Spells

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Spells are a specific type of combat skill. They are most commonly used by Pastamancers and Saucerors. Items, effects, and skills exist which can increase Spell Damage, reduce the MP Cost of certain classes of spells, or force spells to inflict a specific type of Elemental Damage.

Most spells deal damage in a fixed element, but most Pastamancer spells deal damage in a random element, which can be forced to deal a fixed element damage via elemental tuning. Elemental tuning does not work with spells that already deal fixed damage, and in addition, tuning only works for the first hit of Ravioli Shurikens and causes Weapon of the Pastalord to deal half its damage in the tuned element while the other half stays physical.

Most weaker spells have a hard damage cap built in. Mysticality bonuses and absolute Bonus Spell Damage can increase a spell's damage only up to the damage cap. However, percentage Bonus Spell Damage (i.e. +X% spell damage rather than +X spell damage) multiplies a spell's damage after all other damage sources.

A Spell Critical Hit doubles a spell's base damage and Mysticality bonuses, but not absolute Bonus Spell Damage. It also doubles the spell's damage cap if applicable.

The buff Frigidalmatian (effect), though not a spell, uses the Saucegeyser formula to determine its passive damage.

The following skills are classified as combat spells in their description:

Pastamancer Spells

Element

Most Pastamancer spells are normally random in their element, choosing from physical or one of the five elements. However, those Pastamancer spells will not hit the element of an elemental enemy, so for example, a Sleaze enemy will never be hit by the Sleaze element.

Pastamancer spells can be aligned to a specific element with either equipment or the class skill Flavour of Magic.

Bringing Up the Rear doubles the damage caps of Pastamancer spells (except Spaghetti Spear and Candyblast) if you have a pasta thrall active. If a Spell Critical Hit were to occur, the damage cap is doubled again, or quadruple the original amount.

The Pastamancer has four combat spells which do not use the spell damage formula.

Spell Cost Base Myst Boost Damage Cap Multihit? Notes
Spaghetti Spear 1 2-3 0% 8 1 0 cost as P; Damage cap does not increase with Bringing Up the Rear
Ravioli Shurikens 4 2-4 0% 10 1 Deals damage three times; only the first hit can be tuned
Candyblast 8 8-16 25% 50 1 33% chance of dropping one random candy (out of five); damage cap does not increase with Bringing Up the Rear
Cannelloni Cannon 8 16-32 25% 50 2
Stringozzi Serpent 16 16-32 25% 75 1 Poisons the opponent. Deals passive damage every round equal to half the damage of the previous round (rounded down).
Stuffed Mortar Shell 8 32-64 50% 3 Deals damage after a 1-turn delay. Can only be cast once per fight.
Weapon of the Pastalord 32 1 Only half the damage can be tuned. The other half stays physical.
Fearful Fettucini 32 1

Sauceror Spells

Element

Unlike Pastamancer spells, Sauceror spells deal damage in a fixed element, either Hot or Cold (mostly). Saucegeyser automatically tunes itself to the more optimal element based on the monster's element.

The spells

The Sauceror has several spells which does not use the spell damage formula:

  • Curse of Vichyssoise: (Deals 2-3 Cold Damage every round, plus 2 damage per Cold Resistance, capped at +5 Cold Resist (Curse))
  • Saucy Salve: (Heals 10-15 HP, sometimes not taking a round)
  • Soul Bubble: (Stun spell)
  • Soul Finger: (Delevels monster by 30% of its ML)
  • Curse of Marinara: (Deals 3% of monster's Attack every round in physical damage (min 2-3) and heals equal to damage dealt; if cursed monster is defeated by a spell cast by a Sauceror, heals for 30% of damage dealt, capped at 50 HP (Curse))
  • Curse of the Thousand Islands: (Causes monster to stagger occasionally (Curse))
  • Curse of Weaksauce: (Delevels monster by ~3% of original Attack value every round; if cursed monster is defeated by a spell cast by a Sauceror, restores MP equal to 30% of damage dealt, capped at 50 MP (Curse))

Only one Curse may be used per fight.

Spell Cost Base Myst Boost Damage Cap Multihit? Notes
Salsaball 1 2-3 0% 8 1 0 cost as S
Stream of Sauce 2 9-11 20% 24 1
Surge of Icing 10 14-18 20% 40 1 Deals 1.5x damage if you have Sugar Rush and removes a turn of it
Saucestorm 6 20-24 20% 50 2 Deals Cold and Hot damage separately
Käsesoßesturm 10 35-40 30% 100 2
Wave of Sauce 10 45-50 30% 100 2 Delevels monster by 8-10
Saucecicle 12 45-50 30% 150 1
Saucegeyser 24 60-70 40% 3 Automatically attunes to Hot or Cold, whichever is optimal
Saucemageddon 24 80-90 50% 5
Soul Blaze 100 Soulsauce 200-300 100%  ?

Avatar of Jarlsberg Spells

Element

All of the Avatar of Jarlsberg's spells deal damage in a fixed element.

The spells

The Avatar of Jarlsberg has several spells which does not use the spell damage formula:

Almost all of the Avatar of Jarlsberg's combat spells have a damage cap equal to 10 times the MP spent to cast that spell, which means Skill MP Cost Modifiers can increase or decrease the damage cap. The exceptions to this rule are Curdle and the Hot damage portion of Grill.

Oddly, the Avatar of Jarlsberg's spells do not benefit from Bonus Spell Damage of a specific element.

Spell Cost Base Myst Boost Damage Cap Multihit? Notes
Curdle 0 3-4 50% 15 1
Chop 5 10-15 40% (50) 1
Boil
Freeze
Slice 20 40-50 30% (200) 1
Fry
Grill 30 40-50 30% 150/(300) 1 Hot Damage is capped at 150, Spooky Damage is capped at 10 * MP spent

Beanslinger Spells

Element

Two of the Beanslinger's damaging combat skills deal damage in a fixed element. The third damaging combat skill, Beanstorm, uses two elements, based on whichever ones have the highest element-specific bonuses to spell damage.

The Spells

Although listed as Combat Skills in-game, the Beanslinger's damaging combat skills function similarly to other spells and are affected by Bonus Spell Damage and Critical Spell Chance.

Spell Cost Base Myst Boost Damage Cap Multihit? Notes
Lavafava 3 4-5 10% 50 1 Deals damage twice
Pungent Mung 5 10-15 50% 100 1 Additionally deals holstered sixgun damage
Beanstorm 15 20-30 25% 1 Deals damage twice in two different elements based on bonus spell damage

Hobopolis Spells

Uncapped spells. The skillbooks are acquired in Hobopolis.

Spell Cost Base Myst Boost Multihit? Notes
Conjure Relaxing Campfire 30 10-20 10% 1 Calms monsters that flipped out
Maximum Chill
Mudbath
Creepy Lullaby
Inappropriate Backrub
Wassail
Awesome Balls of Fire 120 35-45 per hit 35% per hit 1 Hits once on the first cast per combat, twice on the second, and thrice thereafter.
Snowclone
Eggsplosion
Raise Backup Dancer
Grease Lightning
Toynado

Additional Spells

  • CLEESH (Does not do damage, turns opponent into an amphibian.)
Spell Cost Base Myst Boost Multihit? Notes
Volcanometeor Showeruption 0 35-45 per hit 35% per hit ?
  • Hits three times per cast.
  • Uses up one volcanic ash per cast.
Shrap 0 35-45 per hit 35% per hit 1

Not Spells

Skills that are not listed as "Combat Spell" in their skill descriptions. These are not affected by spell damage modifiers or Critical Spell Chance.

Turtleini uses Muscle in its damage formula, but it is affected by some spell damage modifiers (and not others). It is also reflected by monsters that reflect spells. See its page for details.

See Also