Shouldn't Bad Moon be put on here, as it is classified as a zodiac sign even if we don't have a picture of the stars to go with it?--Venturboy 20:04, 13 July 2007 (CDT)
Does your charecter have to be the class of the sign? or could you have, say, a disco bandit with a muscle sign?--Enterthewumpus 17:55, 1 May 2006 (CDT)
Since the official term is actually Moon sign (see the text in Valhalla when you ascend), shouldn't all this information be on the Moon sign page, and the Zodiac sign page set to redirect to the Moon sign page? --Fryguy9 11:20, 16 January 2006 (Central Standard Time)
It should be and now is, since I made the move. --Egs 02:26, 5 December 2007 (CST)
I did some hard core counting of Critical Hit occurrance both with and without Vole. It's 2x Critical Hit. See the KoL forums for a more detailed post. --Babyscarface 08:14, 20 January 2006 (Central Standard Time)
I've been tracking my Vole-sign Disco Bandit since she ascended (9 days). No evidence so far that HP/MP restorers are more effective, or even that there's a tendency toward the upper end of the range. (None ingested on Day 6, 8, or 9.) Data below. Orbrisa 21:00, 15 December 2005 (Central Standard Time)
Pungent Unguent: 3, 4 HP restored
Ailment Ointment: 8 HP
Pungent Unguent: 5 HP
Sir Schlitz: 1/3MP/1
ice cold fotie: 3/12MP/3
ice cold fotie: 3/11MP/3
can of Willer: 1/4MP/1
can of Sir Schlitz: 1/3MP/1
can of Willer: 1/3MP/1
ice cold fotie: 3/12MP/3
Pungent Unguent: 4HP
Can of Sir Schlitz: 1/3MP/1
Pungent Unguent: 5HP (combat)
Pungent Unguent: 4HP (combat)
Pungent Unguent: 3HP (combat)
Pungent Unguent: 3HP
Day 7 (12/13/2005)
Restorative Balm: 13HP (combat)
Restorative Balm: 14HP (combat)
Restorative Balm: 13HP (combat)
Restorative Balm: 15HP (combat)
6/16/05 - Edited in updates from this section of the main page, and a note on paths.
6/22/05 - Added speculation about the platypus
Hey guys. A log of changes is made automatically (view under "history"). Just be sure to add comments before you save changes. --Snickles 11:42, 22 Jun 2005 (Central Daylight Time)
A thought I had... Since there are signs for bonus stats and a sign for bonus item drops, maybe either Wallaby or Vole increases Meat drops? --Zaku 18:16, 11 Sep 2005 (Central Daylight Time)
- I think there is a pattern - the first sign of each class increases stat points for all classes. Trying to continue by way of analogy, the 3rd sould give some drop benefit. On that rung there would be meat, items and (slightly odd) clovers. The 2nd seems the most difficult: it increases benefits from food/drink. HP and MP restorer benefits would be my guess for the missing one. Then again, this could be looking for a system where there isn't one.--Gorgolok 03:30, 21 November 2005 (Central Standard Time)
Question: do zodiac signs carry over between ascentions? --InShaneee 22:59, 20 November 2005 (Central Standard Time)
- No, you pick a new one each ascension. Like normal zodiac signs (gemini, scorpio, etc.), they are 'assigned' when you are (re)born --JRSiebz (☎|§|‡) 23:06, 20 November 2005 (Central Standard Time)
Speculation on Wallaby
Has anyone mentioned that Wallaby may affect the effectiveness of items that give spleen damage?
If no one has, then this is my baseless speculative addition to the pot of ideas. Like I said, I don't have any evidence for this, only speculation, but the middle Zodiac signs affect food and booze, so a connection could be made.
- I'm sure a bunch of people have, since it's so obvious. But since nobody had commented on the wiki about it, I went ahead and tried it out. There was no change in the affect spleen items had on stat bonuses or the amount your spleen could take. See the wallaby's discussion page for more theories and discussion. -Holler 03:47, 26 August 2006 (CDT)
Something JLE said during a /hardcore session indicated that the familier weight was (if not correct) very close to being correct. I have a theory. Until now, every thought on the hidden familier weight had something to do with it changing by adventure, this adventure you get it, this you don't. I'm saying that it doesn't change by encounter, but by TURN in an encounter. When you have the other signs, they only get called upon when they are put into action (i.e. the stat boosters are factored into the stat gain at the end of a battle ONLY, and therefore appear to be determined by adventure. Or the food thing, which is calculated each time you use food). Therefore it is at least possible that the familier bonus is calculated each time your familiar does something. For instance, there was a test with the starfish. What if each turn when the game checked to see if the starfish did something, the game also checked to see if the Wallaby added +1 or +0 to the starfishes weight? The results could be skewed by this unexpected or unanticipated result. Can someone check my findings? I'm not too good at finding out these things.
Speculation on Packrat
Is it possible that, under the Packrat sign, having many of an item type improves your odds of that item dropping? Anecdotal, small sample evidence: while adventuring in the thugnderdome, I unloaded many items into my store and my drop rate got worse (40 turns). I then pulled them back into inventory and the drop rate improved (60 turns). --DirkDiggler 03:05, 19 May 2006 (CDT)
- Thugnerdome has so low droprate, RNG can play tricks on you.
I've done a few packrat ascensions and each time, I notice that I get more then one item per monster far more frequently. The kitchen, hole, laboratory and black forest are good zones to test this. I think it works like this:
- Roll to get between 0 and 1 - max_item_drop
- If > 0, select randomly one or more items from the remain droplist
It is hard to prove though.--MoreCurious 12:17, 25 July 2007 (CDT)
It seems that someone has finally put together some data to show that it is a +meat% modifier, applied occasionally, and it is multiplicative instead of additive like other modifiers. Check out the Packrat discussion page for the info. I'm not sure at what point the effect is certain enough to remove the comment from this page that it needs checking.--Lostcalpolydude 02:01, 7 March 2008 (CST)
Stats or Adventures?
Should you choose to get extra stat points with each adventure (Mongoose, Platypus, Wombat), or choose to get extra adventures (Oppossum, Blender)? Obviously, you should only go with the stat points if it aligns with your class -- the extra moxie from going wombat is unlikely to help a pastamancer; otherwise choose the extra adventures and get main stat points. Assuming you're aligned, which is better?
Roughly speaking, each adv. gives 5-50 stats (with sombrero, etc) and you eat or drink 3-5 items/day; an unpathed character plays about 120-180 turns/day. (Having the right toys will obviously change these numbers.) If you're doing a softcore ascension, you'll ascend in 3-6 days, eat/drink 10-30 times, and go through 500-900 adventures. An early hardcore ascension will take slightly more adventures but many more days. Reasoning naively (without knowing anything about the relative frequency of extra adv's or extra stats) it therefore seems that an aligned softcore run would be better off choosing the extra stats/adventure, while a hardcore run should choose the extra advs/day. If anyone has data to apply to this please post below. --DirkDiggler 16:31, 18 May 2006 (CDT)
Whoever is going to templatize the pages...
The description is CENTERED. I didn't notice until it was later, and I was too lazy (read: nerve pain) to make the change. --Raijinili 06:27, 17 May 2011 (UTC)
May 16th/17th, 2011 changes
So what exactly changed when the Bone Star fell? I see the same general effects...was it just that the 10% to stat gains was added, or did that exist before? I compared the table now with the "old" table, and saw all the same effects/unlocks... --Jimfromtx 06:45, 4 June 2011 (UTC)