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Hardcore Skill Analysis (by type)

From TheKolWiki

Much if not all of this is also applicable to softcore runs.

Any skill that benefits you likely speeds up your run (either because you can do more, or do it more efficiently), so prioritizing skills based on that is likely arbitrary -- people will focus on their specific issues, so a one-size-fits-all analysis may be useless. Instead, look at the difficulties presented in Hardcore and look for skills that minimize hindrances, namely "not enough turns", "can't survive relevant fights" or "man, autoattacking is boring." Hence, this skill analysis attempts to organize skills based around what they do, and let the reader choose their direction.

When skills do the same basic thing, a similar symbol has been added to visually link them quickly. Within a similar skill group, skills have been ranked by priority in acquiring them via Hardcore runs. This ranking is arbitrary but hopefully well reasoned; a passive skill that does the same thing as a buff is more reliable and worry-free, so they are given a higher precedence within a skill group. Skills that are relevant but impossible to use meaningfully (namely the AT Hobopolis buffs) are given bottom rank within a skill group.

Skills that are functionally useless within the context of a Hardcore run may be given a mention, but there's little sense in discussing them in much detail in an analysis of relevant skills that enhance Hardcore runs. If you have a burning desire to pick up these skills, more power to you. There are trophies for acquiring start skills and Spookyraven Manor quest skills, so if those are important, you should acquire those, too. This analysis was not intended to be a completionist's guide, but rather a way to allow beginning and intermediate ascenders a way to plan for their future play.

Contents

Fights

These skills help you tune if/what you'll be fighting and what you'll get after the fight.

Image:Clover.gif Skills that influence the type and results of combat Image:Clover.gif
Skill Name image:Bseye.gif Class (Level) Type MP Cost Description
Transcendent Olfaction Image:Bountyhelmet.gif Bounty Hunter Combat 40 Allows tracking of specific monsters for the next 39 adventures. This greatly decreases time spent farming for combat drops, which is inordinately handy. It is an expensive ability to cast in the early parts of the game, and will probably only be usable right off when supported by The Magical Mojomuscular Melody or clownskin belts, but as soon as it is available, it is of immense help.
Smooth Movement Image:Sneakmask.gif Disco Bandit (14) Buff 10 Decreases combat frequency by 5% for 10 turns/cast. Useful for reducing time spent in quest areas that require non-combat adventures to progress, such as the The Penultimate Fantasy Airship, Copse of the Deep Fat Friars, Middle Chamber and such. Also enhances stat farming in areas such as Barrrney's Barrr or The Haunted Gallery. Equivalent to ring of conflict, and stacks with the enchantment on this ring.
The Sonata of Sneakiness Image:Sneakmask.gif Accordion Thief (13) Buff 20 Decreases combat frequency by 5% for 5-15 turns/cast. Requires an accordion to cast.
Musk of the Moose Image:Monbait.gif Seal Clubber (14) Buff 10 Increases combat frequency by 5% for 10 turns/cast. Useful for reducing time spent in quest areas that have frequent and useless non-combat adventures, or when farming for specific items in areas with, again, frequent useless non-combat adventures, such as The Lighthouse.
Carlweather's Cantata of Confrontation Image:Monbait.gif Accordion Thief (14) Buff 20 Increases combat frequency by 5% for 5-15 turns/cast. Requires an accordion to cast.
Mad Looting Skillz Image:Knobsack.gif Disco Bandit (8) Passive N/A Improves item drop frequency by 20%. More efficient item drop rate improves the rate you get what you need from any one area. Since this is a passive, it is available from the get go. Superior to Powers of Observatiogn and Natural Born Scrabbler.
Fat Leon's Phat Loot Lyric Image:Knobsack.gif Accordion Thief (7) Buff 11 Improves item drop frequency by 20%. Requires an accordion to cast.
The Ballad of Richie Thingfinder Image:Knobsack.gif Hobopolis Buff 50 Improves item drop frequency by 20%. Requires being an Accordion Thief and cannot be cast on targets less than level 15, making it essentially useless unless you're farming the Battlefield for some reason.
Nimble Fingers Image:Meatstack.gif Disco Bandit (6) Passive N/A Improves Meat from Monsters by 20%. Meat is, of course, useful for buying early skills and consumables. Familiars that assist in meat farming, such as Leprechaun types or a NPZR may reduce the limitations of being meatless, but mo' meat is mo' meat. Superior to Expert Panhandling, Gnefarious Pickpocketing, and Thrift and Grift.
Polka of Plenty Image:Meatstack.gif Accordion Thief (5) Buff 7 Improves Meat from Monsters by 50%. Requires an accordion to cast.
The Ballad of Richie Thingfinder Image:Meatstack.gif Hobopolis Buff 50 Improves Meat from Monsters by 50%. Requires being an Accordion Thief and cannot be cast on targets less than level 15, making it essentially useless unless you're really stumped on the optional Battlefield nun sidequest.

Turn Management

In order to have turns to waste, you may wish to bring in more of them. Food, drink, wads, and specific items can contribute more turns, particularly higher end consumables. Be warned, however, that planning around getting all the right ingredients to make the best food and drink may involve you wasting turns farming up ingredients, not to mention all the support skills required to make the best consumables. Sometimes, you're just better off stopping by White Citadel and drinking a ice-cold fotie.

Image:Watch.gif Skills that contribute to better turn managementImage:Watch.gif
Skill Name image:Bseye.gif Class (Level) Type MP Cost Description
Advanced Cocktailcrafting Image:Martini.gif Disco Bandit (5) Non-combat, Crafting 10 Allows the creation of garnished drinks, using cocktail accessories. Allows the summoning of up to 3 cocktail accessories per day. A good source of turns and stats, as it provides consistent access to better drinks than are available at the The Gnomish Micromicrobrewery and allows the improvement of mixed drinks from The Barrel full of Barrels and the Typical Tavern quest.
Superhuman Cocktailcrafting Image:Fruitym.gif Disco Bandit (15) Passive N/A Allows Moxie classes to access Nash Crosby's Still within The Department of Shadowy Arts and Crafts and allows Advanced Cocktailcrafting to scrounge up 2 additional cocktail accessories each day. For non-Moxie classes, this simply means that you can have 2 more garnished drinks per day; moxie classes have the advantage of better drinks at or after level 6, as well as the option of creating Tonic water for MP restoration.
Ode to Booze Image:Fruitym.gif Accordion Thief (12) Passive 50 Improves adventure gains from drinking booze by 1-4, depending on the complexity of the drink. This does benefit drinks purchased from the The Gnomish Micromicrobrewery as well. This buff is prohibitively expensive to cast, but does not need to be maintained. Requires an accordion to cast. Certainly benefits Boozetafarians more than no-path ascensions, although both gain plenty of turns this way.
Pastamastery Image:Bowl.gif Pastamancer (5) Non-combat, Crafting 10 Allows the creation of pasta dishes. Allows the summoning of up to 3 dry noodles per day. Pasta dishes can be made with a wide variety of ingredients, many of which will turn up on their own throughout play, but often depend on backfarming to obtain in any real quantity. Boring spaghetti and Delicious noodles may be the bulk of what is created, which is still slightly better than White citadel burger as a reliable food source. Producing higher quality food consistently will require the support skills denoted below.
Advanced Saucecrafting Image:Gravy.gif Sauceror (5) Non-combat 10 Allows the creation of sauces that allow for the creation of better pasta dishes, if you already have Pastamastery. Allows the summoning of up to 3 Scrumptious reagent per day. Allows the creation of Reagent potions, which give this skill alternative uses. See further mentions of this skill under combat survival and adjusting stats.
Transcendental Noodlecraft Image:Lasagna.gif Pastamancer (15) Passive N/A Grants Mysticality classes access to The Wok of Ages within The League of Chef-Magi and allows Pastamastery to summon 2 additional bunches of dry noodles each day. For non-Mysticism classes, this simply means you can have 2 more pasta dishes per day, most likely low quality ones from lack of available ingredients. Mysticism classes have the option of creating chow mein, hi mein (assuming one already has Pulverize, Advanced Saucecrafting and The Way of Sauce), Lasagna or wonton dishes. All of these require MSG, which at 1000 meat per, is prohibitive during Hardcore.
The Way of Sauce Image:Goodgravy.gif Sauceror (15) Passive N/A Allows Advanced Saucecrafting to summon 2 more Scrumptious reagent per day. With access to Pulverize, allows the creation of sauces needed to make Hi mein, as well as transmutation of wads into different elements. Allows for the creation of fine potions (see skill link), given access to Nash Crosby's Still.
Pulverize Image:Scwad.gif Seal Clubber (15) Passive N/A Allows equipment to be destroyed to yield consumable reagents, namely wads, which provide 1 turn per spleen hit (typically; see Prismatic wad), as well as other nice buffs. In addition to its requirement for making Hi mein dishes, this skill is very useful for Oxygenarian ascensions, as spleen consumables are your only option for extra turns.
Super-Advanced Meatsmithing image:Hammer.gif Seal clubber (5) Non-combat N/A There are very few decent weapons available via Hardcore meatsmithing; by the time you could make most of them, you already have access to your Epic Weapons. The main benefit of meatsmithing is making chrome sword and Sword behind inappropriate prepositions for extra turns.

Survival

Just because you have more turns and can better organize them, does not mean you can live to brag about it. Surviving combat adventures may require skills, namely those that give you the advantage over your foes. This includes disabling, weakening, and protecting yourself from damage.

Image:Antshield.gif Skills that improve combat survivalImage:Antshield.gif
Skill Name image:Bseye.gif Class (Level) Type MP Cost Description
Entangling Noodles image:Confused.gif Pastamancer (2) Combat 3 Prevents an enemy from attacking for 2-4 rounds, including the round in which it is cast. Quite handy when your Moxie or HP are too low to withstand attacks, as it buys you a few rounds of cheap shots, possibly enough to polish off the monster without taking hits. Benefited by equipment and skills that boost combat initiative. Not always reliable against bosses, however.
Kneebutt image:Confused.gif Turtle Tamer (7) Combat 4 Using a melee weapon, attack in a way that has an improved chance of hitting. Upon striking, you deal additional damage depending on the power of your pants, and have a 45% chance of stunning for the current round.
Shieldbutt image:Commacha.gif Turtle Tamer (10) Combat 5 Using a melee weapon (including caster type items) and a shield, attack in a way that cannot miss or fumble. Upon striking, you deal additional damage depending on the power of the shield, and have a chance to lower the attack or defense of the target. While primarily for muscle types, this allows any class to viably melee.
Tango of Terror image:Commacha.gif Disco Bandit Combat 8 Delevels a monster by 7. Deals 15-18 spooky damage. Superior to Disco Face Stab in general use, as it is cheaper, deals elemental damage, and free to acquire. Will still delevel, even if used against spooky damage monsters.
Disco Face Stab image:Commacha.gif Disco Bandit (10) Combat 10 Delevels a monster by 7. Deals 15-18 damage. Can be chained, if you are currently a Disco Bandit, at which point you could have bought this skill from the trainer anyhow. This is also true of Disco Dance II: Electric Boogaloo, Disco Dance of Doom and Disco Eye-Poke, which are functionally weaker than this skill.
Psalm of Pointiness image:Commacha.gif Accordion Thief (9) Buff 15 Puts up a damage shield around the target for 5-15 turns per cast. Upon being struck, deals 4-8 damage and delevels by 1-5. Since it requires being struck in order to delevel, there is a thin range at which this is effective, as either you'll be beaten up or delevel the monster below the point where it could hit you. Requires an accordion to cast.
CLEESH image:Commacha.gif Quest (9) Combat 10 Turns your enemy into a helpless amphibian. This is superficially similar to running away from the fight; the fight still consumes a turn and the normal drops/meat/experience is not gained. The amphibians do drop things that may be useful for reagent potions (particularly for saucerors). This can allow you to safely adventure in areas with profitable non-combat adventures but dangerous combats, such as The Haunted Gallery or The Haunted Bedroom - if you can enter these areas before level 9 it can be worthwhile, particularly with +noncombat buffs.
Astral Shell image:Yetifur.gifimage:Elesphere.gif Turtle Tamer (12) Buff 10 Gives +80 Damage Absorption and Slight Elemental Resistance to everything for 5-15 turns/cast. The roughly 16% damage absorption on this buff alone is worth considering, and the resistance trivializes the resistance checks by Guano Junction and the Mt. McLargeHuge Quest. Superior to Ghostly Shell, Hide of the Walrus and Hide of the Otter, but does stack with all of those, so over repeated runs, some serious absorption can be built up. Requires a totem to cast.
Tao of the Terrapin image:Yetifur.gif Turtle Tamer (15) Passive N/A Doubles the power of pants and hats for purposes of calculating Damage Absorption. Increases the damage dealt by kneebutt and headbutt. Because moxie is most commonly the stat requirement for both hats and pants, this has especially good synergy with playing a moxie class, as you will be able to equip higher power items sooner and dramatically improve damage absorption.
Brawnee's Anthem of Absorption image:Yetifur.gif Accordion Thief (8) Buff 13 Gives Damage Reduction based on level for 5-15 turns/cast. The reduction is relatively minor, and barely stays ahead of monster level changing devices' effect on monster attack value. Superior to Skin of the Leatherback. Requires an accordion to cast.
Hero of the Half-Shell image:Yetifur.gif Turtle Tamer (14) Passive N/A If a shield is equipped and your muscle is higher than your moxie, then muscle will be used to calculate Damage Reduction instead of moxie. Due to stat advancement, only Turtle Tamers, Seal Clubbers and Pastamancers will meet the conditions required by the skill to take effect.
Advanced Saucecrafting image:Elesphere.gif Sauceror (5) Non-combat 10 With access to pulverize, elemental powders can be combined with scrumptious reagent in order to become attuned to the elements. This is probably overkill for the majority of gameplay, but is certainly an option available if you were going to pick up saucecrafting for its other functions (see the turn management and stat adjustment sections).
Elemental Saucesphere image:Elesphere.gif Sauceror (4) Buff 10 Gives so-so Elemental Resistance against all elements for 5-15 turns per cast. Superior to any of the single element so-so resist passives (Diminished Gag Reflex, Tolerance of the Kitchen, Northern Exposure, Cold-Blooded Fearlessness, Heart of Polyester). Keep in mind that can of black paint does exactly the same thing, in case Lord Spookyraven is being particularly pesky. Requires a saucepan to cast.

Flexibility

These skills grant you more flexibility in combat options, including abilities that seriously modify how combat works. This also includes damage increasing abilities and familiar buffing abilities. The damage increasing abilities allow you to pursue tactics that could otherwise be too slow to win: plinking and attacking monsters above your level with combat skills based on attacks, such as Shieldbutt.

Image:Yohohoyo.gif Skills that enhance combat options Image:Yohohoyo.gif
Skill Name image:Bseye.gif Class (Level) Type MP Cost Description
Ambidextrous Funkslinging image:Bomb.gif- Disco Bandit (12) Passive N/A Allows the use of two combat items per round. Good for simultaneously using a healing item in combination with an attack item; keep in mind that consistent access to either is hard to come by during Hardcore. Very useful when fighting the Shadow Class, particularly when slinging Scented massage oil, although one of those generally does the trick.
Double-Fisted Skull Smashing image:Ninjaweap.gif Seal Clubber (12) Passive N/A Allows the use of one handed weapons in each hand. The damage from the offhand is reduced to 10-20% of its power, and does not get any added benefit from weapon damage increasing buffs, but does help. Chiefly, this allows two sets of weapon buffs to be used simultaneously without resorting to a Disembodied Hand familiar. Highly valuable when wielding curdflinger or chopsticks, to name but a few.
Eye of the Stoat image:Glove.gif Seal Clubber (6) Passive N/A Decrease fumble chance by 50%, crit more often, and deal more damage with Thrust-Smack and Lunging Thrust-Smack. Least effective when using skills that can't fumble or crit (such as Shieldbutt, Moxious Maneuver, or spells); chiefly this is useful for simply attacking with your weapon. Because ranged weapons are generally weak damage, more rounds spent attacking with them means more opportunities to fumble. Some of the benefits of this skill are supplanted by porquoise eyebrow ring.
Vent Rage Gland image:Scentgland.gif Crimbo 2008 Non-combat 15 Deal damage after each combat turn for your level to 2x level damage, for 5 turns/day. Cannot be cast in combat, but for the next five turns, look out! Notably helpful against monsters who block abilities, such as the Bonerdagon.
Torso Awaregness image:Btee.gif Gnomish Passive N/A This is a helpful support skill, allowing its owner to equip shirts. Shirts are rare drops, but are also craftable by those who have Armorcraftiness, and the benefit of both a bit of extra protection and whatever enhancements they possess is handy over the course of a run, even if they change less than other types of gear.
Armorcraftiness image:Hammer.gif Turtle Tamer (5) Non-combat N/A Most craftable items are not particularly worthwhile, with a few exceptions. Armorcrafted shields are decent enough, if you are relying on Shieldbutt; the other main uses are for shirts, also requiring Torso Awaregness: a clownskin harness helps achieve critical clownosity, the yak anorak provides MP regen, and a Hipposkin poncho provides ML.
Jackasses' Symphony of Destruction image:Supersword.gif Accordion Thief (6) Buff 9 Adds 12 damage to weapon and spell attacks for 5-15 turns. Because this is generally useful to all classes, it is likely the most high priority damage increasing skill. Note that bonus damage does not contribute to off-hand weapon damage or with Thrust-Smack multipliers, and low level spells have damage caps. Weapon damage buffs make low power weapons with good enchantments viable for much longer; see white whip for a key example. Requires an accordion to cast.
Rage of the Reindeer image:Supersword.gif Seal Clubber (11) Buff 10 Gives a bonus 10% Muscle and +10 weapon damage for 10 turns per cast. This costs more than and has less effect than Symphony, above; but as it is not an [AT] song, running this buff doesn't require a song tradeoff, only MP. (Also see this skill's listing in the stat adjustment section, below)
Snarl of the Timberwolf image:Supersword.gif Seal Clubber Buff 10 Gives a bonus +10 Spooky damage to weapon attacks, for 10 turns per cast. Excellent for the The Hidden City and wherever other physical-resistant monsters can be found, and good most other places.
Tenacity of the Snapper image:Supersword.gif Turtle Tamer (6) Buff 8 Adds 8 damage to weapon attacks for 5-15 turns per cast. Requires a totem to cast.
Claws of the Walrus image:Supersword.gif Seal Clubber (8) Passive N/A Adds 4 damage to weapon attacks. Superior to Claws of the Otter, which only adds 3.
Disco Fever image:Supersword.gif Disco Bandit (11) Passive N/A Adds your level in damage to ranged attacks. Only generally relevant if you treat most classes like moxie classes and tend to prefer ranged weapons. Accordion thieves benefit from acquiring this passive.
Amphibian Sympathy image:Lnecklace.gif Turtle Tamer (3) Passive N/A Increases familiar weight by 5 pounds. Heavier familiars can do more than lighter ones, so depending on your choice of familiar, you get more bang for your buck. This is particularly relevant to star starfish or Gravy fairy types, since these are likely used for short bursts. Passive, and cannot be removed by the Naughty Sorceress. Assists in passing the Naughty Sorceress' Familiars test in her tower.
Leash of Linguini image:Lnecklace.gif Pastamancer (11) Buff 12 Increases familiar weight by 5 pounds for 10 turns.
Empathy of the Newt image:Lnecklace.gif Turtle Tamer (8) Buff 15 Increases familiar weight by 5 pounds for 5-15 turns. Requires a totem to cast. Non TT classes would likely spend 15 MP for 5 turns, versus 12 for 10 with Leash of Linguini, so it is of lesser use.
Chorale of Companionship image:Lnecklace.gif Hobopolis Buff 50 Increases familiar weight by 10 pounds. Can only be cast by an accordion thief, and only on targets level 15 or higher. If you hit level 15 and still need help getting past the Naughty Sorceress and her familiars, by all means take this.
Springy Fusilli image:Hoppedup.gif Pastamancer (6) Buff 10 Increases Combat Initiative by 40%. Particularly useful for using pickpocket or Summonable Pastamancer Combat Entities, as well as the inherent advantages of getting the drop in a fight. Note that during some fights, notably Lord Spookyraven, initiative always goes to the monster.
Overdeveloped Sense of Self Preservation image:Hoppedup.gif Disco Bandit (2) Passive N/A Increases Combat Initiative by 20%. Half as effective, but as a passive, worth considering first over Springy Fusilli, as it cannot be debuffed by the Naughty Sorceress.
Cletus's Canticle of Celerity image:Hoppedup.gif Accordion Thief (3) Buff 4 Increases Combat Initiative by 20%. Requires an accordion to cast.

Healing

Perming healing abilities is somewhat useless unless you plan on ascending repeatedly as a Turtle Tamer or Accordion Thief, and don't have a healing familiar (see familiars by type). The other four classes have their own healing abilities. Even if beaten up, you can always spend those three adventures hanging out in an easy area, letting your healing familiar patch you up, so consider that before perming healing abilities.

Image:Candyheart.gif Skills that can be used to heal youImage:Candyheart.gif
Skill Name image:Bseye.gif Class (Level) Type MP Cost Description
Cannelloni Cocoon image:Hp1.gif Pastamancer (12) Non-combat 20 Fully heals you. The most MP efficient heal, but also can be expensive to cast. Scroll of drastic healing and Medicinal Herb's medicinal herbs also do this, of course, although their availability is somewhat limited. Does not cure status ailments, particularly beaten up, although this isn't something that should happen that often.
Lasagna Bandages image:Hp1.gif Pastamancer (3) Combat, Non-combat 6 Heals 10-20 HP during combat. Heals 10-30 HP out of combat. Does not cure status ailments.
Tongue of the Walrus image:Hp1.gif Seal Clubber (9) Non-combat 10 Heals 30-40 HP. Cures a status ailment, namely beaten up.
Saucy Salve image:Hp1.gif Sauceror (2) Combat 4 Heals 10-15 HP, during combat only. The first cast has a 100% chance of preventing enemy attack that round, 50% on the second cast, 25% on the third. Jalapeño Saucesphere has better benefits for Saucerors alone, making this a more generally useful skill, particularly when fighting monsters too weak to hurt you.
Disco Power Nap image:Hp1.gif Disco Bandit (9) Non-combat 12 Heals 40 HP. Allows 2 free rests at your campsite. Cures several status ailments, including Tetanus, Cunctatitis, and poisons -- though an Anti-anti-antidote is usually a better solution for poison.
Disco Nap image:Hp1.gif Disco Bandit (3) Non-combat 8 Heals 20 HP. Allows for 1 free rest at your campsite, which stacks with Disco Power Nap. Cures minor status ailments.
Tongue of the Otter image:Hp1.gif Seal Clubber (3) Non-combat 7 Heals 10-20 HP. Cures beaten up.

Stat adjustment

Because your stats have such a pronounced effect on your survival and what areas you can adventure in, it is very much worth considering if you're having difficulties at all. Note that many stat adjusting abilities are Accordion Thief songs, of which you can only have 3 active at any one time. Thus, balance these carefully.

Image:Syringe.gif Skills that improve your statsImage:Syringe.gif
Skill Name image:Bseye.gif Class (Level) Type MP Cost Description
Aloysius' Antiphon of Aptitude image:Familiar6.gif Accordion Thief (11) Buff 40 Gives a +1 stat gain to all 3 stats per combat adventure for 5-15 turns per cast. This has multiple benefits; it levels you up faster, helps you avoid stats lagging behind, and hastens meeting minimum stat requirements to wear desired equipment. Stacks with other stat gains from fights, so equipping white whips and backfarming is not too bad with this buff. The only downside is the heavy MP cost; there is no means of casting this from the get go without increasing your MP (see The Magical Mojomuscular Melody below), and requires extensive use of a MP restoring familiar (see familiars by type) to maintain. Requires an accordion to cast.
Ur-Kel's Aria of Annoyance image:Familiar6.gif Accordion Thief (15) Buff 30 Increases monster level by 2x your level. This has the benefit of increasing experience gains from fight, but unlike Aloysius' Antiphon of Aptitude, does not come without risks. Because monster level increases along with your level, this has greater benefit when backfarming than the Antiphon does, but if you get clobbered, you get no stats at all. This buff is also expensive to cast and maintain. Requires an accordion to cast.
Stevedave's Shanty of Superiority image:Familiar6.gif Accordion Thief (10) Buff 30 Increases all stats by 10%. Until your stats get to be over 100, this is inferior to any of the single stat buffs (see below), although of course only requires one song slot. If you find yourself juggling songs too often, using this song is one way to save a song slot without giving up stat buffs. This buff is expensive to cast and maintain early on. Requires an accordion to cast.
The Moxious Madrigal image:Elvisshades.gif Accordion Thief (1) Buff 2 Gives a bonus +10 Moxie for 5-15 turns per cast. Probably the best buff available, as 10 moxie greatly diversifies the areas you can safely adventure in for the beginning levels, is cheap enough to cast right away, and continues to benefit you right up until the Naughty Sorceress. Superior to Moxie of the Mariachi and Disco Aerobics. Requires an accordion to cast.
The Magical Mojomuscular Melody image:Voodoomask.gif Accordion Thief (2) Buff 3 Gives a bonus +10 Mysticality and +20 MP for 5-15 turns per cast. Chiefly beneficial in the early levels, when MP totals are too low to cast high benefit skills such as Aloysius' Antiphon of Aptitude, Ode to Booze or Transcendent Olfaction. Superior to Manicotti Meditation and Sauce Contemplation. Requires an accordion to cast.
Wisdom of the Elder Tortoises image:Voodoomask.gif Turtle Tamer (11) Passive N/A Gives a bonus of 50% more MP. Certainly helpful, and allows earlier castings of high MP abilities, but probably not as early as The Magical Mojomuscular Melody does for non Mysticality classes. Superior to Cosmic Ugnderstanding.
Rage of the Reindeer image:Strboost.gif Seal Clubber (11) Buff 10 Gives a bonus 10% Muscle and +10 melee damage for 10 turns per cast. The 10% overtakes The Power Ballad of the Arrowsmith at 100 Muscle. As it is not an [AT] song, running this buff requires no sacrifice in other factors. (Also see this skill's listing in the flexibility section, above)
The Power Ballad of the Arrowsmith image:Strboost.gif Accordion Thief (4) Buff 5 Gives a bonus +10 Muscle and +20 HP for 5-15 turns per cast. Probably the poorest of the three +10 stat buff songs, because additional muscle only contributes to melee damage dealt, something Rage of the Reindeer does far better. This buff would benefit passing The Daily Dungeon and muscle guild stat test in the early game, but fade in importance. Superior to Reptilian Fortitude, Patience of the Tortoise and Sauce Contemplation. Requires an accordion to cast.
Spirit of Ravioli image:Strboost.gif Pastamancer (9) Passive N/A Gives a bonus of 25% more HP. With a Battered hubcap, this becomes more meaningful, but throughout much of a run, this doesn't amount to a whole lot for non muscle classes. Superior to Abs of Tin and Gnomish Hardigness.

Notes

The author had no access to skills such as Summon Candy Hearts, so could not usefully include it in any analysis of the ability. If other readers have found it useful, by all means include it.

Attack skills that simply deal damage have been omitted from this analysis, namely because there's no one perfect damage dealing skill, and all of them are situational; Lunging Thrust-Smack is fantastic if you happen to be a muscle class, but is of no real interest to the other classes.

This page was last modified on 13 October 2009, at 04:05.
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