Actually Ed the Undying/Strategy

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This page describes strategies for the Actually Ed the Undying challenge path.

Mr. Store Items

The following are path tie-in items with special effects:

  • The Crown of Ed the Undying (HC): The path-specific IOTM, provides a good boost to early-game survival with bonus HP and Initiative, the bonus MP lets you run your Evocations faster. The configurable enchantment is notable for being one of the few ways for Ed to get bonus ML in Hardcore. Occasionally also provides Ka from undead monsters, among other purposes.
  • bottle of lovebug pheromones (HC): Passively helps speed up several zones. Gives you a 0 MP stunning skill and a 0 MP damage-over-time (physical + Stench) skill, which allow you to postpone learning Evocations, or just as MP-free damage. Ed can Summon Love Scarabs instead of Love Mosquitos, which restore MP instead of HP, giving Ed more MP to work with. All 3 of these skills can be used once per Undying, allowing you to maximize the utility of the skills.

These are the remaining choices that were available at the time of release:

These items had restrictions preventing them from being used in Hardcore, such as the inability to equip them but they were still usable in Normal difficulty. And were available the path was in Standard:

  • Folder Holder (SC): Configurable. Enchantments like the HP regeneration may not work for Ed, but the MP regen and bonus Damage Reduction can be valuable.
  • Jarlsberg's pan (SC): Although this item was made for Avatars of Jarlsberg, it happens to help Ed out since he's also a spellcaster. Everything about the pan except extra food conjuration benefits Ed well. Due to Ed's low metabolic capacity, he can turn food/booze he can barely fit into his gullet into Cosmic Calories for powerful +resist, +item, and +com or -com potions.
  • Pantsgiving (SC): The 5 daily banishes are the main benefit, but it also gives +item, elemental resistance, extra turn generation, a few stats, and an elemental damage combat skill. Extremely handy.
  • Sneaky Pete's leather jacket (SC): Only useful if you ascend in a Gnome sign so you can buy Torso Awaregness. You can pop the collar for +ML and +init.
  • Thor's Pliers (SC): Gives stats and MP regeneration, and lets you perform physical attacks. Low priority.

Note that Ed is restricted from using any IOTMs that are set up at your campsite, because he is housed at his Tomb.

Astral Consumables

Despite the warnings at The Bureau of Reincarnation, the astral pilsners and astral hot dogs are the viable options. As always, the astral pilsners give superior turngen to pretty much anything accessible in the game, and are the obvious choice for an ascension faster than 3 days, as the Replacement Stomach will only fit one astral hot dog per day (3 full out of 5). However, the astral hot dogs can help with gaining stats, and free up liver space for drinks from the Speakeasy or the Conspiracy Island Canteen. Each astral energy drink comes at the opportunity cost of 25 adventures from a mummified beef haunch, which is probably far more than a fourth lucky adventure in a day is worth.

Astral Gear

For low-skill runs:

  • The astral ring improves Ed's spellcasting power and grants enough MP regen to get you through the early game. With the Staff of Ed equipped, Fist of the Mummy alone can get you through most of the run until the last third or so of the quests.
  • The astral shield increases Ed's durability significantly, allowing Ed to whittle down his enemy over a few fights.
  • As usual, the astral mask is viable for its item drop and Moxie bonuses.

For high-skill runs, you probably need the astral belt for the +ML. Ed has very few +ML sources (just the aggravation device, Blessing of Serqet, Florist Friar plants, and his crown, plus drops like the badge of authority, serpentine sword + snake shield), so you'll need every source you can get.

Moon Sign

Ed can't summon Smithsness, gains little benefit from Innabox, and doesn't need a bitchin' meatcar or meat maid. So for once, the main benefits of Knoll signs are completely moot. It does still save a few turns when you need to retrieve the Untinker's screwdriver.

Bonus adventures from The Opossum and The Blender are equal whichever you pick, so choosing between those two is a matter of whether you want access to Little Canadia or The Gnomish Gnomads' Camp. Gnomish skills are still available and are likely a good choice -- especially as their usual perms are disabled, and the Desert is open from the start to immediately set the MCD (unlike in other paths). If you can't afford the meat for those skills or even the boat to Mystery Island, Canadia's Camp Logging Camp may be useful in the early game as it is guaranteed dudes (2 Ka) for farming Ka coins (see explanation below).


Each of the three "trees" contains 7 skills. See here for a full table of all skills. Invocation mostly deals with versatile buffs for questing, Evocation with combat and loot, and Curse with endurance and encounter manipulation.

The Invocation tree contains powerful buffs of various kinds, culminating with +ML, -combat and +item buffs. The early skills speed power leveling, Prayer of Seshat gives +3 Myst stats per combat and is a prime choice for second skill (after Fist of the Mummy, or vice versa if you are experienced enough to make your way through combat without any evocation spells), and Wisdom of Thoth gives +50% Myst buff which may against scaling monsters. Thoth and Power of Heka allow you to hit much harder than otherwise possible, but to make the most of these buffs you will need Fist of the Mummy (or greater). The Heka bonus notably allows you to exceed the standard cap of 50 damage with using bonus spell damage, starting with a bump to 80 damage. Hide of Sobek aids survival. For more experienced players the finishing skills are excellent; Blessing of Serquet provides even more substats, while Shelter of Shed is almost mandatory for saving turns and makes most quests (2,6,7,8,10,11) a lot faster while item drop makes most of the other quests faster (4,5,7,8,9,12, some can be compensated for with talismans of Renenutet with low skills). Overall, the skills in this tree are versatile ways to quest faster and quicken your ascensions.

The Evocation tree contains mostly direct-damage combat spells, but does culminates in the +servant level buff, Rave Steal-analogue and Yellow Ray. At least the first skill, Fist of the Mummy, is essential as these spells do take advantage of Mysticality (for example, Wisdom of Thoth), but past that the higher skills are lower priority than other skills. When possible, it may be better to undie twice, and repeatedly use these lower skills or even melee weapons; but stronger skills may be useful for battling tougher monsters, or when the Love Bugs start to lose effectiveness at the end of the day. For example, if you have initiative, but are unable to dodge monsters, Roar of the Lion does provide uncapped hot damage which can one-hit enemies and kill them before they can check your Moxie to hit back. Finally Lash of the Cobra and Wrath of Ra can give you guaranteed item drops, which is good for targeting and getting specific items in as few turns as possible to optimise your ascension run.

The Curse tree grants various types of skills to weaken monsters. It culminates into the +meat buff, and the banishing and pseudo-Olfaction skills. Ed's ability to delevel synergises with his ability to un-die, because you get to keep the delevelling from before, and then you can cast these skills again when you resurrect. Another example is that the second skill is a 3-round stun and can be cast every time you un-die, but it is probably not worth 2 skill points if you aren't going for the final skills in this tree. However, this comes with the downside of needing MP regen items to sustain all the curses. Curse of Yuck is already rather inefficient compared to Fist of the Mummy because Yuck takes many rounds before it's worth it, and becomes even more inefficient by needing to be recast when you undie. You can skip this tree in your early runs but on later runs, the olfaction-lite ability of Curse of Stench will be somewhat helpful (the inability to handle queue rejection is a big downside the more monsters are in a certain zone and detracts a lot from this skill), as is the daily banish. These skills are interesting in some zones, but do not save as many turns as simply having -combat and +item early in the run to begin with.

You get 8 skills for questing through most of your run, at levels 1, 2, 4, 5, 7, 8, 10 and 11 (you instead get servants on the levels divisible by three). That's enough for one full tree + one more skill. You may choose either of the first two trees, and take the top skill from the other tree, and do well enough. Spreading points across all 3 trees is not recommended until you have more starting points. The last 3 skills in each tree are powerful utility skills (+ML, -combat, +item, +servant level, Rave Steal-analogue, Yellow Ray, +meat, banish, Olfaction lite), while the first 4 assist with other areas. If you decide to stick around you get up to two more skill points at 13 and 14, up to a total of 10 from the run plus any from previously completed runs.

In some cases you can select your servants to compensate for missing skills. For example, if you do not get Lash of the Cobra from the second tree for pickpocketing, you can use a Belly-Dancer to substitute (and talisman of Renenutets are also helpful for the task of encouraging stubborn item drops). See the other section for details.

Ka coins

Ka is important for Ed because it lets him generate turns with spleen, develop his upgraded body, and gives him his seven talisman of Renenutets per day for item drops. When going through the Council Quest zones, most monsters drop at least 1-Ka; Hippies drop 2-Ka (Orcs count as humanoid and only drop 1-Ka), and there is the notable exceptions of Spookyraven Manor, and The Crypt, which drop 0-Ka without the Crown IOTM. Some other shorter zones such as the Friars and Hole in the Sky also contain 0-Ka Constructs.


Choose zones with a high concentration of monsters in phylums that count as human -- in other words Dudes, Hippies, Hobos or Pirates -- these zones allow farming much more Ka than typical zones. In order of difficulty/accessibility:

  • The Sleazy Back Alley has 4 monsters, two of which are 2 Ka Hobos, and two of which drop 1 Ka. Most noncombats are skippable, but it does have a few one-time unskippable noncombats. However, with the undying ability it is not necessary to always survive the fights and the monsters here grant far less substats. Consider pushing the envelope and getting access to one of the 30 ML zones (Camp Logging or Hippy Camp).
  • Camp Logging Camp is all 2-Ka Dudes, but has a 20% chance for unskippable noncombats. It is accessible when you ascend under a Canadian sign (for comparison, note that the Gnomad sign's Thugnderdome zone features humanoids, which are only 1-Ka). If you can't afford the boat to Mysterious Island, this zone is still better than the Alley and can be somewhat useful, however at very low levels the -5 muscle from Axe Wound can be an issue, as it reduces your HP until removed (and when you undie, the removal happens simultaneously with the healing, so at the time of writing you will still miss a portion of HP when you come back). Overall, even if you can adventure here you still want to try and get the meat for the Hippy Camp instead.
  • The Hippy Camp is all 2-Ka Hippies, and is 100% combat prior to level 9. You have to sink 9 turns at the Shore unlocking the The Mysterious Island of Mystery to get here, but since you have to build a boat eventually you might as well do it early. You have to be able to survive, but the Hippy Camp is similar in difficulty to the Logging Camp with the hardest monster being 40 ML (but at the Hippy Camp, the monsters' initiative and MLs average a bit higher).
    • All of the pirate zones are 100% 2-Ka Pirates at 45 suggested substat. The Cove, Barrr and F'c'le all have unskippable noncombats. However, due to the reshuffle of the Talisman o' Namsilat pirate zones are no longer ascension relevant.
  • The Secret Government Laboratory, accessible to players who've purchased and used an airplane charter: Conspiracy Island, has 4 monsters, 3 of which are 2-Ka Dudes, and one of which is a 1-Ka Beast. The only noncombats in the zone are the introductory one and one that occurs after 40 turns. The monsters are very tough, but since they have 0 initiative they are simple to defeat even at very low levels. With Storm of the Scarab or Roar of the Lion they are very easy to defeat, even with bonus 150 Attack and Defense from the Omega Device.
  • Pirates of the Garbage Barges, available to players who've used an airplane charter: Dinseylandfill, is stocked entirely by 150-ML pirates who never win initiative. This makes it a decent alternative to the Laboratory if you need Ka (or the perfume-soaked bandana) more than substats, or if Conspiracy Island is outside your budget. Do not activate the flashy pirate in the maintenance tunnels, since it gives 0 Ka due to being a construct. Fortunately, unlocking the option takes long enough that you'll probably have already finished your business at the Barges, so don't bother. The same strategy as the laboratory with regards to high-level spells applies here, as the monsters also have 0 initiative.

In short, the early-ascension-relevant zones in The Mysterious Island of Mystery are populated exclusively by 2-Ka Hippies and Pirates, making them great farming zones. The Filthy Hippy Disguise for the produce stand is much less useful (as you have no access to Advanced Cocktailcrafting), but getting it early means you won't need to spend turns at the noncombats later. However, if you have IOTMs, these are generally far superior.

The Hidden Temple should be avoided if you need to do some early-level powerleveling because there are no monsters that drop Ka coins. Fortunately, The Haunted Gallery is a lot better in this regard, since only one monster out of 3 (or 5, if you want to fight the Knights) doesn't drop Ka coins.

Using an ice house before starting your ascension can improve Ka farming in several zones by removing a monster with lower Ka drops.


Everything Under the World sells a number of items. Try to avoid figs as they are vastly more inefficient than either of the other two items in both per-spleen and cost, but they do give nice substats. As you get more Ka for the larger items, Mummified loaf of bread works well enough, but mummified beef haunches are ideal as they are effectively epic quality at 5 adv/spleen and also the most efficient Ka to size ratio. Try to only use bread to round you up to the nearest multiple of 5, and then splanch your beef haunches until you max out.

Ideally you do not need to bandage as you can simply un-die, which is completely free most of the time. You should never need HP regen apart from being damaged in noncombats. For MP, note that the effect listed is doubled when used outside of combat and comes with bonus regen over the next few turns. Unless you are using a number of curses and the hidden extra regen, the water should be sufficient.

Talisman of Renenutet with +300% item drop are very useful when trying to find quest items, functioning much like Pete's Fix Jukebox skill. You can buy 7 per day (restriction not listed in the shop); use chat commands or even a macro to speed this up as multi-buy is not possible. Talisman of Horus can be useful for +combat rate. This is mostly for quests, as it is not really worth paying so much to remove noncombats while Ka farming.

As with stomach and liver on other runs, you should make an attempt to fill your spleen if possible, but this may not always be useful because of the Ka coin requirement to buy these items. Fighting creatures from living phylums should always get you back the turns you spend (see elsewhere in the section for a full list of phylae), as the beef haunches give you 25 turns and cost only 15. If you farm 2-coin dudes you can get a mummified beef haunch in 8 turns, 5 with an upgraded priest, although consider that some players would advise against unnecessary extra turns farming non-quest areas. Dudes are also a key part of the Level 9 Twin Peak, Level 10 Airship, and the Level 11 Red Zeppelin.


A full table of upgrades and effects is available here. The priority is to generate turns from his spleen, which starts extra-small, thus the first several Ka coins should be used to fix this. After that get upgrades that help Ed become self-sufficient in combat, as well as those that save valuable turns.

First, about expanding the spleen. Ed has easy access to a 5 advs/spleen consumable (equivalent to epic quality). On top of that, spleen capacity gained early will count again after rollover on all subsequent days. Therefore the earlier the spleen upgrades are purchased, the more capacity and turns they provide across the length of the run. This is philosophy similar to the acquisition of a steel margarita for other paths. However, as your run get more and more efficient, the more Spleen you buy, the more Ka coins you'll have to farm to fill it up, which may not be worth the time.

Because Ed is very fragile early, Upgraded Legs are useful because it prevents monsters from killing you as you undie and come back from the underworld. To some players without the right equipment, this is likely a viable upgrade even before your Stomach/Liver. Init becomes useful for modern zmobie hunting, and later on it's an easy way to pass the Initiative test in Twin Peak. Note that unlike other classes, Ed does not face the Sorceress Contests.

Ed also starts with an inability to eat or drink. The sooner you can get your Stomach/Liver, the turngen resources are available to you, such as dropped items. However, upgrading Spleen before buying a Stomach/Liver is more cost-efficient until the third Spleen upgrade. The Replacement Liver should be taken first -- before the Replacement Stomach, because it allows you to nightcap (liver first also works well with being under The Blender sign).

The first Elemental Wards upgrade competes with Hide of Sobek. Either one lets you forego trying to farm a bum cheek or Pine-Fresh air freshener for the Bat Hole quest. Later on, further Elemental Wards upgrades can be used for other resistance tests like The Haunted Kitchen, A-boo Peak, the body at Twin Peak. However, the third one may not be worth it without a priest for triple/3-Ka drops.

Regarding the remainder of the upgrades: Armor Plating may be useful at the start of low-skill runs, as 10 DR is in some ways like 9-10 flat Moxie and somewhat cheap, but most monsters should not need more than 3 casts of Fist of the Mummy and ideally, you shouldn't really need to take this. The Arms/Spine Muscle and Moxie upgrades are situationally useful for survivability, but not really worth 20 Ka. The Melee upgrades are really only useful if you run out of MP (and apart from the fun of building Ed around melee attacks and strength, it would probably be better to carry consumables for that). The scarabs are almost completely useless due to Ed's ability to undie back to full HP, for free, anyway.


Every 3 levels, Ed can release a Servant for use. Servants can gain experience and levels like a regular familiar. They don't benefit from +familiar experience or +weight buffs, but Ed has one skill to boost their effective level (Purr of the Feline +5 servant levels), and once all the skills are unlocked, you can eventually start ascensions with "imbue points" that let you level up your servants for free. The Crown of Ed the Undying will double the speed at which servants gain experience. As level is the square root of experience, level 7 is about 50 fights, level 14 is about 200 fights, and level 21 is about 450 fights. Without imbuement it is rather unlikely that any servant skills will be obtained.

  • Priest from level 14 gives you 1 extra Ka coin per fight (except against enemies with no souls). This is huge, a 50-100% Ka coin bonus, and the most desirable, especially once you have 2 starting imbue points to reach that level instantly. Even if you can't take advantage of him from the start, it is definitely possible to get some use out of him as he is well worth it if you expect to need a lot of haunches, as he can save up to 21 turns of Ka farming per day (3 per each of the seven haunches in a maxed spleen for situations such as in a longer run or with less turn savings available). The Ka helps you to buy talismans of Renenutet which can be used when you need +item and may be better than the Cat for certain quests. Ka can also be used to buy more spleen consumables and MP regen as required.
    • Its other abilities are far less relevant for speed ascending. At the start, he will deal his <level> in damage to all undead creatures. This may in some cases allow you to slowly beat them over time combined with other curses, but this is hardly relevant when Ed's spells are far more effective for this purpose anyway. Plus, the servant's attack is deflected by Monster Resistance.
  • Cat gives +item (starting at level 7), and delevels monsters (starting at level 14). The delevelling is quite significant and happens on every turn. After getting priest, you can use this as your main familiar, as +item is almost always useful for quests, and the deleveling is useful if you need to melee attack, or are getting hit so hard you exceed your three lives per combat. The deleveling can be a huge boon when hunting for Gremlin tools. At level 21, it gives you a passive +item skill.
    • If you don't have a useless combat item to spam (such as the dictionary) and hit the round limit to send you to the Underworld, and you want to undie during a fight, note that delevelling makes it harder for the monsters to hit you, so put the Cat away. There is an edge case where you bought Bone Spikes and you want it to stop hitting you in case the enemy will kill itself before it "kills" you.
  • Belly-Dancer gives massive MP regeneration (every round of combat) starting at level 7, and pseudo-pickpockets enemies starting at level 14.
    • If you don't learn Lash of the Cobra (and eventually you really should!), you want this, at least for the filthworms and the warehouse clerks/guards. Her pickpocket has a daily limit, so only use her in strategically chosen combats after you've leveled her up.
    • Consider buying Holy spring water if you need MP/MP regen.
  • Scribe gives +stats (presumably like a volleyball?). May be useful if you don't have good power-leveling choices such as scaling monsters or +ML. Spell crit is nice but as swingy as anything to do with crits ever is, and bonus spell damage sounds good but will probably never be needed with Ed's powerful Evocations. Low-skill runs skipping 6/7 of the Evocations tree might find it useful, though. However, at higher skill counts, imbuing the Scribe 5 times and learning Gift of the Scribe gives a huge amount of Mysticality substats over the course of the run.

The following servants are less useful. They are all about as good as pure combat familiar-likes can get, which is to say, not very.

  • Maid initially gives +meat, which is only relevant if you are going to do the nuns/brigands side quest. (You will need much more +meat than what the Maid gives to break even on that side quest, so you may be better off skipping it until you can add on other +meat sources.) Do the beach and use a Talisman of Horus instead.
  • Bodyguard blocks attacks with staggering, which is pretty much only relevant if you don't have enough init and really need to avoid getting one-shotted, and mostly becomes redundant with a sufficiently high-level Maid (lvl 14) anyhow. It eventually learns to attack enemies, another function duplicated by the Maid. It is unknown if the level 14 ability actually does anything or if it is bugged.
  • Assassin attacks enemies, which is rarely helpful. It later learns to delevel (which the Belly Dancer and Cat can also do with a small investment) and stagger (which the Bodyguard can do faster if you really need it, and the Maid can do with the same amount of servant experience and it has better other benefits).

Undying tips

Undying affects Ed's gameplay a lot. This is because undying fills you back to up max HP (at least twice for free), Ed gets triple value from bonus HP, including muscle. Undying also restarts the combat, so initiative is important. As long as Ed can take an action before undying, he has powerful spells and stuns/curses to win the fight over several incarnations of undying. However, Ed does not get after combat mana regeneration when he undies, only when the combat actually finishes. Be careful when using curses while you are frequently resurrecting to avoid draining your mana this way.

Never go to The Underworld from the gate in your pyramid. Purposefully lose a fight to get there (repeatedly using or macroing a useless item, for example). Then use whichever services you require before returning to the combat for free. If you're new to the path you may wish to keep a single cheap Linen bandages to avoid having to enter the tomb when you're reduced to zero from non combat means and are too beaten up to adventure. You shouldn't need to keep more than one, and as you learn about those situations you can forgoe keeping the bandage entirely.


  • While veterans usually hold off doing the Typical Tavern Quest until late as possible, remember that it's not necessary to wait in this run since you don't even have to open up the Bottom of the Pyramid in this run. This also means that the only reason to hunt drunken rat kings is for PvP.
  • Elemental resistance: Mostly covered by wards. Try and get type two wards for a total of +3 all resistance to speed up the Haunted Pantry before you start the unlock the second floor (for Gallery and Bathroom). This will also let you go through The Bat Hole for Level 4 quest.
  • Level 5 quest: You can use some talismans of Renenutet for the Harem outfit, or Cobra lash it. Otherwise use the semi-rare KGE captain encounter with a cake as normal. You may wish to consider the Crown of the Goblin King if you already have a mysticality offhand item.
  • Level 6 and 7 quests: these monsters do not drop Ka. Consider finding somewhere else to adventure if you are still trying to build your spleen at this time, such as Barney's Bar in the Pirate Cove under disguise. You do not get a liver due to the absurd size of your spleen and the weirdness of those strange greek imps in Pandamonium, so consider Ka-farming as the method for your "Steel Organ" instead. When you are going for it, Shelter of Shed is essential for cutting turns off the friars (which otherwise take up to a whopping 45 turns), so delay this quest until you have that skill. For the crypt, remember to get leg upgrades to spawn more modern zmobies.
  • Level 8: Use talismans. Renenutet for goat cheese, and Horus for the Ninja Snowmen. Otherwise, use Shed for the extreme slope.
  • Level 9 quest:
    • Shelter of Shed is almost essential for Twin Peaks. If you didn't take Blessing of Serqet for ML, consider picking up dress pants from Twin Peaks while you're there before going to Oil Peak. Also note that Twin Peaks has a number of dudes to fight for Ka.
    • A-boo Peak is a pain, because if The Horror... reduces you to 0 HP and you haven't bought any bandages, you're forced to waste an adventure taking the portal to the Underworld. Buy bandages before you buff up. Even if you just buy 3 of the 1-ka bandages, you can spend a turn advancing some other quest and intentionally undie up to gain the rest of your HP. Make sure to have elemental wards (and possibly pec oil or other Level 10 quest items) for this.
  • Level 11: Reviving allows you to get cursed multiple times from pygmy shaman in the Hidden Temple side quest. The curse is exempted from healing in the underworld. This means being able to get Thrice-Cursed by a single shaman, and then potentially banish it in order to prevent further turns of the debuff. You can remove the effect using a cure-all from EUTW once you are done.
  • Level 12:
    • You can use the rock band flyers and jam band flyers again after reviving, speeding up the Mysterious Island Arena sidequest.
    • Sonofa Beach has the same problem with damaging noncombats; if you're beaten up by Zerg Rush, you'll need to heal before you can return to hunting lobsterfrogmen. In this case, the 1-ka bandages are definitely the best choice, since you only need the smallest amount of healing to let you continue the quest. However, unlike A-boo Peak where the noncombat is forced, multiple bandages may need to be kept in order to prevent getting hit by consecutive zerg rushes. Use Talisman of Horus to get +combat.
    • Lash of the Cobra will speed up the acquisition of filthworm glands.
  • Level 13: The whole tower (including contests, hedge maze, and tower walls) is essentially replaced with the The Secret Council Warehouse epilogue. Lash of the Cobra again will help obtaining warehouse inventory pages and warehouse map pages in the Epilogue quest (4 of each combined with the total 8 combats allow you to progress through the quest).
  • After the epilogue, choose a new class until you ascend. Congratulations!
  • No longer relevant (circa 2018 level 11 macguffin changes): It should be noted that for the Pirates Quest, reviving lets you use The Big Book of Pirate Insults again, allowing you to finish the quest faster than usual. As long as you can both use the book then deal damage before losing all your HP, you can triple the rate of insult acquisition.

Ascension Strategy
Rankings: HC Skills - HC Familiars - HC IotMs
General: Class selection - Familiar usage - Lucky adventures
Paths: BHY - Fist - AoB - BI - ZS - AoJ - BIG! - KOLHS - CA2 - AoSP - SS - HR - Picky - Ed - Random - AoWoL - Source - NA - GN - LtA - L.A.R. - PF - G-Lover - DD
Additional Paths: DG - 2CRS - KoE - PotP - LKS - GG - Y,Robot - QT - WF
IotMs: Tomes - Faxing - Copying - YR - Garden - Correspondent - Workshed - Tea party - Florist