User:Philmasterplus

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Looking for the meaning and the pleasures of my life...all in the wrong places!

Seal Clubber Skills

Starting Skills

Noncombat
MP Cost: 1

Starting skill

By clubbing a stuffed seal at your campsite, you can work yourself into a frenzy. Your Strongness will increase for a period of time.

Grants effect: Seal Clubbing Frenzy (5 Adventures)
(Muscle +2)

Combat
MP Cost: 0*

Starting skill

Adventurer smash!

  • Deals (0-1) + (0.1-0.2)×base weapon damage + ⌈sqrt(Bonus Weapon Damage)⌉ + (⌈sqrt(Elemental Damage)⌉ for each element)
  • MP cost is 1 for non-Seal Clubbers

Guild Skills

Seal Clubber guild skills are learned from The Brotherhood of the Smackdown.

Combat
MP Cost: 1

Guild (Lv.1)
125 Meat

By lunging before you smack, you can deal more damage than if you smack without lunging. Or if you lunge after smacking instead, but who does that?

  • Normal attack that deals 5 extra damage
  • Counts as a Smack

Passive

Guild (Lv.1)
125 Meat

Muskoxen are legendarily resilient. If you cut them, they bleed, but then they stop bleeding and they're good as new. Now you can be like a muskox!

HP Regen 1-2

Passive

Guild (Lv.2)
250 Meat

You become infused with the fighting spirit of the Otter, making your critical hits more critical than usual.

Critical hits do 3× damage

Noncombat
Adv Cost: 1

Guild (Lv.2)
250 Meat

Using this skill lets you sleep for an entire Adventure, fully restoring your HP and replenishing all of your get-up-and-go.

Noncombat
MP Cost: 7

Guild (Lv.3)
500 Meat

Covering your rippling muscles with blubber will make you more difficult to grab onto. Not that anybody's going to want to, with all that blubber.

Grants effect: Blubbered Up (10 Adventures)
(+5 Moxie)

Passive

Guild (Lv.3)
500 Meat

You've learned to channel the icy climate of the Frigid Northlands into your blows. Fortunately, you've also learned to stop yourself from making bad ice puns as you do so.

Your Smacks deal 5 additional Cold Damage

Combat
MP Cost: 3

Guild (Lv.4)
750 Meat

This is a thrusting smack with your weapon. It will do double the usual amount of damage to your opponent if it connects.

  • Normal attack that deals 2× base weapon damage
  • Also multiplies Bonus Weapon Damage and elemental damage if you are a Seal Clubber
  • Counts as a Smack

Passive

Guild (Lv.4)
750 Meat

Have you ever seen a wolverine go after a herd of shrews? It's crazy. It just doesn't stop. It's like every shrew it takes down multiplies its desire to take down shrews. Anyway, you're like that, and also every enemy looks like a shrew to you.

NOTE: Only true Seal Clubbers have the fortitude needed to contain Fury. Other classes are weak, and would be torn apart by it.

  • Lets Seal Clubbers build Fury by defeating opponents (max of 3 gallons of Fury)
  • Grants +1 Weapon Damage per gallon of Fury

Passive

Guild (Lv.5)
1,250 Meat

You are a master of the Tenderizing Hammer. The echo of generations of Seal Clubbers reverberates in your muscles as you beat the meat into shape. Shapes, actually -- the shapes of powerful weapons.

Can smith weapons using ores, and whips using skins (costs 1 Adv.)

Passive

Guild (Lv.5)
1,250 Meat

You can't keep a good beluga down. In fact, you can't even keep a bad beluga down, because the buoyancy of a beluga is unrelated to the strength of its character.

HP Regen +1 per gallon of Fury

Noncombat

Guild (Lv.6)
1,750 Meat

The Frigid Northlands are no place for birds. Well, no place for happy birds, at least. This skill lets you be like a bird -- perpetually upset and aggressive.

Passive

Guild (Lv.6)
1,750 Meat

Weasels aren't native to the Frigid Northlands, so the ones who manage to survive there have done so by being vicious, bloodthirsty little killers. And given what jerks normal weasels are, that's really saying something.

Your Smacks restore 1-2 HP per gallon of Fury

Passive

Guild (Lv.7)
2,500 Meat

Your skin becomes as thick as the hide of a walrus, affording additional protection against enemy attacks.

Combat
Fury Cost: 1

Guild (Lv.7)
2,500 Meat

This skill lets you channel some of your Fury (about a gallon's worth) into a powerful, precise strike.

Normal attack that is guaranteed to be a critical hit

Passive

Guild (Lv.8)
3,250 Meat

You become one with the spirit of the War Walrus, adding additional damage to your attacks.

Combat
MP Cost: 8

Guild (Lv.8)
3,250 Meat

Through some cruel accident of evolution, 99% of the nerve endings of every sentient creature in the universe are concentrated in their feet. You've learned to take advantage of this fact by reversing the natural order and bringing the stubber to the toe.

  • Weakens enemy defense by (3-5)+(2×Fury) and stuns them for (1×Fury) rounds
  • If you are a Seal Clubber with a club in main hand, stun duration increases by 1
  • Usable once per fight

Noncombat
MP Cost: 10

Guild (Lv.9)
4,000 Meat

This skill gives you the ability to lick your wounds, healing 30-40 Hit Points and making you feel less beaten up.

Passive

Guild (Lv.9)
4,000 Meat

Snow leopards are always really mad. You probably didn't know this, because they're also really difficult to see when they narrow their eyes, and narrowed eyes are a classic sign of feline anger.

Fury grants +3 Weapon Damage per gallon instead of +1

Combat
MP Cost: 8

Guild (Lv.10)
5,000 Meat

This is a thrust-smack with a lunge added to it for good measure. If it connects, will do triple damage to your opponent.

  • Normal attack that deals 3× base weapon damage
  • Also multiplies Bonus Weapon Damage and elemental damage if you are a Seal Clubber
  • Counts as a Smack

Passive

Guild (Lv.10)
5,000 Meat

Orcas are always upset about some supposed indignity they suffered in the ancient past. And they're also really large, so they have more volume to contain their upset in.

Fury capacity increases to 5 gallons

Combat
Fury Cost: 5

Guild (Lv.11)
6,250 Meat

Do you ever get so sick of looking at something that you wish you could just hit it with a club and knock it out of your sight?

Sure you do.

  • Kills and banishes the monster until rollover
  • Can only banish one monster at a time

Noncombat
MP Cost: 10

Guild (Lv.11)
6,250 Meat

This skill fills you with the rage of thousands of subjugated reindeer. This rage will make you stronger, especially when fighting guys with beards.

Grants effect: Rage of the Reindeer (10 Adventures)
(Muscle +10%, Weapon Damage +10)

Passive

Guild (Lv.12)
7,500 Meat

This skill allows you to wield a one-handed weapon in each of your hands. It'll make it much easier for you to crush your enemies, see them driven before you, and hear the lamentations of the women.

Allows dual-wielding

Combat
MP Cost: 15
Fury Cost: All

Guild (Lv.12)
7,500 Meat

Sometimes you get so mad that just yelling and stomping around aren't sufficient. Sometimes your anger deserves a parade.

  • Consumes all of your Fury and performs multiple savage attacks
  • Cannot be used without Fury

Passive

Guild (Lv.13)
10,000 Meat

his skill allows you to remember your upbringing in the Frigid Northlands. You'll be as snug as a bug in a rug, even when the wintry wind whips willy-nilly 'cross your nose. Think... the opposite of Sam McGee.

So-So Cold Resistance (+2)

Combat
MP Cost: 16

Guild (Lv.13)
10,000 Meat

You've learned to unleash the chill winds of your homeland on your unsuspecting, previous-comfortably-warm foes. It's cold out there.

Noncombat

Guild (Lv.14)
12,500 Meat

By concentrating very hard, you're able to exude moose musk from your pores. The smell of the musk will make you more likely to encounter monsters when adventuring.

Passive

Guild (Lv.14)
12,500 Meat

Have you ever noticed that when penguins dive into frigid water, they always land exactly where they intend to? No? Well, that's just because you weren't watching carefully enough. But now you'll be able to, because of the extra precision afforded to you by your newfound similarity to penguins.

+1% chance of Critical Hit per gallon of Fury

Passive

Guild (Lv.15)
15,000 Meat

This skill allows you to smash certain pieces of equipment into their magical essences with a tenderizing hammer.

  • Can smash enchanted equipment into powders, nuggets, and wads
  • Grants access to The Malus of Forethought for Muscle classes

Noncombat
MP Cost: 30

Guild (Lv.15)
15,000 Meat

Like a puffin, you are capable of feats of staggeringly little humility.

Grants effect: Pride of the Puffin (10 Adventures)
(Monster Level +10)

Other Skills

This skill makes you all snarly and spooky. Like a timberwolf. Timberwolves, if you didn't know this, are both the snarliest and the spookiest animals north of the arctic circle.

Combat
MP Cost: 30

While underwater, you're capable of fashioning any weapon into a makeshift harpoon, and throwing it with deadly accuracy.

  • Deals (0-1) + (⌊0.25×Mus⌋, capped at 200) + base weapon damage + (1.5×elemental damage for each element)
  • Can be used without being underwater

Noncombat
MP Cost: 10

Everybody puts on a little extra weight during the holidays, but you've figured out how to do it any time of the year!

Grants effect: A Few Extra Pounds (10 Adventures)
(Max HP +(5×lvl, capped at 55))

By focusing your chi, or something, you've learned how to make the palms of your hands as hard as iron. The practical upshot is that you can hold swords by the blade and hit people with the hilt.

Turtle Tamer Skills

Starting Skills

Noncombat
MP Cost: 1

Starting skill

By reflecting on the nature of the Tortoise, you can gain temporary enlightenment. Your Strengthliness and maximum HP will increase for a period of time.

Grants effect: Patience of the Tortoise (5 Adventures)
(Muscle +1, Max HP +3)

Combat
MP Cost: 0*

Starting skill

This skill allows you to toss your familiar, if you have one, or something else, if you don't. Just make sure that something else isn't a dwarf -- nobody does that, y'know?

  • Deals FamWt+3 damage if FamWt < 7lbs, or (10+⌊sqrt(FamWt-7)⌋) damage otherwise
  • MP cost is 1 for non-Turtle Tamers

Guild Skills

Turtle Tamer guild skills are learned from The Brotherhood of the Smackdown.

Combat
MP Cost: 3

Guild (Lv.1)
125 Meat

This skill allows you to follow up a successful attack with a vicious headbutt to your opponent. The damage done by the headbutt is increased if you're wearing any kind of turtle as a helmet.

Noncombat
Adv Cost: 1

Guild (Lv.1)
125 Meat

You sometimes like to spend an Adventure going on vacation in the Spirit World, which fully heals you and also recharges your mental batteries, on account of all the holiday ghoooooooooooooooooooosts. Holiday ghoooooooooooooosts.

Passive

Guild (Lv.2)
250 Meat

This skill makes it so your back is thick, like leather. Like a leather back. Like a leatherback. You'll take less damage from enemy attacks.

+⌊lvl÷2⌋ Damage Reduction, minimum 1

Noncombat
MP Cost: 15

Guild (Lv.2)
250 Meat

You have learned to commune with the War Snapper, the fiercest and most violent of the Great Turtle Spirits. His guidance will increase your martial prowess and make you slightly less comfortable at parties.

Passive

Guild (Lv.3)
500 Meat

Being sympathetic to the ins and outs of the amphibian lifestyle makes you more sympathetic to the lifestyles of all creatures. Your familiars will be more sympathetic and more powerful as a result of your powerful sympathy.

Noncombat
MP Cost: 10

Guild (Lv.3)
500 Meat

If you can't have a hard, protective surface on your back, you can have the next best thing -- a hard, protective surface where a moustache would be if you had a moustache.

Buff
MP Cost: 6

Guild (Lv.4)
750 Meat

This skill conjures the shell of a ghostly tortoise, which envelops you (or another player) in a protective shield, greatly reducing damage taken in combat.

Passive

Guild (Lv.4)
750 Meat

Gimme pizza. Is what you say, because you like pizza a lot.

Increases Adventure and stat gains from pizza

Passive

Guild (Lv.5)
1,250 Meat

This skill allows you to make advanced helmets and pants. Advanced pants.

Allows you to make advanced hats, pants, shirts and bucklers at the cost of 1 Adventure

Combat
MP Cost: 6

Guild (Lv.5)
1,250 Meat

Sometimes discretion is the better part of valor, and this skill allows you to embrace that fact, tame your inner turtle, crouch down, and allow your shell to protect you from your opponent's next attack.

Buff
MP Cost: 8

Guild (Lv.6)
1,750 Meat

This skill makes you (or another player) relentless in combat, like the fierce Snapping Turtles of the Days of Old. It will increase the damage done by each strike.

Combat
MP Cost: 10

Guild (Lv.6)
1,750 Meat

This skill allows you to unleash the voyeuristic corporeal fury of whichever Turtle Spirits happen to be watching you at the time.

Combat
MP Cost: 4

Guild (Lv.7)
2,500 Meat

If you can almost hear your opponent thinking "I need you to knee me," this is the perfect skill for you. Nothing takes an opponent down a notch (MAB!) more than a well-placed knee to the naughty bits.

Noncombat
MP Cost: 30

Guild (Lv.7)
2,500 Meat

You have learned to commune with She-Who-Was, the Great Turtle Spirit who lived, loved and died long before the Spirit World even flared into existence. She will soothe and comfort you like only the ghost of ghost can.

Buff
MP Cost: 15

Guild (Lv.8)
3,250 Meat

This skill makes you (or another person) temporarily gain an uncanny empathy towards your (or their) familiar

Passive

Guild (Lv.8)
3,250 Meat

You like powerful butts, and you cannot lie.

Improves the accuracy and damage of your Butt skills

Buff
MP Cost: 8

Guild (Lv.9)
4,000 Meat

You can conjure up a spiky turtle shell of psychic energy to surround you (or another player) and deal damage to enemies as they attack you (or another player (the same one I mentioned before, not just any other player.))

  • Grants effect: Spiky Shell (X Adventures)
    (Damages attacking opponents)
  • Requires a totem

Passive

Guild (Lv.9)
4,000 Meat

Years of working with turtles has made you more patient with all manner of creatures, and better at teaching them stuff.

+1 familiar experience every 6 combats

Buff
MP Cost: 10

Guild (Lv.10)
5,000 Meat

By imbuing you with the physical strength of 1000 snakes and lizards, this skill temporarily boosts your maximum HP.

Combat
MP Cost: 10

Guild (Lv.10)
5,000 Meat

We all know that a shield is primarily used to, y'know, shield one from damage. With this skill, though, your shield becomes a powerful weapon as well. Your attacks will do extra damage based on your shield power. Just try and resist the urge to change into a blue leotard with little wings on the cowl.

Passive

Guild (Lv.11)
6,250 Meat

You have achieved a level of awareness that almost matches that of the Elder Tortoises in the Days of Old. Your maximum MP is dramatically increased.

Max MP +50%

Noncombat
MP Cost: 50

Guild (Lv.11)
6,250 Meat

You have learned to commune with the Storm Tortoise, the bringer of the thunder until which no snapper will release its jaws. He will electrify you.

Buff
MP Cost: 10

Guild (Lv.12)
7,500 Meat

This is a vastly improved version of the Ghostly Shell skill. It increases the amount of damage absorbed by your (or another player's) hat and pants in combat. Additionally, it will protect you (to a limited degree) from the elements of heat, cold, stench, spookiness, and sleaziness.

Passive

Guild (Lv.12)
7,500 Meat

Your perception of time has been expanded in both directions by your communion with the Great Turtle Spirits. To you, a calendar is like a flipbook, and also an hour is like maybe an hour and ten minutes or so.

Passive

Guild (Lv.13)
10,000 Meat

Ever wonder why turtles never run? It's because they're not afraid of anything, man. This skill will make you more like them -- spooky stuff won't spook you as much.

So-So Spooky Resistance (+2)

Noncombat
MP Cost: 30

Guild (Lv.13)
10,000 Meat

When the Great Turtle Spirits are in a good mood, they can be called upon to imbue you with a taste of their power. The trick is waiting until they're in a really good mood.

Passive

Guild (Lv.14)
12,500 Meat

Your mastery of shields has elevated you to hero-like status amongst your tortoise brethren. Your skills have the beauty and balance of a Renaissance painting. As such, whenever you take damage in combat, your Muscle will be used to reduce the damage you take instead of Moxie, whenever you are wielding a shield.

NOTE: This will only take effect if your Muscle is higher than your Moxie.

If a shield is equipped and Muscle is greater than Moxie, use Muscle instead of Moxie to reduce monster damage

Noncombat
MP Cost: 10

Guild (Lv.14)
12,500 Meat

While everybody else freaks out all the time, rushing around from appointment to appointment like rats in an appointment maze, you've learned to relax, be patient, and let good things come to you.

Passive

Guild (Lv.15)
15,000 Meat

Like hippies, turtles live in their clothes. Unlike hippies, turtles' clothes provide a hard protective shell for their sensitive innards. Well, unlike hippies who are only on day fifteen of a new outfit. You have sufficiently pondered the mystery of the turtle, whose clothes are both home and protection, to understand how to imbue your clothing with the same properties. As such, any hat or pants you equip will be doubled in power. Now go take a shower, hippy.

Doubles the power of hats and pants when calculating Damage Absorption and the bonus damage of Headbutt and Kneebutt.

Noncombat
MP Cost: 100

Guild (Lv.15)
15,000 Meat

You have become so attuned to the Great Turtle Spirits that when the time is right, you are capable of taking on the form of their earthly incarnation. But be careful -- with great turtle power comes great turtle responsibility.

Other Skills

This skill allows you to summon the spirit of a deceased snapping turtle.

Deals (10-40)+(20%×Mus) Spooky Damage

You've learned to call upon Leviatuga, the Great Turtle of the Deep. He'll heed your call, and bite your enemies with his ancient, powerful jaws.

This skill allows you to conjure up some festive holiday bells to hang around your familiar's neck. Or around something else, if your familiar is something that doesn't have a neck.

This skill allows you to bestow upon yourself (or another player) the homespun wisdom and innate curiosity of an anthropomorphic turtle in a folk tale.

Sauceror Skills

Starting Skills

Noncombat
MP Cost: 1

Starting skill

By reflecting on the nature of the Cosmic Sauce, you can become more closely attuned to its mysteriousness. Your Enchantedness and Maximum HP will increase for a period of time.

Grants effect: Saucemastery (5 Adventures)
(Max HP + 3, Mysticality +1)

Combat Spell
MP Cost: 0*

Starting skill

This spell allows you to conjure up a ball of spicy salsa and sling it at your enemy, doing a small amount of damage.

  • 2-3 Hot Damage, hard capped at 8
  • MP cost is 1 for non-Saucerors

Guild Skills

Sauceror guild skills are learned from The League of Chef-Magi.

Combat
MP Cost: 2

Guild (Lv.1)
125 Meat

In Sauceror school, you have to learn how to make soup before you learn how to make Sauce. For most people it's just kid stuff, but you learned a pretty cool trick while you were pranking the dean one year -- you can conjure up a big mass of freezing soup and coat a dead buffalo in it! Or, I mean, things that aren't dead buffalo, too, I guess.

Noncombat
Adv Cost: 1

Guild (Lv.1)
125 Meat

A watched pot never boils, but it takes surprisingly little effort for you to boil over into a murderous rage. Quite a bit of time, mind you, but not much effort.

Grants effect: Simmering (10 Adventures)
(Spell Damage +100%, MP Regen 8-10)

Combat Spell
MP Cost: 2

Guild (Lv.2)
250 Meat

This spell creates a stream of scorching sauce with which to baste your enemies.

Deals (9-11)+(0.2×Mys) Hot Damage, hard capped at 24

Combat Spell
MP Cost: 4

Guild (Lv.2)
250 Meat

This skill allows you to conjure up a healing salve made of healing sauce, and heal some of your wounds. Healingly.

  • Heals 10-15 HP
  • Has a chance to be quick-cast
  • Can also be used out of combat

Passive

Guild (Lv.3)
500 Meat

You've got mad skills at handling the pan. This skill increases the amount of Meat you get when fighting monsters by 10%. (15% with a saucepan equipped)

+10% Meat from Monsters (+15% with a saucepan in main hand)

Noncombat
MP Cost: 10

Guild (Lv.3)
500 Meat

Your eyes are piercing, like an icicle falling through a car roof, or somebody whose eyes are actually crossbow bolts.

Actually, did that guy just get shot in both eyes with crossbow bolts? Somebody really ought to take him to the doctor.

Buff
MP Cost: 10

Guild (Lv.4)
750 Meat

This spell conjures a shell of sauce around you (or another player), which will protect you (or another player) from all elemental attacks.

Passive

Guild (Lv.4)
750 Meat

Inside you is a ceaseless reservoir of seething sauce. You might not have noticed -- a lot of people mistake it for heartburn.

MP Regen 3-4 (1 for non-Saucerors)

Noncombat
MP Cost: 10

Guild (Lv.5)
1,250 Meat

This skill allows you to use scrumptious reagents, in combination with various food items, to cook up a wide variety of sauces and salves.

  • When used, conjures 3 reagents once per day (5 with The Way of Sauce)
  • Allows you to cook with scrumptious reagents

Combat Spell
MP Cost: 6

Guild (Lv.5)
1,250 Meat

This spell allows you to conjure up a chaotic storm of roiling sauces, both burning and freezing your hapless foes, who undoubtedly did not bring both a parka and a fireproof umbrella.

Deals (20-24)+(0.2×Mys) damage twice in Hot and Cold damage, hard capped at 50 each

Passive

Guild (Lv.6)
1,750 Meat

One of the fundamental tenets of Saucery is that everything is Sauce. Literally everything, on a basic level, behaves like Sauce. And you've learned that souls are no different. They just... scream a little more when you cook them.

NOTE: Only true Saucerors can control Soulsauce. For everybody else it just goes everywhere and makes a big mess.

Combat
MP Cost: 4

Guild (Lv.6)
1,750 Meat

This curse causes writhing tendrils of marinara sauce to burst out from within your foes, wiggling around like some sort of crazy tomato octopus. And if some of it is actually blood instead of sauce, well, what are you gonna do?

  • Deals ~3% of monster's Attack every round in physical damage (min 2-3) and heals you equal to damage dealt
  • If the cursed monster is defeated by a spell from a Sauceror, heals for 30% of damage dealt, capped at 50 HP
  • Only one Curse can be cast per fight

Buff
MP Cost: 5

Guild (Lv.7)
2,500 Meat

This spell will conjure a shell of spicy sauce around you (or another player.) Any monster that passes through the shield will take damage.

Combat Spell
MP Cost: 10

Guild (Lv.7)
2,500 Meat

This spell will conjure an immense wave of boiling sauce, which will wash over your enemies and cleanse them from the face of the Cosmos. And also ruin their clothes.

Deals (45-50)+(0.3×Mys) Hot Damage, hard capped at 100, and delevels monster defense by 8-10

Passive

Guild (Lv.8)
3,250 Meat

Anybody who mess with you is going to get cursed so quickly they won't even know they got cursed until after they are already totally cursed.

Sauce Curses cause monsters to stagger when cast

Combat
MP Cost: 6

Guild (Lv.8)
3,250 Meat

An ancient dimension-traveling Sauceror once discovered a strange realm that she named The Thousand Islands -- a cosmic archipelago of floating land masses, drifting through a blood-dark void. Nobody knows where they came from, and some strange residual effects of whatever cataclysm created them have rendered them impervious to the ministrations of mapmakers.

It's a nice place to visit, but you wouldn't want to go there. Wait, I meant it is not a nice place to visit, which is why being banished to there is really awful, and you would only do it to your worst enemies. Or any of your enemies, really.

  • Staggers the monster 30% of the time for every round
  • Only one Curse can be cast per fight

Passive

Guild (Lv.9)
4,000 Meat

This skill makes you spicier, in general, than others. Your Sauce spells will do more damage to opponents.

+(1×lvl) Spell Damage for sauce spells, capped at +10

Combat Spell
MP Cost: 12

Guild (Lv.9)
4,000 Meat

This spell conjures up a giant spike of frozen sauce and impales your hapless foe with it. Then it melts, making for much easier cleanup.

Deals (45-50)+(0.3×Mys) Cold Damage, hard capped at 150

Passive

Guild (Lv.10)
5,000 Meat

What did the Gorean slave girl say to her owner when his tales of adventure were not ribald enough? Nothing, because you incinerated both of them with a burst of sauce fueled by your powerful magic and seething hatred of obscure misogynistic nerd subcultures.

Buff
MP Cost: 15

Guild (Lv.10)
5,000 Meat

This spell allows you to conjure a sphere of soothing triple-antibiotic sauce around yourself or another Adventurer.

Combat Spell
MP Cost: 24

Guild (Lv.11)
6,250 Meat

This spell will call forth a tremendous geyser of Sauce from the ground at your enemy's feet. Few foes can withstand the savage combination of beating and drowning that this spell delivers.

Deals (60-70)+(0.4×Mys) Hot or Cold damage, whichever is more effective

Passive

Guild (Lv.11)
6,250 Meat

You can make a sauce, but did you ever stop to enjoy a sauce? Yes, actually. Yes you did. In fact, you enjoyed it so much that if a normal person ever enjoyed anything a tenth that much, they would explode with pleasure.

+5 Adventures from eating reagent pastas or hi meins for Saucerors and Pastamancers, +3 Adventures for non-Myst classes

Passive

Guild (Lv.12)
7,500 Meat

You're as saucy as saucy can be. When you drink potions crafted with Scrumptious Reagents, their effects will last 5 Adventures longer for you than they do for normal people.

Reagent potions give 5 extra turns of their effect

Combat
MP Cost: 8

Guild (Lv.12)
7,500 Meat

This ancient curse coats your opponents in a layer of sauce formulated to drain their strength. This is similar to but distinct from the ancient Canadian curse that coats opponents in sap formulated to sap their strength.

  • Delevels monster by ~3% of original Attack value every round
  • If the cursed monster is defeated by a spell from a Sauceror, restores MP equal to 30% of damage dealt, capped at 50 MP
  • Only one Curse can be cast per fight

Passive

Guild (Lv.13)
10,000 Meat

Working with pungent sauces has increased your tolerance for bad smells -- stench-based attacks will be less effective against you.

So-So Stench Resistance (+2)

Noncombat
MP Cost: 10

Guild (Lv.13)
10,000 Meat

Few smiles are as wry as the smile of a wizard.

Passive

Guild (Lv.14)
12,500 Meat

Your vim, vigor and energy cannot be contained by forces as weak as the laws of physics or the frailty of the human body.

Max HP +5%, Max MP +5%

Noncombat
MP Cost: 20

Guild (Lv.14)
12,500 Meat

You can conjure a lens of sauce of delicious precision. Looking through it will make it easier to see where the pointy end of your spells should go.

Grants effect: Sauce Monocle (10 Adventures)
(+15% Critical Spell Chance (+5% for non-Saucerors))

Passive

Guild (Lv.15)
15,000 Meat

You know everything there is to know about the Saucerorin' business. You are capable of making the finest potions and sauces known to Saucerorkind.

Noncombat

Guild (Lv.15)
15,000 Meat

You've come to realize that you don't need nearly as much blood as you've got in your body, but you can always use more magical power.

Other Skills

This spell coats you (or somebody else) with a writhing coating of sauce. But not any ordinary sauce -- sauce made of the very essence of fear. The overall effect is very spooky.

You've beheld the Deep Sauce. You've heard the songs it sings. You feel what it feels, and you know what it knows. And most importantly, you understand how to cook with it.

Allows you to create potions with globes of Deep Sauce

Combat Spell
MP Cost: 10

This spell adds a little bit of holiday flair to your Saucery, allowing you to summon a massive gout of delicious icing.

  • Deals (14-18)+(0.2×Mys) physical damage, hard capped at 40
  • If you have Sugar Rush, deals 50% bonus damage and reduces its duration by 1 turn

Combat Spell
MP Cost: 10

This spell allows you to conjure up a storm of pungent cheese sauce.

Deals (35-40)+(0.3×Mys) Stench Damage, hard capped at 100

Pastamancer Skills

Starting Skills

Noncombat
MP Cost: 1

Starting skill

By meditating on your Manicotti Mandala, you can achieve oneness with the pasta which makes up the underlying structure of reality. Your Magicalness will increase for a period of time.

Grants effect: Pasta Oneness (5 Adventures)
(+2 Mysticality)

Combat Spell
MP Cost: 0*

Starting skill

This spell conjures a fast-moving dart of spaghetti and slings it at your enemy, dealing a small amount of damage. Uncooked spaghetti, that is. Cooked spaghetti wouldn't do much damage, now, would it?

  • Deals 2-3 physical damage, hard capped at 8
  • MP cost is 1 for non-Pastamancers

Guild Skills

Pastamancer guild skills are learned from The League of Chef-Magi.

Combat Spell
MP Cost: 4

Guild (Lv.1)
125 Meat

This spell allows you to summon a handful of deadly ravioli shurikens, stuffed with various flavors of pain.

  • Deals 2-4 damage in a random element 3 times, hard capped at 10 each
  • When tuned to a specific element, only the first hit is tuned

Combat
MP Cost: 1

Guild (Lv.1)
125 Meat

Anybody can use a utensil, but not everybody can use it to bend the laws of physics.

  • Deals (weapon damage)+(0.1×Mys) damage
  • Requires a utensil to cast

Guild (Lv.2)
250 Meat

This spell allows you to conjure a wad of sticky noodles, which slow down your opponent and make its attacks less effective.

  • Stuns the enemy for 3 turns (4 on critical)
  • For non-Pastamancers, staggers and delevels by 8-10 instead
  • Usable once per fight

Noncombat
Adv Cost: 1

Guild (Lv.2)
250 Meat

You think about almost nothing but pasta, but sometimes you like to take some time to think about it on a deeper level. This skill allows you to spend an entire Adventure doing that, resulting in a significant increase in your magical potential.

Grants effect: Al Dente Inferno (10 Adventures)
(Max MP +20, MP Regen 18-20)

Combat / Noncombat
MP Cost: 6

Guild (Lv.3)
500 Meat

This spell summons some enchanted lasagna noodles, which can be used as bandages, healing some of your HP.

Heals 10-30 HP out of combat, or 10-20 HP in combat.

Noncombat
MP Cost: 12

Guild (Lv.3)
500 Meat

This skill allows you to bind the spirit of a vampire into a pieroghi and bend it to your will, as long as your will is more or less "bite stuff for me," since that's basically all vampieroghis are good at.

  • Summons a Vampieroghi thrall:
    • Attacks opponent and heals you each combat round
    • At level 5, removes a random negative effect after each fight
    • At level 10, passively grants Max HP +60
  • Non-Pastamancers instead get Bloody Potato Bits (10 Adventures)
    (HP Regen 3-5)

Combat Spell
MP Cost: 8

Guild (Lv.4)
750 Meat

This spell allows you to summon and then fire a cannon made of cannelloni and stuffed with all manner of deadly substances.

Deals (16-32)+(25%×Mys) damage of a random element, hard capped at 50

Noncombat
MP Cost: 10

Guild (Lv.4)
750 Meat

When it comes to magic, presenting an intimidating facade is almost as important as actually knowing how to tear people apart with your mind.

Noncombat
MP Cost: 10

Guild (Lv.5)
1,250 Meat

This skill allows you to summon forth noodles from thin air, and to cook delicious food by combining them with sauces.


MP Cost: 30

Guild (Lv.5)
1,250 Meat

All of the rats slain by all of the Adventurers in all of the history of tavern basements left vengeful spirits behind, and this skill allows you to befriend one of them and use it as your own personal servant. I'm sure it'll be thrilled.

Noncombat
MP Cost: 10

Guild (Lv.6)
1,750 Meat

This skill infuses your body with the springy spirit of spiral pasta, putting a spring in your step and making you more nimble in combat.

Grants effect: Springy Fusilli (10 Adventures)
(Combat Initiative +40%)

Passive

Guild (Lv.6)
1,750 Meat

Taking cover behind one of your pasta thralls allows you to cast your spells more carefully, and get more out of them.

Doubles the damage cap of Pastamancer combat spells (except Spaghetti Spear and Candyblast) if you have a pasta thrall active

Passive

Guild (Lv.7)
2,500 Meat

This skill will give you the ability to equip Chefstaves -- powerful one-handed staves that act as conduits for advanced Chef-Magery.

Allows you to equip chefstaves

Guild (Lv.7)
2,500 Meat

The wisps of the underworld are notoriously fickle with their allegiances, but you've learned how to trick... er... convince one of them to help you. At least for now.

Combat Spell
MP Cost: 8

Guild (Lv.8)
3,250 Meat

This spell summons a massive mortar shell made of pasta and stuffed with various flavors of arcane shrapnel. This bomb bursting in air will give proof through the night that your foe has suffered some serious trauma.

  • Deals (32-64)+(0.5×Mys) damage of a random element on the next round after cast
  • Usable once per fight

Noncombat
MP Cost: 20

Guild (Lv.8)
3,250 Meat

Despite what you may think, pasta isn't all about destruction. Sometimes, like in the case of this spell, it's about defense. And you've heard that the best defense is a good defense.

Passive

Guild (Lv.9)
4,000 Meat

This skill infuses your body with the essence of ravioli, making it much sturdier. It will increase your maximum HP by 25%.

Max HP +25%

Noncombat
MP Cost: 100

Guild (Lv.9)
4,000 Meat

Remember those macaroni guys you fought, way back in the day, when you first started adventuring? Well, how'd you like to have one of those guys of your very own. Sound good? Well, good thing you know this skill, then!


MP Cost: 32

Guild (Lv.10)
5,000 Meat

This spell will summon forth one of the myriad randomly-generated weapons of the Pastalord, the sworn protector of the order of Pastamancers in the Days of Old. That weapon will then beat your opponent about the head or head-analogue.

  • Deals (32-64)+(0.5×Mys) physical damage of a random element
  • When tuned to a specific element, only half of the damage (rounded down) is tuned; the rest is physical damage

Passive

Guild (Lv.10)
5,000 Meat

You've learned to work in perfect concert with your pasta thralls -- letting them take the brunt of every attack, ordering them into dangerous situations in your stead, generally insulting and demeaning them. But good news -- now you can give something back, by constantly draining a portion of their life force and using it to make your spells cheaper!

Halves the base MP cost of Pastamancer combat spells when you have an active pasta thrall

Noncombat

Guild (Lv.11)
6,250 Meat

This spell allows you to call forth an enchanted leash made out of noodles, which is placed around the neck of your familiar. This effectively raises your familiar's level by 5, but the noodles will deteriorate after 10 turns have passed.

Grants effect: Leash of Linguini (10 Adventures)
(+5 to Familiar Weight)

Noncombat
MP Cost: 150

Guild (Lv.11)
6,250 Meat

You have learned to bind a hard-boiled skeleton detective to your service. It'll come in handy if on some stormy night a dame walks into your office with legs all the way down.

  • Summons a Penne Dreadful thrall:
    • Passively equalizes your base Moxie to base Mysticality
    • At level 5, delevels enemies by (1×thrall level) at start of fight
    • AT level 10, passively grants +10 Damage Reduction
  • Non-Pastamancers instead get Penne Fedora (10 Adventures)
    (Moxie +10)

Noncombat
MP Cost: 20

Guild (Lv.12)
7,500 Meat

This spell summons forth a huge Cannelloni, which envelops you and heals your wounds.

Heals 1000 HP

Passive

Guild (Lv.12)
7,500 Meat

People better not meddle in your affairs, because you will cook them into a freakin' lasagna if they do.

Passive

Guild (Lv.13)
10,000 Meat

They say that if you can't stand the heat, you should get out of the kitchen. Well, with this skill, you'll be able to stand the heat. Any heat.

So-So Hot Resistance (+2)

Noncombat
MP Cost: 200

Guild (Lv.13)
10,000 Meat

Noncombat
MP Cost: 1

Guild (Lv.14)
12,500 Meat

This spell will allow you to bring your mystical being in line with the elemental forces that underlie all things: earth, wind, fire, water, and heart. Wait, I mean hot, cold, sleaze, stench, and spookiness. And what's the deal with 'heart' anyway? How does that make any sense at all?

Noncombat
MP Cost: 10

Guild (Lv.14)
12,500 Meat

After "gray hair" and "a beard," the most common answer on The $20,000 Pyramid when the category is "Things a Wizard Has" is "squinty eyes." The fourth one, strangely, is "one of my lungs."

Passive

Guild (Lv.15)
15,000 Meat

You have achieved the highest possible level of Pastamancy -- you are now capable of making meals that rival the Platonic ideal of the dish of noodles.

Noncombat
MP Cost: 250

Guild (Lv.15)
15,000 Meat

This skill allows you to enthrall a spice ghost, an ethereal being who, being made of a diffuse cloud of floating spice particles, can help you get into those hard-to-reach places where your enemies tend to keep their stuff.

Other Skills

This spell summons a mass of fettucini noodles made not of semolina, or of farina, but of pure, uncut terror.

Deals (32-64)+(0.5×Mys) Spooky Damage

You've learned the secrets of deep-sea thermal vents, and the ways in which they relate to the secrets of battermaking, which you already knew.

Combat Spell
MP Cost: 8

The ability to summon pasta from thin air is pretty sweet, but this lets you conjure something even sweeter -- a massive barrage of candy.

This spell allows you to conjure up a venomous serpent made of wriggling noodles.

  • Deals (16-32)+(0.25×Mys) physical damage, hard capped at 75
  • Deals additional poison damage on subsequent rounds

Disco Bandit Skills

Starting Skills

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Guild Skills

Disco Bandit guild skills are learned from The Department of Shadowy Arts and Crafts.

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Guild (Lv.1)
125 Meat

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Guild (Lv.1)
125 Meat

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Guild (Lv.2)
250 Meat

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Guild (Lv.2)
250 Meat

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Guild (Lv.3)
500 Meat

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Guild (Lv.3)
500 Meat

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Guild (Lv.4)
750 Meat

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Guild (Lv.4)
750 Meat

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Guild (Lv.5)
1,250 Meat

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Guild (Lv.5)
1,250 Meat

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Guild (Lv.6)
1,750 Meat

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Guild (Lv.6)
1,750 Meat

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Guild (Lv.7)
2,500 Meat

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Guild (Lv.7)
2,500 Meat

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Guild (Lv.8)
3,250 Meat

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Guild (Lv.8)
3,250 Meat

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Guild (Lv.9)
4,000 Meat

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Guild (Lv.9)
4,000 Meat

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Guild (Lv.10)
5,000 Meat

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Guild (Lv.10)
5,000 Meat

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Guild (Lv.11)
6,250 Meat

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Guild (Lv.11)
6,250 Meat

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Guild (Lv.12)
7,500 Meat

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Guild (Lv.12)
7,500 Meat

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Guild (Lv.13)
10,000 Meat

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Guild (Lv.13)
10,000 Meat

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Guild (Lv.14)
12,500 Meat

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Guild (Lv.14)
12,500 Meat

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Guild (Lv.15)
15,000 Meat

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Guild (Lv.15)
15,000 Meat

Other Skills

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Accordion Thief Skills

Starting Skills

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Guild Skills

Accordion Thief guild skills are learned from The Department of Shadowy Arts and Crafts.

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Guild (Lv.1)
125 Meat

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Guild (Lv.1)
125 Meat

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Guild (Lv.2)
250 Meat

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Guild (Lv.2)
250 Meat

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Guild (Lv.3)
500 Meat

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Guild (Lv.3)
500 Meat

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Guild (Lv.4)
750 Meat

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Guild (Lv.4)
750 Meat

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Guild (Lv.5)
1,250 Meat

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Guild (Lv.5)
1,250 Meat

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Guild (Lv.6)
1,750 Meat

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Guild (Lv.6)
1,750 Meat

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Guild (Lv.7)
2,500 Meat

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Guild (Lv.7)
2,500 Meat

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Guild (Lv.8)
3,250 Meat

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Guild (Lv.8)
3,250 Meat

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Guild (Lv.9)
4,000 Meat

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Guild (Lv.9)
4,000 Meat

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Guild (Lv.10)
5,000 Meat

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Guild (Lv.10)
5,000 Meat

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Guild (Lv.11)
6,250 Meat

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Guild (Lv.11)
6,250 Meat

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Guild (Lv.12)
7,500 Meat

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Guild (Lv.12)
7,500 Meat

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Guild (Lv.13)
10,000 Meat

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Guild (Lv.13)
10,000 Meat

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Guild (Lv.14)
12,500 Meat

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Guild (Lv.14)
12,500 Meat

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Guild (Lv.15)
15,000 Meat

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Guild (Lv.15)
15,000 Meat

Other Skills

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