User:Icon315/HC Standard

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  1. Transferring over from Aenimus and Lyft's spreadsheet (https://docs.google.com/spreadsheets/d/1UG68Vl_5V-EqQXdyF2QMehdZ43Gh78pwD3R0UC_bky4)

Introduction

You should perm things in the Essentials section first, after you have permed everything on the essentials list, what you need depends on you. First, identify what is bottle-necking your runs, then find the appropriate table to counteract this; e.g., if lack of +item is slowing you down, go the +item table.

Use this Flowchart to help you figure out what to perm.

It's important that your runs have a balance of turn generation and turn savings. Things like +substats/combat and +item% save turns, rather than generate them.


Color Coding
Never falls out of Standard
Falls out of Standard in 2020
Falls out of Standard in 2021

Auto-Hardcore Permed Skills

These skills are automatically Hardcore permed on use; therefore, they are "free" (don't cost karma). However, they are often expensive or take effort in aftercore to obtain. For example, Olfaction. Nonetheless, they do not compete with other skills, so that's why they have their own section.

Auto-HC Perm (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
Manual of Transcendent Olfaction The Bounty Hunter Hunter's Shack (200 filthy lucre) Buff 40MP (40 turns) After using it on a monster, it adds 3 copies of that monster to the queue.

All copies of the monster also ignore queue rejection.

  • MP expensive, but definitely one of the best skills in the game.
  • Takes at least 23 days to farm, and that's if you complete 9 bounties/day (by ascending; alternating two day runs and one day casuals). More often 2-3 months.
Gallapagosian Mating Call Illustrated Mating Rituals of the Gallapagos (Fortune teller skillbook) Combat 30MP (Unlimited turns) After using it on a monster, it adds 1 copy of that monster to the queue. Unlike Olfaction, it retains rejection.
  • A very good skill, if not a little MP expensive. But no buff, so you can use it as often as you like.
  • Stacks with Olfaction.
  • A little expensive (IotM derivative).
Inscrutable Gaze Convincing People You Can See The Future (Fortune teller skillbook) Buff (Facial Expression) 10MP (10 turns) +10% to all Mysticality Gains (not just fights; everything, e.g., food)
  • If you're doing many Mysticality mainstat runs, this is an incredible +substat skill.
  • A little expensive (IotM derivative).
Drinking to Drink Living to Drink, Drinking to Live (Neverending Party quest #19 with PARTY HARD T-shirt) Passive +1 Liver Capacity
  • Excellent turn generation!
  • Will pay for itself in the long run. Meat and time expensive (IoTM Derivative. Costs 19 Neverending Party guest passes, which are once/day quests.)
  • See also The Neverending Party Planner.
Calculate the Universe Manual of Numberology (PvP prize during Optimal Seasons) Non-Combat 1 MP (Required, but is not used) Usable up to 3 times a day (Based on the number of Manuals used).

Does a bunch of stuff, notably +flat substats, +turns, +fites, +booze, Frat warrior etc.

  • Very expensive. Probably not worth the cost, but it marginally saves/generates turns.
  • See also Doing the Maths.
20/20 Vision do-it-yourself laser eye surgery kit (Raffle prize) Passive +10% Item drops
  • A little expensive.
Brain Games electronic Brain Trainer game (Raffle prize) Passive +3 rollover adventures/day
  • Very expensive.
Thick-Skinned How to Tolerate Jerks (PvP skillbook - 2,000 Swagger) Passive +10 Max HP
+10 Max MP
  • Helps survivability and reaching the Max MP required to cast those important buffs.
  • Costs 2,000 swagger, which is a good ~month of farming PvP.
  • See also PvP
Budget Conscious Party Planning on a Budget (Neverending Party quest #9) Passive +10% Meat drops
Get Big How To Get Bigger Without Really Trying (Fortune teller skillbook) Buff 15MP (10 Turns) +20% Mox/Mys/Mus
  • Helps with surviving combat; gives more stats with scalers.
  • A little expensive (IotM derivative).
Paul's Passionate Pop Song Silly Little Love Song(Fortune teller skillbook) AT Song 20MP (5+ Turns, see accordions) 4-5 MP Regeneration/adventure
  • "Free" net MP regeneration with the antique accordion.
  • A little expensive (IotM derivative).
Acquire Rhinestones They'll Love You In Rhinestones (Fortune teller skillbook) Non-Combat 10MP summons 23-37 rhinestones (+1 Moxie per rhinestone used; no cap)
  • Moxie can help you survive combat, and it's also a nice boost for the Level 13 quest.
  • A little expensive (IotM derivative).
Love Mixology Love Potions and the Wizards who Mix Them (Fortune teller skillbook) Non-Combat 50 MP Summons a Love Potion #XYZ. The potions give random - or + stats, max HP and max MP.
  • The random nature of the potion makes them mostly useless.
  • You can summon more after using one and its buff.
  • A little expensive (IotM derivative).
Chip on your Shoulder How to Hold a Grudge (PvP skillbook - 3,000 swagger) Passive +5 PvP fites/day
  • Just marginally helps you get the other, better PvP stuff.
  • Costs 3,000 swagger, which is a a good month+ of farming PvP.
  • See also PvP.
Request sandwich note from Clancy (Avatar of Boris prize) Non-Combat 5MP Summons a P.B.L.T. (2.66 adventures/fullness; 50% of the time--can try again).


Essential Skills

IotMs can often cover for a lot of these, so plan accordingly. If you are not worried about turngen, or you can make daycount without turngen skills, there is an argument to perm the +NC% skills first.

If you need food more than booze, perm the food skills first (starting with pastamastery). Food on average gives more turns than booze, but there are fewer decent skill-less booze options in run."

Essential Skills (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
Pastamastery PM (Guild - Level 5) Non-Combat 10MP Summons 3 dry noodles.
  • Cooked with various random ingredients to create pasta (decent turngen), notably from quest areas.
  • Cooked with scrumptious reagent ingredients to make pasta.
  • See also Pasta disheslist of pasta
Superhuman Cocktailcrafting DB (Guild - Level 15) Passive Summon +2 AC ingredients (with Advanced Cocktailcrafting). Access to Nash Crosby's Still (as Moxie class).
  • Assuming you going to be a Moxie class for a while, you perm this first, then you perm Advanced Cocktailcrafting in the next run, so you have Still access (it is a level 15 skill).
  • The still gives access to Superhuman cocktails and cheap MP (soda water --> tonic water).
Advanced Cocktailcrafting DB (Guild - Level 5) Non-Combat 10MP Summons 3 AC ingredients.
  • Allows for better drinks, notably fancy tavern swills.
  • Synergizes well with the hippy store and bottles of rum from the pirates.
The Ode to Booze AT (Guild - Level 12) AT Song 50MP (5+ Turns, see accordions) Grants +1 turn per potency of booze drunk (including night caps).

The buff diminishes by 1 turn per turn granted.

  • This is basically 14+ turn generation a day, so it could be permed almost anywhere above.
  • If you can fill your organs, but your runs still take a large number of days, consider perming this earlier.
  • 50 max MP can be an issue early.
Advanced Saucecrafting SA (Guild - Level 5) Non-Combat 10MP Summons 3 scrumptious reagents.
  • Allows you to create milk of magnesium, which is +15 (not including craft) turns per day.
  • Allows you to create buffing sauce potions (e.g., tomato juice of powerful power).
The Magical Mojomuscular Melody AT (Guild - Level 2) AT Song 3MP (5+ Turns, see accordions) +10 Mysticality and +20 max MP
  • This skill makes it possible to cast those demanding max MP buffs, like Ode.
  • Particularly useful if you already have Olfaction permed.
  • Very hit or miss, amazing if you need it, but close to worthless if you have some (IotM) sources of maximum mp already.
Smooth Movements DB (Guild - Level 14) Buff 10MP (10 Turns) -5% Combat
  • Non-Combat modifiers speed up the majority of quests.
Sonata of Sneakiness AT (Guild - Level 13) AT Song 20MP (5+ Turns, see accordions)

Near-Essential Skills

The skills below are definitely some of the most powerful, but you really need to think about what will help you break daycount.

Near-Essential Skills (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes

It is disputable where these go. If you need healing and it is an unbearable meat drain; consider perming earlier.If you can survive with Doc Galactic healing, you can ignore these skills until later.
If you can survive with Doc Galactic healing, you can ignore this skills until later.
For new runners, who have relatively low max HP, tongue is a better choice, because it cures beaten up.

Tongue of the Walrus SC (Guild - Level 9) Non-Combat 10MP Heals 30-40 and cures Beaten Up
Cannelloni Cocoon PM (Guild - Level 12) Non-Combat 20MP Heals to max HP
Drinking to Drink Living to Drink, Drinking to Live (Neverending Party quest #19 with PARTY HARD T-shirt) Passive +1 Liver Capacity
  • Excellent turn generation!
  • Will pay for itself in the long run. Meat and time expensive (IoTM Derivative. Costs 19 Neverending Party guest passes, which are once/day quests.)
  • See also The Neverending Party Planner.
Saucemaven SA (Guild - Level 11) Passive Grants +3 turns per saucy food(+5 if a Mysticality class)
  • Gives a decent amount of turns when eating a lot of saucy foods, but +NC probably saves more than this generates. Obviously better the more saucy foods you eat on average.
  • See also Saucy Foods
The Way of Sauce SA (Guild - Level 15) Passive Summon +2 scrumptious reagents per day, unlocks additional recipes.
  • Allows you to create more saucy food and milk of magnesium.
  • You may not need this among your other turn gen.
Grab a Cold One The Machine (Dreadsylvania: DB & SC) Non-Combat 30MP Summons a Cold One, a 1 potency booze that gives varying adventures based on level (up to 6 at level 11)
  • Excellent filler booze.
  • Dread skils are very good, but can be difficult (and a little expensive) to obtain.
  • Skull capacitors go for around ~3-500,000 meat and give 3 uses each.
  • See also Dread skills.
Spaghetti Breakfast The Machine (Dreadsylvania: PM & SA) Non-Combat 30MP Summons a spaghetti breakfast, a 1 fullness food that gives varying adventures based on level (up to 6 at level 11)

Must be the first thing eaten that day.

  • Excellent filler food.Dread skils are very good, but can be difficult (and a little expensive) to obtain.
  • Skull capacitors go for around ~3-500,000 meat and give 3 uses each.
  • See also Dread skills.
Expert Corner-Cutter LyleCo Contractor's Manual (FantasyRealm) Passive +5 free crafts/day
  • Definitely worth perming early if your diet consists of many reagent pastas and AC/SHCs.
  • Saves a few turns in run, e.g., crafting milk of magnesium, misc. potions, unstable fulminate, grue egg omelette etc.
  • A little meat expensive (IoTM Derivative).
Mad Looting Skillz DB (Guild - Level 8) Passive +20% Item drops
  • The highest passive +item% in the game.
Fat Leon's Phat Loot Lyric AT (Guild - Level 7) AT Song 11 MP (5+ Turns, see accordions) +20% Item drops
  • Another large +item% modifier.
Amphibian Sympathy TT (Guild - Level 5) Passive +5 Familiar Weight
  • Basically ~10% Item drops, +1 stats, ~20% Meat drops etc., depending on your current familiar.
  • Quite good, but often a little overrated.
Musk of the Moose SC (Guild - Level 14) Buff 10MP (10 Turns) +5% Combat
  • Perm these once you are in a comfortable position with levelling and item drops.
  • Run these whenever you want to avoid the non-combats.
  • Especially useful when hunting down ninja snowman assassins and lobsterfrogman
Carlweather's Cantata of Confrontation AT (Guild - Level 14) AT Song 20MP (5+ Turns, see accordions)
Impetuous Sauciness SA (Guild - Level 12) Passive +5 turns to Sauceror buffs (notably Milk of Magnesium)
  • This means only one milk of magnesium will cover that day's stomach! +5 turns per day.
Leash of Linguini PM (Guild - Level 11) Buff 12MP (10 Turns) +5 Familiar Weight
Empathy of the Newt TT (Guild - Level 8) Buff 15MP (5+ Turns, see turtle totems) +5 Familiar Weight
  • Really MP expensive for what does, but helps with lots of things.
  • Technically 5+ turns, but you never get a better TT totem in-run.


Turn Generation

This is the list of things that generate (in some cases save) flat turns.

Turn Generating Skills (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
Pastamastery PM (Guild - Level 5) Non-Combat 10MP Summons 3 dry noodles.
  • Cooked with various random ingredients to create pasta (decent turngen), notably from quest areas.
  • Cooked with scrumptious regagent ingredients to make pasta.
  • See also Pasta disheslist of pasta
Superhuman Cocktailcrafting DB (Guild - Level 15) Passive Summon +2 AC ingredients (with Advanced Cocktailcrafting). Access to Nash Crosby's (as Moxie class).
  • Assuming you going to be a Moxie class for a while, you perm this first, then you perm Advanced Cocktailcrafting in the next run, so you have Still access (it is a level 15 skill).
  • The still gives access to Superhuman cocktails and cheap MP (soda water --> tonic water).
  • See also Nash Crosby's Still.
Advanced Cocktailcrafting DB (Guild - Level 5) Non-Combat 10MP Summons 3 AC ingredients.
  • Allows for better drinks, notably fancy tavern swills.
  • Synergizes well with the hippy store and bottles of rum from the pirates.
The Ode to Booze AT (Guild - Level 12) AT Song 50MP (5+ Turns, see accordions) Grants +1 turn per potency of booze drunk (including night caps).

The buff diminishes by 1 turn per turn granted.

  • This is basically 14+ turn generation a day, so it could be permed almost anywhere above.
  • If you can fill your organs, but your runs still take a large number of days, consider perming this earlier.
  • 50 max MP can be an issue early.
Advanced Saucecrafting SA (Guild - Level 5) Non-Combat 10MP Summons 3 scrumptious reagents.
  • Allows you to create milk of magnesium, which is +15 (not including craft) turns per day.
  • Allows you to create buffing sauce potions (e.g., tomato juice of powerful power).
Saucemaven SA (Guild - Level 11) Passive Grants +3 turns per saucy food(+5 if a Mysticality class)
  • Gives a decent amount of turns when eating a lot of saucy foods, but +NC probably saves more than this generates. Obviously better the more saucy foods you eat on average.
  • See also Saucy Foods
The Way of Sauce SA (Guild - Level 15) Passive Summon +2 scrumptious reagents/day, unlocks additional recipes.
  • Allows you to create more saucy food and milk of magnesium. You may not need this among your other turn gen.
Transcendental Noodlecraft PM (Guild - Level 15) Passive Summon +2 dry noodles per day, unlocks additional recipes.
  • Combined with The Way of the Sauce (and possibly Pulverize), allows you to create even better dishes.
  • You probably don't need this much turngen; these foods involve a chain of cooking steps, which means multiple turns spent cooking and these foods have a rather high level requirement so you probably can't eat them every day of your run.
Grab a Cold One The Machine (Dreadsylvania: DB & SC) Non-Combat 30MP Summons a Cold One, a 1 potency booze that gives varying adventures based on level (up to 6 at level 11)
  • Excellent filler booze.
  • Dread skils are very good, but can be difficult (and a little expensive) to obtain.
  • Skull capacitors go for around ~3-500,000 meat and give 3 uses each.
  • See also Dread skills.
Spaghetti Breakfast The Machine (Dreadsylvania: PM & SA) Non-Combat 30MP Summons a spaghetti breakfast, a 1 fullness food that gives varying adventures based on level (up to 6 at level 11)

Must be the first thing eaten that day.

  • Excellent filler food.Dread skils are very good, but can be difficult (and a little expensive) to obtain.
  • Skull capacitors go for around ~3-500,000 meat and give 3 uses each.
  • See also Dread skills.
Expert Corner-Cutter LyleCo Contractor's Manual (FantasyRealm) Passive +5 free crafts/day
  • Definitely worth perming early if your diet consists of many reagent pastas and AC/SHCs.
  • Saves a few turns in run, e.g., crafting milk of magnesium, misc. potions, unstable fulminate, grue egg omelette etc.
  • A little meat expensive (IoTM Derivative).
Impetuous Sauciness SA (Guild - Level 12) Passive +5 turns to Sauceror buffs (notably Milk of Magnesium)
  • This means only one milk of magnesium will cover that day's stomach! +5 turns per day.
The Long View TT (Guild - Level 12) Passive +3 Extra Rollover Adventures
  • Doesn't cost much except the karma needed to pick it up, but it gets less useful as you get faster, since you don't get any benefit on the first day of each run.
Super-Advanced Meatsmithing SC (Guild - Level 5) Passive Allows you to smith more stuff (notably a chrome weapon).
  • Allows you to craft a chrome weapon, which gives 3 +rollover adventures.
Brain Games electronic Brain Trainer game (Raffle prize) Passive +3 Extra Rollover Adventures/day
  • Very expensive.

Leveling

It doesn't matter (too much) how long something takes to drop if you still need to powerlevel later, so often stats are actually what slow you down. Substats from monsters come in three forms: flat +substats per combat, +ML, and +mainstat for scalers. This list will ignore scalers (as they are normally IotM dependent). Each 3 points of +ML gives 1 stat. So 30 +ML would give 10 stats. Stat distribution is 2:1:1 on average, meaning 50% to mainstat then 25% to off-stats.

Experience from Monsters (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
Torso Awaregness Fragnk, the Regnaissance Gnome or Melvign's Comic Shop Passive +3 substats/combat (because you can wear the astral shirt)
  • The reason this is no. 1 on the substats list is because astral shirt is probably THE best astral pet for few-skill ascensions. It gives substats/combat as well as DA and prismatic damage.
Inscrutable Gaze Convincing People You Can See The Future (Fortune teller skillbook) Buff (Facial Expression) 10MP (10 turns) +10% to all Mysticality Gains (not just fights; everything, e.g., food)
  • If you're doing many Mysticality mainstat runs, this is an incredible +substat skill.
  • A little expensive (IotM derivative).
Patient Smile TT (Guild - Level 14) Buff (Facial Expression) 10MP (10 Turns) +1 Muscle substat/combat
  • All facial expressions are mutually exclusive.
  • You perm the one of the mainstat type you're playing most first (likely Moxie).
  • For newbies, this is probably going to be Moxie, so you'd perm Knowing Smile first.
  • If you can deal with +ML, consider perming some +ML first.
Wry Smile SA (Guild - Level 13) Buff (Facial Expression) 10MP (10 Turns) +1 Mysticality substat/combat
Knowing Smile AT (Guild - Level 14) Buff (Facial Expression) 10MP (10 Turns) +1 Moxie substat/combat
Aloysius' Antiphon of Aptitude (AT Song; 5+ turns @ 40MP) AT ([[Lefty, the Trainer|Guild - AT (Guild - Level 11) AT Song 40MP (5+ Turns, see accordions) +1 Muscle, 1 Mysticality and 1 Moxie substat/fight
  • More effective than the facial expression, but much more MP expensive. Ideally run both.
+ML gives more substats than the stuff above, but is much harder to deal with--hence lower tiered.

If you can survive higher MLs, consider perming +ML first

Drescher's Annoying Noise Spellbook: Drescher's Annoying Noise (Vending Machine [15 fat loot tokens]) Buff 40MP (20 Turns) +10 ML (3.33 substats/combat)
  • MP expensive, but lasts 20 turns.
Pride of the Puffin SC (Guild - Level 15) Buff 30MP (10 Turns) +10 [[ML (3.33 substats/combat)
  • MP expensive.
Ur-Kel's Aria of Annoyance AT (Guild - Level 15) AT Song 30MP (5+ Turns, see accordions) +(level*2) [[ML (E.g., +18 ML at level 9)
  • MP expensive. This is placed after the two flat '+10 ML in case youcannot manage the scaling +ML. It will probably give you more stats than the others, since don't fight that many combats before level 5.
Amphibian Sympathy TT (Guild - Level 5) Passive +5 Familiar Weight. (Equates to 1 +substat/combat with a volleyball-like familiar.)
  • Will only help with leveling as long as you bring a volleyball, but can also be ~10% Item drops or ~20% Meat drops
Leash of Linguini PM (Guild - Level 11) Buff 12MP (10 Turns) +5 Familiar Weight (Equates to <1 +substat/combat with a volleyball-like familiar.)
  • Will only help with leveling as long as you bring a volleyball, but can also be ~10% Item drops or ~20% Meat drops.
Empathy of the Newt TT (Guild - Level 8) Buff 15MP (5+ Turns, see turtle totems) +5 Familiar Weight (Equates to <1 +substat/combat with a volleyball-like familiar.)
  • Will only help with leveling as long as you bring a volleyball, but can also be ~10% Item drops or ~20% Meat drops.
  • Technically 5+ turns, but you never get a better TT totem in-run.
Mariachi Memory AT (Guild - Level 15) Passive Allows you to keep +1 AT Song in your head.
  • Not needed until you actually have a decent (5+) number of AT songs permed
  • Quite useful; particularly for juggling Ode. You'd usually be running Ur-Kel's, Antiphon's, sonata/cantata and phat loot/polka.
  • Perm this after you've got a bunch of AT Songs permed.

Item Drop

If the lack of item drops is what slows down your run, consider perming more +item% skills. +Item% is often one of the main bottlenecks of runs. +100% item drop allows you to "cap", i.e., guarantee, a base drop of 50%, e.g., enchanted beans (for the level 10 quest, but also for insanely spicy enchanted bean burritos). +234% item drop allows you to cap a base drop of 30%, e.g., the f'c'le quest items.

Item Drops (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
Disintegrate Spacegate emergency disintegrator (Spacegate skillbook) Combat 150MP Forces all non-conditional items to drop. 100 turn cooldown.
  • I'm reluctant to put this first, because the max MP you need to cast it is no joke. You'll probably need at least a couple +max MP skills to make using this skill possible.
  • However, if you can indeed cast it, it's fantastic, and the only Standard Yellow Ray (YR).
  • A little expensive.
  • See also Yellow Ray.
Mad Looting Skillz DB (Guild - Level 8) Passive +20% Item drops
  • The highest passive +item% in the game.
Fat Leon's Phat Loot Lyric AT (Guild - Level 7) AT Song 11MP (5+ Turns, see accordions) +20% Item drops
  • Another large +item% modifier.
Powers of Observatiogn Fragnk, the Regnaissance Gnome Passive +10% Item drops
  • Requires you to use a Gnome Moonsign, which means +turncount overall. Ideally (softcore) perm them all in one run.
Object Quasi-Permanence Peek-a-Boo! (Spacegate skillbook) Passive +10% Item drops
  • A little expensive.
20/20 Vision do-it-yourself laser eye surgery kit (Raffle prize) Passive +10% Item drops
  • A little expensive.
Amphibian Sympathy TT (Guild - Level 5) Passive +5 Familiar Weight (Equates to about +7-10% Item drops with a fairy-like familiar.)
  • Benefits from increasing familiar weight reduce as the total familiar weight increases. It's also better early (when your familiar is smaller).
Singer's Faithful Ocelot Spellbook: Singer's Faithful Ocelot (Vending Machine [15 fat loot tokens]) Buff 15MP (10 Turns) +10% Item drops
  • A little MP expensive, but manageable.
Leash of Linguini PM (Guild - Level 11) Buff 12MP (10 Turns) +5 Familiar Weight (Equates to about +7-10% Item drops with a fairy-like familiar.)
  • Basically ~10% Item drops, +1 stats, ~20% Meat drops etc., depending on your current familiar.
  • Benefits from increasing familiar weight reduce as the total familiar weight increases. It's also better early (when your familiar is smaller).
Empathy of the Newt TT (Guild - Level 8) Buff 15MP (5+ Turns, see turtle totems) +5 Familiar Weight (Equates to about +7-10% Item drops with a fairy-like familiar.)
  • Basically ~10% Item drops, +1 stats, ~20% Meat drops etc., depending on your current familiar.
  • Benefits from increasing familiar weight reduce as the total familiar weight increases. It's also better early (when your familiar is smaller).
  • Technically 5+ turns, but you never get a better TT totem in-run.
Thief Among the Honorable AT (Guild - Level 10) Passive +5% Item drops and +10% Meat drops
Natural Born Scrabbler Hodgman's journal #1: The Lean Times (Hodgman skillbook) Passive +5% Item drops
  • Expensive for what it gives.
Bind Spice Ghost (as non-PM)(Spice Haze) PM (Guild - Level 15) Buff 250MP (10 Turns) +5% Item drops
  • Incredibly MP expensive for +5% item. PMs will instead bind the Spice Ghost.
Sensitive Fingers DB (Guild - Level 14) Passive +10% pickpocket chance
  • If you can reliably get the jump, pickpocket is similar to 100% +item (each possible drop is rolled separately).
  • Unforunately, it is only available for Moxie classes, and it requires you to win initiative (almost impossible at high ML).
  • Very useful for few-skill, where you will be doing many Moxie runs. Consider perming earlier for that reason.
  • See also Pickpocketing.
Master Accordion Master Thief AT (Guild - Level 13) Passive

Survival

There are essentially 3 ways to deal with monsters.

  1. One-shot the monster with (lunging) thrust-smack/saucestorm/mortar shell/saucegeyser
  2. Cast Curse of Weaksauce + (delevel) staggers + plink (weapon attacking while taking no/little damage)/cast spells
  3. Out-Moxie the monster in question and plink/cast spells (or out-Muscle with Hero and a shield)

Ideally: one-shot the monster > out-Moxie (Muscle w/ hero) the monster > curse stagger.

Survivability (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes

It doesn't matter how little damage you take in combat if you have no way to heal it.
These skills save meat due to their cost efficiency, and turns (because they prevent you from being beaten up or allow you to remove beaten up so your turns are still efficient).
For new runners, who have relatively low max HP, tongue is a better choice, because it cures beaten up.

Tongue of the Walrus SC (Guild - Level 9) Non-Combat 10MP Heals 30-40 and cures Beaten Up
Cannelloni Cocoon PM (Guild - Level 12) Non-Combat 20MP Heals to max HP
Curse of Weaksauce SA (Guild - Level 12) Combat Skill 8MP

After using it on a monster, it devels the monster by about 3% of its original Attack value per round.
Only one curse can be used/combat.

  • Incredibly strong combat skill, especially with itchy curse finger and other stuns and staggers.
  • This skill is the bread and butter of combat.
  • Also note that delevelling during combat does not affect how many substats you gain from the monster.
  • Itchy Curse Finger just allows the casting of your curses to be "free", which can be quite important at high (but not insane) ML.
  • It's useless on its own, and you may only need to perm it much later, but keep in mind what it does.
Itchy Curse Finger SA (Guild - Level 8) Passive Causes curses to stagger (so you don't take any damage that turn).
Tao of the Terrapin TT (Guild - Level 15) Passive Doubles the Power of hats and pants.
  • This vastly increases the amount of Damage Absorption (DA) that your hats and pants grant (not quite double)Fantastic for survivability.
  • See also Damage Absorption.
Torso Awaregness Fragnk, the Regnaissance Gnome or Melvign's Comic Shop Passive Allows your shirt slot to give power Damage Absorption.
  • Another slot for more more DA (although shirts are not all that common).The astral shirt is one of the best astral pets for few-skill ascensions.
  • See also Damage Absorption.
The Moxious Madrigal AT (Guild - Level 1) AT Song 2MP (5+ Turns, see accordions) +10 Moxie
  • Flat Moxie can be really nice for survival (especially early), but is most useful if you are doing lots of Moxie runs (few-skill should be).
  • Consequently, this could have higher or lower priority.
Saucestorm SA (Guild - Level 5 Combat 6MP Deals (20-24)+floor(0.2*Mys) Cold damage and Hot damage, with each hard capped at 50 and rolled separately.
  • This is your bread and butter combat skill for the lower-mid levels.
  • An alternative stategy is to use curse of weaksauce, lots of staggers, then plink (weapon attacks that deal a small amount of damage each) without taking damage.
Stuffed Mortar Shell PM (Guild - Level 8) Combat (Once per combat) 8MP Deals (32-64)+(0.5*Mys) damage, where Mys is your buffed Mysticality (uncapped; rounded down), which hits one round after the spell is cast.Deals damage of a random elemental type unless you tune it with Flavour of Magic or a spellbook (or similar equipment)
  • Another possible main skill; this deals roughly the same amount of damage as Saucegeyser, but is much cheaper.
  • It takes a round to land, so you need to be able to survive that extra hit, but the MP you should be enough to cast cocoon a few extra times.
  • You can also cast it only once per fight, but if it's doing what it should (blow up the monster in one hit), that's not a problem.
Lunging Thrust-Smack SC (Guild - Level 10) Combat 8MP Deals triple your weapon attack damage.
  • This will auto-hit for SCs with a club equipped, other classes still get bonus to their hit chance.
  • Incredibly useful for Muscle classes (perhaps other classes) if wielding a club.
  • LTS is cheaper than Geyser, repeatable and without a round delay compared to Mortar. But you need a decent muscle since only Seal Clubbers with a club get an autohit, other classes simply get a higher effective muscle.
  • You probably want to stick to one (depending on your class preference) at first.
Skin of the Leatherback TT (Guild - Level 2) Passive Grants (level/2) Damage Reduction (rounded up)
  • The fact it is "free" (passive) makes it a little better than the buffs.
  • Also, as a rule of thumb, DR is better than DA early on.
Hide of the Walrus SC (Guild - Level 7) Passive +50 Damage Absorption
  • Not as strong as the TT buffs, but it's a passive.
Conspiratorial Whispers The Machine (Dreadsylvania: TT & DB) Combat 25MP Instant cast (no round spent). Delevels and damages every round (not including the free cast "round") based on familiar weight.
  • MP expensive, but very effective (similar to curse of weaksauce), particularly with +familiar weight buffs.
  • Useful because it "staggers" (actually doesn't cost a round) on its own (without the need of a supplementary skill).
Astral Shell TT (Guild - Level 12) Buff 10MP (5+ Turns, see turtle totems) +80 Damage Absorption and +1 (prismatic) Elemental Resistance.
  • More expensive than ghostly shell, but also grants elemental resistance.
Ghostly Shell TT (Guild - Level 4) Buff 6MP (5 Turns) +80 Damage Absorption.
  • Decent amount of DA for cheap(ish).
Elemental Saucesphere SA (Guild - Level 4) Buff 10MP (5+ Turns, see saucepan) +2 (prismatic) Elemental Resistance.
  • Worth up to -20% damage from elemental sources.
  • Also helps you with Haunted Kitchen, A-boo Peak, hedge maze, etc.
Flavour of Magic PM (Guild - Level 14) Non-Combat +10 Spell damage. Also lets you tune the element of your Pastamancer spells, handy if you rely on Stuffed Mortar Shell
  • The tuning is handy for Stuffed Mortar Shell, but the +10 flat spell damage is the real (and hidden) boon, it raises the effectiveness of all your spells.
  • Especially notable very early in run when your stats are still low, and even more so because it affects each of the 2 Saucestorm hits.
  • This has potential to be both permed earlier and later, depending on your needs.
Subtle and Quick to Anger PM (Guild - Level 12) Passive +10% Spell Damage (each).
  • Not the highest priority, but useful to squeeze that little extra out of your spells.
  • If you rely on Saucestorm, this becomes higher in priority, because it will also raise the damage cap.
  • This has potential to be both permed earlier and later, depending on your needs.
Master Saucier SA (Guild - Level 10)
Slimy Sinews slime-soaked hypophysis (Slimetube) Passive +20Max HP (+2 max HP per gland used; caps at 10 used).
  • +20 flat max HP is really nice early.
  • This could potentially be permed earlier (if you can get it).
  • It can be difficult (and a little meat expensive) to get the slime glands.
Spirit of Ravioli PM (Guild - Level 9) Passive +25% Max HP.
  • The highest passive % +max HP. Flat +max HP is better early (also when HP really counts most).
Shadow Noodles The Machine (Dreadsylvania: PM & DB) Combat 30MP Stuns for 3-5 rounds and delevels by 8-10.
  • Quite MP expensive, but the 3-5 round stun can be very useful.
  • Remember the more ML you run, the more resistant to stuns (and eventually staggers) monsters become!
  • This skills becomes less useful the more over 50ML you are running.
Entangling Noodles PM (Guild - Level 2) Combat 3MP Stagger; delevels by 8-10. (Stuns for 3 rounds as a PM)
  • Staggers are useful for Weaksauce/Whispers.
  • Additional benefits for a PM.
Hero of the Half-Shell TT (Guild - Level 14) Passive If you're wearing a shield, damage calculations use your Muscle instead of your Moxie. (Unless your Moxie is higher)
  • This is worth perming (possibly earlier) if you're doing lots of Muscle mainstat runs (and using a shield).
Abs of Tin Hodgman's journal #3: Pumping Tin (Hodgman skillbook) Passive +10% Max HP
  • A little expensive.
Elemental Resistance passives
Cold-Blooded Fearlessness TT (Guild - Level 13) Passive +2 Spooky resistance
  • The elemental resist passives are more likely permed for other purposes than survivability, so they've just been grouped for ease. Some points to keep in mind:
  • The most common monster element in a run is spooky, so that passive makes the most sense for survivability. Then probably stench because of the war hippies.Then probably hot, then sleaze and finally cold.
  • However, the passives are helpful with other tests: like A-Boo Clues, the Haunted Kitchen, the Icy Peak, Twin Peak, Level 13 hedge maze tests, etc.
  • Ranked based on that, it would be: cold, stench, hot, spooky and sleaze.
Northern Exposure SC (Guild - Level 13) +2 Cold resistance
Diminished Gag Reflex SA (Guild - Level 13) +2 Stench resistance
Tolerance of the Kitchen PM (Guild - Level 13) +2 Hot resistance
Heart of Polyester DB (Guild - Level 13) +2 Sleaze resistance
Shield of the Pastalord PM (Guild - Level 8) Buff 20MP (10 Turns) Reduces physical damage by 10% (30% if a PM) A little MP expensive, but it can definitely help you survive--especially later in the run. Particularly good for PMs.
Splashdance The Machine (Dreadsylvania: SA & DB) Combat 30MP (Once per combat) Instant cast (no round spent). Heals 50-60HP.
  • A little MP expensive, but the fact it is instant cast means it can save you in a pinch.
  • Not high priority, but nice as a backup.
  • Dread skills are quite good, but can be difficult (and a little expensive) to obtain. Skull capacitors give 3 uses each.
Saucy Salve SA (Guild - Level 2) Combat 4MP First round is 100% instant cast (no round spent), next is 50%, then 25%, then it will always take a round.

Heals 10-15HP.

Power Ballad of the Arrowsmith AT (Guild - Level 4) AT Song 5MP (5+ Turns, see accordions) +10 Muscle, +20 HP
  • This is basically +30 MaxHP and +10 DR for shield users.
  • Very helpful on Day 1, especially given the MP cost.
Jalapeño Saucesphere SA (Guild - Level 7) Buff 5MP +3 DR and damages the attacking opponent.
  • Most commonly used for the Wall of skin. Marginal use in earlier runs for DR.
  • See also The Wall of skin
Irrepressible Spunk SA (Guild - Level 14) Passive +5% Max MP and HP
  • Not that great for survival, but the +MP can be useful.
Quiet Desperation The Journal of Mime Science Vol. 6 (Crimbo 2017) Facial Expression 10MP (10 Turns) +25% Moxie
  • Facial expressions are all mutually exclusive.
  • There are generally better facial expressions options, but this could help you survive later on.
  • They are useful for the Level 13 stat test.
Quiet Determination The Journal of Mime Science Vol. 2 (Crimbo 2017) +25% Muscle
Quiet Judgement The Journal of Mime Science Vol. 3 (Crimbo 2017) +25% Mysticality
Saucegeyser SA (Guild - Level 11) Combat 24MP Deals (60-70)+(0.4*Mys) damage, where Mys is your buffed Mysticality (uncapped; rounded down). Deals Cold or Hot damage depending on which would do more damage.
  • This is can be used as a main skill at mid-higher levels, more so with SA.A little MP expensive, but if it one-shots the monster, you're saving meat in heals.Also used in conjunction with other skills to Towerkill Wall of bones.
Gnomish Hardigness Fragnk, the Regnaissance Gnome (Moxie Moon Sign) Passive +5% Max HP
  • Requires you to use the Gnome sign, which means +turncount overall.
Claws of the Walrus SC (Guild - Level 8) Passive +7 Weapon Damage.
  • Maybe a little useful early, or if you rely on LTS but otherwise very marginal.
Song of Sauce The Machine (Dreadsylvania: SA & AT) Dreadsylvania Song 100MP (10 Turns). +50 Hot damage, +50 Hot spell damage, +100% spell damage
  • Dread Songs are all mutually exclusive.
  • A powerful buff to your spells, but very expensive, so they can only really be used for particularly hard fights.
  • Also useful for elemental tests.
  • Dread skills are quite good, but can be difficult (and a little expensive) to obtain. Skull capacitors give 3 uses each.
Song of the North The Machine (Dreadsylvania: SC & AT) Dreadsylvania Song 100MP (10 Turns) +50 Cold damage, +100% weapon damage
  • Dread Songs are all mutually exclusive.
  • A powerful buff to your weapon attacks and smacks, but very expensive, so they can only really be used for particularly hard fights.
  • Also useful for elemental tests.
  • Dread skills are quite good, but can be difficult (and a little expensive) to obtain. Skull capacitors give 3 uses each.
Shell Up TT (Guild - Level 5) Combat (Once per combat) 6MP Blocks your opponent's attack and deals 10% of your muscle as damage.
  • Acts a little like a damaging stagger, allowing Weaksauce to delevel another round.
  • It also "buys" you an extra final round vs. the Wall of skin. See also The Wall of skin.
Sauceshell The Machine (Dreadsylvania:TT & SA) Combat 30MP (Once per combat) Blocks your opponent's attack and deals 70-90 Hot damage.
  • Functionally similar to Shell Up, but more MP expensive and harder to obtain. More than likely does more damage, however.
  • Dread skills are quite good, but can be difficult (and a little expensive) to obtain. Skull capacitors give 3 uses each.
  • See also The Wall of skin.
Silent Treatment The Journal of Mime Science Vol. 4 (Crimbo 2017) Combat 30MP (Once per combat) Removes all physical and elemental damage resistance from the monster (but not the resistance granted by their elemental alignment).
  • OK for the Witchess King and Witch (their damage caps still persist, however), and perhaps ghosts, if you have no other ways to deal with them.
  • Relatively marginal.
Scarysauce SA (Spookyraven skill) Buff 10 MP (5+ Turns, see turtle totems) +2 cold and +2 Sleaze resistance and damges attacking monsters.
Club Earth The Machine (Dreadsylvania: TT & SC) Combat 50MP Like a normal attack that also staggers.
  • A damaging stagger, which can be useful, but quite MP expensive.
  • Dread skills are quite useful, but can be difficult (and a little expensive) to obtain. Skull capacitors give 3 uses each.
Disco Fever DB (Guild - Level 13) Buff 10MP (10 Turns) +10% Moxie and +10 Ranged Damage
  • This could potentially be permed earlier, if you are playing lots of Moxie/going for the out-Moxie route.Otherwise, this helps with the Level 13 Moxie stat test.
Rage of the Reindeer SC (Guild - Level 11) Buff 10MP (10 Turns) +10% Muscle and +10 Bonus Weapon Damage.
  • The +Muscle and +Weapon Damage can help you one-shot things using LTS.
  • Also useful for the Level 13 Muscle stat test.
Brawnee's Anthem of Absorption AT (Guild - Level 8) AT Song 13MP (5+ Turns, see accordions) Damage Reduction equal to Level^1.2, with no level cap.
  • There are too many better AT Songs for this to be particularly useful.
  • It can perhaps help with some particularly hard fights.
Reptilian Fortitude AT (Guild - Level 10) Buff 10MP (5+ Turns, see turtle totems) +30Max HP
  • Fairly costly, but +30 HP can help on turn 1.
The Psalm of Pointiness AT (Guild - Level 10) AT Song 15MP (5+ Turns, see accordions) Inflicts 4-8 damage and delevels by 1-5 when attacked by a monster.
  • This AT song can be useful against hard fights (e.g. Witchess bosses) and the Wall of skin. Otherwise there are usually better AT songs you could be running.
  • See also The Wall of skin.
Spiky Shell TT (Guild - Level 9) Buff 8MP (5 Turns) Inflicts 3-5 damage to an attacking monster.
  • A little extra damage and another source of damage for The Wall of skin. Not that cheap for what it does.
Stiff Upper Lip TT (Guild - Level 3) Facial Expression 10MP (10 Turns) +10 DR
  • There are better facial expression options, but this could prove useful on particularly difficult fights.Facial expressions are all mutually exclusive.
Blubber Up SC (Guild - Level 3) Buff 7MP (10 Turns) +5 Moxie
  • If you're doing lots of Moxie mainstat runs, it may be worth picking this up earlier.
Disco Smirk DB (Guild - Level 8) Facial Expression 10MP (10 Turns) +10 Moxie
  • All facial expressions are mutually exclusive. If you're perming this skill for survivability, you may as well perm the +DR skill instead.
Pretty much all other +stat and +% st AT Songs go here...

Miscellaneous

Quality of Life and generally useful skills. Combat% gates progression through many quests. Perm the -combat% skills first, then +combat%.

Miscellaneous (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
Smooth Movements DB (Guild - Level 14) Buff 10MP -5% Combat
  • Non-Combat modifiers speed up the majority of quests.
Sonata of Sneakiness AT (Guild - Level 13) AT Song 20MP (5+ Turns, see accordions)
Musk of the Moose SC (Guild - Level 14) Buff 10MP (10 Turns) +5% Combat
  • Perm this once you are in a comfortable position with levelling and item drops.
  • Run this whenever you want to avoid the noncombats.
  • Especially useful when hunting down ninja snowman assassins and lobsterfrogman
Carlweather's Cantata of Confrontation AT (Guild - Level 14) AT Song 20MP (5+ Turns, see accordions)
Mariachi Memory AT (Guild - Level 15) Passive Allows you to keep +1 AT Song in your head.
  • Not needed until you actually have a decent (5+) number of AT songs permed
  • Quite useful; particularly for juggling Ode. You'd usually be running Ur-Kel's, Antiphon's, sonata/cantata and phat loot/polka.
  • Perm this after you've got a bunch of AT Songs permed.
Elemental Saucesphere SA (Guild - Level 4) Buff 10MP (5+ Turns, see saucepan) +2 (prismatic) Elemental Resistance.
  • Worth up to -20% damage from elemental sources.
  • Also helps you with Haunted Kitchen, A-boo Peak, hedge maze, etc.
Astral Shell TT (Guild - Level 12) Buff 10MP (5+ Turns, see turtle totems) +80 Damage Absorption and +1 (prismatic) Elemental Resistance.
  • More expensive than ghostly shell, but also grants elemental resistance.
  • Helps with survivability and elemental tests (Haunted Kitchen, A-boo Peak, Level 13, etc.)
Tolerance of the Kitchen PM (Guild - Level 13) Passive +2 Hot resistance
  • Higher priority than usual, because it will be particularly good next year, when floor 1 skip leaves standard.
  • It will speed up the mandatory Haunted Kitchen.
  • Helps vs. friar demons, Level 13 quest, etc.
Diminished Gag Reflex SA (Guild - Level 13) Passive +2 Stench resistance
Northern Exposure SC (Guild - Level 13) Passive +2 Cold resistance
  • Doubly useful in run, it helps you survive A-boo Clues and get to the top of Mt. McLargeHuge without the eXtreme Outfit (Relevant if you want to go the ninja snowman assassin route).
  • You take less damage from any cold aligned monsters as a bonus.
Song of Sauce The Machine (Dreadsylvania: SA & AT) Dreadsylvania Song 100MP (10 Turns). +50 Hot damage, +50 Hot spell damage, +100% spell damage
  • Dread Songs are all mutually exclusive.
  • Useful for the Level 13 hot test (100% pass on its own) or the Typical Tavern NC tests.
  • Also a powerful buff to your spells, but very expensive, so they can only really be used for a few particularly hard fights.
  • Dread skills are quite useful, but can be difficult (and a little expensive) to obtain. Skull capacitors give 3 uses each.
Song of the North The Machine (Dreadsylvania: SC & AT) Dreadsylvania Song 100MP (10 Turns) +50 Cold damage, +100% weapon damage
  • Dread Songs are all mutually exclusive.
  • A powerful buff to your weapon attacks and smacks, but very expensive, so they can only really be used for particularly hard fights.
  • Also useful for elemental tests.
  • Dread skills are quite good, but can be difficult (and a little expensive) to obtain. Skull capacitors give 3 uses each.

Maximizing Mana

These skills make it possible to cast your high-cost buffs earlier.

Maximizing Mana(Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
Thick-Skinned How to Tolerate Jerks (PvP skillbook - 2,000 Swagger) Passive +10Max HP and MP
  • Incredibly underated skill; helps survivability and reaching the Max MP to cast those important buffs.
  • Costs 2,000 swagger, which is a good ~month of farming PvP.
  • See also PvP
The Magical Mojomuscular Melody AT (Guild - Level 2) AT Song 3MP (5+ Turns, see accordions) +10 Mysticality and +20 max MP
  • This skill makes it possible to cast those demanding max MP buffs, like Ode.
  • Particularly useful if you already have Olfaction permed.
  • Very hit or miss, amazing if you need it, but close to worthless if you have some (IotM) sources of maximum mp already.
Wisdom of the Elder Tortoises TT (Guild - Level 11) Passive +50% Max MP
  • While flat +max MP is generally more useful when it matters (early on), 50% +max MP is just huge!
Slimy Synapses slime-soaked brain (Slimetube) Passive +10 max MP (+1 max MP per gland used; caps at 10 used).
  • It can be difficult (and a little meat expensive) to get the slime glands.
Marginally Insane Hodgman's journal #4: View From The Big Top (Hodgman skillbook) Passive +10% Max MP
  • Max +MP is most useful at the start of a run, to use your buffs and skills. That's why flat +max MP are tiered higher.
  • A little meat expensive (1,000,000).
Blood Sugar Sauce Magic SA (Guild - Level 15) Togglable intrinsic +10% Max MP and -10% Max HP (30% each for SA)
  • Max MP at the cost of max HP.
  • Can be very useful and turned on/off at will.
Irrepressible Spunk SA (Guild - Level 14) Passive +5% Max MP and HP
Cosmic Ugnderstanding Fragnk, the Regnaissance Gnome (Gnome Moon Sign) Passive +5% Max MP
  • Max +MP is most useful at the start of a run, to use your buffs and skills. That's why flat +max MP are tiered higher.

Meat Drop

You need meet to buy items from NPC stores, notably MP through Doc Galactic and food/booze ingredients. In addition, +meat% helps make the Level 12 side-quest (the nunnery) and Level 13 Wall of meat quicker.

Meat Drop (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
The Polka of Plenty AT (Guild - Level 5) AT Song 7MP (5+ Turns, see accordions 50% +meat You basically run this the whole run for more meat.
Nimble Fingers DB (Guild - Level 6) Passive +20% Meat drops
  • The highest +meat% passive in the game.
5-D Earning Potential Non-Euclidean Finance (Spacegate skillbook) Passive +20% Meat drops
  • A little expensive. Will pay for itself (eventually).
Inner Sauce SA (Guild - Level 3) Passive 1 MP Regeneration (3-4 for SA)
  • While it's not a +meat% buff, most meat in-run is actually spent on MP, and this equates to around 9 meat/adventure.
Five Finger Discount AT (Guild - Level 7) Passive 5% discount at all NPC stores
  • Again, not a +meat% buff, but it "generates" a bunch of meat through saving through the course of a run.
Thief Among the Honorable AT (Guild - Level 10) Passive +5% Item drops and +10% Meat drops
Expert Panhandling SA (Guild - Level 3) Passive +10-15% Meat drops
  • Also gives an additional +5% (for a total of +15%) when equipped with a saucepan.
Gnefarious Pickpocketing Fragnk, the Regnaissance Gnome (Moxie Moon Sign) Passive +10% Meat drops
  • Requires you to use the Gnome moonsign, which means +turncount overall. Ideally (softcore) perm them all in one run.
Budget Conscious Party Planning on a Budget (Neverending Party quest #9) Passive +10% Meat drops
Disco Leer DB (Guild - Level 15) Facial Expression 10MP (10 Turns) +10% Meat drops
  • Facial expressions are all mutually exclusive.
  • Only ever used for the nuns (and perhaps beefy body guard bats, Wall of meat, etc.).
Thrift and Grift Hodgman's journal #2: Entrepreneurythmics (Hodgman skillbook) Passive +10% Meat drops
  • Expensive for what it gives. Will pay for itself (eventually).
Pulverize SC (Guild - Level 15) Passive Allows you to pulverize things with ameat-tenderizing hammer (1000 meat).
  • It's not a +meat% buff, but some things are worth more when you smash them (auto-selling the nuggets), rather than auto-selling them raw.
  • Costs an investment of 1k for the hammer, though!
Pasta Eyeball (Bind Lasagmbie) (as non-PM) PM (Guild - Level 13) Buff 250MP (10 Turns) +10% Meat drops
  • Incredibly MP expensive for +10% Meat drops. PMs will instead bind the Lasagmbie.

Initiative

Initiative is not very effective at high +ML. You basically accept that you will never get the jump. However, at lower MLs, the sources of large +initiative% can be useful. Moreover, the modern zmobies and Level 13 quest require +Initiative%. Also, keep in mind that +Initiative% is better for Moxie classes, because they have the ability to pickpocket.

Initiative (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
Springy Fusilli PM (Guild - Level 6) Buff 10MP (10 Turns) +40% Initiative
  • Cheap enough to be better than the passive (Self Preservation).
Overdeveloped Sense of Self Preservation DB (Guild - Level 2) Passive +20% Initiative
Quantum Movement Space Pirate Astrogation Handbook (Spacegate skillbook) Passive +20% Initiative
  • Expensive (~5,000,000 meat).
Slimy Shoulders slime-soaked sweat gland (Slimetube) Passive +20% Initiative ( +2% per gland used; caps at 10 used).
  • It can be difficult (and a little expensive) to get the slime glands.
Cletus's Canticle of Celerity AT (Guild - Level 3) AT Song 4MP (5+ Turns, see accordions) +20% Initiative
Suspicious Gaze AT (Guild - Level 8) Facial Expression 10MP (10 Turns) +20% Initiative
  • Facial expressions are all mutually exclusive, and there are better options.
  • Only run this when you specifically need +Initiative%.
Walberg's Dim Bulb Spellbook: Walberg's Dim Bulb (Vending Machine [15 fat loot tokens]) Buff 5MP (10 Turns) +10% Initiative
Song of Slowness The Machine (Dreadsylvania: TT & AT) Dreadsylvania Song 100MP (10 Turns) +50% Initiative
  • Very MP expensive and requires a large max MP.
  • Dread songs are mutually exclusive.
  • Dread skils are very good, but can be difficult (and a little expensive) to obtain. Skull capacitors go for around ~3-500,000 meat and give 3 uses each.
Silent Hunter The Journal of Mime Science Vol. 1 (Crimbo 2017) Buff 50MP (10 Turns) +25% Initiative (100% +Initiative for SCs but you can't gain Fury which might hurt)
  • MP expensive for what it does.
  • Obviously better for SCs.
Whispering Strands (Bind Angel Hair Wisp as non-PM) PM (Guild - Level 7) Buff 60MP (10 Turns) +10% Initiative
  • Quite MP expensive for 10% +initiative. PMs will instead bind the Angel Hair Whisp.
Blessing of the Storm Tortoise TT (Guild - Level 11) Buff 10MP (10 Turns) +5% Initiative and +10 max MP (intrinsic as a TT)
  • This will be an intrinsic (unlimited-turn buff) when cast as a TT .MP expensive for what it is

Marginal

These skills probaby don't save a turn on their own, but they can make certain quests more convenient, or help allow you to do certain things to save turns, e.g., tower killing.

Marginal (Higher is Priority)
Skill Source Skill Type MP Cost (Turns) Description Notes
Ambidextrous Funkslinging DB (Guild - Level 12) Passive Lets you use up to two items per combat round.
  • A nice quality of life passive. Helps against the Shadow and flyering (flyer + stagger to avoid the double damage attack).
Elemental Saucesphere SA (Guild - Level 4) Buff 10MP (5+ Turns, see saucepan) +2 (prismatic) Elemental Resistance.
  • Worth up to -20% damage from elemental sources.
  • Also helps you with Haunted Kitchen, A-boo Peak, hedge maze, etc.
Elemental Resistance passives
Cold-Blooded Fearlessness TT (Guild - Level 13) Passive +2 Spooky resistance
  • The elemental resist passives are more likely permed for other purposes than survivability, so they've just been grouped for ease. Some points to keep in mind:
  • The most common monster element in a run is spooky, so that passive makes the most sense for survivability. Then probably stench because of the war hippies.Then probably hot, then sleaze and finally cold.
  • However, the passives are helpful with other tests: like A-Boo Clues, the Haunted Kitchen, the Icy Peak, Twin Peak, Level 13 hedge maze tests, etc.
  • Ranked based on that, it would be: cold, stench, hot, spooky and sleaze.
Northern Exposure SC (Guild - Level 13) +2 Cold resistance
Diminished Gag Reflex SA (Guild - Level 13) +2 Stench resistance
Tolerance of the Kitchen PM (Guild - Level 13) +2 Hot resistance
Heart of Polyester DB (Guild - Level 13) +2 Sleaze resistance
Scarysauce SA (Spookyraven skill) Buff 10 MP (5+ Turns, see turtle totems) +2 cold and +2 Sleaze resistance and damges attacking monsters.
Icy Glare SA (Guild - Level 3) Facial Expression 10MP (10 Turns) +10 Cold damage, +10 Cold spell damage
  • Useful for the tower elemental test or the Typical Tavern NC tests.
Dirge of Dreadfulness AT (Spookyraven Skill) AT Song 20MP (5+ Turns, see accordions) +12 spooky damage, +12 Spooky spell damage
  • Useful for the tower elemental test and the Typical Tavern NC tests.
Snarl of the Timberwolf SC: (Spookyraven Skill) Facial Expression 10MP (10 Turns) +10 spooky damage
  • Facial expressions are all mutually exclusive.
  • Useful for the tower elemental test and the Typical Tavern NC tests.
  • Smaller bonus than Dirge, but a facial expression can be more practical than a song, and for the tavern, the spell part doesn't matter.
Testudinal Teachings TT (Guild - Level 9) Passive Familiars gain 1 extra experience point after every 6th combat.
  • It's an ok passive to have but quite marginal; rarely making more than 1 pound of difference. 420 fights would only equal 70 xp.
Disco Nap DB (Guild - Level 3) Non-Combat 8MP Heals 20HP and removes certain debuffs. Allows you to rest at your campsite once/day for free and clears some bad status effects that Tongue doesn't.
  • The free rest is useful for restoring MP/removing beaten up.
Adventurer of Leisure DB (Guild - Level 3) Passive If you have Disco Nap, it now heals 40HP, and you can rest 2 more times for free and clears more bad status effects.
  • The free rests are useful for restoring MP/removing beaten up.
Get Big How To Get Bigger Without Really Trying (Fortune Teller skillbook) +20% Mox/Mys/Mus Buff 15MP (10 Turns)
  • Automatically Hardcore permed
  • Helps with surviving combat; gives more stats with scalers.
  • A little expensive (IotM derivative).
Quiet Desperation The Journal of Mime Science Vol. 6 (Crimbo 2017) Facial Expression 10MP (10 Turns) +25% Moxie
  • Facial expressions are all mutually exclusive.
  • There are generally better facial expressions options, but this could help you survive later on.
  • They are useful for the Level 13 stat test.
Quiet Determination The Journal of Mime Science Vol. 2 (Crimbo 2017) +25% Muscle
Quiet Judgement The Journal of Mime Science Vol. 3 (Crimbo 2017) +25% Mysticality
Splattersmash The Machine (Dreadsylvania: SC & SA) Combat 25MP Deals damage based on your muscle (more for grouped enemies).
  • Part of a strategy to kill the Wall of bones, not viable as of now.
Double-Fisted Skull Smashing SC (Guild - Level 12) Passive Allows you to wield another 1-handed weapon in your off-hand slot.
  • This has some marginal use in-run, such as dual-wielding obsidian nutcrackers to get every last bit of +spell damage against the Wall of bones, or to do +1 reliable damage to the Wall of skin per combat round, etc.
  • Can get much better if you have access to multiple good weapons (from IotMs, for example).
Shell Up TT (Guild - Level 5) Combat 6MP (Once per combat) Blocks your opponent's attack and deals 10% of your muscle as damage.
  • Essentially "buys" an extra final round vs. The Wall of skin.
Sauceshell The Machine (Dreadsylvania:TT & SA) Combat 30MP (Once per combat) Blocks your opponent's attack and deals 70-90 Hot damage.
  • Functionally similar to Shell Up, but more MP expensive and harder to obtain. More than likely does more damage, however.
  • Dread skills are quite good, but can be difficult (and a little expensive) to obtain. Skull capacitors give 3 uses each.
  • Essentially "buys" an extra final round vs. The Wall of skin.
The Psalm of Pointiness AT (Guild - Level 10) AT Song 15MP (5+ Turns, see accordions) Inflicts 4-8 damage and delevels by 1-5 when attacked by a monster.
  • This AT song can be useful against hard fights (e.g. Witchess bosses) and the Wall of skin. Otherwise there are usually better AT songs you could be running.
Spiky Shell TT (Guild - Level 9) Buff 8MP (5 Turns) Inflicts 3-5 damage to an attacking monster.
  • A little extra damage and another source of damage for The Wall of skin. Not that cheap for what it does.
Song of Bravado The Machine (Dreadsylvania AT & DB) Dreadsylvania Song 100MP (10 Turns) +15% Mox/Mys/Mus
  • Dread Songs are all mutually exclusive
  • Very MP expensive for what it gives. Also used to squeeze extra fights out of scalers.
  • Dread Songs are all mutually exclusive.
Stevedave's Shanty of Superiority AT (Guild - Level 10) AT Song 30MP (5+ Turns, see accordions) +10% Mox/Mys/Mus
  • Not great as far as AT Songs go, but it could help save a turn at the Level 13 stat tests.
Disco Fever DB (Guild - Level 13) Buff 10MP (10 Turns) +10% Moxie and +10 Ranged Damage
  • Contributes to the Level 13 Moxie stat test.
Rage of the Reindeer SC (Guild - Level 11) Buff 10MP (10 Turns) +10% Muscle and +10 Bonus Weapon Damage.
  • Contributes to the Level 13 Muscle stat test.
CLEESH Strange Leaflet Quest (Level 9) Combat 10MP (Once per combat) Turns the monster into one of various amphibians
  • Has some marginal value occasionally, for example flyering, then cleeshing the monster to flyer the new monster to squeeze out more flyering per turn.
  • Probably not worth perming until very late, because you get it at level 9 in every run for free.
  • Has an extremely marginal use in macrometeoring some zones that prevent it.
Pretty much all other +stat and +% stAT Songs go here...