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This content has been retired and is no longer available in game.
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Note: As of 1 January 2022, Semi-Rare adventures have been consolidated with Clover Adventures into a new system that relies on being Lucky!. Refer to the new Lucky Adventures page for more information on these combined adventures.
Introduction
Semi-rare adventures were special adventures that provide unique rewards or allow the player to fight rare monsters. Like Clover Adventures, they only existed in some zones.
Each player has a semi-rare counter which is (usually) set to a specific turn count. When that number of turns has been played in the current ascension, the player will have a semi-rare adventure, if the player is adventuring in a zone that has one and the player did not receive that same semi-rare adventure on his most recent successful semi-rare opportunity. The semi-rare will simply be missed if the player spends that turn anywhere other than in a zone that has a semi-rare adventure.
A semi-rare cannot naturally be obtained from the same location twice in a row. In order to obtain a particular semi-rare more than once, a different one must be obtained in between. This resets on ascension. However, use of the "Sunday - Surprise Me!" pill from the Eight Days a Week Pill Keeper does allow players to chain as many of the same SR together as their spleen can take. Other SR-generating items/effects may work similarly.
The very first semi-rare that is available in any run will occur after 70-80 turns have been played in the run. Each time the semi-rare counter is set following a semi-rare adventure opportunity, it will be set to a number 160-200 higher than the current turns played (or 100-120, if the run is an Oxygenarian run). See Notes for details.
Exposing The Counter
The semi-rare counter can be exposed by eating a fortune cookie -- one of the three "lucky numbers" given by each fortune will be the difference between the current turns played and the semi-rare counter value. The other two numbers are apparently random, in the range 1-299. To determine which of the three numbers is the correct one, the player might eat two cookies and look for matching numbers, though an observant player can often deduce the correct number if the other numbers fall outside the expected range. If the player's semi-rare counter is equal to the current turns played (i.e. his/her next adventure click will cause the SR adventure to occur), all three lucky numbers will be random.
Semi-rare adventures are obtainable without eating fortune cookies -- the cookies merely reveal the semi-rare counter, as opposed to setting it. The power of fortune cookies thus lies in pinpointing the exact time a semi-rare will take place (or in the worst case, narrowing it down to 3 possible turn counts).
Players with access to a Clan VIP Lounge with a Speakeasy installed may imbibe a Lucky Lindy for 500 meat (if someone has found the right password). You will burp out your current semi-rare counter. If the burped number is greater than 200, your semi-rare will be due up on your next adventure.
Optimal Dogs
Eating an optimal dog sets the semi-rare counter to the current turns played. That is, the next adventure played will be a semi-rare adventure, as long as the requirements are met.
Eight Days a Week Pill Keeper
Sunday's Surprise Me has the same effect as eating an optimal dog, with the added benefit that it forgets your previous semi-rare, meaning that the 'A semi-rare cannot be obtained from the same location twice in a row' condition won't matter.
Table of Semi-Rare Adventures
Location
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Adventure
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Reward
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Result
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Seaside Town
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The Copperhead Club
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Where There's Smoke...
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Flamin' Whatshisname (3)
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5-7 adventures
20-25 Fortitude, 10-15 Wizardliness
Lose 10-20 HP (hot damage)
2 drunkenness
Can also be useful to drive away more Zeppelin protesters
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The Haunted Billiards Room
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A Shark's Chum
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(non-combat option) stats and permanent Pool Skill bonus
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10 Strongness, Mysteriousness, and Chutzpah
Passive +1-10 bonus to your pool skill that carries across ascensions.
The amount added to your pool skill is based on a certain formula.
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OR
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Chalked Weapon (Regular attacks can't miss, +5 Pool Skill) (10 adventures)
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(combat option)
cube of billiard chalk
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The Haunted Boiler Room
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Bram the Stoker (combat)
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Bram's choker
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Moxie +10%, Monsters will be less attracted to you,
+3 PvP fight(s) per day when equipped
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The Haunted Kitchen
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Play Misty For Me
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freezerburned ice cube
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+50 Cold Damage (10 adventures)
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The Haunted Library
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Like the Sunglasses, But Less Comfortable
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black eyedrops
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Sublime Spooky Resistance (10 adventures)
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The Haunted Pantry
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The Pilsbury Doughjerk
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tasty tart (3)
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5-6 adventures
5-6 Strongness, Magicalness and Chutzpah
1 fullness
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The Haunted Storage Room
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full-length mirror (combat)
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One of your equipped PvPable items
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If you have at least 5 PvPable stealable items equipped, randomly drops one of those items, nothing otherwise
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The Sleazy Back Alley
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In the Still of the Alley
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distilled fortified wine (3)
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The Big Mountains
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The Goatlet
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Natural Selection
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can of spinach
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Weapon Damage +30 (10 adventures)
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Itznotyerzitz Mine
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7-Foot Dwarf Foreman (combat)
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7-Foot Dwarven mattock, miner's helmet, miner's pants
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Lair of the Ninja Snowmen
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Not Quite as Cold as Ice
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bottle of antifreeze
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Sublime Cold Resistance (10 adventures)
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The Limerick Dungeon
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The Bleary-Eyed Cyclops
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cyclops eyedrops
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+100% Items from Monsters (10 adventures)
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The Valley of Rof L'm Fao
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Bad ASCII Art (combat)
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ASCII shirt, 30669, 33398, and 2 334 scrolls
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A-boo Peak
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Oh, There Have it Gone
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death blossom
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Twin Peak
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Synecdoche, Twin Peak
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miniature boiler
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Oil Peak
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It's a Gas Gas Gas
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unnatural gas
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A Mob of Zeppelin Protesters
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Methinks the Protesters Doth Protest Too Little
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Choice of non-combats to scare away protesters
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Reduction of remaining Zeppelin protesters
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The Red Zeppelin
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Red Fox (combat)
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red foxglove
Red Fox glove (rarely)
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(foxglove) +75% Initiative, +200 HP (10 adventures)
(Red Fox glove) +5% Critical Hit Chance, Regenerate 5-10 HP and MP per adventure, Regular Attacks Can't Miss
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The Nearby Plains
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A Battlefield
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Prior to Always
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six-pack of New Cloaca-Cola
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6 cans of New Cloaca-Cola (restore 140-160 MP each)
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The Batrat and Ratbat Burrow
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How Does He Smell?
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Dogsgotnonoz pills
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Sublime Stench Resistance (10 adventures)
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The Castle in the Clouds in the Sky (Basement)
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Fit and Finish
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Super Weight-Gain 9000
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+300 Maximum HP (10 adventures)
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The Castle in the Clouds in the Sky (Ground Floor)
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Ahead of the Game
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possibility potion
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+100% Combat Initiative (10 adventures)
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The Castle in the Clouds in the Sky (Top Floor)
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All The Rave
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Mick's IcyVapoHotness Inhaler
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+200% Meat from Monsters (10 adventures)
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Guano Junction
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Le Chauve-Souris du Parfum
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Eau de Guaneau
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+50 Stench Damage (10 adventures)
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Cobb's Knob Harem
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Hands On
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scented massage oil (3)
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Combat usable, restores all HP and stuns foe for 1 round
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Cobb's Knob Barracks Cobb's Knob Kitchens
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Knob Goblin Elite Guard Captain (combat)
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Knob Goblin elite helm, Knob Goblin elite pants, Knob Goblin elite polearm
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Knob Goblin Elite Guard Uniform
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Laboratory
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You Can Top Our Desserts, But You Can't Beat Our Meats
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bottle of Mystic Shell
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+30 Damage Reduction (10 adventures)
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Menagerie Level 2
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Rokay, Raggy!
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irradiated pet snacks
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+10 to Familiar Weight (10 adventures)
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The Unquiet Garves The VERY Unquiet Garves
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A Menacing Phantom
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poltergeist-in-the-jar-o
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Combat item, 200-250 damage.
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The Outskirts of Cobb's Knob
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Lunchboxing
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Knob Goblin lunchbox
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Cobb's Knob Treasury
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Knob Goblin Embezzler (combat)
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meat stack (0-4), Knob Goblin visor (0-1), and 800-1200 meat
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- (Knob Goblin visor) Moxie +3
- 800-1,200 basic meat total
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Desert Beach
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South of The Border
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Filth, Filth, and More Filth
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donkey flipbook
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Sublime Sleaze Resistance (10 adventures)
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The Distant Woods
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Ye Olde Medievale Villagee
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Clay Is Great, But Leather Is Bether
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3 piles of straw, 3 lumps of clay, 3 piles of leather
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Resources for Rumpelstiltskin's Home For Children
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The Dark Elbow of the Woods The Dark Heart of the Woods The Dark Neck of the Woods Pandamonium Slums
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It's The Only Way To Be Sure
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SPF 451 lip balm
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Sublime Hot Resistance (10 adventures)
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The Hidden Park
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Two Sizes Too Small
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shrinking powder
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Deals 50% to 65% of an enemy's HP in damage (only one is usable per fight)
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The Hidden Temple
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Baa'baa'bu'ran (combat)
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stone wool (1-3)
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+3 Damage Reduction (5 adventures), can be used to get the Fitting In adventure
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8-Bit Realm
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Some Bricks Do, In Fact, Hang in the Air
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fire flower
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+50 Hot Damage (10 adventures)
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The Spooky Forest
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Blaaargh! Blaaargh!
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fake blood
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+50 Spooky Damage (10 adventures)
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Whitey's Grove
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Monty of County Crisco
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bag of lard
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+50 Sleaze Damage (10 adventures)
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The Mysterious Island of Mystery
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The Hippy Camp (pre-war)
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The Latest Sorcerous Developments
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teeny-tiny magic scroll
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+100 Mysticality (10 adventures)
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Orcish Frat House (pre-war)
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Sand in the Vaseline
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bottle of rhinoceros hormones
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+100 Muscle (10 adventures)
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The Obligatory Pirate's Cove
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Yo Ho Ho and a Bottle of Whatever This Is
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bottle of pirate juice
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+100 Moxie (10 adventures)
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Hobopolis
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A Maze of Sewer Tunnels
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C. H. U. M. chieftain (combat)
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Filthy Crown
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Clan Trophy
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Burnbarrel Blvd.
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A Tight Squeeze (costs 5 hobo nickels)
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jar of squeeze
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Exposure Esplanade
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Cold Comfort (costs 5 hobo nickels)
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bowl of fishysoisse
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The Heap
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Juicy! (costs 5 hobo nickels)
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concentrated garbage juice
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+75 Stench Damage (20 adventures)
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The Ancient Hobo Burial Ground
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Flowers for You (costs 5 hobo nickels)
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deadly lampshade
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+75 Spooky Damage (20 adventures), poisons on hit
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The Purple Light District
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Maybe It's a Sexy Snake! (costs 5 hobo nickels)
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lewd playing card
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The Sea
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The Briny Deeps
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Deeps Impact
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1-3 filets of beefy fish meat, filets of glistening fish meat, filets of slick fish meat
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- 2-3 Adventures
- 4-8 Muscle (beefy), Mysticality (glistening), or Moxie (slick)
- 5 turns of Fishy (15 with Warm Belly)
- 1 fullness
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The Brinier Deepers
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The Haggling
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50 turns of Fishy
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-1 Adventure cost underwater
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An Octopus's Garden
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moister oyster (combat)
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giant pearl
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The Wreck of the Edgar Fitzsimmons
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Camera On, James
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long-forgotten necklace
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The Dive Bar
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Razor, Scooter
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shavin' razor
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Hairless and Airless (30 adventures)
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Madness Reef
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Dragon the Line
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20 turns of Eyes of the Dragon
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+100% Items from Monsters (underwater only)
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The Mer-Kin Outpost
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A Drawer of Chests
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15-20 sand dollars
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Currency for use at Big Brother's store.
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Map to Vanya's Castle
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Vanya's Castle Chapel
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The Time This Fire
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pixel stopwatch
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Stuns for 5 rounds
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KoL High School
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Art Class
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François Verte, Art Teacher (combat)
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twisted piece of wire, angry inch, eraser nubbin, lump of clay
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extra stats?
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Chemistry Class
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Mrs. K, the Chemistry Teacher (combat)
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chlorine crystal, ph balancer, mysterious chemical residue, nugget of sodium
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extra stats?
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Shop Class
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X-fingered Shop Teacher (combat)
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jigsaw blade, wood screw, balsa plank, blob of wood glue
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- extra stats?
- Beating him 11 times in 1 ascension entitles you to the Eleven Down, None to Go trophy and changes the X to "No".
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The Hallowed Halls
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Through the Locking Glass
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folder (KOLHS)
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+50% Item Drops (KoL High School zones only), when inserted in a folder holder
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Retired Adventures
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Elf Alley
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What a Tosser (costs 50 hobo nickels)
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gift-a-pult
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Allows gift items to be used as combat items while equipped
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Notes
- The semi-rare counter is automatically reset by adventure.php after you receive each semi-rare.
- The fortune cookie numbers may be indeterminate after a player has been in adventure.php if the semi-rare counter is equal to the current turns played (meaning the very next adventure is a semi-rare); a fortune cookie will never display "0" as one of its numbers.
- If a semi-rare adventure has been skipped, and the player has not been in adventure.php (for example, spending turns in Fernswarthy's Basement, the Naughty Sorceress's Lair, or crafting), then the semi-rare counter has not been set, and fortune cookies will show invalid (random) numbers.
- Semi-rares will be overridden by adventuring while falling-down drunk, as you are redirected to the Drunken Stupor zone.
- Semi-rares can also be overridden by Clover Adventures and Bad Moon adventures, but not Feast of Boris and El Dia de Los Muertos Borrachos encounters, as of an update in July 2009. They also cannot be overridden by superlikelies. See Encounter for more information about adventure precedence.
- Violet Fog flashbacks will override your semi-rare. It is not known whether choosing to escape from the fog rather than pursue it to the end will give a second chance at the semi-rare, although it is postulated that it should.
- Oxygenarians have a semi-rare counter range of 100-120 adventures. This shorter interval will be used until they break the prism or drop the path; once path restrictions have been lifted, the next semi-rare interval will revert to the normal 160-200 adventures.
- Dropping an Oxygenarian path from the account menu will automatically re-roll your semi-rare to the 160-200 range.
- Escaping combat using tattered scraps or similar items which don't cost adventures does not increment your turn count, and therefore can be used to recover from a mis-click. This can be helpful if you know you should be getting a semi-rare adventure but go to the wrong zone by mistake. However, if the semi-rare is a combat adventure, like the Knob Goblin Elite Guard Captain, you cannot use a free runaway from him to get the Bad ASCII Art on that same adventure. This is to prevent possible exploitation.
- If you are adventuring underwater without the Fishy effect, then the semi-rare adventure will only be encountered if the adventure starts with the counter at zero. If you are due to get a semi-rare on the second adventure then it will be skipped.
- If you encounter The Haggling without Fishy, then you will gain 50 turns of the Fishy effect after two adventures have been consumed.
- Teleportitis will not override your semi-rare adventure; it will only take you to a random zone, and if that zone has a semi-rare, you get that semi-rare.
- Spending a turn normally but gaining back a free turn via a V for Vivala mask or a Temporal Riftlet does increase your turn counter, and therefore does bring you closer to your semi-rare turn, even though your "turns left" counter does not decrease.
- Semi-rare adventures after the first (in a run) are distributed triangularly around their center value. In the case of all semi-rares after the first one, the counter is set to 180 + rand(0,20) - rand(0,20) for non-oxygenarian runs and 110 + rand(0,10) - rand(0,10) for oxygenarian runs, meaning that the values closer to 180 or 110 are much more likely than the values closer to the ends of the range. However, the first semi-rare is distributed uniformly; the counter is set to 70 + rand(0,10).
See also