Spells

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Revision as of 03:16, 10 February 2011 by imported>Raijinili (expansion; should combine with Calculating Spell Damage at some point)

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

Most spells are either elementally random or of a fixed element, and with the exception of Weapon of the Pastalord, fixed-element spells are not affected by elemental tuning. Half of Weapon of the Pastalord's damage is affected by tuning, while half will stay physical.

Most weaker spells have caps on how much Bonus Spell Damage can be applied. Only additive bonuses are capped (i.e. +X spell damage rather than +X% spell damage). Going over this cap causes splashback, and the extra damage is done to the player instead of the enemy.

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

Pastamancer Spells

Element

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

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

Splashback

Pastamancer spells have splashback for any class, but Pastamancers have a higher cap before splashback occurs. Also, only untyped bonus damage is counted towards the limit; elemental bonus damage is uncapped.

List of spells

Sauceror Spells

Element

Normal Sauceror spells are randomly Hot or Cold. Salsaball, the level 0 spell, is always Hot.

Sauceror spells can be aligned to a specific element by equipment. Spell element can also be tuned with the passive class skill Immaculate Seasoning, which will always try to choose the more damaging element, unless element is aligned through equipment.

Splashback

Both elemental and unaligned bonus spell damage count towards the cap.

Splashback will damage non-Saucerors and will give various beneficial effects (dependent on the spell cast) to Saucerors.

List of spells

Hobopolis Spells

Calming spells (see Flipping out)
Power spells

Additional Spells

Not Spells

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

See Also