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Grants various bonuses to unarmed characters. The to-hit bonus, bonus weapon damage, and bonus damage reduction paired up with a Tome of Clip Art and Kung Fu Hustler prove to be very powerful combo early in a run for characters. Can be continued later into a run if a character forsakes their hand slots for a spell-slinging combat suite.
Increase Monster Level by 10 for 20 turns. Costs more MP than Ur-Kel's and is generally quite a bit less effective, though it doesn't take up a song slot. Can speed up a few areas in the game slightly and give a bit more stats in general, but excessive MP cost hinders its use.
Adds so-so cold resistance. The only cold damage that an adventurer will experience during combat is from Lord Spookyraven and Ninja Snowmen, thus this is the least useful elemental resistance skill. However, it greatly helps in completing the Mt. McLargeHuge Quest when taking the path of the Lair of the Ninja Snowmen. Also helpful to further reduce the A-boo Peak's hauntedness using A-Boo clues during the Orc Chasm Quest.
Deals (60-70)+(0.4*Mys) cold or hot damage (scales with Mysticality without a cap). This skill is expensive, but deals the highest elemental damage and will automatically tune itself for you. If you can use it with a Bandersnatch, it becomes a little bit easier to afford.
Grants 10 turns of Patient Smile effect (+1 Muscle Stats Per Fight). It adds a little bit of substats, useful for leveling early in the run, in the same way Aloysius' Antiphon of Aptitude does but far cheaper. This buff is mutually exclusive with other facial expressions.
Grants 10 turns of Wry Smile effect (+1 Mysticality Stats Per Fight). It adds a little bit of substats, useful for leveling early in the run, in the same way Aloysius' Antiphon of Aptitude does but far cheaper. This buff is mutually exclusive with other facial expressions.
Grants 10 turns of Knowing Smile effect (+1 Moxie Stats Per Fight). It adds a little bit of substats, useful for leveling early in the run, in the same way Aloysius' Antiphon of Aptitude does but far cheaper. This buff is mutually exclusive with other facial expressions.
Gives +100% spell damage, +50 Hot Damage and +50 Hot Spell Damage. Single-handedly completes the Naughty Sorceress hot elemental test, but the main reason why this skill is good is because it makes Saucerors using Curse of Weaksauce return significantly more MP.
An auto-hit skill that does damage based on weapon power and bonus damage. Toss will do more damage early on in an ascension, but Clobber can surpass Toss in damage when provided with a good weapon and bonus damage sources. Monsters that have been softened up by stronger physical attacks or Cannon can be killed swiftly and efficiently with Toss or Clobber.
An auto-hit skill that does damage based on familiar weight. With a few familiar weight skills, can deal decent damage for minimal MP. Will do at least 9 damage with only Amphibian Sympathy active. Monsters that have been softened up by stronger physical attacks or Cannon can be killed swiftly and efficiently with Toss or Clobber.
Increase Monster Level by 10 for 10 turns. Same as Drescher's Annoying Noise only with half the duration for 10 MP less, making its MP use even more excessive than Drescher's. See the description of Drescher's Annoying Noise for notes on where this skill will be useful.
Reduces enemy damage by (level/2), rounding up DR. Not particularly powerful, but when stacked with a decent shield and good DA it takes the brunt off a lot of damage.
Delevels an opponent by 8-10 and prevents him from attacking for 3-5 rounds, including the round Shadow Noodles was cast. Casting these noodles is significantly more expensive than healing damage after a battle and is only advisable if you couldn't win the fight in any other way. Mutually exclusive with Entangling Noodles, so using one skill also disables the other.
For non-Pastamancers, this skill will only stagger but not stun monsters, granting those classes an additional deleveling component (8-10) in exchange. For Pastamancers this skill can be cast only once per combat and prevents an opponent from attacking for 2-4 rounds, including the round it was cast. Casting these noodles is usually cheaper than healing damage after a battle. Extremely useful for tough fights and especially when flyering. Mutually exclusive with Shadow Noodles, so using one skill also disables the other.
Increases Pickpocket Chance by 10%. While this very useful for Moxie classes, other classes can't get any benefits from this, except through unconventionalmeans.
Allows you to summon a Spaghetti Breakfast once a day for 30MP. Spaghetti Breakfast grants 4-7 Adventures a day depending on level. Not as good as Grab a Cold One because only one Spaghetti Breakfast can be eaten daily and it has to be the first thing eaten that day, but is decent for what it does.
Increases your Spell Damage by 10%. Helps maximize your spell damage, since percentage spell damage multiplies your total damage and is rarer than flat spell damage.
Increases your Spell Damage by 10%. Helps maximize your spell damage, since percentage spell damage multiplies your total damage and is rarer than flat spell damage.
Increase Meat drops by 10% or 15% if wielding a saucepan. Extra meat not only helps when returning meat to the nuns, but also offers extra resources for casting buffs or combat skills.
Increase Meat drops by 10%. Extra meat not only helps when returning meat to the nuns, but also offers extra resources for casting buffs or combat skills.
Increase Meat drops by 10%. Extra meat not only helps when returning meat to the nuns, but also offers extra resources for casting buffs or combat skills.
Lets you hold an extra song in your head. Reduces song juggling for a bit, but most of the time you'll have a hard time finding a 4th song you would want to spend MP on to keep up a considerable amount of time. There are situations where this can be a useful MP saver, but they are rather scarce in the long run.
Gives three extra adventures each rollover. Won't make or break a run but extra adventures are always useful. Better in HCO runs, due to their increased length.
Deals (16-32)+(0.25*Mys) damage in a random element, hard capped at 50. Not as efficient as Saucestorm, but it's at least more effective vs. Hot monsters if you can tune it. However, Pastamancers should still use Cannelloni Cannon over Saucestorm since they can take advantage of Bringing Up the Rear and Thrall Unit Tactics, making it much more efficient.
Does 15-18 Spooky damage and delevels the opponent by 8. Unlike other Disco Bandit delevelers, this skill can be cast as many times per combat as you like. Useful for plinking. Combine it with Ruthless Efficiency and/or Stealth Mistletoe for drastically improved deleveling.
Does 25-27 damage, reduces monster level by 14 and builds up a point of Disco Momentum once per combat. Each point of Disco Momentum increases the damage dealt and deleveling by 9 points. It gives you you a good advantage over a monster for a relatively low MP cost, even as a non-DB. The choice between this and Disco Dance II should depend on the power of your equipment and the level of the monster.
Items in NPC-stores cost will cost 5% less Meat. This doesn't make much of a difference, because the most things you will spend meat on during a hardcore ascension aren't affected by this. Only worth considering if you already maxed out all available forms of income increase.
This attack weakens your opponent, but can only be used if you have a shield. For Turtle Tamers this is a very powerful combat skill due to its (Turtle Tamer exclusive) auto-hit ability, allowing them to fight above their usual level. Combining this with Shadow Noodles or War Tortoise makes a powerful combat suite against monsters that overpower the Turtle Tamer by a long shot. This particular strategy can be greatly improved with additional weapon damage. This skill is enhanced by Butts of Steel.
Improves the damage and accuracy of all Butt skills. In addition to marginally improving the Turtle Tamer's damage output, the accuracy increase with Headbutt allows Turtle Tamers to hit slightly tougher monsters for less MP than Shieldbutt would, and possibly deal more damage than Shieldbutt depending on what you're wearing on your head.
Increase initiative by 20% for 10 turns. This skill can potentially make a difference against high initiative monsters or when running very high ML and aids in speeding up alcove, but it competes with other facial expressions. This buff is mutually exclusive with other facial expressions.
Increase initiative by 10% for 10 turns. The difference it makes is rather small, but it doesn't compete with any buffs, and costs very little to use. Speeds up alcove slightly and can potentially make a difference against high initiative monsters, or when running very high ML.
Grants special intrinsic effects for keeping your hands free in combat. Equipping any weapon will cause the effects to be lost. Not highly recommended for lower-skilled players, you have to give up 2 equipment slots in order to keep the skill going. These effects will not be removed by the Naughty Sorceress however. This advice does not apply if you're doing a special challenge path that requires you to have your hands free like Way of the Surprising Fist, where this skill has incredibly useful synergy and should be a high priority.
Deals 1 Prismatic Damage per beautiful rainbow you have consumed during all your lifetimes (up to 11). This means that it will be fairly weak with only a few rainbows, but can turn into a reliable combat skill with several rainbows used. However, because this doesn't receive bonus damage from any other source than consumed beautiful rainbows, the most damage this skill can do is 55 (or 67 against elemental monsters). These figures don't compare well with Saucestorm, which can benefit from several sources of Mysticality and bonus spell damage, including passive skills and intrinsic effects. How expensive it might get for you to acquire any beautiful rainbows after November 14, 2014 is another story...
Gives one extra adventure each rollover. Won't make or break a run but extra adventures are always useful. Better in HCO runs, due to their increased length.
Deals (16-32)+(0.25*Mys) physical damage, hard capped at 75. It also deals poison damage equal to damage dealt, halving each turn. Due to poison damage, this skill effectively has the same damage formula as Weapon of the Pastalord, except with a damage cap, making this skill very powerful at lower levels, and is even stronger if you're a Pastamancer.
Grants 20 turns of Ruthlessly Efficient (deleveling is 50% more effective). Unlike Stealth Mistletoe, it's usable on every class and more (ruthlessly) MP-efficient. It aids Disco Bandits who rely on delevels the most, but even a simple non-PM Entangling Noodle adds 4-5 extra points of delevel.
Any Disco Bandit skills that are used in the same combat have their deleveling effects doubled. Casting this does not take a combat round. Best used with Tango of Terror, which can be cast as many times per combat as you like.
Gives +5 maximum MP. Extra max MP is always useful on the first day or two in a run. However, this skill is not automatically permed, and the low amount makes this a very low priority skill to perm.
Kind of staggers an opponent, reduces its defense and deals spooky damage based on your weapon's base damage – those numbers will double if that weapon is a knife. In the rare situations where this single cast would be enough for you to hit a monster, Silent Slice beats the Stealth Mistletoe-Tango of Terror combo by far, but most of the time casting it won't be more than a little bit of help. The free combat round might save your life sometimes, but probably won't (like Saucy Salve). You can only use one silent skill per combat. Since knives are relatively scarce, That's Not a Knife could be a suitable complementary skill in a pinch, although you'll have to equip a no-enchantment weapon to do so.
Performs a critical hit. Together with the level 2 skill Audacity of the Otter, this can act as a MP saving version of the Lunging Thrust-Smack as it just consumes a gallon of Fury. If you are fighting monsters with your bare fists, it will be superior to LTS because it guarantees a hit, even when you're not wielding a club.
Reduces defense or stuns based on your current Fury if you're currently a Seal Clubber. All other classes just reduce their opponent's defense for 3-5. This skill is primarily aimed at Seal Clubbers and hasn't much appeal to other classes, since you need a club equipped for it to stagger monsters. To non-Seal Clubbers, it has a rather high MP cost compared to the low defense reduction. For the Seal Clubber however, this skill is much more powerful than Entangling Noodles historically had been. Being unavailable until level 8 makes this a reasonable perm if you are doing more than just a few SC runs in the future.
Gives 5-15 turns of the Turtle Spirit's boon, based on Blessing power. Its effects have situational uses, such as some HP regen for War Snapper, bonus damage and an elemental damage source for She-Who-Was, or restoring MP for Storm Tortoise.
Allows Pastamancers to bind a Vermincelli as their thrall. It restores MP after every combat, deals poison damage at Level 5, and gives +30 Maximum MP at Level 10. Vermincelli is particularly useful for low-skill players who lack ways to restore MP more effectively, and a solid choice before having enough MP to summon a Spice Ghost otherwise (which works in your favor since the bonus Max MP can help you summon your Spice Ghost earlier).
Halves the MP cost of Pastamancer combat spells (except Entangling Noodles) if you have a Pasta Thrall active. Pastamancers can save a significant amount of MP throughout the entire run with this skill.
Allows Pastamancers to bind a Spaghetti Elemental as their thrall. The amount of substats it gives is pretty small (especially considering its MP cost), and +5 Spell Damage at Level 10 is rather underwhelming, but the Spaghetti Elemental's best feature is that it always blocks the enemy's first attack. Therefore, if you can amass ML and have enough Spell Damage to one-shot monsters, you can safely destroy powerful monsters for a lot of substats without taking a lot of damage at the start or having to boost your initiative high enough to compensate.
This skill will increase your +Item Drops by 10% per point of Disco Momentum. While the MP cost for building Momentum is prohibitively expensive to use constantly, it's a useful skill to have if you want a certain item drop. Even 2 Momentum from Disco Dance 1 and 2 is useful, and doesn't cost too much MP to get.
Each time you build up a point of Disco Momentum your opponent will be staggered. If you're adventuring in a tough zone and want to build Momentum, this will allow you to maximize deleveling (by using Disco Dances 1, 2, 3, in that order) without fear of taking a big hit.