I have a question: What skills help the script run better? I know combat modifiers are key for speeding up ascensions in general. So besides + and - combat modifiers, what other skills should I be looking for? Is there a baseline set of skills that make a huge difference in speed?
Skills for speed and skills to make the script more convenient are not exactly the same thing. I've been perming skills specifically for the script lately though. There are a few core skills that the script uses regularly, and there are several passive ones that help a lot for various classes.
First thing first. With the new Valhalla revamp you have a choice of Astral gear. As far as the script is concerned my recommendations are:
- Astral Shirt*
- Astral Hot dogs
* Make sure you have torso awareness HC Permed!!
The Astral Shirt is the best fire and forget item you can take with you. It will help every class, and won't ever compete with other equipment during the run. The +stats make the run go faster and the +damage make the combats easier. The equipment changer in the script is likely to leave it alone as well.
Hot dogs are a huge stat boost early game, and a decent amount of fullness filler when your scraping around for food. If your scripting day 1, eat 1 right away. Manual day 1, try to hold off as long as you can. Otherwise save the rest for level 11 if you can. Alternatively, if you have the clip art tome you can eat a ur-donut turn 1, some pumpkin juice at level 2, ect for an early boost that will allow the script to progress easier.
Core skills the script uses regularly:
These are skills the script will attempt to cast or set to your mood during the run. The basic three +10 stat AT songs are really important in adventuring in the most recently available zone and help reduce a lot of the 'temple' leveling the script might attempt to do.
- The Moxious Madrigal
- The Magical Mojomuscular Melody
- The Power Ballad of the Arrowsmith
- Fat Leon's Phat Loot Lyric
- The Sonata of Sneakiness
- Carlweather's Cantata of Confrontation
- Smooth Movement
- Musk of the Moose
Skills that are really nice to have for turn gen / convenience:
Your basic Dinning and other self cast skills
- The Ode to Booze
- Advanced Cocktailcrafting
- Superhuman Cocktailcrafting
- Advanced Saucecrafting
- Pastamastery
- Lunch Break (Summon each day but do not open them until level 11)
- Transcendent Olfaction
- Tongue of the Walrus
- Cannelloni Cocoon*
- Mad Looting Skillz
- Torso Awaregness
*Healing skill helps you save SOOOO much money in self heals, specialy for muscle/myst runs with the script. Had Thousands of more meat during the level 11/12 quest after getting it.
Skills that make the auto combat a LOT easier:
For Moxie runs, having the extra HP and more passive +damage helps make combats go a lot faster and reduce the chance for incidental damage or accidentally deaths (which aren't uncommon in early day moxie runs due to fumble or monster crit hits). Muscle of course requires Hero currently.
- Hero of the Half-Shell
- Tao of the Terrapin (Less damage overall)
- Slimy Sinews (+20 hp)
- Slimy Synapses (+10 MP)
- Eye of the Stoat (less fumbles \ damage)
- Slimy Shoulders (+20 init)
- Overdeveloped Sense of Self Preservation (+20 init)
- Wisdom of the Elder Tortoises
- Claws of the Walrus \ Otter
Skills that make spell sling a LOT easier:
It isn't hard to afford the damage spells you need as a myst class in run. The more important thing you need is reliable spell damage. After that the initiative buff will help reduce damage/healing cost, and then noodles for use as a SS (and other classes). Perming Cannon/Wave and the other damage spells after that is a convenience in saving meat in run. Also of note is that the May 2011 IotM effectively gives you a +20 spell damage 1 hander on day 2.
- Entangling Noodles
- Flavour of Magic* (+10 spell damage, tune to element)
- Intrinsic Spiciness (+x spell damage, where x is your level)
- Springy Fusilli
- Cannelloni Cannon
- Wave of Sauce
*Flavor of Magic you can always tune to cold damage. You will never encounter a cold resistant monster in normal questing, and the level 6 and 12 quest are weak vs cold at a time when your worried about if you need to upgrade spells or not. For the spooky monster quest you can switch to Hot if you want, but cold won't hurt you.
Niche and Marginal skills that still help:
At this point, the only thing that can still help the script are passive skills that will make thing's easier. +Meat, +hp/mp% and so on. Afterwards you just pick the skill's you'd want when your doing parts of the script manually, or that you want for when your not using the script as well. There are a few skills that have some interesting uses of note however.
Clobber: I Picked this up to kill Fax'ed Arrowed Ghost on day 1 turn 1 as a Moxie class. All the classes level 0 skill's cost 0 MP for that class. But Clobber, and to an extent Toss are the ones that do a significant enough amount of damage and always hit.
Ambidextrous Funkslinging: Used mainly for your Shadow in the lair (the script doesn't red potion...) Also to use love songs/divines to defeat the Goblin King earlier then the script would. (His +stat items help you get into the bed room earlier, and reduces the script wanting to temple level)
Elemental Saucesphere/Astral Shell: The script wont cast it last time i checked, but I rather use this then mucking about for an Air freshener. Also works for cold resistance for lvl 8 quest
Unaccompanied Miner: The script has an option in the settings manager to only mine for ore when you have free turns of Unaccompanied Miner left. Can save you 5-10 turns.
Transcendent Olfaction: The script won't try to use this so it needs to be set up in your custom combat. The key monsters to set it up for are Bloopers, Dairy goats, Gaudy Pirates, hellions, and Zombie Waltzers.