Avatar of Jarlsberg/Strategy: Difference between revisions

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==Mr. Store Items==
==Mr. Store Items==
===Very useful (HC)===
===Very useful (HC)===
*'''[[Jarlsberg's pan]]:''' Helps make up many of the shortfalls in AoJ. Converts unnecessary food and booze into items that can make potions. Greatly increases your survivability by adding 30 DR to you first hit, which when paired with a [[double-ice cap]] makes you nigh-invincible for 2-3 rounds. Increases your conjuration limit like [[Early Riser]], a 4th tier skill in the Path of Breakfast. It also has the same spell damage multiplier as an [[astral statuette]] with MP regeneration and bonus mysticality substats as an additional perk.
*'''[[Jarlsberg's pan]]:''' Pretty much required for competitive play. Gives you 2 extra Mysticality stats per combat. Converts <strike>filthy, germ-ridden</strike> otherwise-useless food and booze into [[Cosmic Calorie]]s that can make potions. Greatly increases your survivability by adding 30 DR to the first hit you take each fight. Increases your conjuration yields like [[Early Riser]] (and stacks with it). It also has the same spell damage multiplier as an [[astral statuette]], and gives 8-10 MP regeneration.
*'''[[Tome of Clip Art]]:''' [[Summon Clip Art]]'s [[unbearable light]]s are the best source of [[Yellow ray strategy|disintegration ("yellow rays")]] in the path. Clip Art also provides [[shining halo|shining]], [[frosty halo|frosty]], and [[time halo]]s for +stats, +items, and turngen, respectively; additional banishes on top of the cheese staff via [[crystal skull]]s; and potions like [[cold-filtered water]] to help with challenges like fighting your shadow.
*'''[[Tome of Clip Art]]:''' [[Summon Clip Art]]'s [[unbearable light]]s are the best source of [[Yellow ray strategy|disintegration ("yellow rays")]] in the path. Clip Art also provides [[shining halo|shining]], [[frosty halo|frosty]], and [[time halo]]s for +stats, +items, and turngen, respectively; additional banishes on top of the cheese staff via [[crystal skull]]s; and potions like [[cold-filtered water]] to help with challenges like fighting your shadow.
*'''[[Your Mystical Bookshelf|Librams]]:''' Now we're talking. Thanks to Jarlsberg's huge MP pool, and particularly the MP-restoring [[Food Coma]], librams are of great interest in this path.
**The [[shining halo]] is not a useful summon if you have [[Jarlsberg's pan]], as the pan gives more mainstat per fight, without requiring the sacrifice of two important equipment slots (weapon and off-hand).
**'''[[Summon Party Favor]]:''' As always, [[divine champagne popper]]s are useful for mini-banishing and free runaways. Remember that the chance for an uncommon favor is halved each time you receive one.
**The [[box of hammers]] can be a viable day 1 summon to bootstrap your run with stats.
**{{plural|Potion of the litterbox}} can give a bit of extra +item in a pinch.
*'''[[Your Mystical Bookshelf|Librams]]:''' Now we're talking. Thanks to Jarlsberg's huge MP pool and MP regeneration ([[Jarlsberg's pan]], [[Jarlsberg's hat]], chefstaves, [[Food Coma]]), librams are of great interest in this path.
**'''[[Summon Party Favor]]:''' As always, [[divine champagne popper]]s are useful for mini-banishing and free runaways. [[Divine cracker]]s can be used for stubborn worm glands, or to shave a few turns in the hedge maze.  Remember that the chance for an uncommon favor is halved each time you receive one.
**'''[[Summon BRICKOs]]:''' Lots of summons means lots of BRICKO fights, but remember that you're limited to 3 eye bricks per day. Plays well with [[resolution: be smarter|resolutions]] and [[O'RLY manual]]s.
**'''[[Summon BRICKOs]]:''' Lots of summons means lots of BRICKO fights, but remember that you're limited to 3 eye bricks per day. Plays well with [[resolution: be smarter|resolutions]] and [[O'RLY manual]]s.
**'''[[Summon Resolutions]]:''' The main attractions here are [[resolution: be smarter|"smarter"]] and [[resolution: be happier|"happier"]], with a few complete duds like [[resolution: be wealthier|"wealthier"]] and [[resolution: be kinder|"kinder"]] and the rest somewhere in between. Your odds for a "smarter" resolution aren't great, but you'll always be able to use more.
**'''[[Summon Resolutions]]:''' The main attractions here are [[resolution: be smarter|"smarter"]] and [[resolution: be happier|"happier"]].  The offstat resolutions don't hurt either -- your offstats help you equip better survival gear, boost your HP pool, and reduce damage taken. Your odds for a "smarter" resolution aren't great, but you'll always be able to use more.
**'''[[Summon Candy Heart]]:''' Though these are less useful now that mainstat requirements for zones have been removed, [[yellow candy heart]]s' +20% initiative is handy, and [[lavender candy heart]]s' +10% items is always nice to have.
**'''[[Summon Candy Heart]]:''' Though these are less useful now that mainstat requirements for zones have been removed, [[yellow candy heart]]s' +20% initiative is handy, and [[lavender candy heart]]s' +10% items is always nice to have.
**The other two tomes are less useful; [[Summon Love Songs]] requires intense usage to maximize buff potential, and the only relevant result of [[Summon Dice]] is the 2d10 stat gain.
**The other two tomes are less useful; [[Summon Love Songs]] requires intense usage to maximize buff potential, and the only relevant result of [[Summon Dice]] is the 2d10 stat gain.
*'''[[Garden]] items'''
*'''[[Garden]] items'''
**'''[[A Bone Garden]]''' provides [[skeleton skis]], whose init bonus makes a ton of difference when combined with [[Never Late for Dinner]]. The [[skeletal skiff]] shaves up to 9 turns from your run, and [[Skeletal Buddy]] gives bonus stats once you're done with those two items.
**'''[[A Bone Garden]]''' provides [[skeleton skis]], whose init bonus makes a ton of difference when combined with [[Never Late for Dinner]]. The [[skeletal skiff]] shaves at least 9 turns from your run (realistically 12), and [[Skeletal Buddy]] gives bonus stats once you're done with those two items.
**'''[[A Peppermint Patch]]''' gives more active benefits than skeletons -- [[peppermint twist]]s give +40% of valuable initiative, [[peppermint crook]]s help with the Filthworms, and [[peppermint parasol]]s provide free runaways in a path that otherwise has few (in HC, anyway).
**'''[[A Peppermint Patch]]''' gives more active benefits than skeletons -- [[peppermint twist]]s give +40% of valuable initiative, [[peppermint crook]]s help with the Filthworms, and [[peppermint parasol]]s provide free runaways in a path that otherwise has few (in HC, anyway).
**'''[[A Pumpkin Patch]]''' is arguably the least useful garden, as the [[pumpkin bomb]]'s yellow ray function is outshined (pun intended) by unbearable lights. [[Pumpkin juice]] does provide +20% items, however, and if you don't have [[Summon Clip Art]], yellow rays are still quite valuable.
**'''[[A Pumpkin Patch]]''' is arguably the least useful garden, as the [[pumpkin bomb]]'s yellow ray function is outshined (pun intended) by unbearable lights. [[Pumpkin juice]] does provide +20% items, however, and if you don't have [[Summon Clip Art]], yellow rays are still quite valuable.
*'''[[Clan VIP Lounge key]]'''
*'''[[Clan VIP Lounge key]]'''
**'''[[An Olympic-Sized Swimming Pool]]''' is one of the main VIP attractions in this path, because [[Chocolatesphere]] and the ballroom song are only -20% combat; [[Silent Running]] gets you to -25%.
**'''[[An Olympic-Sized Swimming Pool]]''' is one of the main VIP attractions in this path, because [[Chocolatesphere]] and the ballroom song together are only -20% combat; [[Silent Running]] gets you to -25%.
**'''[[A Pool Table]]''' is also of use, particularly for its +50% initiative buff (that also comes with a handy +10% items).
**'''[[A Pool Table]]''' is also of use, particularly for its +50% initiative buff (that also comes with a handy +10% items).
**'''[[A Looking Glass]]''''s buffs can give you +50 HP for survivability and [[Tea party strategy|several other useful effects]].
**'''[[A Looking Glass]]''''s buffs can give you +25 max MP for early-game conjuration, +50 max HP for survivability, and [[Tea party strategy|several other useful effects]].
**The '''[[April Shower]]''' can make a [[double-ice cap]] or [[double-ice britches]] for Avatars who are taking hits, and otherwise provides a small stat boost via [[Thaumodynamic]].
**The '''[[April Shower]]''' can make a [[double-ice cap]] or [[double-ice britches]] for Avatars who are taking hits, and otherwise provides a stat boost via [[Thaumodynamic]].
**'''[[A Relaxing Hot Tub]]''''s healing may be of interest to Avatars at several points during a run.
**'''[[A Relaxing Hot Tub]]''''s healing may be of interest to Avatars at several points during a run.



Revision as of 00:48, 9 March 2013

Mr. Store Items

Very useful (HC)

Slightly useful (HC)

Very useful (SC)

Slightly useful (SC)

Moon Sign

This challenge path is a bit more flexible with its choice of moon sign:

  • The Wallaby (Knoll): Most paths gain the most benefits from a Knoll sign, and Jarlsberg is only a little different. While you won't use the mushroom field, free meatsmithing, or have as much use for the free meatcar, a 0-turn frilly skirt is still useful for The Infiltrationist and a meat maid, the detuned radio is available from the get-go, and you can complete the Untinker Quest in zero turns as well. The path's actual bonus, +20% spell damage, is marginal, but more useful than the +5 turns/day skills if you are comfortably making your target daycount.
  • The Blender (Gnomads): Especially useful for Normal (softcore) players, who can purchase a bus pass right away and equip the astral shirt, a hairshirt, or a Grimacite guayabera. This path also lets you skip the South of the Border items (saving a valuable clover), unlocks an additional +10% items from Powers of Observatiogn, and can help you eke out a little more initiative and ML via marzipan skulls (Hombre Muerto Caminando) and handsomeness potions (Mysteriously Handsome). Blender's +5 turns per day is also useful for hitting daycount targets.
  • The Opossum (Canadia): This sign may appeal to Hardcore players (who can't pull keepsake boxes) for the logging axe to speed up the level 9 quest a bit, and +5 turns per day from Opossum's effect is nothing to sneeze at. Otherwise, though, the path provides nothing of value; Jewelrymaking's yields are eclipsed by your chefstaffs.
  • Also worth mentioning is The Marmot, due to the exceptional usefulness of clovers in this path, but the lost Mysticality stat gains are difficult to recuperate.

Astral Consumables

Jarlsberg won't eat anything he didn't make, even if they're astral. However, astral energy drinks are exempt from this rule, and therefore your only option.

Astral Gear

  • Avatars of Jarlsberg can't use their weapons to attack, so anything that improves Weapon Damage is largely useless. astral pet sweater also has no use, since you can only use companions.
  • astral statuette improves your damage output considerably and provides extra adventures per day. Highly recommended if you don't have a Jarlsberg's pan.
  • astral ring is an all-around strong item, providing three important stats for AoJ. Recommended if you have trouble maintaining MP.
  • astral bracer reduces your MP usage per adventure, but it reduces your damage output due to how AoJ spells' damage cap scales with MP used. While not good for low-MP spells, it can be more useful for high-MP spells, in cases where you don't need to deal as much damage. However, this utility is largely overshadowed by the astral statuette.
  • If you have trouble maintaining HP, an astral shield may help with this issue. While your magical prowess is diminished, it gives extra HP, HP regen and damage reduction, making you near-invincible early game.
  • astral belt is probably the best choice for speed, once you have the skill points to handle combat with it.
  • astral mask is never a bad choice. You can always use more item drops.
  • astral shirt cannot be worn unless you ascend under a Gnome sign and buy Torso Awaregness in run. If you're doing this in softcore, you'd be better off pulling a cane-mail shirt (or similar) instead. Access to the Beach in hardcore will probably come too late for the shirt to give much benefit, so in both cases, the astral shirt is a fairly poor choice.

Skills

The following is an analysis of all of the skills available in Avatar of Jarlsberg. Some skills will be more desirable after you bank skill points.

Intrinsic

  • Curdle: Your most basic spell. Other than being the primary source of damage on first few levels, costing no MP and opening up half the basic boozes, there's not much to say.

The Path of Breakfast

  • Boil: A great early-game spell for AoJ. It's the first skill in the tree, so you can pick it up immediately after Curdle starts becoming weak. It is normally capped at 50 points of damage, so it may weaken without boosting your bonus spell damage multiplier. It is hot-aligned, which means another spell may be required for the Friars.
  • The Most Important Meal: An important skill for increasing adventure gains, providing 3-21 adventures per day. Once your food options open up as you bank skill points, you can use it more effectively to maximize adventure gains. It also gives a large amount of substats, as much as 60 to 100+ Mysticality substats. Essential for speeding up runs.
  • Conjure Eggs: Eggs do a bit of everything. They're a easy to fill building block in 4, 5, and 7 fullness foods. Staff of the Healthy Breakfast is also great for maintaining HP early game.
  • Egg Man: +50% item drops. (+75% with Working Lunch). Probably the most useful of all the familiars. It is also Jarlsberg's biggest item drop booster.
  • Conjure Dough: Allows you to summon dough, as well as the Staff of the Staff of Life, which gives good HP and MP regen, max HP and spell damage, as well as a Jiggle effect that restores your HP to full. Since Avatars of Jarlsberg lack a healing skill, this chefstaff is a strong, but limited source of healing.
  • Early Riser: You can conjure 1 extra food item per cast. Its effectiveness increases as you gain Stomach/Liver capacity and need more consumables to fill them.
  • Fry: Once your 5-MP spell doesn't deal enough damage, Fry is an excellent mid-to-late game spell to use, dealing high elemental damage for a reasonable cost. It is also sleaze-aligned which makes it perfect for dealing with hippies in the level 12 quest.
  • Coffeesphere: Increases +Combat%. Lets your complete the Lighthouse sub-quest at a reasonable time, but other than optimizing speedruns, it's not essential.

The Path of Lunch

  • Conjure Vegetables: The most useful aspect of Vegetables is that you can use it to make Die Sauerlager(s). While it's only "decent" booze, it's superior to "crappy" mediocre lagers.
  • Radish Horse: Increases combat initiative. Probably the weakest of the 4 familiars, but may be useful in aiding survival.
  • Chop: For 5 MP it's non-elemental. It is an uncapped spell, and it may be useful in place of Boil or Freeze if you're dealing with an elementally-aligned enemy. It is also required in a 4 fullness, 5 fullness, and 6 fullness food, and is needed to make Vodka Dogs.
  • Conjure Cheese: Cheese is required in 2 of the 3 7 fullness foods. It's primary draw is the Staff of the Standalone Cheese, which allows players to banish 5 monsters per day.
  • Slice: A high-level physical damage spell, a non-elemental counterpart to Fry. It also weakens monsters as a bonus. It's also required for two of the three 7-fullness foods.
  • Working Lunch: Boosts companion effects by 50%, equivalent to +25% item drops with the Egg Man or +10 ML with the Cream Puff.
  • Lunch Like a King: +5 Stomach Capacity. Extra stomach capacity is always a good thing, but investing points to obtain this skill won't give much returns unless you can make good foods. Hard to use effectively with low skill points, but is a powerful skill to have once your food options open up.
  • Oilsphere: Gives serious (+3 levels) resistance to all elements. Decent in passing various elemental tasks, a bit more is still required to make it to the Icy Peak without an outfit handy.

The Path of Dinner

  • Bake: Deals damage over time. Largely a weak combat spell, since you should be focused on one-shotting monsters.
  • Food Coma: Gives 10 free rests, and rests fully restore MP. Great for maintaining MP, as well as healing slightly. With resting now removing Beaten Up, it's also good for weaker players who find themselves getting Beaten Up a few times.
  • Conjure Potato: 4 of the 7 good quality drinks require you to be able to conjure potatoes.
  • Hippotatomous: Gives +3 substats, like a Volleyball-type familiar. A great companion to have throughout the game, and is more useful the earlier you get it. As an added bonus, it also blocks attacks occasionally.
  • Conjure Meat Product: Conjures meat, which you can use to craft the Staff of the All-Steak, which has a Jiggle effect that greatly increases item drops. Very useful if you're trying to get an important item to drop ASAP.
  • Never Late for Dinner: Gives 10 adventures per day, as well as +50% Combat Initiative. The bonus initiative almost guarantees you the first move, saving you HP and allowing you to handle large ML boosts. A good skill overall.
  • Grill: The most expensive combat spell. While its steep MP cost can be a pain to maintain, it is good in situations where you need to deal a lot of damage, particularly against the bosses.
  • Gristlesphere: Increases ML. Gives as much ML as the Cream Puff without Working Lunch, but does not take up a companion slot. Largely a skill used for speed runs.

The Path of Dessert

  • Conjure Fruit: Fruits have minimal uses in foods (the only noteworthy food you can craft from it being the Omega Sundae), but they are used to make adequate rum, a component for half the higher-level boozes.
  • Best Served Cold: Gives +100% Spell Damage. A very strong damage booster, allowing you to take out even the toughest of monsters, plus you can get it early in the tree. It's almost essential to have against the final boss.
  • Freeze: The cold-aligned counterpart to Boil, although it's a tier 2 skill in the path. It's slightly more useful than Boil as a combat skill since you can use it for the Friars and the lack of cold-aligned monsters in general. Freeze also does double damage to both sides of the Hippy/Frat war, making it virtually unstoppable when combined with Best Served Cold
  • Nightcap: Gives an additional 5 Liver capacity. While a strong skill to have, filling up on good boozes combined with Liver of Steel will be difficult without a surplus of ingredients and a high number of skill points.
  • Conjure Cream: Conjures cream, which is a component for Disappointed Russian and Omega Sundae, as well as the Consummate sour cream, one of two 1-fullness foods. It's also used for crafting the Staff of the Cream of the Cream, which has a jiggle effect similar to Transcendent Olfaction.
  • Blend: Stuns monsters for a few rounds. Combined with a high-MP spell, it makes boss fights trivial.
  • Cream Puff: A companion that gives 20 ML. While it takes up a Companion slot, if you can handle the ML, it can speed up runs considerably, especially with Working Lunch.
  • Chocolatesphere: Boosts -Combat%. While -Combat is great overall, make sure you can create good foods/drinks before you pick this up.

Skill Progression

Chefstaves

Companions

General Tips/Tricks

Combat

Quests

Quests