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Hardcore Skill Analysis

From TheKolWiki

Nopic.gif This page is in need of content.

A majority of the skills added/changed post-revamp still need ranking.

Missing class skills:
TT: Stiff Upper Lip (T8-9?)
SA: Saucecicle (T7-8?)
DB: Deft Hands (T6-7?)
AT: Crab Claw Technique (T8?), Concerto de los Muertos (T9?), Bawdy Refrain (T7-8?), Cone of Zydeco (T8-9?)

Most of the Dreadsylvanian Class-Crossed Skills are missing.

Skills from the Crimbo Factory Vending Machine: Rapid Prototyping (T3?), Mathematical Precision (T5?) & Ruthless Efficiency (T6?)

Hermit.gif The Hermit humbly requests that this page be rewritten or expanded.

Shieldbutting, in the sense in which hardcore strategists used it before, is gone now. Some skills were ranked with this particular technique in mind and require a rewrite (and possibly a re-ranking) from a player who had experience with that strategy and can evaluate which skills should be ranked lower after the change.

This article is written with Hardcore players in mind, but much of it is also applicable to softcore ascenders.

Contents

Introduction

This is a listing of all the skills available in the game, arranged into tiers based on how useful they are at speeding up a hardcore ascension. In general, these recommendations are aimed at no-path ascensions, with no restrictions on food, booze, or item use. Players who plan to do pathed runs should pay attention to restrictions that will limit or prevent a skill's application.

That said, players planning pathed runs might want to pick up the Tier 1 skills anyway. Skills like Pastamastery speed up no-path runs so much that they'll save you a lot of time in building up the skill base for your Oxygenarian runs. For Tier 2 and beyond, it may be better to focus on skills that you will be able to use on your intended path.

Skills whose value is regularly debated are marked with a *, and you should read the Controversial Skills section for additional information about their rankings.


Skill Categories
Category Symbol Definition
Damage
Damage
guarantees improved damage or deals damage
Survival
Survival
guarantees an improved survival chance during combats or certain tests
Flexibility
Flexibility
gives you additional items, meat, familiar weight, MP or more options
Turn Management
Turn Management
guarantees spending fewer turns during a run or increases the adventures per day
Healing
Healing
can restore HP
Special
Special
improves your run in a unique way, like +substats and... stuff


Skills that can be received during limited-time content or in-season challenge paths as well as past Mr. Store skillbooks will not be available during the current in-season challenge path, once they reach a certain age.


Limited-time content
Pre-2012 limited-time content Not available in in-season challenge paths.
Pre-2013 limited-time content Will not be available in in-season challenge paths after 2014.
2013 or later limited-time content Will not be available in some future in-season challenge paths.


Tier 1

Hasc01.gif Skills generally considered to be essential for Hardcore Hasc01.gif
Skill Name Class (Level) Type MP Cost Category Description
Advanced Cocktailcrafting Disco Bandit (5) Passive and Non-Combat 10
Turn Management
Allows you to create a random selection of 3 little paper umbrellas, coconut shells and handfuls of magical ice cubes per day. You can use these ingredients to make advanced drinks. This skill is a must for all no-path and -- of course -- Boozetafarian ascenders.
Superhuman Cocktailcrafting Disco Bandit (15) Passive N/A
Turn Management
Increases the number of cocktail items you can summon with Advanced Cocktailcrafting from 3 to 5 per day, making it possible to fill up your liver with high-quality drinks every day, and increasing your chances of making drinks that target your desired stat. If you're playing a Moxie class, you can also improve basic booze and mixers up to 10 times a day. This allows you to make superhuman cocktails, and to upgrade soda water to tonic water, which restores up to 10x as many MP.
Pastamastery Pastamancer (5) Passive and Non-Combat 10
Turn Management
Allows you to create dry noodles (3 per day) at the cost of 10 MP and to cook noodle dishes. Noodle dishes are an amazing improvement to any ascender's diet and give many more adventures than most other foods you can cook in-run. Allows you to make even better dishes when combined with Advanced Saucecrafting or Transcendental Noodlecraft (Reagent dishes and chow mein, respectively).
Advanced Saucecrafting Sauceror (5) Passive and Non-Combat 10
Turn Management
Allows you to create scrumptious reagents (3 per day) at the cost of 10 MP, and use them to cook reagent dishes and potions. Reagent dishes are generally considered a better use, but strategic use of potions can be very helpful for Safe Adventuring in high level areas.
The Ode to Booze Accordion Thief (12) Buff 50
Turn Management
Gives you 5-20 adventures of the Ode to Booze effect, which gives you extra adventures from booze at a rate of one adventure per drunkenness, but reducing the buff by one turn per extra adventure. It is an extremely costly buff and may be impossible to cast early in a run for players without Mojo Melody or MP increasing passives, especially since getting full use of it requires multiple castings. Despite that, it can easily generate 15-29 adventures a day, depending on how over-drunk you get (highest being with bucket of wine).
Amphibian Sympathy Turtle Tamer (3) Passive N/A
Flexibility
Increases familiar level by 5. The only familiar skill that can be in effect during the Naughty Sorceress battle.

Tier 2

Hasc02.gif Skills that make combat or quests dramatically easier Hasc02.gif
Skill Name Class (Level) Type MP Cost Category Description
Mad Looting Skillz Disco Bandit (8) Passive N/A
Flexibility
Increases item drops by 20%. One of the better passives in the game, as it will dramatically speed up several quests and gives you more items that can be autosold for meat.
The Moxious Madrigal Accordion Thief (1) Buff 2
Damage
Moxie classes
Survival
Gives +10 Moxie for 5-20 turns. This buff is the cornerstone of the plinking strategy that nearly every player uses through the first few levels.
Fat Leon's Phat Loot Lyric Accordion Thief (7) Buff 11
Flexibility
Increases item drop rate by 20% for 5-20 turns. Improving the drop rate is a very useful ability, and is usually worth a song slot.
Leash of Linguini Pastamancer (11) Non-combat 12
Flexibility
Gives 10 adventures of the Leash of Linguini effect (+5 familiar level). Less expensive than Empathy of the Newt and does not require a totem, though self-buff only.
The Magical Mojomuscular Melody Accordion Thief (2) Buff 3
Damage
Mysticality classes
Flexibility
Gives you 5-20 adventures of the Magical Mojomuscular Melody effect (+10 Myst, +20 maximum MP). Allows casting expensive buffs during the early turns of play, such as Ode to Booze on day one. The increase in max MP also allows for greater use of MP restorers such as tonic waters.
Saucemaven Sauceror (11) Passive N/A
Turn Management
Adds extra adventures to reagent pastas and hi meins eaten. 10 adventures per dish for Mysticality classes, 5 adventures for Muscle and Moxie classes. As soon as reagent pastas become available, that means up to 10 or 20 extra adventures per day.
Note that crafting hi meins in-run costs an unavoidable adventure per 5 fullness, but would sum up to 30 (minus 3) extra adventures if you are a Mysticality class with all of the following: Transcendental Noodlecraft, The Way of Sauce, Pulverize, enough of the right items to pulverize and 2,000 meat per dish.
Smooth Movement Disco Bandit (14) Non-combat 10
Turn Management
Gives you 10 adventures where the likelihood of non-combat adventures is increased by 5%. Speeds up numerous quests, such as the Friars or the Beanstalk. You will also get more stat noncombats while powerleveling in the Spookyraven Manor. Cheaper than Sonata, and doesn't take up a song slot. On the flip side, you can't shrug off Smooth Movements until you've permed Musk of the Moose.
The Sonata of Sneakiness Accordion Thief (13) Buff 20
Turn Management
Gives you 5-20 adventures where the likelihood of non-combat adventures is increased by 5%. See description for Smooth Movement for notes on where this skill is useful.

Tier 3

Hasc03.gif Skills that improve survival or otherwise aid a run Hasc03.gif
Skill Name Class (Level) Type MP Cost Category Description
Tao of the Terrapin Turtle Tamer (15) Passive N/A
Damage
Turtle Tamers
Survival
Doubles the power of your hat and pants for calculating Damage Absorption and specialized Turtle Tamer attacks (doesn't double stat increases and other enchantments). Particularly useful in Turtle Tamer runs if combined with Headbutt and Kneebutt. This is the best damage absorption skill available, especially at higher levels, significantly reducing the damage taken from every monster hit.
Hero of the Half-Shell Turtle Tamer (14) Passive N/A
Survival
non-Moxie classes
Calculates damage reduction based on your Muscle instead of your Moxie when you have a shield and your Muscle is higher. This dramatically decreases damage for Muscle classes, making them less dependent on healing at higher monster levels, and supports Turtle Tamers that like to use Shieldbutt. This skill can also benefit Mysticality classes as well, compounding their defenses from both increased HP and decreased damage taken, although they're unable to have a spellbook on their off-hand to do so.
Torso Awaregness Gnomish Passive N/A
Survival
Flexibility
Allows the use of shirts. With the Valhalla revamp, having this skill permed will allow the player to take astral shirt, which gives bonus substats after combat and some Prismatic Damage, dramatically speeding up the run as well as providing some help in combat (particularly against physical immunes like protector spirits). When enough skills are developed to handle astral belt instead of taking the shirt, this skill still allows more ML from a hipposkin poncho, or the same substat bonus from a sugar shirt (albeit only temporarily), as well as more defense in general.
Powers of Observatiogn Gnomish Passive N/A
Flexibility
10% item drop rate increase. Not as useful as Mad Looting Skillz, but still a beneficial skill to have, even if you purchase it with extra Meat in the middle of your run.
Inigo's Incantation of Inspiration Traveling Trader Buff 100
Turn Management
Grants 5-20 turns of Inigo's Incantation of Inspiration, which exchanges 5 turns of that buff for 1 turn of crafting. The high cost means The Magical Mojomuscular Melody and Wisdom of the Elder Tortoises are both recommended in order to cast this early on. Inigo's can save many turns over a run since a player may be able to forgo farming a bartender and/or chef, instead using Inigo's to craft their consumables.
Disco Fever Disco Bandit (13) Non-combat 10
Damage
Moxie classes
Survival
Increases your Moxie by 10% and Ranged Damage by 10. Besides the increased dodging chance and damage decrease for all classes, Moxie classes can increase their damage output with this skill.
Rage of the Reindeer Seal Clubber (11) Non-combat 10
Damage
Survival
Gives you 10 Adventures of the Rage of the Reindeer effect (+10% Muscle and +10 melee damage). Best used for Muscle classes that need a bit of extra damage to one-shot monsters.
Ur-Kel's Aria of Annoyance Accordion Thief (15) Buff 30
Special
Gives you 5-20 adventures where monster level is increased by 2*your level, which increases stat gains. Not advisable for those without the combat skills to handle high-ML monsters. However, it's useful for backfarming in low-level areas and for reaching thresholds for zones that take less turns to complete with higher ML.
The Power Ballad of the Arrowsmith Accordion Thief (4) Buff 5
Damage
Muscle classes
Survival
Gives you 5-20 adventures of the Power Ballad of the Arrowsmith effect (+10 Muscle, +20 HP). +10 Muscle can allow the player to hit with a melee weapon rather than resorting to an expensive combat skill. The great increase in HP can also help with survival and hitting opponents with physical attacks.
Lunging Thrust-Smack Seal Clubber (10) Combat 8
Damage
non-Myst classes
A very powerful melee combat skill. LTS deals triple your weapon's damage, and if you're a Seal Clubber, your Bonus Weapon Damage (both physical and elemental) are tripled as well. Your chances to hit are calculated as if your buffed muscle were 30% higher (or 25% when not a Seal Clubber), or 30 points higher, whichever is greater. Damage is also calculated off this increased muscle.
Seal Clubbers will always hit an opponent with this skill as long as they're wielding a club in their main hand.
Springy Fusilli Pastamancer (6) Non-combat 10
Survival
Flexibility
Moxie classes
Gives you 10 adventures of the Springy Fusilli effect (+40% combat initiative). This combat initiative is very helpful for fragile Mysticality classes. It can also indirectly increase item drops for Moxie classes and others who are able to pickpocket. It speeds The Defiled Alcove by making modern zmobies more likely.

Tier 4

Hasc04.gif Skills that make some game portions easier or faster Hasc04.gif
Skill Name Class (Level) Type MP Cost Category Description
Saucestorm Sauceror (5) Combat 6
Damage
Mysticality classes
Deals (20-24)+(0.2*Mys) twice in Cold then Hot damage, with a hard damage cap of 50 for each hit. An extremely efficient spell for use against elemental monsters, even against Hot monsters, especially when combined with bonus spell damage such as a cookbook Jackasses' Symphony and certain astral gear.
Flavour of Magic Pastamancer (14) Non-Combat 0
Damage
Mysticality classes
Specifies the type of elemental damage dealt by Pastamancer spells, and additionally adds 10 damage to all spells. Correctly setting the correct element will allow you to deal double damage in elementally-aligned locations. Though it does not change the element of Sauceror spells, the +10 spell damage bonus is helpful for non-Pastamancer Spells as well, especially since it doesn't cost any MP to activate.
Singer's Faithful Ocelot Vending Machine Non-Combat 15
Flexibility
Increase item drop rate by 10% for 10 turns. More expensive than Leon and only half as effective, but more item drop increase is always helpful.
Wisdom of the Elder Tortoises Turtle Tamer (11) Passive N/A
Flexibility
Passively increases your maximum MP by 50%. Wisdom can free up a song slot from Mojo Melody earlier, reducing song juggling and saving MP in the process, and greatly aids Pastamancer for reaching the MP requirement for Thrall summons.
Musk of the Moose Seal Clubber (14) Non-combat 10
Turn Management
Gives you 10 adventures where you are 5% more likely to have combat adventures. Not as frequently useful as the skills that increase noncombats, but it can help speed up quests like Sonofa Beach, farming Dungeons of Doom potions, and the F'c'le, as well as many lucre bounties.
Carlweather's Cantata of Confrontation Accordion Thief (14) Buff 20
Turn Management
Gives you 5-20 adventures where you are 5% more likely to have combat adventures. See description for Musk of the Moose for notes on where this skill is useful.
Inner Sauce Sauceror (4) Passive N/A
Flexibility
Grants passive 3-4 MP per Adventure to Saucerors, or 1 MP to non-Saucerors. Even as a non-Sauceror, free MP is always a good thing to have, even if it's just 1 per Adventure.
Nimble Fingers* Disco Bandit (6) Passive N/A
Flexibility
Turn Management
Meat drops from monsters are increased by 20%. Extra meat not only helps when returning meat to the nuns, but also offers extra resources for casting buffs or combat skills.
Overdeveloped Sense of Self Preservation Disco Bandit (2) Passive N/A
Survival
Flexibility
Moxie classes
Increases combat initiative by 20%. Improved initiative is a huge advantage, especially for Muscle and Mysticality classes. This will help you get the jump on bosses and the Shadow, and give Moxie classes an edge with Pickpocketing.
Slimy Shoulders Slime Tube Passive N/A
Survival
Flexibility
Moxie classes
Gives up to +20% combat initiative. It's a second Overdeveloped Sense of Self Preservation, essentially.
Pulverize Seal Clubber (15) Passive N/A
Damage
Survival
Turn Management
Lets you smash items into powders, nuggets and wads. Muscle classes can combine powders/nuggets into nuggets/wads at The Malus of Forethought. Wads can be consumed for a few extra Adventures. When combined with The Way of Sauce and Transcendental Noodlecraft, this can be moderately useful for Myst classes who can make hi mein, mostly at higher levels where higher power weapons are available. Elemental powders offer elemental resistance to use against Lord Spookyraven's elemental attacks or to access Guano Junction.
Natural Born Scrabbler Hobopolis Passive N/A
Flexibility
5% item drop rate increase. Not as useful as Mad Looting Skillz or Powers of Observatiogn, but still a beneficial skill to have, however minor the item drop increase.
Thief Among the Honorable Accordion Thief (10) Passive N/A
Flexibility
5% item drop rate and 10% meat drop increase. See the description of Natural Born Scrabbler for notes on where this skill will be useful.
Unaccompanied Miner Uncle P's Quest Passive N/A
Flexibility
Turn Management
Saves at least 5 Adventures per ascension during the Mt. McLargeHuge Quest (Level 8). Also allows additional farming for ores from the Itznotyerzitz Mine and The Knob Shaft for Super-Advanced Meatsmithing or Armorcraftiness.
Impetuous Sauciness* Sauceror (12) Passive N/A
Flexibility
Turn Management
Increases the duration of reagent potion effects by 5 adventures. With this, no-path players and non-Saucerors need only a single potion of milk of magnesium per day.
Utensil Twist* Pastamancer (1) Combat 1
Damage
Deals (Weapon Damage) + (0.1*Mys) damage. Requires a utensil equipped. While normally a very weak combat skill, its power increases dramatically if you have access to Summon Smithsness. If you have a Hand that Rocks the Ladle equipped, it deals an additional +10-12 prismatic damage (total of +50-60 elemental damage), making it an extremely powerful early level crutch skill for such a cheap cost.

Tier 5

Hasc05.gif Very useful skills Hasc05.gif
Skill Name Class (Level) Type MP Cost Category Description
Ambidextrous Funkslinging Disco Bandit (12) Passive N/A
Damage
Survival
Lets you use two items per round of combat. Using two divine items or love songs can quickly dispatch most bosses. Funkslinging two gauze garters or filthy poultices for two rounds will defeat your Shadow, remove the need for red pixel potions or scented massage oil.
Grease Up Now You're Cooking With Grease Non-Combat 15
Damage
Adds 15 Sleaze damage to your physical attacks for 10 turns. Compared to Icy Glare and Snarl, it gives just as much damage for the MP cost and, unlike those two skills, doesn't take up a facial expression. Best used for fighting Hippies or clearing the Friar's.
Having this skill's effect active enables the 0 MP combat skill Unleash the Greash, which consumes all the remaining turns of the effect and deals a burst of Sleaze damage based on the turns removed.
Intimidating Mien Merc Core Field Manual: Intimidation Techniques Non-Combat 15
Damage
Adds 15 Spooky damage to your physical attacks for 10 turns. Compared to Icy Glare and Snarl, it gives just as much damage for the MP cost and, unlike those two skills, doesn't take up a facial expression.
Having this skill's effect active enables the 0 MP combat skill Thousand-Yard Stare, which consumes all the remaining turns of the effect and deals a burst of Spooky damage based on the turns removed.
While being not as useful during a run as Grease Up would be, the spooky damage will be doubled if you can tune a boss or tower monster with a shard of double-ice. Also the charges for tower killing could be pushed in addition to the ones from Grease Up if you happen to have both the skill and the spare MP.
Icy Glare Sauceror (3) Non-Combat 10
Damage
Adds 10 Cold damage to your weapon damage and cold spells for 10 turns. A useful source of physical elemental damage, and more flexible than Snarl due to the general lack of Cold-aligned monsters.
This buff is mutually exclusive with other facial expressions.
Snarl of the Timberwolf Seal Clubber Non-Combat 10
Damage
Adds 10 Spooky damage to your physical attacks for 10 turns. Useful against the protector spectres of the Hidden City, and for that matter, any monster that isn't of the Spooky element.
This buff is mutually exclusive with other facial expressions.
Cannelloni Cocoon Pastamancer (12) Non-Combat 20
Healing
Heals all HP for 20 MP. With 100+ HP, this healing skill is the most economical. Especially helpful for Muscle classes who have lots of HP. [Caveat, If going for a low skill (Scope/High ML level 30/speed dungeon run) this is the single best cost-efficient skill/item by a lot and should be rated top tier for these instances]
Armorcraftiness Turtle Tamer (5) Passive N/A
Flexibility
Allows for the creation of a huge range of useful hats, pants/kilts, shields, shirts, and accessories. The only downsides are the turn-cost of smithing, stat requirements on the best items, and some animal skins aren't easy to acquire. The main uses are for making an early shield, various turtle-based equipments for Turtle Tamers, hipposkin poncho, and/or yak anorak, thus the skill is better if the adventurer also is aware of their torso.
Adventurer of Leisure Disco Bandit (9) Non-Combat 11
Flexibility
Healing
The skill grants the ability to rest twice per day without using an adventure, which can provide significant free MP each day and effectively letting you remove Beaten Up twice per day for free.
It will also make Disco Nap remove more effects and heal twice as much (40 HP for 8 MP) – upgrading it to the HP-wise most efficient early game healing skill.
Empathy of the Newt Turtle Tamer (8) Buff 15
Flexibility
Gives 5-20 adventures of Empathy effect (+5 familiar level). More expensive than Leash of Linguini. Because non-Tamers are unlikely to have an upgraded turtle totem, this skill is usually only cast when the player is using a fairy or has an excess of MP.
Astral Shell Turtle Tamer (12) Buff 10
Survival
Turn Management
Gives you 5-20 adventures of the Astral Shell effect, with +80 Damage Absorption and Slight Elemental Resistance. Also helps in completing the Mt. McLargeHuge Quest when taking the path of the Lair of the Ninja Snowmen and to further reduce the A-boo Peak's hauntedness using A-Boo clues during the Orc Chasm Quest.
Slimy Synapses Slime Tube Passive N/A
Flexibility
Gives up to +10 maximum MP. This is fairly good on Day 1 and 2, where most characters may be limited to what buffs they can use. Synapses can free up a song slot from Mojo Melody earlier, reducing song juggling and saving MP in the process.
Disco Smirk Disco Bandit (8) Non-Combat 10
Damage
Moxie classes
Survival
Gives you 10 adventures of the Disco Smirk effect (+10 Moxie). Besides the increased dodging chance and damage decrease for all classes, Moxie classes can get a little more damage output with this skill. While this is the most interesting facial expression buff for most situations, the comparably high MP cost makes this an interesting but not essential perm candidate.
This buff is mutually exclusive with other facial expressions.
Blubber Up Seal Clubber (3) Non-combat 7
Damage
Moxie classes
Survival
non-Muscle classes
+5 Moxie for 10 Adventures might not be as mighty as the Moxious Madrigal or Disco Smirk, but it can be used in addition (allowing for higher +ML) and doesn't use up the slot for a song or facial expression. However, Hero of the Half-Shell makes this skill a little less useful to Muscle classes and Mysticality classes, if they use a shield instead of a spellbook. See the description of The Moxious Madrigal for notes on where this skill will be useful.
Accordion Bash Accordion Thief (4) Combat 5
Survival
Stuns opponent for 3 rounds if you currently have an accordion equipped. While the Accordion Thief is obviously getting the most benefit from this skill, he's benefiting the least from perming such a low leveled skill. However, if you are willing to sacrifice both hand slots for that antique accordion you already bought, you can use Accordion Bash as an inexpensive (but also inconvenient) stun for any class – especially Turtle Tamer and Disco Bandit.
Jackasses' Symphony of Destruction Accordion Thief (6) Buff 9
Damage
Gives you 5-20 adventures of the Jackasses' Symphony of Destruction effect (+12 weapon and spell damage). This buff has a lot of flexibility, useful for both spellslinging and physical attacks.
Saucy Salve Sauceror (2) Combat 4
Healing
Heals 10-15 damage in combat. Preferred over Lasagna Bandages because the first casting is a free combat round, and up to two more can sometimes be used without the enemy attacking. Useful against the Gremlins.
Class-specific skills
Batter Up! Seal Clubber (11) Combat 5 Fury
Special
Seal Clubbers
Autokills a monster you use it on, banishing it for the rest of the day (requires a club equipped to use). If you banish a second monster the first one will start appearing again. It's basically reverse Transcendent Olfaction and some well aimed applications of this skill could speed up your run rather nicely. It's recommended to also have Ire of the Orca permed, as this skill cannot be used without it.
Ire of the Orca Seal Clubber (10) Passive N/A
Damage
Seal Clubbers
Special
Seal Clubbers
Increases your Fury capacity to the full 5 gallons, once you've learned/permed Wrath of the Wolverine. Whatever you want to do with Fury, this will make you do it better. The pre-requisite to Batter Up!, due to its Fury cost of 5.
Bind Spice Ghost Pastamancer (15) Non-Combat 250
Flexibility
Pasta- mancers
Allows Pastamancers to bind a Spice Ghost as their thrall. It grants +11-20% Item Drops, drops spices during combat starting at Level 5, and adds 1 extra turn of stun to Entangling Noodles. While the MP cost is prohibitively expensive early on, it's by far one of the most useful pasta thrall to have for general purposes.
Curse of Weaksauce Sauceror (12) Combat 8
Survival
Flexibility
Saucerors
A Curse that delevels a monster by 3% of its original Attack value every turn. If a Sauceror lands a killing blow with a sauce spell, it restores MP equal to 30% of damage dealt, up to 50 MP. This skill allows Saucerors to maintain their MP almost infinitely.

Tier 6

Hasc06.gif Useful skills that are not as essential Hasc06.gif
Skill Name Class (Level) Type MP Cost Category Description
Elemental Saucesphere Sauceror (4) Buff 10
Survival
Turn Management
Gives 5-20 adventures of Elemental Saucesphere effect (so-so protection from all elements). Also helps in completing the Mt. McLargeHuge Quest when taking the path of the Lair of the Ninja Snowmen and to further reduce the A-boo Peak's hauntedness using A-Boo clues during the Orc Chasm Quest.
Kung Fu Hustler Traveling Trader Passive N/A
Damage
Survival
Flexibility
Grants special intrinsic effects for keeping your hands free in combat. Equipping any weapon will cause the effects to be lost. Not highly recommended for lower-skilled players, you have to give up 2 equipment slots in order to keep the skill going. These effects will not be removed by the Naughty Sorceress however. This advice does not apply if you're doing a special challenge path that requires you to have your hands free like Way of the Surprising Fist, where this skill has incredibly useful synergy and should be a high priority.
Master of the Surprising Fist Way of the Surprising Fist Passive N/A
Damage
Survival
Grants various bonuses to unarmed characters. The to-hit bonus, bonus weapon damage, and bonus damage reduction paired up with a Tome of Clip Art and Kung Fu Hustler prove to be very powerful combo early in a run for characters. Can be continued later into a run if a character forsakes their hand slots for a spell-slinging combat suite.
Drescher's Annoying Noise Vending Machine Non-combat 40
Special
Increase Monster Level by 10 for 20 turns. Costs more MP than Ur-Kel's and is generally quite a bit less effective, though it doesn't take up a song slot. Can speed up a few areas in the game slightly and give a bit more stats in general, but excessive MP cost hinders its use.
Northern Exposure Seal Clubber (13) Passive N/A
Survival
Turn Management
Adds so-so cold resistance. The only cold damage that an adventurer will experience during combat is from Lord Spookyraven and Ninja Snowmen, thus this is the least useful elemental resistance skill. However, it greatly helps in completing the Mt. McLargeHuge Quest when taking the path of the Lair of the Ninja Snowmen. Also helpful to further reduce the A-boo Peak's hauntedness using A-Boo clues during the Orc Chasm Quest.
Saucegeyser Sauceror (11) Combat 24
Damage
Mysticality classes
Deals (60-70)+(0.4*Mys) cold or hot damage (scales with Mysticality without a cap). This skill is expensive, but deals the highest elemental damage and will automatically tune itself for you. If you can use it with a Bandersnatch, it becomes a little bit easier to afford.
Testudinal Teachings Turtle Tamer (9) Passive N/A
Flexibility
Gives 1 familiar experience every 6 combat adventures.
Curiosity of Br'er Tarrypin Traveling Trader Buff 10
Flexibility
Gives 5-20 adventures of Curiosity of Br'er Tarrypin effect (+1 familiar experience per combat).
The Way of Sauce* Sauceror (15) Passive N/A
Flexibility
Turn Management
Allows making hi-mein and Fine Potions. More importantly, allows you to summon 5 scrumptious reagents per day, which means you'll have extra philter of phorce or serum of sarcasm to use in tough fights. Allows transmutation of elemental wads, which is occasionally useful if you also have Rainbow Gravitation. Only Accordion Thieves, who have guild store infiltration, can actually create most Way of Sauce-potions during a hardcore run.
Transcendental Noodlecraft Pastamancer (15) Passive N/A
Turn Management
Can make chow mein and hi mein dishes if you're a Mysticality class and have Pastamastery. While hi meins give one of the highest Adventure gains out of any foods when combined with Saucemaven (even if it costs an Adventure to make), Transcendental Noodlecraft dishes are not only expensive to craft, hi meins are uncraftable until late game when wads can be created from Pulverized equipment, not to mention only 2/6 classes can create them in the first place. It also allow you to summon 2 extra dry noodles per day, which allows more basic Pastamastery dishes to be made - useful before reagent pasta is available, and on Teetotaler ascensions.
Lunch Break CRIMBCO Handbook Non-Combat 10
Turn Management
Gives one free random food item a day for 10MP. Useful on the first day or two of a run if you didn't manage to max out your fullness.
Patient Smile Turtle Tamer (14) Non-Combat 10
Special
Grants 10 turns of Patient Smile effect (+1 Muscle Stats Per Fight). It adds a little bit of substats, useful for leveling early in the run, in the same way Aloysius' Antiphon of Aptitude does but far cheaper.
This buff is mutually exclusive with other facial expressions.
Wry Smile Sauceror (13) Non-Combat 10
Special
Grants 10 turns of Wry Smile effect (+1 Mysticality Stats Per Fight). It adds a little bit of substats, useful for leveling early in the run, in the same way Aloysius' Antiphon of Aptitude does but far cheaper.
This buff is mutually exclusive with other facial expressions.
Knowing Smile Accordion Thief (14) Non-Combat 10
Special
Grants 10 turns of Knowing Smile effect (+1 Moxie Stats Per Fight). It adds a little bit of substats, useful for leveling early in the run, in the same way Aloysius' Antiphon of Aptitude does but far cheaper.
This buff is mutually exclusive with other facial expressions.
Clobber Seal Clubber (0) Combat 1
Damage
An auto-hit skill that does damage based on weapon power and bonus damage. Toss will do more damage early on in an ascension, but Clobber can surpass Toss in damage when provided with a good weapon and bonus damage sources. Monsters that have been softened up by stronger physical attacks or Cannon can be killed swiftly and efficiently with Toss or Clobber.
Toss Turtle Tamer (0) Combat 1
Damage
An auto-hit skill that does damage based on familiar weight. With a few familiar weight skills, can deal decent damage for minimal MP. Will do at least 9 damage with only Amphibian Sympathy active. Monsters that have been softened up by stronger physical attacks or Cannon can be killed swiftly and efficiently with Toss or Clobber.
Spirit of Ravioli Pastamancer (9) Passive N/A
Survival
Increases your maximum HP by 25%. Extra HP will always be helpful, no matter what your current class is.
Pride of the Puffin Seal Clubber (15) Non-combat 30
Special
Increase Monster Level by 10 for 10 turns. Same as Drescher's Annoying Noise only with half the duration for 10 MP less, making its MP use even more excessive than Drescher's. See the description of Drescher's Annoying Noise for notes on where this skill will be useful.
Skin of the Leatherback Turtle Tamer (2) Passive N/A
Survival
Reduces enemy damage by (level/2), rounding up DR. Not particularly powerful, but when stacked with a decent shield and good DA it takes the brunt off a lot of damage.
Shadow Noodles Dreadsylvania Combat 30
Damage
Survival
Delevels an opponent by 8-10 and prevents him from attacking for 3-5 rounds, including the round Shadow Noodles was cast. Casting these noodles is significantly more expensive than healing damage after a battle and is only advisable if you couldn't win the fight in any other way.
Entangling Noodles Pastamancer (2) Combat 3
Damage
non-Myst classes
Survival
For non-Pastamancers, this skill will only stagger but not stun monsters, granting those classes an additional deleveling component (8-10) in exchange.
For Pastamancers this skill can be cast only once per combat and prevents an opponent from attacking for 2-4 rounds, including the round it was cast. Casting these noodles is usually cheaper than healing damage after a battle. Extremely useful for tough fights and especially when flyering.
Sensitive Fingers Disco Bandit (14) Passive N/A
Flexibility
Moxie classes
Increases Pickpocket Chance by 10%. While this very useful for Moxie classes, other classes can't get any benefits from this, except through unconventional means.
Master Accordion Master Thief Accordion Thief (13) Passive N/A
Flexibility
Moxie classes
Increases Pickpocket Chance by 10%. See the description of Sensitive Fingers for notes on where this skill will be useful.
Subtle and Quick to Anger Pastamancer (12) Passive N/A
Damage
Mysticality classes
Increases your Spell Damage by 10%. Helps maximize your spell damage, since percentage spell damage multiplies your total damage and is rarer than flat spell damage.
Master Saucier Sauceror (10) Passive N/A
Damage
Mysticality classes
Increases your Spell Damage by 10%. Helps maximize your spell damage, since percentage spell damage multiplies your total damage and is rarer than flat spell damage.
Belch The Rainbow beautiful rainbow Combat 5
Damage
Deals 1 Prismatic Damage per beautiful rainbow you have consumed during all your lifetimes (up to 11). This means that it will be fairly weak with only a few rainbows, but can turn into a reliable combat skill with several rainbows used. However, because this doesn't receive bonus damage from any other source than consumed beautiful rainbows, the most damage this skill can do is 55 (or 67 against elemental monsters). These figures don't compare well with Saucestorm, which can benefit from several sources of Mysticality and bonus spell damage, including passive skills and intrinsic effects.
How expensive it might get for you to acquire any beautiful rainbows after November 14, 2014 is another story...
Slimy Sinews Slime Tube Passive N/A
Survival
Gives up to +20 maximum HP. It makes you feel invincible for the first few levels.
Holiday Weight Gain Crimbo Carol Noncombat 10
Survival
Increases HP by 5 per level (max 55 HP). Useful for surviving a hit or two when pushing +ML.
Expert Panhandling Sauceror (3) Passive N/A
Flexibility
Turn Management
Increase Meat drops by 10% or 15% if wielding a saucepan. Extra meat not only helps when returning meat to the nuns, but also offers extra resources for casting buffs or combat skills.
Thrift and Grift Hobopolis Passive N/A
Flexibility
Turn Management
Increase Meat drops by 10%. Extra meat not only helps when returning meat to the nuns, but also offers extra resources for casting buffs or combat skills.
Gnefarious Pickpocketing Gnomish Passive N/A
Flexibility
Turn Management
Increase Meat drops by 10%. Extra meat not only helps when returning meat to the nuns, but also offers extra resources for casting buffs or combat skills.
Mariachi Memory Accordion Thief (15) Passive N/A
Flexibility
Lets you hold an extra song in your head. Reduces song juggling for a bit, but most of the time you'll have a hard time finding a 4th song you would want to spend MP on to keep up a considerable amount of time. There are situations where this can be a useful MP saver, but they are rather scarce in the long run.
The Long View Turtle Tamer (12) Passive N/A
Turn Management
Gives three extra adventures each rollover. Won't make or break a run but extra adventures are always useful. Better in HCO runs, due to their increased length.
Fashionably Late CRIMBCO Handbook Passive N/A
Turn Management
Gives one extra adventure each rollover. Won't make or break a run but extra adventures are always useful. Better in HCO runs, due to their increased length.
Stringozzi Serpent Traveling Trader Combat 16
Damage
Mysticality classes
Deals (16-32)+(0.25*Mys) physical damage, hard capped at 75. It also deals poison damage equal to damage dealt, halving each turn. Due to poison damage, this skill effectively has the same damage formula as Weapon of the Pastalord, except with a damage cap, making this skill very powerful at lower levels, and is even stronger if you're a Pastamancer.
Cannelloni Cannon Pastamancer (4) Combat 8
Damage
Mysticality classes
Deals (16-32)+(0.25*Mys) damage in a random element, hard capped at 50. Not as efficient as Saucestorm, but it's at least more effective vs. Hot monsters if you can tune it. However, Pastamancers should still use Cannelloni Cannon over Saucestorm since they can take advantage of Bringing Up the Rear and Thrall Unit Tactics, making it much more efficient.
Claws of the Walrus Seal Clubber (8) Passive N/A
Damage
non-Myst classes
Increases your weapon damage by 7. A nice addition to physical attacks, or plinking as a Moxie class, but a fairly low priority.
Tango of Terror Disco Bandit Combat 8
Damage
Survival
Does 15-18 Spooky damage and delevels the opponent by 8. Unlike other Disco Bandit delevelers, this skill can be cast as many times per combat as you like. Useful for plinking. Combine it with Stealth Mistletoe for double deleveling.
Disco Dance 3: Back in the Habit Disco Bandit (11) Combat 10
Damage
Survival
Special
Disco Bandits
Does 25-27 damage, reduces monster level by 14 and builds up a point of Disco Momentum once per combat. Each point of Disco Momentum increases the damage dealt and deleveling by 9 points. It gives you you a good advantage over a monster for a relatively low MP cost, even as a non-DB. The choice between this and Disco Dance II should depend on the power of your equipment and the level of the monster.
Stealth Mistletoe Crimbo Carol Combat 5
Damage
Survival
Special
Any Disco Bandit skills that are used in the same combat have their deleveling effects doubled. Casting this does not take a combat round. Best used with Tango of Terror, which can be cast as many times per combat as you like.
Five Finger Discount Accordion Thief (7) Passive N/A
Flexibility
Items in NPC-stores cost will cost 5% less Meat. This doesn't make much of a difference, because the most things you will spend meat on during a hardcore ascension aren't affected by this. Only worth considering if you already maxed out all available forms of income increase.
Shieldbutt Turtle Tamer (10) Combat 10
Damage
Survival
This attack weakens your opponent, but can only be used if you have a shield. For Turtle Tamers this is a very powerful combat skill due to its (Turtle Tamer exclusive) auto-hit ability, allowing them to fight above their usual level. Combining this with Shadow Noodles or War Tortoise makes a powerful combat suite against monsters that overpower the Turtle Tamer by a long shot. This particular strategy can be greatly improved with additional weapon damage.
This skill is enhanced by Butts of Steel.
Alien Source Code alien source code printout Passive N/A
Flexibility
Gives +5 maximum MP. Extra max MP is always useful on the first day or two in a run. However, this skill is not automatically permed, and the low amount makes this a very low priority skill to perm.
Arched Eyebrow of the Archmage Pastamancer (4) Non-Combat 10
Damage
Mysticality classes
Grants 10 turns of Arched Eyebrow of the Archmage effect (+10 Spell Damage). Can be used if you need extra spell damage.
This buff is mutually exclusive with other facial expressions.
Butts of Steel Turtle Tamer (8) Passive N/A
Damage
Muscle classes
Improves the damage and accuracy of all Butt skills. In addition to marginally improving the Turtle Tamer's damage output, the accuracy increase with Headbutt allows Turtle Tamers to hit slightly tougher monsters for less MP than Shieldbutt would, and possibly deal more damage than Shieldbutt depending on what you're wearing on your head.
Silent Slice record of menacing silence Combat 5
Damage
Survival
Kind of staggers an opponent, reduces its defense and deals spooky damage based on your weapon's base damage – those numbers will double if that weapon is a knife. In the rare situations where this single cast would be enough for you to hit a monster, Silent Slice beats the Stealth Mistletoe-Tango of Terror combo by far, but most of the time casting it won't be more than a little bit of help. The free combat round might save your life sometimes, but probably won't (like Saucy Salve). You can only use one silent skill per combat.
Since knives are relatively scarce, That's Not a Knife could be a suitable complementary skill in a pinch, although you'll have to equip a no-enchantment weapon to do so.
Suspicious Gaze Accordion Thief (8) Non-combat 10
Survival
Flexibility
Moxie classes
Increase initiative by 20% for 10 turns. This skill can potentially make a difference against high initiative monsters or when running very high ML and aids in speeding up alcove, but it competes with other facial expressions.
This buff is mutually exclusive with other facial expressions.
Walberg's Dim Bulb Vending Machine Non-combat 5
Survival
Flexibility
Moxie classes
Increase initiative by 10% for 10 turns. The difference it makes is rather small, but it doesn't compete with any buffs, and costs very little to use. Speeds up alcove slightly and can potentially make a difference against high initiative monsters, or when running very high ML.
Class-specific skills
Furious Wallop Seal Clubber (7) Combat 1 Fury
Damage
Seal Clubbers
Performs a critical hit. Together with the level 2 skill Audacity of the Otter, this can act as a MP saving version of the Lunging Thrust-Smack as it just consumes a gallon of Fury. If you are fighting monsters with your bare fists, it will be superior to LTS because it guarantees a hit, even when you're not wielding a club.
Club Foot Seal Clubber (8) Combat 8
Damage
Survival
Seal Clubbers
Reduces defense or stuns based on your current Fury if you're currently a Seal Clubber. All other classes just reduce their opponent's defense for 3-5. This skill is primarily aimed at Seal Clubbers and hasn't much appeal to other classes, since you need a club equipped for it to stagger monsters. To non-Seal Clubbers, it has a rather high MP cost compared to the low defense reduction. For the Seal Clubber however, this skill is much more powerful than Entangling Noodles historically had been. Being unavailable until level 8 makes this a reasonable perm if you are doing more than just a few SC runs in the future.
Spirit Boon Turtle Tamer (13) Non-Combat 30
Special
Turtle Tamers
Gives 5-15 turns of the Turtle Spirit's boon, based on Blessing power. Its effects have situational uses, such as some HP regen for War Snapper, bonus damage and an elemental damage source for She-Who-Was, or restoring MP for Storm Tortoise.
Bind Vermincelli Pastamancer (5) Non-Combat 30
Flexibility
Pasta- mancers
Allows Pastamancers to bind a Vermincelli as their thrall. It restores MP after every combat, deals poison damage at Level 5, and gives +30 Maximum MP at Level 10. Vermincelli is particularly useful for low-skill players who lack ways to restore MP more effectively, and a solid choice before having enough MP to summon a Spice Ghost otherwise (which works in your favor since the bonus Max MP can help you summon your Spice Ghost earlier).
Thrall Unit Tactics Pastamancer (10) Passive N/A
Flexibility
Pasta- mancers
Halves the MP cost of Pastamancer combat spells (except Entangling Noodles) if you have a Pasta Thrall active. Pastamancers can save a significant amount of MP throughout the entire run with this skill.
Bind Spaghetti Elemental Pastamancer Non-Combat 150
Survival
Pasta- mancers
Special
Pasta- mancers
Allows Pastamancers to bind a Spaghetti Elemental as their thrall. The amount of substats it gives is pretty small (especially considering its MP cost), and +5 Spell Damage at Level 10 is rather underwhelming, but the Spaghetti Elemental's best feature is that it always blocks the enemy's first attack. Therefore, if you can amass ML and have enough Spell Damage to one-shot monsters, you can safely destroy powerful monsters for a lot of substats without taking a lot of damage at the start or having to boost your initiative high enough to compensate.
Itchy Curse Finger Sauceror (8) Passive N/A
Survival
Saucerors
Casting a Curse also causes the monster to stagger. Best used for Saucerors to heal from Marinara/Weaksauce without having to stun the monster first. Also aids in tower killing.
Disco Greed Disco Bandit (9) Passive N/A
Flexibility
Disco Bandits
This skill will increase your +Item Drops by 10% per point of Disco Momentum. While the MP cost for building Momentum is prohibitively expensive to use constantly, it's a useful skill to have if you want a certain item drop. Even 2 Momentum from Disco Dance 1 and 2 is useful, and doesn't cost too much MP to get.
Flashy Dancer Disco Bandit (7) Passive N/A
Survival
Disco Bandits
Each time you build up a point of Disco Momentum your opponent will be staggered. If you're adventuring in a tough zone and want to build Momentum, this will allow you to maximize deleveling (by using Disco Dances 1, 2, 3, in that order) without fear of taking a big hit.

Tier 7

Hasc07.gif Non-essential skills that are handy for niche cases Hasc07.gif
Skill Name Class (Level) Type MP Cost Category Description
Audacity of the Otter Seal Clubber (2) Passive N/A
Damage
non-Myst classes
Critical hits do three times the normal damage (instead of two times). Since there's not much that can increase your critical hit chance during a hardcore run, this skill will be very unreliably. It will help with combats in general, but overall there's little you can to benefit from it, other than Smacks with Eye of the Stoat. There's no doubt it will be a help, but that help will always come as a surprise.

Seal Clubbers can use their exclusive skill Furious Wallop to make better use of Audacity, but the Lunging Thrust-Smack will basically do the same thing, no matter which class is using it.

Aloysius' Antiphon of Aptitude Accordion Thief (11) Buff 40
Special
Gives you 5-20 adventures of the Aloysius' Antiphon of Aptitude effect (+3 experience after battles). The high cost of this buff detracts from its usefulness; however, if one has access to magical mystery juice (as either an Accordion Thief or a Mysticality class) or to purple snowcones, then this may be a worthwhile use of MP.
Hypersane Merc Core Field Manual: Sanity Maintenance Passive N/A
Survival
Turn Management
Adds serious (+3) spooky resistance. Strictly better than Cold-Blooded Fearlessness, but harder to obtain. Helpful in the same places as Fearlessness.
Cold-Blooded Fearlessness Turtle Tamer (13) Passive N/A
Survival
Turn Management
Adds so-so spooky resistance. Reduces damage in the Cyrpt and the Spookyraven Manor. Also helpful to further reduce the A-boo Peak's hauntedness using A-Boo clues during the Orc Chasm Quest.
Diminished Gag Reflex Sauceror (13) Passive N/A
Survival
Turn Management
Adds so-so stench resistance. Saves some MP if you have it instead of casting Elemental Saucesphere. More valuble than the other passive elemental resistance skills, as it allows immediate access to Guano Junction without casting skills or waiting for a Harem Veil. Also helpful for reaching the 4 levels of stench resistance needed during the Orc Chasm Quest and for unlocking The Haunted Billiards Room.
Disco Nap Disco Bandit (3) Non-Combat 8
Flexibility
Healing
Heals 20 HP and removes a few bad effects, but with Adventurer of Leisure this will remove more effects and heal twice as much HP – making it the HP-wise most efficient early game healing skill. This skill also grants the ability to rest once per day without using an adventure, generating some MP and effectively letting you remove Beaten Up once per day for free. This free rest stacks with Adventurer of Leisure for a total of three.
Since Disco Nap is kind of weak as a stand-alone healing skill you should perm Adventurer of Leisure first if you want to use it as early game healing skill instead of Tongue of the Walrus.
Intrinsic Spiciness Sauceror (9) Passive N/A
Damage
Saucerors
Passive +1 damage per level to your Sauceror spells (maximum bonus of +10). While Saucestorm would benefit the most from this passive skill, the increase in damage is okay, but not overwhelming.
Executive Narcolepsy CRIMBCO Handbook Passive N/A
Flexibility
Healing
Gives one free rest a day, generating some MP and effectively letting you remove Beaten Up once per day for free. These rests stack with Disco Nap and Adventurer of Leisure for a total of four rests.
Super-Advanced Meatsmithing Seal Clubber (5) Passive N/A
Flexibility
Turn Management
The only application for this skill in speedy Hardcore runs is in having a chrome sword more regularly.
Hide of the Walrus Seal Clubber (7) Passive N/A
Survival
+50 Damage Absorption isn't very useful by itself, as a small amount of damage absorption has little effect. However, stacking it with Astral Shell adds up to a whopping +130 Damage Absorption, accompanied by some resistance against all elements.
Blood Sugar Sauce Magic Sauceror (15) Non-Combat 0
Flexibility
When activated, increases your MP by 30% and decreases HP by 30% if you're a Sauceror, or gives +10% max MP for -10% max HP for non-Saucerors. Slimy Synapses and Wisdom of the Elder Tortoises should provide a large enough max MP pool, but it can help meet MP requirements for high-cost skills when needed, especially if you're a Sauceror.
Marginally Insane Hobopolis Passive N/A
Flexibility
Increases MP by 10%. Slimy Synapses and Wisdom of the Elder Tortoises should provide a large enough max MP pool, but some adventurers may still wish to increase it further.
Abs of Tin Hobopolis Passive N/A
Survival
Increases HP by 10%. Not really worth taking as a Hardcore permanent unless you want to maximize your passive bonuses.
The Polka of Plenty* Accordion Thief (5) Buff 7
Flexibility
Turn Management
Gives you 5-20 adventures of the Polka of Plenty effect (+50% Meat drops). Inexpensive skill that pays for itself in most combat areas. Useful when fighting Beefy Bodyguard Bats and Dirty Thieving Brigands.
Cletus's Canticle of Celerity Accordion Thief (3) Buff 4
Survival
Flexibility
Moxie classes
Gives you 5-20 adventures of the Cletus's Canticle of Celerity effect (+20% combat initiative). This is a waste of an Accordion buff slot, as Overdeveloped is available as a passive skill with the same effect, and there are many sources of initiative boosting in the game. The only real use is to help find more modern zmobies during the Undefile the Cyrpt Quest.
Tolerance of the Kitchen Pastamancer (13) Passive N/A
Survival
Adds so-so hot resistance. Saves some MP if you have it instead of casting Elemental Saucesphere. Also takes off the edge when you're killing demons for the Level 6 quest while using Master of the Surprising Fist coupled with Kung Fu Hustler as a Muscle or Mysticality class. Also helps unlock The Haunted Billiards Room.
Tongue of the Walrus* Seal Clubber (9) Non-Combat 10
Healing
Heals 30-40 HP and removes Beaten Up. More efficient than Cannelloni Cocoon when healing smaller amounts of damage, but only marginally more efficient than the Adventurer of Leisure improved Disco Nap. While Adventurer of Leisure and Disco Nap both allow for free rests, Tongue of the Walrus will remove Beaten Up as often as you need it to.
Class-specific skills
Skill Name Class (Level) Type MP Cost Category Description
Cavalcade of Fury Seal Clubber (12) Combat 15 + all Fury
Damage
Seal Clubbers
Performing one attack per gallon of Fury, this will rip most monsters to shreds. While the MP cost is unusually high for a muscle class attack, so is the damage. The downside of this attack is that you sacrifice all your Fury. This means you can only perform it once each combat, lose your Fury related bonuses and have to wait for 5 combats until you can perform it again with its maximum efficiency.
Seething of the Snow Leopard Seal Clubber (9) Passive N/A
Damage
Seal Clubbers
Increases your bonus weapon damage from Fury from +1 to +3 per gallon. Helps you maximize your damage output, and is significant at early levels and with Ire of the Orca.
Blessing of the Storm Tortoise Turtle Tamer (11) Non-Combat 50
Special
Turtle Tamers
Grants Turtle Tamers the Blessing of the Storm Tortoise. Grants Initiative and Max MP, among other things. The most powerful of the Storm Tortoise effects is making Headbutt deal damage twice and Shell Up to stun. This causes Headbutt to possibly surpass Shieldbutt's damage as you get better helmets later in the run, and gives Turtle Tamers their only source of a multi-turn stun. Its Spirit Boon causes your melee attacks to restore MP, and its Avatar gives massive amounts of MP, for if you want to splurge on buffs. Which Turtle Spirit the player wants to use is largely dependent on their playstyle.
Bind Lasagmbie Pastamancer Non-Combat 200
Flexibility
Pasta- mancers
Damage
Pasta- mancers
Allows Pastamancers to bind a Lasagmbie as their thrall. The bonus meat might speed up the Nuns, but its effects at higher levels are nothing special.
Bind Penne Dreadful Pastamancer Non-Combat 150
Survival
Pasta- mancers
Allows Pastamancers to bind a Penne Dreadful as their thrall. For cases when you do actually need long-term survivability, having your Moxie equalize to your Mysticality is the most reliable solution (compared to beefing up or relying on occasional blocks). Its effects at higher levels further reduce potential damage taken.
Soul Saucery Sauceror (6) Passive N/A
Special
Saucerors
Allows Saucerors to collect Soulsauce, which can be used in six various skills. Although the amount of Soulsauce you get at early level is rather low, making this less desirable to perm, having access to Soul Food and Soul Bubble early is useful to have, as can Soul Rotation.
Disco Bravado Disco Bandit (10) Passive N/A
Special
Disco Bandits
This skill will increase your stat points gained per point of Disco Momentum. 1 stat point for 1 point of Momentum, 1-2 stat points for 2 points of Momentum or 1-3 stat points for 3 points of Momentum.
Accordion Appreciation Accordion Thief (5) Passive N/A
Special
Doubles the enchantment bonuses from Accordions. Makes a few accordions more powerful, in particular the Rock and Roll Legend, which gives +14 Moxie instead of +7 with this skill, and for players with Summon Smithsness, Shakespeare's Sister's Accordion becomes extra-powerful because not only does it double the -MP Cost and +Smithsness, it doubles Moxie bonuses from Smithsness as well. Almost all Accordions are usable by ATs only, making this skill a low priority perm, but it helps to take advantage of those accordions earlier than level 5.

Tier 8

Hasc08.gif Skills with limited use Hasc08.gif
Skill Name Class (Level) Type MP Cost Category Description
Double-Fisted Skull Smashing Seal Clubber (12) Passive N/A
Damage
Flexibility
Allows using two one-handed weapons at the same time. The weapon enchantments and damage all stack. Oddly, the best use is for plinking. Holding a scratch 'n' sniff crossbow in one hand and a curdflinger in the other can make the early monsters cry! A muscle or mysticality class would probably prefer a shield or a cookbook, respectively.
Jingle Bells Crimbo Carol Buff 5
Flexibility
For 5-20 turns, familiars that act in combat are more likely to act in combat! Useful for starfishing.
Stevedave's Shanty of Superiority Accordion Thief (10) Buff 30
Damage
Survival
Gives you 5-20 adventures of the Stevedave's Shanty of Superiority effect (+10% all stats). This can allow you to plink at higher levels, but the MP cost and the song slot are prohibitive.
Ghostly Shell Turtle Tamer (4) Buff 6
Survival
Gives you 10 adventures of the Ghostly Shell effect (+80 Damage Absorption). Not very useful by itself, as a small amount of damage absorption has little effect. However, it's cheap and stacks easily with other TT buffs for significant reduction of damage. Can be useful against Gremlins.
Disco Dance II: Electric Boogaloo Disco Bandit (4) Combat 4
Damage
Survival
Special
Disco Bandits
Does 9-11 damage, reduces monster level by 5 and builds up a point of Disco Momentum once per combat. Each point of Disco Momentum increases the damage dealt and deleveling by 6 points. It gives you some advantage over a monster for a relatively low MP cost. The choice between this and Disco Dance 3 should depend on the power of your equipment and the level of the monster. Disco Dance II is somewhat useful for the Naughty Sorceress in her first form as she automatically removes negative levels in excess of 5, making her immune to Disco Dance 3.
Irrepressible Spunk Sauceror (14) Passive N/A
Survival
Flexibility
Increases HP and MP by 5%. Not really worth taking as a Hardcore permanent unless you want to maximize your passive bonuses.
Cosmic Ugnderstanding Gnomish Passive N/A
Flexibility
Increases MP by 5%. Not worth taking as a Hardcore permanent unless you are a fan of trophies and already made it Softcore permanent.
Dirge of Dreadfulness Accordion Thief Buff 9
Damage
5-20 turns of Dirge of Dreadfulness (+12 Spooky damage and +12 damage to Spooky spells. Useful for strong physical attacks in the Hobo Sewers since there are few helpful songs for that area. Otherwise, there are too many songs competing for the three spots and Dirge can't compare.
Stuffed Mortar Shell Pastamancer (8) Combat 8
Damage
Mysticality classes
Deals (32-64)+(0.5*Mys) damage in a random element on the turn after it was cast. While the damage it deals is massive and can be tuned, the delay means you'll have to stun the monster before casting this skill if you don't want to take damage. Even so, it's still an extremely efficient cost in terms of damage/MP ratio, although not many monsters need that much damage to kill.
Remember for monsters which need more damage to kill, that this spell can only be cast once per fight.
Unoffendable History's Most Offensive Jokes, Vol. IX Passive N/A
Survival
Adds serious (+3) sleaze resistance. Strictly better than Heart of Polyester, but harder to obtain. Most helpful for making The Hole in the Sky easier and fighting the Frat Orcs in The Battlefield, but sleaze resistance is one of the less useful resistances in a typical run.
Heart of Polyester Disco Bandit (13) Passive N/A
Survival
Adds so-so (+2) sleaze resistance. Most helpful for making The Hole in the Sky easier and fighting the Frat Orcs in The Battlefield.
Offensive Joke CRIMBCO Handbook Combat 15
Damage
Survival
Reduces monster power by 20 and deals 30-40 points of Sleaze damage. Good for de-leveling in a hurry, but its high cost and incompatibility with Stealth Mistletoe make it less useful.
Reptilian Fortitude Turtle Tamer (10) Buff 10
Survival
Gives you 5-20 adventures of the Reptilian Fortitude effect (+30 maximum HP). Most useful when fighting monsters well above your stat level so that you won't be killed by a single hit when losing initiative. Because it requires a totem, this skill is usually too expensive to use as a non-Tamer. Holiday Weight Gain is an alternative for +HP.
Curse of Marinara Sauceror (6) Combat 4
Damage
Healing
Saucerors
A Curse that steals HP equal 3% of monster's Attack every turn. If a Sauceror lands a killing blow with a sauce spell, restores HP equal to 30% of damage dealt, up to 50 HP. Can potentially be the most MP-efficient HP restorer to Saucerors. Also useful for tower killing.
Salsaball Sauceror (0) Combat 1
Damage
Deals 2-3 Hot damage, hard capped at 8. With +6 bonus spell damage and against a Spooky or Cold, this can be an extremely efficient spell, dealing 16 damage for a single MP. However, unless the monster is physically-resistant, Toss and Clobber are better options.
Spirit of Rigatoni Pastamancer (7) Passive N/A
Damage
Mysticality classes
Flexibility
Mysticality classes
Special
Allows the equipment of chefstaves. But (with the exception of the Staff of the November Jack-O-Lantern) chefstaves can only be crafted by Mysticality Classes, so it will not help other classes. However, this skill allows a Myst-class player access to the most powerful magic weapons in the game, and for Saucerors it frees up an accessory slot.
Brawnee's Anthem of Absorption Accordion Thief (8) Buff 13
Survival
Gives you 5-20 adventures of the Brawnee's Anthem of Absorption effect (Damage Reduction that scales with your level). This buff is not very useful because -- although the damage reduction can be significant -- it is seldom worth using a valuable Accordion Thief buff slot with it. A notable exception is the Gremlins, where a cast of Brawnee's will significantly reduce the damage from their auto-hit attacks.
Gnomish Hardigness Gnomish Passive N/A
Survival
Increases HP by 5%. Slightly aids survival.
Summon Crimbo Candy Crimbo Candy Cookbook Noncombat 3
Damage
Survival
Summons 3 random Crimbo candies, once per day. Each candy gives 5 turns of Sugar Rush and 5 turns of a +5 boost to Moxie, Muscle, or Myst. Can be useful for plinking, etc.
Tenacity of the Snapper Turtle Tamer (6) Buff 8
Damage
non-Myst classes
Gives you 5-20 adventures of the Tenacity of the Snapper effect (+8 melee damage). While low in MP cost, it requires an upgraded turtle totem to be really useful.
Shield of the Pastalord Pastamancer (8) Non-Combat 20
Survival
Gives you 10 turns of 30% physical damage reduction to Pastamancers, or 10% to non-Pastamancers. This skill can help making a difference in surviving a blow from a powerful monster, but it's better for Pastamancers to try avoiding damage in the first place. Its reduced effectiveness for other classes also makes it less desirable due to its MP cost.
Disco Shank Disco Bandit (10) Combat 13
Damage
Uses best available knife to damage a monster once per combat, dealing increased damage based on your Disco Momentum level. Momentum damage scales with your Moxie. For situations where you want to deal a lot of damage as a Disco Bandit, this skill deals the most damage at high levels.
Since knives are relatively scarce, That's Not a Knife is pretty much a mandatory complementary skill for Disco Shank.
Knife in the Dark Disco Bandit (9) Combat 10
Damage
Uses best available knife to damage a monster for physical and Spooky damage once per combat, dealing increased damage based on your Disco Momentum level. Momentum damage scales with knife power.
Since knives are relatively scarce, That's Not a Knife is pretty much a mandatory complementary skill for Knife in the Dark.
Disco Face Stab Disco Bandit (6) Combat 8
Damage
Survival
Uses best available knife to damage and delevels a monster by 9 once per combat. The damage scales according to both the knife's power and your Disco Momentum level.
Since knives are relatively scarce, That's Not a Knife is pretty much a mandatory complementary skill for Face Stab.
Disco Inferno Disco Bandit (12) Combat 15
Damage
Deals Hot damage once per combat that scales with your Disco Momentum level. If you don't have a strong knife, this skill will deal more damage compared to the knife-related combat skills. Also deals bonus damage to groups.
Cold Shoulder Seal Clubber (3) Passive N/A
Damage
non-Myst classes
While 5 additional Cold Damage are always welcome, getting that bonus only for your Smacks makes this skill rather weak and very specific in comparison.
Fortitude of the Muskox Seal Clubber (1) Passive N/A
Healing
Compared to every other healing skill, this one is rather useless. However having a passive skill that's regenerating 1-2 HP per adventure means an average of 150 HP healed in 100 Adventures – for free. Without astronomically high attributes to evade each and every attack, you will always get some damage from fights. This passive won't heal up much, but it might compensate for some HP loss and save you having to use other means of healing at least once or twice during a run. If you have already maxed out your free rests, this is the only other source of free healing available.
Class-specific skills
Thirst of the Weasel Seal Clubber (6) Passive N/A
Flexibility
Seal Clubbers
Healing
Seal Clubbers
Heals 1-2 HP per Smack for each gallon of Fury. While it's nice to have most of your attacks skills double as weak but free heals, the amount healed can't eliminate the need for a real healing skill.
Wrath of the Wolverine Seal Clubber (4) Passive N/A
Damage
Seal Clubbers
Special
Seal Clubbers
The very basis of all Fury skills. It enables Seal Clubbers to generate and store up to 3 gallons of Fury. Since it's a level 4 skill it will be available to you from day one, making it kind of unreasonable to spend karma on, unless you desperately want to save meat.
Buoyancy of the Beluga Seal Clubber (5) Passive N/A
Healing
Seal Clubbers
Regenerates 1 HP per Adventure for each gallon of Fury. While this beats Fortitude of the Muskox by far, you have to be a Seal Clubber to receive this free healing. Since Buoyancy of the Beluga is a level 5 skill it will be available to you so early, that you don't have to worry about perming it, unless you want to save meat.
Blessing of She-Who-Was Turtle Tamer (7) Non-Combat 30
Special
Turtle Tamers
Grants Turtle Tamers the Blessing of She-Who-Was. Grants Mysticality and Spooky Damage, among other things. If you desire some early-game MP, a source of elemental damage and sustainability in some cases, She-Who-Was provides that. Shell Up and Shieldbutt both restores HP. Its Spirit Boon gives bonus Weapon Damage and converts your damage to Spooky, and its Avatar grants lots of elemental resistance for when you need them, and gives you a skill that deals prismatic damage. Which Turtle Spirit the player wants to use is largely dependent on their playstyle.
Blessing of the War Snapper Turtle Tamer (2) Non-Combat 15
Special
Turtle Tamers
Grants Turtle Tamers the Blessing of the War Snapper. Grants Muscle and Weapon Damage, among other things. War Snapper is best for all-around combat advantages, making Headbutt better as an early game skill, and granting bonus damage and a stagger to Shieldbutt. Its Spirit Boon causes your melee attacks to restore HP, and its Avatar turns you into an indomitable fighter. Which Turtle Spirit the player wants to use is largely dependent on their playstyle.
Although this skill can be learned as early as Level 2, it doesn't hurt to get a few turns of a head start by perming it.
Turtle Power Turtle Tamer (15) Non-Combat 100
Special
Turtle Tamers
Once a day, uses up a Glorious Blessing to restore 1000 HP and MP and turn you into the Turtle Spirit's Avatar for 10 turns. You can't gain a Blessing for 60 turns after casting this skill. While the effects you gain are powerful, the fact that it removes your Blessing and prevents you from getting one for 60 turns is a significant drawback. As a result, this is a very, very situational skill to use.
Bringing Up the Rear Pastamancer (6) Passive N/A
Damage
Pasta- mancers
Doubles the hard damage cap of most Pastamancer spells if you have a Pasta Thrall active. Having this skill allows Pastamancers to get more mileage out of their weaker spells, indirectly saving MP.
Disco State of Mind Disco Bandit (3) Passive N/A
Special
Disco Bandits
The very basis of all Disco Momentum skills. It enables Disco Bandits to build up up to 3 Disco Momentum per combat. Since it's a level 3 skill it will be available to you from day one, making it kind of unreasonable to spend karma on, unless you desperately want to save meat.
Frantic Gyrations Disco Bandit (4) Passive N/A
Survival
Disco Bandits
Each point of Disco Momentum will make you harder to hit. It's a good skill, but since it's a level 4 skill it will be available to you from day one, making it kind of unreasonable to spend karma on, unless you desperately want to save meat.

Tier 9

Hasc09.gif Generally useless or redundant skills Hasc09.gif
Note that these skills are kept in alphabetical order, rather than in order of usefulness.
Skill Name Class (Level) Type MP Cost Category Description
Antibiotic Saucesphere Sauceror (10) Buff 15
Healing
Gives you 5-20 adventures of the Antibiotic Saucesphere effect (regenerate 4-5 HP per adventure). This skill is very inefficient without a decent saucepan, and there are better HP restorers out there.
Bind Angel Hair Wisp Pastamancer Non-Combat 60
Survival
Pasta- mancers
Allows Pastamancers to bind an Angel Hair Wisp as their thrall. It provides pure survivability via initiative and attack blocks, but it gives paltry Initiative at low levels and requires a lot of time to be effective. Even then the Spaghetti Elemental is better for initiative since at Level 5 it does the same thing in principle, not to mention long-term survivability is not exactly beneficial for the one-shotting playstyle. The amount of Initiative it gives at low levels is too negligible for boosting modern zmobie appearance rates as well.
Bind Undead Elbow Macaroni Pastamancer Non-Combat 100
Damage
Pasta- mancers
Allows Pastamancers to bind an Elbow Macaroni as their thrall. Having Muscle equal to your Mysticality as a Pastamancer may increase your endurance, but in the end increasing Moxie or Initiative works better for saving resources, so it only really works for A-boo Peak and in other very situational cases. At later levels it gives bonus Weapon Damage and Critical Hit chance... which doesn't benefit a spellcaster in any way.
Bind Vampieroghi Pastamancer (3) Non-Combat 12
Damage
Mysticality classes
Survival
Mysticality classes
Healing
Mysticality classes
Binds a Vampieroghi as a Pasta Thrall. It's generally the least useful of the Pasta Thralls, since Pastamancers should focus on OHKO-ing, not long-term survivability. Pastamancers also have better ways to increase short-term survivability and have skills that heal on demand. Its non-PM effect is also mediocre.
Cadenza Accordion Thief (2) Combat 0
Damage
Accordion Thieves
Special
Accordion Thieves
Has various effects based on what Accordion you have equipped. Almost all Accordions can only be used by ATs only, and its early availability makes this a very low priority skill to perm.
Candyblast Crimbo Carol Combat 8
Damage
Mysticality classes
Flexibility
Mysticality classes
Deals (8-16)+(0.25*Mys) damage, hard capped at 50. 33% chance of dropping a piece candy, but limited to once per combat. Because the skill cannot be elementally tuned, most of the candy can't be autosold, and doesn't even work with Bringing Up the Rear, this is just a worse version of Cannelloni Cannon.
Chronic Indigestion Food Combat 5
Damage
Does a range of (current fullness + 5-10) Hot damage. This can be useful because it will always hit and will do double damage to Spooky and Cold monsters. However, because the skill has limited damage and will only deal hot damage, perming Cannelloni Cannon and Flavour of Magic is a better choice for most ascenders.
CLEESH Strange Leaflet Combat 10
Survival
Flexibility
Turns most enemies into a very weak monster. When combined with Advanced Saucecrafting, can make semi-useful potions, but by the time a chef-in-the-box is available, the potions are less useful. You also receive it every run at level 9, so perming this skill isn't too attractive.
Cringle's Curative Carol Crimbo Carol Buff 5
Healing
Gives you 5-20 adventures of the Cringle's Curative Carol effect (regenerate 5-10 HP per adventure). The song slot ruins any chance of being used that this buff probably didn't have in the first place.
Curse of Vichyssoise Sauceror (1) Combat 2
Damage
Deals minor Cold Damage every round, which is increased with Cold Resistance. Deals bad damage and not worth using in general.
Curse of the Thousand Islands Sauceror (8) Combat 6
Survival
Has a chance of causing monsters to stagger. Due to its random nature, this skill should not be relied upon.
Deep Dark Visions Mer-kin darkbook Non-combat 100
Damage
Mysticality classes
Special
+50% Spell Damage at extreme costs. Casting this requires least 500 HP and 8 levels of spooky resistance as a myst class or 9 resistance levels as every other class. Since this requires several other skills as well as some logistic effort, which only makes sense as part of Tower killing strategies.
Disco Aerobics Disco Bandit (0) Non-combat 1
Damage
Moxie classes
Survival
Gives you 5 adventures of the Disco State of Mind effect (+2 Moxie). Can be useful for simple plinking.
Disco Dance of Doom Disco Bandit (2) Combat 3
Damage
Survival
Special
Disco Bandits
Does 6-8 damage, reduces monster power by 3 and builds up a point of Disco Momentum once per combat. Each point of Disco Momentum increases the damage dealt and deleveling by 4 points. Outside of a Disco Bandit ascension, this skill is largely useless as Disco Dance II and Disco Dance 3 accomplish the same goal more efficiently.
Disco Eye-Poke Disco Bandit (1) Combat 2
Damage
Survival
Does 1-3 damage and reduces monster power by 2 once per combat. Each point of Disco Momentum increases the damage dealt and deleveling by 1 point. This skill is a very poor choice for a perm compared to Disco Dance II and Disco Dance 3. Even if you're heavily relying on the Disco Momentum mechanic, you can learn this skill for very little meat as soon as you've got access to your guild.
Disco Leer Disco Bandit (15) Non-Combat 10
Flexibility
Gives you 10 adventures of the Disco Leer effect (+10% Meat drops). Might save a turn or two for the Nuns, but hardly worth the MP cost otherwise.
This buff is mutually exclusive with other facial expressions.
Dissonant Riff Accordion Thief (1) Combat 2
Damage
Survival
Deals minor damage and delevels by a minor amount. A weak combat skill.
Fearful Fettucini Pastamancer Combat 32
Damage
Mysticality classes
A fully elemental spooky version of Weapon of the Pastalord. Very powerful, but a high MP cost. Saucegeyser or Noodles + Mortar combo is an equally powerful spell that is more flexible and should be considered for perming before this.
Headbutt Turtle Tamer (1) Combat 3
Damage
Deals your attack damage plus bonus physical damage based on the power of your hat. Deals extra damage if wearing a helmet turtle and is improved by Turtle Blessings. The fact that it's rather ineffective for non-Turtle Tamers and its early availability otherwise makes this skill a low priority skill for perming.
Deals more damage with Tao and high-power hats from Armorcraftiness.
This skill is enhanced by Butts of Steel.
Hibernate Seal Clubber (2) Non-combat 1 Adventure
Healing
Special
While healing all your HP, curing Beaten Up and granting 5 Adventures worth of the Well-Rested buff (15 sub stats at best, unless you combine it with free fights against summoned monsters), this isn't, in any conceivable way, worth losing an Adventure to hardcore ascenders. (Seal Clubbers lose all of their current Fury on top of that.)
Iron Palm Technique Traveling Trader Non-combat 1
Special
Seal Clubbers
Buff that causes swords to function as clubs. Could be useful as a Seal Clubber, allowing swords to benefit from auto-hit Smacks like clubs, giving them more weapons to work with. This skill is almost practically a passive skill, since it's a skill that costs 0 MP to cast and gives an intrinsic with no negative effects and isn't removable by enemies. Unfortunately, there aren't any notable swords that are both easily obtainable and better than the Hammer of Smiting in general, so this skill has little relevance.
Jalapeño Saucesphere Sauceror (7) Buff 5
Damage
Survival
Gives you 5-20 adventures of the Jalapeño Saucesphere effect. Provides 3 DR and deals 1-5 damage when monsters attack you.
Käsesoßesturm Traveling Trader Combat 10
Damage
Mysticality classes
A Stench clone of Wave of Sauce, minus the delevel. While it has a situational use against Hot monsters (i.e. Friar's/Hey Deze), a Stench-tuned Cannelloni Cannon can do the job a bit better in that regard.
Kneebutt Turtle Tamer (7) Combat 4
Damage
Survival
Deals your attack damage plus bonus physical damage based on the power of your pants, and is improved by Turtle Blessings. For Turtle Tamers, Kneebutt's only real use is for deleveling with certain Turtle Blessings, and without the auto-hit of Shieldbutt or the potentially high damage output of Headbutt, Kneebutt is the least useful Butt skill out of the three. It's also very weak on other classes.
Deals significantly more damage with Tao and high-power pants from Armorcraftiness.
This skill is enhanced by Butts of Steel.
Lasagna Bandages Pastamancer (3) Combat or Non-Combat 6
Healing
Heals 10-30 HP out of combat and 10-20 HP in combat. This spell would be more useful if Saucy Salve didn't exist.
Lunge Smack Seal Clubber (1) Combat 1
Damage
Muscle classes
A normal attack that deals 5 extra damage if it connects. Very weak overall, even as a low-level SC.
Seal Clubbers will always hit an opponent with this skill as long as they're wielding a club in their main hand.
Manicotti Meditation* Pastamancer (0) Non-combat 1
Damage
Mysticality classes
Flexibility
Gives you 5 adventures of the Pasta Oneness effect (+2 Mysticality). Can be useful for increasing max MP.
Moxie of the Mariachi Accordion Thief (0) Non-combat 1
Damage
Moxie classes
Survival
Gives you 5 adventures of the Mariachi Mood effect (+1 Moxie and +4 maximum HP). Can be useful for simple plinking.
Natural Born Skeleton Killer Field Guide to Skeletal Anatomy Passive N/A
Damage
Increases damage to skeletons by 10%. While there actually are some skeletons, their seldom appearance makes this skill rather unimportant.
Northern Explosion Seal Clubber (13) Combat 16
Damage
Muscle classes
The Cold version of LTS. While it can come in handy for Muscle classes when they need elemental damage, it's cost-inefficient and hardly anything physical-resistant needs that much elemental damage to kill.
Patience of the Tortoise Turtle Tamer (0) Non-combat 1
Damage
Muscle classes
Survival
Gives you 5 Adventures of the Patience of the Tortoise effect (+1 Muscle and +4 maximum HP). Can be useful for increasing melee accuracy and HP.
Pinch Ghost Ghost Pinching Quarterly Combat 5
Damage
Deals physical damage to ghosts. There are many better spells or elemental damage options available.
Pizza Lover Turtle Tamer (4) Passive N/A
Turn Management
Pizzas give extra substats and +1 Adventure per fullness. Unfortunately, just about every pizza that exists in KoL are inferior to foods such as Pasta dishes, even with this skill.
Precision of the Penguin Seal Clubber (14) Passive N/A
Damage
Seal Clubbers
Increases your Critical Hit Chance by 1% per gallon. Might give you a super-powerful Smack every now and then.
Ravioli Shurikens Pastamancer (1) Combat 4
Damage
Mysticality classes
Deals 2-4 damage in a random element 3 times (only the first hit can be tuned), hard capped at 10 each. Its low damage output makes this spell a poor choice for a Hardcore permanent.
Really Expensive Jewelrycrafting Little Canadia Jewelers Non-Combat N/A
Flexibility
Lets you create advanced jewelry. Since elemental gems are extremely rare and in-run jewelrycrafting requires access to Little Canadia, which is less useful for ascension than Degrassi Knoll, perming this skill is not very useful.
Sauce Contemplation* Sauceror (0) Non-Combat 1
Damage
Mysticality classes
Survival
Flexibility
Gives you 5 adventures of the Saucemastery effect (+1 Mysticality and +4 maximum HP). Can be useful for increasing max MP.
Sauce Monocle Sauceror (14) Non-Combat 20
Damage
Mysticality classes
Gives 10 turns of +15% Spell Critical Hit Chance, or +5% for non-Saucerors. Don't rely on spell crits for damage.
Scarysauce Sauceror Buff 10
Damage
Survival
Special
This skill gives you so-so protection against cold and sleaze damage, and any monster that attacks you is dealt 2-10 Spooky damage. While unlikely, it could make a difference when reducing the A-boo Peak's hauntedness using A-Boo clues during the Orc Chasm Quest.
Scowl of the Auk Seal Clubber (6) Buff 10
Damage
non-Myst classes
Grants you 10 adventures of the Scowl of the Auk effect (+10 weapon damage). While being stronger than Tenacity of the Snapper and not requiring an upgraded turtle totem, it's incompatible with the more powerful Snarl of the Timberwolf or Icy Glare.
This buff is mutually exclusive with other facial expressions.
Seal Clubbing Frenzy Seal Clubber (0) Non-combat 1
Damage
Muscle classes
Survival
Gives you 5 Adventures of the Seal Clubbing Frenzy effect (+2 Muscle). Can be useful for increasing melee accuracy and HP.
Shell Up Turtle Tamer (5) Combat 6
Survival
Blocks a monster's attack on the turn that it was cast, negating damage and triggering additional effects if you have a Turtle Blessing. Shell Up needs to have a Blessing in order for it to be any useful, and the damage dealt is very minor otherwise.
Silent Slam record of infuriating silence Combat 5
Damage
Survival
Kind of staggers an opponent, reduces its attack power and deals spooky damage based on your weapon's base damage – those numbers will double if that weapon is a club. In most situations, Silent Slam will reduce a monster's attack power only by a little, so casting it won't be more than a little bit of help. The free combat round might save your life sometimes, but probably won't (like Saucy Salve). You can only use one silent skill per combat.
Silent Squirt record of tranquil silence Combat 10
Damage
Survival
Kind of staggers an opponent and deals 50-60 spooky damage. Since this spell isn't affected by spell modifiers or Mysticality it's not much good. The free combat round might save your life sometimes, but probably won't (like Saucy Salve). You can only use one silent skill per combat.
Simmer Sauceror (1) Non-combat 1 Adventure
Damage
Special
Grants 10 turns of Simmering (Spell Damage +100%, Regenerate 8-10 MP per Adventure). Saucerors are already capable of regenerating MP near-effortlessly, and the bonus spell damage serves little purpose as long as you have even just a kickback cookbook. Plus it has a very steep cost of 1 Adventure.
Sing Accordion Thief (0) Combat 1
Damage
Hits for 2-3 damage per round for 2-3 rounds. Trivial combat skill, no real need to take unless you're absolutely out of skills to perm.
Sloppy Secrets Sloppy Seconds Diner Employee Handbook Passive N/A
Special
Makes the Sloppy Seconds Diner NC adventure more rewarding by doubling Beach Buck drops from raiding the cash register and making the adventure appear more frequently. Unless you plan on power-leveling at the Diner extensively, the skill has little value, not to mention it's useless to anyone who doesn't have access to Spring Break Beach in the first place.
Spaghetti Spear Pastamancer (0) Combat 1
Damage
Hits for 2-3 damage, hard capped at 8. Trivial combat skill, no real need to take unless you're absolutely out of skills to perm.
Spirit Snap Turtle Tamer (6) Combat 10
Damage
Deals damage based on Muscle, and is improved by Turtle Blessings. This skill is extremely weak without a Blessing active.
Spirit Vacation Turtle Tamer (1) Non-combat 1 Adventure
Healing
Special
Restores all your HP, curing Beaten Up and granting Spirit Souvenirs‎ (+10 Maximum MP and 8-10 MP regeneration per adventure) for 10 adventures. For beginners, this skill can be used as a crutch for both healing and MP regen, but as time goes on and more skills are obtained, it's not worth spending a single Adventure on.
Spectral Snapper Turtle Tamer Combat 20
Damage
Muscle classes
Does 10-40 + 20% of Muscle in spooky damage. Because it does not receive bonus damage from sources such as Snarl of the Timberwolf, it is not difficult for physical attack skills to deal more damage and at a much more efficient cost. Even when used for its elemental damage, there are better ones out there.
Spiky Shell Turtle Tamer (9) Buff 8
Damage
Muscle classes
Gives 5-20 Adventures of Spiky Shell, dealing a paltry amount of damage to enemies that attack you.
Sticky Fingers Accordion Thief (11) Passive N/A
Flexibility
Moxie classes
While this skill only adds a little bit of meat to your successful pickpocketing attempts, it even works on monsters which don't normally drop any meat. The overall return for Moxie classes isn't that much of a deal, but still: meat is meat.
Stream of Sauce Sauceror (1) Combat 3
Damage
Mysticality classes
Deals (9-11)+(0.2*Mys) Hot damage, hard capped at 24. A low-level skill with little practical application after gaining a few levels.
Suckerpunch Disco Bandit (0) Combat 1
Damage
Survival
Delevels opponent by 1 while dealing 1 damage. Unlike other Disco Bandit delevelers, this skill can be cast as many times per combat as you like. Trivial combat skill, no real need to take unless you're absolutely out of skills to perm.
Summon "Boner Battalion" The Necbronomicon Noncombat 200
Damage
Special
Deals passive elemental damage. However it can be used once per day, and the MP cost is prohibitive for the effect.
Surge of Icing Crimbo Carol Combat 10
Damage
Mysticality classes
A physical damage clone of the old Saucestorm that does 1.5x damage with the effect Sugar Rush. Unfortunately, it's horribly overpriced.
Tattle The Snitch's Manifesto Combat 7
Damage
Survival
Delevels enemies. This means this skill is redundant with every Disco Bandit combat skill. And those can combo for bonus effects. And deal damage simultaneously.
That's Not a Knife Disco Bandit (5) Noncombat 0
Special
Disco Bandits
Lets you summon a knife for free once a day. The power of those knives is determined by your level, but since they have no enchantment they aren't an interesting choice to equip. Since knives are relatively scarce, this skill is pretty much a mandatory complementary skill for Disco Face Stab, Knife in the Dark, Disco Shank as well as a possible complementary skill for Silent Slice. However, perming it is only really necessary if you are planning to use the DB knife skills outside of a DB run.
The Psalm of Pointiness Accordion Thief (9) Buff 15
Damage
Survival
Gives you 5-20 adventures of the Psalm of Pointiness effect (enemies that attack you suffer 4-8 damage and delevel by 1-5). This skill would be good for plinking because of the deleveling effect, but there are more useful songs out there for that.
Thrust-Smack Seal Clubber (4) Combat 3
Damage
Muscle classes
When TS hits, it doubles your weapon's damage, plus Bonus Weapon Damage if you're a Seal Clubber. It receives 20 more muscle points to accuracy. Generally useless for non-SCs and can be bought early as a SC.
Seal Clubbers will always hit an opponent with this skill as long as they're wielding a club in their main hand.
Torment Plant The Thorax's Codex of Tormenting Plants Combat 5
Damage
Deals physical damage to Plants. You will see at most 6 monsters that are plants in a run. None of them are particularly threatening.
Transcendent Al Dente Pastamancer (2) Non-combat 1 Adventure
Special
Grants 10 turns of Al Dente Inferno (+20 Max MP, restores 18-20 MP per adventure). While it may be of some use to beginners who are not good at MP management, its cost of 1 Adventure is a very steep price to pay for even moderately experienced players.
Tricky Knifework Disco Bandit (7) Passive N/A
Special
Moxie classes
Attacks done with a knife equipped will hit and deal damage based on your Moxie (unless your Muscle is higher). Since you are much more likely to find or craft a good 1-handed ranged weapon than a good knife, there are very limited uses for this skill during a Hardcore run.
Wave of Sauce Sauceror (8) Combat 10
Damage
Mysticality classes
Deals (45-50)+(0.3*Mys) damage of hot and delevels monster by 8-10, hard capped at 100. Saucestorm deals about the same amount of damage for less MP, and has not much use otherwise unless you want to milk curse restoration with it or just save money.
Weapon of the Pastalord Pastamancer (10) Combat 32
Damage
Mysticality classes
Deals (32-64)+(0.5*Mys) damage. Very powerful when combined with spell damage modifiers, but its massive MP cost makes this skill a poor choice to make a Hardcore permanent. If a large spell is needed to relieve a sticky situation, Saucegeyser is suggested since it will deal all of its damage tuned to a beneficial element or a Entangling Noodles + Stuffed Mortar Shell combo which does the same amount of damage for less MP.
Wizard Squint Pastamancer (14) Non-Combat 10
Damage
Mysticality classes
Gives 10 turns of +10% Spell Critical Hit Chance. There are more reliable facial expressions out there.
This buff is mutually exclusive with other facial expressions.

Tier 10

Hasc10.gif Skills that have no possible use during a hardcore run Hasc10.gif
Skill Name Class (Level) Type MP Cost Category Description
Hobo attack skills: Hobopolis Combat 120
Damage
Mysticality classes
Each skill can deal a huge amount of damage in a single element. In an HC run, they are almost always either too expensive to use, or utter overkill. (One exception: They have been used as part of a strategy to defeat the normally invincible Tower monsters. Extensive preparation is required.)
Hobo relaxation skills: Hobopolis Combat 30
Damage
Mysticality classes
Each skill deals single-element (or physical) damage similar to Cannelloni Cannon and Saucestorm at 2-3x the MP cost. They can also cool down angry hobos and fish, which is useless in a normal hardcore ascension.
Hobo accordion buffs: Hobopolis Buff 50
Damage
Accordion Thieves
Flexibility
Accordion Thieves
Turn Management
Accordion Thieves
These spells can only be cast on recipients of level 15 or higher. By the time you reach this level you could already have beaten the sorceress. Unless, of course, you are BIG!
Aquatic skills: The Sea Varies Varies
Damage
Muscle classes
These skills are only useful underwater, or with rare crafting ingredients that are only found underwater. Underwater access is not possible until level 11 and will cost 10K for the old SCUBA tank in order to breathe underwater. These skills may be of interest to PvPers, as at least one aquatic minigame has been part of every PvP season to date.
Frigidalmatian Brushfires Event Noncombat 300
Damage
Mysticality classes
Special
Grants a buff which deals massive Cold damage every round of combat for one adventure. Extreme high cost plus extremely short duration means no use in Hardcore. (However, like the Hobopolis 120 MP attacks, above, this can be used as part of a strategy to kill Tower monsters, with extensive preparation.)
Managerial Manipulation CRIMBCO Handbook Buff Other Player 5
Useless for Hardcore
Gives another player the effect Employee of the Month for 20 turns (+10 to all attributes). Since you cannot use it on yourself, there is no use for this during a hardcore ascension.
Psychokinetic Hug warbear empathy chip Buff Other Player 0
Useless for Hardcore
Gives another player the Reassured effect. This skill won't help your hardcore runs any, but you might get addicted to hugging – you heart, you.
Shrap warbear metalworking primer Combat 0
Damage
Mysticality classes
Special
Casting this spell requires a warbear whosit, which is consumed by the spell. The only way to get a whosit in Hardcore is faxing a Warbear Officer, which is not only a waste of a fax use, nothing in Hardcore needs that much damage to kill.
Volcanometeor Showeruption unearthed volcanic meteoroid Combat 0
Damage
Mysticality classes
Special
Casting this spell requires a volcanic ash, which is consumed by the spell. It's theoretically possible to get the ash in hardcore (from a Pottery Barn Owl), but nothing in a Hardcore run requires that much damage.

Mr. Tier

Mracc.gif Extremely valuable skills you purchase, as you happen to afford them, rather than ascend to acquireMracc.gif
Skill Name Class (Level) Type MP Cost Category Description
Summon Snowcones Mr. Store Non-Combat 2
Flexibility
Turn Management
Healing
Special
The oldest and most expensive of the Tomes. Because of powercreep, Snowcones is generally believed to be outclassed by the newer Sugar and Stickers. Snowcone buffs only last for 20 turns and cannot be stacked. Black snowcones have a rare chance of being summoned, and offer all 5 effects for 20 turns!
Summon Stickers Mr. Store Non-Combat 2
Damage
Survival
Flexibility
Turn Management
Special
Apple stickers give an impressive stat bonus at the beginning of a run and unicorn stickers provide a notable increase in item drops. The large meat drop bonus from UPC stickers makes the Nuns a breeze while wrestler stickers can provide a phenomenal stat boost at higher levels, even against the Naughty Sorceress.
Summon Sugar Sheets Mr. Store Non-Combat 2
Damage
Survival
Flexibility
Healing
Special
The Sugar sheet allows you to specifically choose items to make, avoiding RNG screwage. If you have Torso Awaregness and make the sugar shirt, you can get +3 stats per combat turn for 30 turns. The Sugar shield gives a hefty +10 lb boost to a fairy (or any other) familiar. The Sugar shorts give an impressive 25% bonus to all stats. After any of these items wear off in 30 combat turns, the resulting Sugar shard gives a nice restoration of HP and MP.
Since knives are relatively scarce, this skill could be used as a supplementary or low level complementary skill to That's Not a Knife for several Disco Bandit skills that require a knife. However, in most situations a tome summon is far more valuable.
Summon Clip Art Mr. Store Non-combat 2
Damage
Survival
Flexibility
Turn Management
Special
Summons a long list of potentially useful items including very good food and drink, buffs, stats and combat items. Of especial interest are the unbearable light, which is a handy source of Yellow Rays, the bucket of wine as a 10 drunkenness nightcap and the box of Familiar Jacks which gives you familiar items without needing to spend turns and meat in The Cake-Shaped Arena.
Summon Smithsness Mr. Store Non-combat 2
Damage
Survival
Flexibility
Turn Management
Special
An IotM so overpowered, it has its own tier. Not only can you get ridiculous amounts of item drops, stats, and ML at the same time by stacking multiple Smithsness sources (especially doable thanks to the Flaskfull of Hollow, which lasts long enough to be permanently maintainable in Hardcore), the equipment themselves have very good bonuses by itself, and any surplus ingredients can be used to make good foods, a Yellow Ray, or a banish, which Clip Art can't do due to limited casts.
Summon Candy Heart Mr. Store Non-Combat Varies
Damage
Survival
Flexibility
Turn Management
Healing
Special
Increases stats and adds a variety of very helpful effects. While not quite as powerful as snowcones, you can get a lot more of them each day and they stack nicely. White hearts increase experience gained from fights for both your character and their familiar, while orange hearts provide an excellent source of early MP.
Summon Party Favor Mr. Store Non-Combat Varies
Damage
Flexibility
Turn Management
Special
Summons a variety of miscellaneous useful objects that do a variety of things like stat-based damage and stat gains, adding MP gains to booze consumption, deleveling and pickpocketing, and running away for free and "scaring" a monster off for five adventures.
Summon Love Song Mr. Store Non-Combat Varies
Damage
Flexibility
Turn Management
Healing
Special
Can heal HP, heal MP or temporarily increase a stat, familiar weight, item or meat drop rate, or various types of damage to opponents.
Summon BRICKOs Mr. Store Non-combat Varies
Flexibility
Special
Summons Brickos, which can be used to make monsters to be used for training and outfit components without stat requirements.
Summon Dice KoL Con Non-combat Varies
Damage
Survival
Turn Management
Healing
Special
Summons dice that can be used in combat to stun, delevel, or do damage, or can be used out of combat to get healing items, gain buffs, or gain stat points. Helpful, but other Librams are generally considered more useful in a Hardcore ascension.
Summon Resolutions Mr. Store Non-combat Varies
Damage
Turn Management
Special
Summons resolutions, which are potions that provide buffs or extra adventures.
Summon Taffy Mr. Store Non-combat Varies
Damage
Special
Summons taffy, providing some mainstat boosts, HP or MP regen, and a few other buffs. Some nice features, but there are generally better ways to spend your MP. The undersea effects of the taffy don't tend to affect Hardcore players.
Summon Hilarious Objects Mr. Store Non-combat 5
Damage
Summons a set of mostly useless objects, thus this skill is not needed, even for fast ascension. The bag of airline peanuts is a combat item that deals a small amount of damage, the clown hammer is a low-power weapon and the Wind-up chattering teeth is an attack familiar. These items can usually be purchased from other players in the /trade channel.
Summon Tasteful Items Mr. Store Non-Combat 5
Damage
Flexibility
Healing
Special
Usable once a day to summon five random items. You will often receive a Personal massager which will automatically remove beaten-up and heal a few HP when you lose a fight. Two of the items will absorb damage in combat for a few rounds before being destroyed – not your first choice after day 1, but they pulverize to twinkly powder as well. Flavored foot massage oil will grant a significant stat gain to a randomly-selected stat for a few turns. The three campground items work well when paired with free Disco Power Naps. The last two items are purely hearty.
Summon Alice's Army Cards Mr. Store Non-combat 5
Damage
Flexibility
Turn Management
Summons a Ye Wizard's Shack snack voucher which can be exchanged for an MP-restoring potion or a good quality food or booze. Moderately helpful, but not essential.
Summon Geeky Gifts Mr. Store Non-combat 5
Damage
Flexibility
Turn Management
Summons four random gift items, and is usable once per day. The decent-quality food and booze can be helpful for low-skill hardcore players, the haggis-infused soap can help Muscle and Moxie classes without elemental damage buffs deal with physically-immune monsters, and the +25% spell damage buff from the 37x37x37 puzzle cube can be helpful to Myst classes, but on the whole, there isn't too much interesting to be found for most ascensions. However, for players who challenge the Class Act run, each cast produces 3 classy monkeys, which each allow you to banish a monster for 20 turns.
Summon Confiscated Things Mr. Store Non-combat 2
Flexibility
Special
Once a day, summons three items: an equipment, a class-based potion, and a social item. The equipment given is not completely random and is based on multiple factors that are not yet fully understood. Some of the equipments like the glow-in-the-dark necklace can be rather useful or have a niche use like the portable cassette player, but the others are very weak equipment with okay enchantments. The potion gives a relatively high amount of bonuses for day-one, and remain fairly useful afterwards.
The Smile of Mr. A. Mr. Store Buff Other Player 0
Useless for Hardcore
Gives another player a box of sunshine if they have ascended at least once or The Smile of Mr. A. if they haven't. This skill won't help your hardcore runs any, but boxes of sunshine do make nice gifts.
Transcendent Olfaction Bounty Hunter Combat 40
Turn Management
Special
Increases the chance of encountering a particular monster from On the Trail effect. Ridiculously useful throughout an entire run, from hunting goats to beating up girls. This is not a true "Mr. Skill," but like those skills, it is automatically marked Hardcore Permanent when the item is used.
Thick-Skinned PvP Passive N/A
Survival
Flexibility
Gives +10 maximum HP and MP. This is fairly good on Day 1 and 2, where most characters may be limited to what buffs they can use. It can free up a song slot from Mojo Melody earlier, reducing song juggling and saving MP in the process. Thick-Skinned also adds to your survivability during the first few days.
Request Sandwich note from Clancy Non-combat X*5
Turn Management
Summons a single Sandwich of decent quality per day, but it might take several summons until you actually get it. Useful on the first day or two of a run if you didn't manage to max out your fullness.
Rainbow Gravitation Traveling Trader Non-combat 0
Turn Management
Allows creation of up to 3 prismatic wads per day by combining a set of twinkly, hot, cold, stench, spooky, and sleaze wads. Adds up to 18 adventures over elemental wads per day near the end of runs and gives more stats. Requires Pulverize even to be used in hardcore and oftentimes you won't have enough items to make many prismatic wads.
Vent Rage Gland Crimbo Town (2008) Non-combat 15
Damage
Grants an effect which deals passive damage but gives -10% to one stat for 5 adventures.
Pirate Bellow PvP Non-combat 11
Useless for Hardcore
Adds a skull and crossbones symbol to the start and end of the next thing you say in chat. While looking cool, it lacks relevance in a hardcore run.
Summon Holiday Fun! PvP Non-combat 11
Useless for Hardcore
Summons some Holiday Fun that deals 300 damage to yourself for 3 turns of a chat effect when used. Has no practical use in a run.
Chip on your Shoulder PvP Passive N/A
Useless for Hardcore
+5 PvP fights/day. Useful for collecting Swagger with which you can acquire other PvP swag.
Summon Annoyance PvP Non-combat 10 swagger
Useless for Hardcore
Summons several social items for clubs.

Controversial Skills

While most experienced players rank the skills similarly to the way they're grouped on here, a few of them are controversial. Depending on your game experience level, equipment, and goals for playing, you may have different priorities for a couple of skills. Here are the most contested rankings:

  • Impetuous Sauciness and The Way of Sauce both allow considerably more use of Reagent potions to make parts of the game easier. Using those potions regularly can decrease real-life playtime and make the game less stressful to play, especially for beginners. The combination of these two skills even allows the player to spend an entire Oxygenarian run under full reagent potion coverage, provided he or she can obtain the other ingredients. Reagent potions allow players to beat bosses and adventure in high-level zones like The Haunted Gallery earlier than would otherwise be practical, which greatly speeds advancement. With potions, adventures above the beanstalk can be done more easily with monster level increasers like the hippo whip and the goth kid t-shirt equipped. However, some players can survive in the required zones without relying on stat-boosting potions. For these players, Impetuous Sauciness would be of much lower priority than it is ranked here. The Way of Sauce, of course, has its uses relating to food, even ignoring any debate over potions. Impetuous Sauciness does have the advantage of providing 5 extra turns of Got Milk.
  • The Polka of Plenty and Nimble Fingers are the best skills for increasing the amount of Meat you obtain from monsters. Beginner players may find that Meat farming is a major drag on their progress in the game, especially those who are using a regular blood-faced volleyball instead of a Volleychaun (the improved Mr. Store versions that also increase Meat drops). Those players may consider at least softcore perming of skills like Nimble Fingers much earlier than they are suggested here. If you are doing a lot of Oxycore runs, meat is less of an issue because you can sell all of your booze and food.
  • As a single skill, Tongue of the Walrus is the most efficient early game healing skill, but its main benefit is curing Beaten Up efficiently. The skill allows you to push the monster level you can take on a little past what would be wise, with only a minor penalty if you make a mistake. Some players feel that you should not do that, and that learning a skill just to avoid Beaten Up is a waste. Others (especially more casual players) appreciate the ability to recover easily from pushing through a run faster than they should, and would rank the skill higher than it appears here. It considerably lowers how frustrating some portions of the game are to play. There are areas where becoming Beaten Up is either mandatory (e.g. the first encounter with Dr. Awkward) or likely (e.g. Level 11 Hidden Temple subquest), and this skill provides more flexibility of response to those parts of the game, regardless of how combat Beaten-Upness is weighed. Also note that Beaten-Up is removed by using A Relaxing Hot Tub.
  • Manicotti Meditation and Sauce Contemplation give minor boosts to Mysticality and MP. That can be useful at several points in the game. They boost Mysticality without using an Accordion Thief slot, helping to wean you off of the Magical Mojomuscular Melody more quickly, thus allowing you to use a better buff (stat gains, damage, or Meat) in its place.
  • Utensil Twist is useful only if you have Summon Smithsness. If you don't have access to it, then Utensil Twist would be a Tier 9 skill at best.

See Also

  • AFH's skill checker is a useful tool for those who already have many skills and need to figure out which ones they're missing.
  • When you ascend using one of the browser interfaces in KoLMafia (see Tools), it displays a nicely formatted summary of all the skills in the game, color-coded by class, showing which you have and which you're missing. For serious ascenders, it's very helpful to look at and even print out that chart periodically, and use it for planning future runs.
Ascension Strategy
Rankings: HC Skills - HC Familiars - HC IotMs
General: Class selection - Familiar usage - Semi-rares - Clovers
Paths: BHY - Fist - AoB - BI - ZS - AoJ - BIG! - KOLHS - CA2 - AoSP - SS - HR - Picky
IotMs: Tomes - Faxing - Copying - YR - Garden - Correspondent - Workshed - Tea party - Florist
Advanced: Towerkilling
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