | 909 | 606 | 651 | 488 | 976 |
374 (5% padding) |
572 | 1524 | 381 | 2286 | 571 | 955 | 637 | 683 | 512 | 1024 |
399 | 597 | 1589 | 397 | 2383 | 596 | 995 | 664 | 712 | 534 | 1068 |
399 (5% padding) |
626 | 1668 | 417 | 2502 | 626 | 1045 | 697 | 748 | 561 | 1122 |
424 | 649 | 1730 | 433 | 2595 | 649 | 1084 | 723 | 775 | 582 | 1163 |
424 (5% padding) |
682 | 1816 | 454 | 2725 | 681 | 1138 | 759 | 814 | 611 | 1221 |
449 | 704 | 1874 | 469 | 2811 | 703 | 1174 | 783 | 840 | 630 | 1260 |
449 (5% padding) |
739 | 1968 | 492 | 2952 | 738 | 1233 | 822 | 882 | 662 | 1323 |
474 | 759 | 2022 | 506 | 3033 | 758 | 1267 | 845 | 906 | 680 | 1359 |
474 (5% padding) |
797 | 2123 | 531 | 3185 | 796 | 1330 | 887 | 952 | 714 | 1427 |
499 | 816 | 2173 | 543 | 3259 | 815 | 1361 | 908 | 974 | 730 | 1461 |
499 (5% padding) |
856 | 2282 | 570 | 3422 | 856 | 1429 | 953 | 1022 | 767 | 1534 |
The last row, 499, is most informative. It shows that all classes really need Tao to survive the HP test. Muscle/Moxie classes really need Wisdom of the Elder Tortoises in order to make diving feasible. Mysticality classes fare best against the elemental tests. Moxie classes are the worst in every category.
Strategy
From the information above, conclusions can be drawn about configurations that are very useful to have in a basement dive.
Permed Skills
Doing a dive without these skills can significantly increase the time and Meat costs of reaching level 500.
- For most of the combat challenges, an uncapped combat spell will help: Fearful Fettucini, Saucegeyser, or Weapon of the Pastalord. Pastalord normally does only physical damage, which can be a problem for the ghost, but this can be rectified with Flavour of Magic or by using powder potions.
- For those without these spells permed, Toynado can be learned (from Tales of a Kansas Toymaker or the used copy thereof), without destroying the book. The uncapped spells from Hobopolis, such as Grease Lightning or Inappropriate Backrub, do not generate used books, but can generally be purchased cheaply from the mall. Note that Toynado is physical damage, so it won't work on the ghost.
- Spectral Snapper is considered a weapon-based skill and not a "spell," so it will always hit the beer golem. The golem often blocks spells, and at higher levels it can become difficult to survive against beer golems long enough for spells to get through. However, uncapped spells scale to a larger portion of their associated stat and benefit from percentage-based spell damage increasers, so spells are a more efficient choice than Snapper when fighting anything other than the beer golem.
- Wisdom of the Elder Tortoises gives a 50% MP bonus, making the MP test much easier.
- Spirit of Ravioli provides a 25% HP bonus.
- Impetuous Sauciness gives five extra turns when drinking Sauceror potions, driving down costs.
- Ambidextrous Funkslinging enables a player to use two combat items per round. Funkslinging the divine combat items (divine noisemaker, divine can of silly string, divine blowout) is an effective (though somewhat expensive) alternative to scaling combat spells. Remember to use powder potions if fighting a physically resistant monster. Love songs can also be used to the same effect, without requiring a powder potion.
Several buffs help in diving, but are available via buffbots and do not need to be permed.
- Stevedave's Shanty of Superiority grants +10% to all attributes.
- Elemental Saucesphere gives +2 resistance.
- Scarysauce gives +2 sleaze and cold resistance.
- Astral Shell gives +1 resistance, and helps to reach the 1000 DA cap.
- Ghostly Shell helps with DA.
- Empathy of the Newt provides +5 familiar weight if familiars are a part of the diving strategy.
Several other skills are not "must-have" like the above, but do simplify a dive.
- The five passive resistance skills can free up equipment slots for more Muscle/HP buffing.
- Torso Awaregness allows the wearing of shirts to help maximize resistance/DA, as well as buffs from the shirts themselves.
- Tao of the Terrapin helps a great deal with maximizing DA which can be expensive without it, and is helpful with combats as well as the HP test.
- Spirit of Rigatoni enables the wielding of chefstaves, the bonus spell damage of which is nothing to sneeze at.
- Rage of the Reindeer gives a 10% Muscle boost.
- Disco Fever gives a 10% Moxie boost.
- Gnomish Hardigness and Cosmic Ugnderstanding provide a modest 5% bonus to HP and MP.
- Amphibian Sympathy and Leash of Linguini increase familiar weight.
- Springy Fusilli and Overdeveloped Sense of Self Preservation help with winning initiative.
- Entangling Noodles provides a low-cost way of getting free hits as monsters get tougher.
- Cannelloni Cocoon heals all HP; scrolls of drastic healing accomplish much the same thing pretty cheaply.
- Abs of Tin and Marginally Insane from Hodgman's journal 3 and 4 provide +10% to HP and MP, and can be permed, or purchased for each run.
- Sweet Synthesis consumes candies and spleen to give 30 turns/spleen of a whopping +300% boost to Muscle, Mysticality, Moxie, HP, or MP, making many tests significantly easier. (Or +9 resistance to any element, but beware of diminishing returns.)
Class Choices
There are several innate differences between character classes that can help one decide whether to do a dive on the current ascension.
- Muscle classes have an intrinsic 50% HP bonus.
- Seal Clubber: The class with the fastest low- to mid-level powerleveling (averaging over 450 muscularity per turn without clovers). Fast powerleveling leads to being able to start the basement at a higher level in the same amount of time.
- Turtle Tamer: Characters with low skills can benefit from having the natural 50% HP bonus, a class skill for a 50% MP bonus, and a skill to double Damage Absorption from hats and pants (effectively up to 400 extra DA out of 1000 max).
- Mysticality classes have a resistance bonus of 5%, and also an MP bonus of 50%.
- Pastamancer: The Elbow Macaroni and Penne Dreadful Pasta Thralls equalize Muscle and Moxie, respectively, to Mysticality with no limit on duration, essentially eliminating any need for oils of expertise.
- Saucerors get a five-turn duration bonus when imbibing saucecrafting potions (on top of any Impetuous Sauciness bonus), and additionally cook potions at a 3:1 product-to-ingredient ratio. These help give them more efficient use of effects, making them the cheapest class to use. Saucerors also get Slime Potions, which stack on top of sauce potions, letting them reach up to +350% more in stat bonuses than any other class. Also Saucemageddon, a spell more powerful than the normal class spells.
- Moxie classes have basically no relevant advantages. Unless dance card-leveling counts, but it doesn't.
Familiars
Given that there are no item or Meat drops in the basement, and monster levels ramp up so high so quickly, very few familiars are actually useful in a dive.
- An Exotic Parrot helps with the elemental tests, without taking up an equipment slot. Back when elemental resistance had a maximum value, however, it was easy to max out one's resistance with cheap buffs and ordinary equipment. Now that the elemental resistance has no upper limit, any extra elemental resistance will help with the elemental tests. Every 20 lbs of parrot adds 1 increment of resistance to each element.
- A Levitating Potato can block attacks, which may be particularly helpful against the beer golem.
- A Hovering Sombrero may be a good choice for increasing the already large stat gains at deep basement levels.
- A Crimbo P. R. E. S. S. I. E. can act as an improved Sombrero. It can boost stat gains like a Sombrero, buff your stats, restore MP, block enemy attacks, attack, and delevel.
- A Disembodied Hand allows you to temporarily trade out your familiar slot for an extra one-handed weapon. This is helpful for cases like equipping another Brimstone Bludgeon, stainless steel shillelagh, Grimacite gat, bottle-rocket crossbow or Hodgman's whackin' stick in order to pass a stat test.
- Among familiar equipment, a Mayflower bouquet is especially useful for basementing since it has a decent chance to block enemy attacks on any familiar.
Useful items
Equipment choices
The Dressing For Success pages should be the main resource for meeting the requirements of the challenges. However, several pieces of equipment deserve explicit mention.
- The El Vibrato Relics outfit, when properly charged, will give 1000 HP or 1000 MP (or a combination in between), which makes the damage tests much easier. Note that this outfit requires 200 Muscle and 200 Moxie to equip, plus the appropriate punchcards. It's much less expensive to increase MP than HP.
- A scratch 'n' sniff sword/crossbow with 3 wrestler stickers provides 30% bonus to all stats. They last 20 battles, meaning you can use it for tests without using it up. The stickers are cheap at the Mall and the sword / crossbow is free when you use the stickers.
- Sugar shorts provide 25% to all stats for around 30 battles. Like the stickers, they are also cheap.
- The Sea salt scrubs are very useful if you have Torso Awaregness, giving +400 HP and +400 MP, in addition to a Mysticality boost.
- The super-sweet boom box gives great stats for one hand (meaning it can be dual-wielded) and an extra song slot (if you really need it), as well as MP regen (which is good to have during stat tests). It costs 1000 Game Grid tickets, making it an investment.
- Equipping the entire Clothing of Loathing outfit grants you +128% to all stats, plus +10 resistance to all elements. You also get +500 HP/MP from the Jeans of Loathing, plus a dozen other effects. It will take at least 13 ascensions to get the entire set, however.
- Ascension
- The Ascension Rewards for Hardcore, HCO, and Bad Moon runs give very good stat buffs, often among the best of any equipment available.
- Astral Pets grant a good percentage increase to a single stat, but must be chosen before the ascension.
- Clan Basement
- Hobopolis: Hodgman's Regal Frippery can boost all your stats evenly for 60%, as well as providing difficult-to-get Mysticality bonuses for your hat and pants slots. Getting two Hodgman's whackin' sticks can boost your stats by 40% more if you have dual-wielding (or 60%, if you have a Disembodied Hand familiar). If you don't, Hodgman's cane can be useful for maintaining MP buffs, and Hodgman's disgusting technicolor overcoat will really help your elemental defenses.
- The Slime Tube:
- The Slimesuit (which can be obtained by doing three Slime Tube runs) gives a whopping 12 levels of elemental resistance. Stacked with other sources, this makes the elemental tests significantly easier, typically negating the need for phials altogether.
- The big slimy cyst and medium slimy cyst both give random high-level equipment which significantly boosts stats and/or combat ability.
Consumables
- Divers having problems with combat encounters can always make use of the divine combat items (divine noisemaker, divine can of silly string, divine blowout). Each of those items deals damage equal to the player's (buffed) stat. They can even do damage to physically resistant monsters if the player has an elemental form. ie Hotform. Love songs or shards of double-ice work as well, providing elemental damage according to (buffed) stat.
- If the elemental tests are proving difficult, the +9 resistance semi-rares can let off some pressure. Again, this could get expensive:
- Stunning items -- in particular items which stun monsters for multiple rounds -- can be a help if monsters cannot be killed quickly.
General Strategy
- Characters willing to use up their fullness can drink Jumbo Dr. Lucifers to cheaply refill their MP for the MP tests.
- Those having trouble passing the tests should save the diet buffs (e.g., wad effects, Flower Power) for basement diving later in their KoL day, after they've had a chance to raise their main stat some more.
- The attribute and damage tests are not necessarily constant; due to the variations, one can pass a test with the exact same stats that have failed previously.
- Doing the Mysterious Island Quest's side-quests as a Frat will be helpful. Mysterious Island Arena's Frat reward includes the Elvish buff, and the Nunnery's Frat reward heals up to 3,000 HP and MP per day.
Optimal Time to Start a Dive
Many players choose to do their dives concurrently with attaining their level 30 class trophies (e.g., the Seal Clubber's Scourge of Seals), as the high main stat at level 30 makes for an easier dive. However, a dive need not start at level 30, because the stat rewards over the course of finishing 500 basement levels are considerable, due to scaling monster levels. At level 100, 300 stats per combat are expected, roughly half of which will be distributed into the main stat. At level 400, over 2000 stats per combat will be earned.
Here is some rough math:
Monster level = 2 * Depth1.4 Sombrero weight = 40 Sombrero bonus = sqrt(40 * monster level) / 10 Total stat gain from monster = (monster level / 4) + sombrero bonus Chance of combat on a non-reward basement level = 0.46 (estimated) Expected mainstat gain on a non-reward basement level = 0.46 * (total stat gain from monster) / 2 Expected mainstat gain on a reward basement level = current mainstat * 2 / 3
If we approximate your current mainstat as 780, then you can expect to gain 168K mainstat from the Basement, assuming no stat days. This is enough to move you from 738 to 845. In other words, if there's no stat day in the near future, mainstat 738 might be a good point to enter the Basement.
Note: if you are leveling using a Gym, the number of substats gained per turn increases with your mainstat. It might be a good idea to run the Basement earlier than strictly necessary, so as to gain the substats from combat sooner and thus level faster. This must be balanced against the increased expense of running the Basement at a low level.
Cost Expectations
This section is outdated, and is inherently subject to incorrectness when new basement-relevant items are released, or when mall prices change.
Here is a rough table for computing how much a Basement dive might cost. We assume that the character initially has a mainstat of 750 and offstats of 200. We assume the character has equipment-based stat buffs totaling 100% to each stat (for example, a full Brimstone outfit). For each section of the Basement, the table gives the potions that would be required to pass all stat tests in that section. After 330 basement levels have gone by, we assume the character has reached a mainstat of 800.
For Meat-per-adventure calculations, we assume that each potion grants 10 turns of its effect.
Basement Levels | Active Potions | Lowest Stat | Meat/Adv | Cost |
---|---|---|---|---|
1-70 | (none) | 200*2=400 | 0 | 0 |
71-180 | oil of stability or oil of expertise or oil of slipperiness | 750*2=1500 | 100 | 11000 |
181-210 | the above, plus tomato juice of powerful power | 750*2.5=1875 | 160 | 4800 |
211-280 | the above, plus potion of temporary gr8ness | 750*3.5=2625 | 310 | 21700 |
281-330 | the above, plus philter of phorce, ointment of the occult, serum of sarcasm | 750*4.5=3375 | 490 | 24500 |
331-450 | the above, plus Ferrigno's Elixir of Power, Hawking's Elixir of Brilliance, Connery's Elixir of Audacity | 800*6.5=5200 | 1010 | 121200 |
450-500 | the above, plus the five elemental wad effects (requires rollover to refresh spleen) | 800*7.5=6000 | 1010 | 50500 |
Total: | 233700 |
Players might be able to save some Meat by employing food-based buffs (such as flower petal pies or roasted marshmallows), but these come at a substantial cost in that they prevent the player from gaining adventures from higher-quality food. In general, it is more efficient to eat the higher-quality food, use a few extra potions, and make up for the cost by spending the extra adventures Meat-farming.
Other buffs, such as those gained from Dungeons of Doom potions, are inefficient compared to sauce potions, and should only be used as a last resort.
On the other hand, players can save some Meat by having better equipment, or being more careful about their buffs (using wad effects, hair spray, and Ben-Gal™ Balm to best advantage). Players can save quite a lot of Meat by playing as a Sauceror, which makes all sauce potions last 15 turns instead of 10.
Still, it's reasonable to expect that a basement dive will require roughly 250K worth of potions.
Notes
- The original spading and strategizing for basement diving was largely done in the HCO forum.