Spells

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Revision as of 00:58, 24 November 2012 by imported>Raijinili (Sauceror Spells: +saucemageddon info; also, why is my test template still here?)

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.

The Pastamancer has three combat spells which do not use the spell damage formula.

  • Entangling Noodles (Stun spell)
  • Lasagna Bandages (Healing spell: 10-20)
  • Noodles of Fire (With Wrath of the Capsaician Pastalords equipped. Stuns and passive Hot Damage for three rounds.)
Spell Cost Base Myst Boost Max Myst Boost Bonus Damage Cap (PM) Bonus Damage Cap (other) Multihit? Notes
Spaghetti Spear 1 2-3 0% +0 +5 +5 1 0 cost as P
Ravioli Shurikens 4 3-8 7% +15 +25 +20 1
Cannelloni Cannon 6 8-16 15% +20 +40 +35 2
Candyblast ? 33% chance of dropping one random candy (out of five).
Stuffed Mortar Shell 13 16-40 25% +30 +60 +50 3
Stringozzi Serpent 1 Poisons the opponent. Deals passive damage every round equal to half the damage of the previous round.
Weapon of the Pastalord 24 32-64 35% 1 Only half the damage can be tuned. The other half stays physical.
Fearful Fettucini 1

Sauceror Spells

Element

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

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.

The spells

The Sauceror has one spell which does not use the spell damage formula.

  • Saucy Salve: Heals 10-15 HP, sometimes not taking a round
Spell Cost Base Myst Boost Max Myst Boost Bonus Damage Cap Multihit? Notes
Salsaball 1* 2-3 0% +0 +5 1 *cost reduced to 0 MP as Sauceror.
Stream of Sauce 3 3-4 10% +10 +10 1 Splashback: Burning Hands/Frozen Hands (+11 aligned melee damage)
Saucestorm 10 14-18 20% +25 +15 2 Splashback: Burning Ears/Frozen Shoulders (+11 aligned spell damage, Serious Resistance to opposite element)
Käsesoßesturm 2
Surge of Icing ? 50% bonus to total damage with Sugar Rush
Wave of Sauce 16 20-24 30% +30 +25 2 Splashback: Burning Soul/Soul Freeze (Gain MP next time a spell of the same element is cast)
Saucegeyser 28 35-45 35% 3
Saucemageddon 35 60-70 40% 3 Skill from equipping Windsor Pan of the Source

Hobopolis Spells

Uncapped spells. The skillbooks are acquired in Hobopolis.

Spell Cost Base Myst Boost Multihit? Notes
Conjure Relaxing Campfire 30 10-20 10% 1 Calms monsters that flipped out
Maximum Chill
Mudbath
Creepy Lullaby
Inappropriate Backrub
Wassail
Awesome Balls of Fire 120 35-45 per hit 35% per hit 1 Hits once on the first cast per combat, twice on the second, and thrice thereafter.
Snowclone
Eggsplosion
Raise Backup Dancer
Grease Lightning
Toynado

Additional Spells

  • CLEESH (Does not do damage, turns opponent into an amphibian.)
Spell Cost Base Myst Boost Multihit? Notes
Volcanometeor Showeruption 0 35-45 per hit 35% per hit ?
  • Hits three times per cast.
  • Uses up one volcanic ash per cast.


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