Avatar of Jarlsberg/Strategy

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Revision as of 05:16, 28 February 2013 by imported>Yatsufusa (The Path of Lunch: typo)

Mr. Store Items

Very useful (HC)

Slightly useful (HC)

Pull-worthy Mr. Store items for Normal ascensions:

Very useful (SC)

Slightly useful (SC)

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.
  • 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, enough to go from level 1 to 2 in a flash. 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.
  • 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 great for maintaining HP and MP and increasing survivability while still providing a good bonus to spell damage. Since Avatars of Jarlsberg lack a healing skill, this chefstaff can be used as such.
  • 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:
  • Working Lunch:
  • Lunch Like a King:
  • 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:
  • Hippotatomous:
  • 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. Largely a luxury skill not taken outside of speed runs.

The Path of Dessert

Skill Progression

Chefstaves

Companions

General Tips/Tricks

Quests