Loathers.net I was considering only putting the Shrunken Head review up in this post drop, largely due to the fact that the Skeleton of Crimbo Past hasnât been fully spaded. But as I was thinking through it, I decided itâs not worth putting it off; I have a little time today, and this is a tiny enough IOTM that the article is going to be a pretty low-effort affair regardless of the spading. So, letâs get to it: whatâs the deal with Frederick Crimbonesby?
The Skeleton of Crimbo Past is a familiar. It is a fairy-type familiar, meaning that it increases item drops at a rate of (55*weight)^0.5 + weight - 3%. Extremely simple on the base-familiar-ability side; just a good old classic fairy with the classic equation we all know and love.
The one other thing it does? It drops knucklebones, with a maximum of 100 knucklebones dropped per day. (Drop mechanics will be covered later.) Knucklebones are currency that can be spent by chatting with your skelly. You can buy the following ascension-relevant items, all for 5 knucklebones apiece:
You can buy one of each of these three items a day.
In addition to these items, thereâs always a âdaily specialâ. These are Crimbo items from past celebrations, available for (often) a huge volume of knucklebones. For instance, on the first day that the skeleton dropped, you could purchase a Tiny Plastic Sword for 2927 knucklebones. Thatâs a lot of bones! Importantly, just because an item is available from the skeleton does not mean the item becomes standard usable again; this isnât particularly relevant for any of the daily specials weâve seen so far, but it is mildly important to note since old Crimbo skills are (generally) pretty nice comfort. This feature is just for the collectors.
This one is pretty simple, all things considered. Since the familiar is just a garden-variety fairy, you only really want to bring this skelly with you if you want to grab a bunch of the food or booze. So the question becomes âdo I actually want these items?â
I suspect the answer to this is, mostly, yes. These buffs are decent enough that Iâd be surprised if you couldnât find a use for at least one of each; 100% meat drop isnât quite a full turn on nuns given how much meat drop full-shiny users are getting from the Beret, but it is decently solid, and has a chance to save anywhere from a half to a full turn on that. The item drops are also really good; +50% is quite nice, and helpful across multiple parts of your run. Enough so that if youâre low shiny, you may want to get a few of them.
Also, helpfully, the adventure yield is quite good. A yield of 5.5 adventures per potency that can be generated in-run without significant tradeoffs is better than most of this yearâs food and beverage options. To wit, weâve had:
Itâs much better than condo & BCZ in terms of turn generation, and while itâs slightly worse than the other three notables, you need to trade NC forces from the Allied Radio Backpack for fuel/rations, which is a terrible tradeoff. You canât generate a CyberRealm consumables in-run at all, and you realistically only get one Susieâs Cupcake per run.
All this said â I do think itâs worth emphasizing that generating turns for the sake of generating turns isnât always a great call. Turngen is one of those âworth a lot or worth nothingâ levers in KOL. If youâre at the edge of generating enough turns to cut a day from your run, nearly anything that helps you push to get that last day is worth it. But if you are generating enough turns per day to finish your run in your goal daycount, new turns arenât really doing much for you, and youâd probably be better off using other familiars that give you better turn savings to lower the overall turn count.
Still, these items are clearly going to be among the best ways to fill your gullet if you are simply trying to maximize turns. Not only are these better than your basic replacement-level options, theyâre also size 2 â this is nice, since it lowers the number of items you have to generate to fill your organs.
Having discussed why you may want to get a few of the consumables, letâs take a step back and talk through knucklebone acquisition. Assuming youâve acquired the SLEEP(5) ROM Chip from CyberRealm, you will have 5 free rests per day available. Once you have one of these skellies, your first 5 rests at your campsite per day will give you one knucklebone. This effectively means that one consumable is âfreeâ and can be achieved without actually using the familiar at all. Sick! Cincho owners can make free rests into NC forcers right now, so weâre switching from free rests giving 4-6 sneaks in this yearâs meta into giving a single decent consumable in next yearâs meta. Thatâs basically the same exact thing! (NOTE: This is a bit.)
To get more than one, youâll need to actually bring your skeleton with you. Many recent IOTMs with droppable currency (like the Peace Turkey or the Mini Kiwi) are tied to an innate drop rate that is the same throughout the day. The Skeleton is a bit different â the rates of dropping a knucklebone appear to be somewhat phylum-based, with one exception. While not a phylum, the game does internally differentiate skeletons for the purposes of the several â+X damage against skeletonsâ modifier groups.
So itâs natural that you will (nearly) always get a knucklebone when facing a skeleton in combat; 90% of the time, fighting a skeleton monster with your Skeleton of Crimbo Past equipped will give you a knucklebone. Beyond that firm rule, based on our initial week of spading, here are the phylums to target along with a rough rate of acquisition. Ordering from best to worst:
Atop these rates, you can add an additional 10% chance of a post-combat knucklebone by equipping the skeleton with his familiar-specific equipment; notably, this is not multiplicative, and will give you a 10% chance of a knucklebone from the seven phylums that donât naturally drop knucklebones.
So! How many can you actually expect to get? More than enough! You only need an extra 5 to get your 2nd consumable of the day, and you have a lot of varying options with which to get those 5. By dint of the highly skewed distribution, you would very much prefer to use your skeleton on fights with aligned phyla. If youâre going to try and only use your skeleton on fights where thereâs a decent chance of a knucklebone drop, those fights will primarily consist of:
Again â because you only actually want five extra knucklebones, you should be able to get all the knucks you need from the Nook and the Orc Camp. But if, for some reason, you want to get more knucklebones in run⌠these are roughly the zones youâd want to be running your skeleton at.
The Skeleton of Crimbo Past is a tier 5 IOTM. Per my fun-for-the-whole-family tiering explanations, thatâs reserved for IOTMs that save 0-2 turns per day. I think thatâs a pretty reasonable number to attribute to this little guy. The buffs from the food and booze are meaningful enough that it probably adds up to a very tiny handful of turns in a 2-day run. The turngen boost is substantial enough over the next-best options that it may well be a relatively important piece of a 1-day meta in the next few years. A pretty tiny little guy all things considered, but as the proud father of a 12-foot-skeleton (Jalen, pictured below in a snow-yarmulke), I am a biased man: skeletons are awesome and this little guy is a little cutie too.
