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Old 2009-01-03, 01:45   Link #8
NoSanninWa
Weapon of Mass Discussion
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Join Date: Feb 2003
Location: New York, USA
In response to some questions I have gotten from Cats, I've decided I should post a strategy guide to fighting with certain character types. There are three basic types of classes: Muscle, Mysticality and Moxie. It is fairly obvious that Muscle classes hit things with weapons and Mysticality classes cast spells, but Moxie class is a rather different concept.

Each class advances in their main stat twice as fast as their secondary stats. For Moxie classes, that shapes their entire method of battling. A character with high enough Moxie is untouchable, except by critical hits. The greatest power of Disco Bandits and Accordion Thieves is to have a high Moxie and make it higher by equipping only gear that boosts their main stat. Use hairspray (bought in the marketplace) to increase moxie by another 15% and it becomes possible to destroy monsters without ever being damaged at all, except by critical hits.

Concerning weapons: Melee weapons use Muscle to hit, but Ranged Weapons use Moxie to hit, so you should always use the weapon that corresponds to your higher stat. Since damage bonus is based on Muscle, Disco Bandits and Accordion Thieves will do far less damage with their ranged weapons than Seal Clubbers and Turtle Tamers will do with Melee weapons, but since Moxie classes are never hit unless they're careless or the monster gets a critical, they can survive for long enough to plink a monster to death.

Basic strategy for muscle classes is to hit things with Melee Weapons. There are a few choices and strategies, but the basics are simple enough that I don't see a need to get into it right now.

That brings us to Mysticality classes. Honestly, these magicians are the most challenging classes to play well in KoL. Some enjoy the extra difficulty, while others find them frustrating. Pastamancers are primarily spellcasters, while Saucerors are alchemist types. The basic strategy for attacking with spellcasting is to learn a strong spell to cast and boost it with your equipment. There are weapons (kitchen utensils) that boost spell damage. If you get a spatula or a melon baller, while it can be used to hit the enemy with (using your weak muscle), its real advantage is that it can be used to boost spell damage. Also, in your guild store you can purchase a cookbook to boost spell damage with. Finally, the most powerful thing for boosting spell damage is a chefstaff. See the staffcrafter in your guildhall if you find a staff to see if he can convert it to a chefstaff. Many of these staves require a skill that you will only have if you've learned it as a Seal Clubber, but there is one noticable exception that I'll discuss...

Spoiler for Staffcrafting:

The thing to remember about spellcasting is that while it requires a lot of MP, you can refresh that with Magical Mystery Juice bought in your guild store. The higher your level, the more MP the mmj will restore. That is the main use of meat for a Mysticality class and only Mysticality classes can purchase it. Meat can sometimes seem scarce at lower levels, but at the higher levels there is often enough to fuel the spells you need.

Saucerors have another option. Rather than relying on spells for damage, then can use the skill Advanced Saucecrafting (level 5) to mix up potions with scrumptious reagent. These reagents can be found in the Knob Goblin Laboratory or else summoned with the skill Advanced Saucecrafting (up to 3 per day). While there are many things that these potions can do, most importantly they can boost their moxie and proceed to use ranged weapons to plink with impunity as if they were moxie classes.

Spoiler for Saucecrafting Potions:
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Last edited by NoSanninWa; 2009-01-07 at 03:29.
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