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Topics - Trerro

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61
I just finished a 7 day, 1,323 turn run. I'm not sure what I can do in normal HC as I usually don't actually try for a full speed run, but I'm pretty sure it'd be longer than that.

62
Minecraft / Restarting the server
« on: September 30, 2011, 12:57:03 am »
Step 1: Connect
You'll need an SSH client, PuTTY is the one I personally use. (Grab it at http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html)(Fox edit: putty.exe for those confused, just fielded that question). Your choice of client doesn't really matter, but that's a good free Windows one if you don't have one.

The server IP is the same as you log in to the game with of course, and the user, password, and port are the same as the FTP login. I recommend saving the IP and port in PuTTY, so you don't have to keep looking up the IP.

Step 2: See if it's running
Once in, type screen -ls, it should say there's a screen session named Minecraft running. Step 3 depends on whether or not there is one.

Step 3: Connecting to the screen session or making a new one
If the session exists, type screen -r Minecraft. You should see the last few messages from the server, hopefully including an explanation of why it choked, but don't count on it.

If the session does not exist, then something went horribly wrong and the whole server crashed and rebooted. :P
You'll need to make a new screen sessions, with screen -S Minecraft.

Step 4: Stop the server if necessary
If the server is still running, but screwy, warn people you're about to shut it down with:

say "Your message here"

, then type stop after giving them enough time to get somewhere safe-ish.

Note: It always shows you the last X log messages. If the server is dead, the last line should be "Killed". If there's a killed elsewhere, then it should be up.

Step 5: Restart the server
java -Xms1536M -Xmx1536M -jar minecraft_server.jar nogui
Note: You can paste that long-ass command in with shift-insert to save a lot of typing.

Step 6: Detach from the session
Hold control, and press a, then d.

Step 7: Make sure the session is still up.
Type screen -ls again, you should see the Minecraft session.

That's it, you can now close PuTTy, and log into the game.

63
Minecraft / Are people happy with the current world?
« on: September 25, 2011, 01:30:09 am »
Do people want to keep the current server seed, or get one with a better spawn?

If we reset a few times, we can likely get a much better one. The catch of course, is that this would require a world reset.

The main issue with this one is that there aren't any good building areas even remotely close to the spawn.

I'm going to hold this to a simple vote - keep it or dump it? Please vote soon, as the longer we wait if we are dumping it, the more that gets lost when we do.

64
Minecraft / Orbs of doom - we may be screwed for a few days
« on: September 16, 2011, 12:30:43 am »
So, it turns out that orbs have an infinite lifetime... and you can't spend them because xp doesn't do anything yet.

This makes every 1.8 server in the game a ticking time bomb. As soon as too many orbs are in play from dying, you crash. It doesn't matter whether it's lots of orbs death or a whole bunch of little ones.

I'd imagine a fix is coming quickly on this one, but expect a whole lot of instability in the meantime.

66
Minecraft / DETAILED IC Install Instructions
« on: September 10, 2011, 03:50:32 am »
Step 1: Download all 6 prereq mods and patches, as well as IC2 itself. To make this simple (and to ensure we can get the stuff when the IC site is overloaded), I have packaged all of this together on the CC server at: http://chaoscluster.com/misccrap/IC2andPrereqs.rar.

Step 1 1/2: If you don't have WinRAR for some reason, grab it from it rarlab.com. If you're not on Windows, get something else that handles .rar files, I don't know offhand what the common choices for Mac and Linux are for this, but will add that to this step if anyone knows.

Step 2: Extract that archive you just downloaded.

Step 3: Start with a FRESH MC install. If you want to make absolutely sure you have a fresh copy, do the following (but make sure you read the important note first):
A. Start->Run->%appdata% (or %appdata% in the search box or Windows Explorer).
B. Delete .minecraft
C. Run the game and wait for it to redownload everything.
D. Make a world and connect.
IMPORTANT: This will, of course, completely delete and reinstall the game. If you're trying to save anything like single player worlds you like, be sure to back them up first.

Step 4: You'll notice the prereqs are lettered from A through E so there's no question of what order to do this in. Repeat the following process for EACH of these mods.
A. Go to %appdata% (Start->run->%appdata% or type %appdata% in the 7 search box.
B. Go to .minecraft/bin, and open minecraft.jar with WinRAR.
C. Open the folder for the mod you are installing. Copy the contents of this folder (not the folder itself) into the jar.
D. If you see a folder named META-INF in the jar, delete it.
E. Run the game, connect to the world, and play for a good few seconds to ensure whatever needs to run actually ran.
F. Close the game.
Again, repeat this process, separately, for EACH of the premods, in order.

Step 5: As step 4, but for that 1 loose class file that isn't in a folder.

Step 6: Go to %appdata%/minecraft. You'll notice there is now a folder in there called mods. Drop the IC2 jar into that folder (don't extract it or anything, just copy it as is).

Step 7: Run the game, and connect to your single player world again.

Step 8: Test to make sure it's working properly:
-The game should not take noticeably longer to start up. If it's taking forever, something failed.
-You should have sound.
-You should be able to make a tree tap on a crafting table, using the following (P is a plank, X is a blank square):
XPX
PPP
PXX

Step 9: You can now join the server. Enjoy. :)

67
Minecraft / How to admin the server
« on: September 06, 2011, 08:57:15 am »
If I've given you the admin login and op rights, there are a few things you can do with it.

Backing up the world
1. In game, type /save-all.
2. Connect to the server IP with a secure FTP client. I use WinSCP personally, it's a good free one.
3. Go to the Minecraft directory.
4. Copy the entire contents of the World directory.
5. Zip it, and name the zip file with the current date.
6. Copy the zip file to Backups, and also save a local copy.

Op Commands
http://www.minecraftwiki.net/wiki/SMP_Server_commands - This lists all of them.
If you ban someone, please let me know who and why.
Please do not use the give command unless there's a very good reason for it, such as a server crash causing someone to lose the loot from a cave run.

Directly adminning the server
If you'd like to know how to start and stop the server, ask, and I'll explain what to do. It involves doing everything a from a remote terminal.

68
Minecraft / How to join the server (old, not this one)
« on: September 06, 2011, 08:36:07 am »
Step 1: Get the IP. You can PM me (or anyone who already plays) for it.

Step 2: Install Minecraft if you haven't already.

Step 3: Install MystCraft. Instructions can be found here.

Step 4: Run Minecraft, log in, click multiplayer, punch in the server IP, and you're good to go.

Important note for those used to single player: You cannot break anything within 25 squares of the spawn point. This is to prevent things like people spawning and immediately falling to their deaths. :P

69
CC General Discussion / I'm alive... really
« on: August 30, 2011, 09:52:24 pm »
The hurricane knocked my power out 2 days ago, and the current estimate is that it will "probably" be back in 5-7 days, and could be 10+. It'll probably take another 1-2 to get my net connection back.

I'll have occasional access from coffee shops and such, but I'm going to be mostly gone until then. (posting this from my sister's house).

70
Chaos Cluster / How should we advance?
« on: August 16, 2011, 09:36:09 pm »
Note: This is copypasta from the in-game faction letter I sent out. If you already read that, you've already read this. There is zero new information in this post.

After a very successful long-term campaign on Hell and Zed, with a bit of Dom on the side, we have crossed the 200k mark. We're now well into the top 10, and continuing to move up. :) Thanks to everyone that helped get us there, thanks to everyone who's still helping, and thanks in advance to anyone planning on joining the advancement effort.

Additionally, we now have every possible faction level with the exception of the Shield Generator Improved. The general faction consensus appears to be that this building is either:
A. A useless piece of crap
-or-
B. A building with a very tiny niche, with that niche shrunk to insignificance by the insane power and CE cost of deploying the damn thing.

What this means is that it's time to start building up an extensive shared strux library. I've made a strux plan in this thread:
http://forums.chaoscluster.com/index.php?topic=284.0

I'm looking for feedback on the following:
1. Does everyone agree that the SGI should be delayed until much later? If not, please describe what value you see in having access to it now.

2. Is everyone ok with the order of strux gaining I've listed in that thread? If not, post what you would change. (Please keep in mind that units are MUCH harder to acquire than mods due to both the larger premod lists and the much higher number of the actual strux required.)

3. Since this is going to take both a LOT of FP and a LOT of TB, it's critical that we prioritize what we're taking when. We're looking for suggestions on high and medium priority mod strux, and high priority unit and building strux, with explanations on why you recommend those over the others.

The decisions made on this matter will have a very large impact on the shape of our growth for at least several months, and we absolutely *will* be reading and accounting for everyone's feedback, so if you have opinions on this matter, now is definitely the time to present them. :)

The planned timeline for this is:
August 23rd: We're going to finalize our decision on the SGI and the order (in terms of priority levels and types) that we're going to be taking the strux in. Assuming "get all simple mods" remains step 1, we will begin to do so at this time.

August 30th: We're going to finalize our exact strux order for next roughly 200k FP. We will then begin the long term effort of actually getting all of these strux. When we're close to done (~20k FP to go on the list), we will repeat this process for what to get from here.

Of course, the game changes, we'll all want the list tweaked, and we'll react accordingly. These are going to be tweaks rather than a completely rewrite however, so for the most part, what lands on our final list is what we're aiming for, in that order.

71
Chaos Cluster / Strux plan
« on: August 16, 2011, 09:05:30 pm »
A quick check of the cost of shared mod slots reveals:

There are 32 advanced mods, which would cost 80k to share.
There are 63 intermediate mods, which would cost 63k to share.
There are 56 simple mods, which would cost 14k to share.
In total, it would cost 157k FP to share all mods.

Here's how I think we should handle this:

Step 1: Get *all* simple mods shared. It's only 14k FP for the entire stack, we almost certainly have the strux between us, some of them are directly useful, and pretty much all of them are needed as premods for the better stuff.

Step 2: For the inter, advanced, and elite mods, divide them into high priority, medium priority, and low priority acquisitions.

Step 3: Acquire in this order
-High priority, inter
-High priority, adv
-Medium priority, inter
-Medium priority, adv
-High priority units (mainly stuff that isn't massively var dependant)
-High priority buildings (stuff we're constantly running out of and stuff used in personal bases)
-Low priority mods, inter
-Low priority mods, adv

Once we have all of the mod strux, we can then figure out what to do with the rest of the units and buildings. (We're going to be at 400-450k FP at that point, so it's a loooooong way off.)

As for the Improved Shield Generation, the general faction consensus seems to be that's it's complete crap, costing way too much power for what it does on a faction base, and being impractical at best for a drag base, both due to high drop costs, and the fact that's generally better to just keep moving vs thumped enemies.

Does everyone agree with this leveling plan, as well as the decision to delay the SGI until much further into the future?

72
Tinywarz / Our base doesn't just generate power...
« on: August 09, 2011, 10:24:10 am »
...it's damn happy to do so!  ;D



To answer the obvious question of, "WHY?!"...

1. Yeah, I was bored.
2. It's silly.
3. We couldn't get a full super up, so there's no way we could get anything that would survive long enough to deal with a 9AM hit.
4. WP is going to have to spend for freaking ever salvaging that mess to actually build on it. :P

73
CC General Discussion / Minecraft Server Mods
« on: August 03, 2011, 07:19:04 am »
Okie, I'm giving up on MC-specific server hosts, because they all suck. I'm going to set one up from scratch, which will take longer and be a bit pricier, but we'll get *exactly* what we want, and if something breaks, it won't take weeks to get it fixed.

I've been asking people what mods they want. I'll have to do some experimentation in terms of what actually works with what, but currently, this is the list of what people want:
-Industrial Craft
-Runecraft
-Aether
-MoMonsters
-Elemental Arrows
-Conveyor Belts

Before I start setting this thing up, does anyone else have requested mods that aren't on that list? I'm especially looking for replies from GPH (who I haven't gotten a chance to ask directly at all) and Sonya (who I'm pretty sure is our most active MCer).

74
Kingdom of Loathing / Hardcore Quest Guide
« on: June 29, 2011, 12:42:57 am »
This guide focuses purely on considerations that only really matter in hardcore. Some optional quests just plain aren't worth doing, and lack of the mall means you have to think ahead a bit on some quests (and WAY ahead on the sorc quest).

Council Quests
1. Mt. Noob - The main thing here is to look at your gems. If you aren't using it this run, ditch it for meat. 500 meat at the start of an HC run is going to be worth a lot more to you than 5000 at the end of one.

2. Mosquito - Nothing really changes here.

3. Tavern - This can be a bit tricky due to not having much real gear yet, although your astral item should pull you through. Try to finish this quest on day 1 if you can - the reward booze and the tavern beer are both a large help early on. Don't forget the cheap-ass 24 meat town market items if you need a slight boost. Also, make sure you get the shiny ring. It's going to be a loooooooooooong time in HC until you have 3 good accessories, so this is a good thing to use until then.

4. Bat Cave - If you can't get stench protection via skill, you're going to have to get it via gear (either asshat or pine freshener.) The addition of the pine freshener to the game makes this far less of an issue than it used to be.

Boss bat bodyguards are a great source of meat. It *may* be worth running from the boss bat a couple of times to build up an early stash.

5. Knob Goblin King - If you don't have saucepots, this guy can be a pain in the ass. Muscle classes have enough HP to just power through it.  The others don't, but the helm is crap vs. your epic hat, and it's only 2000 meat. None of the first 10 council quests (maybe even the first 12) care if you've done any of the previous ones. Don't be afraid to file this in the "deal with it later category". You can just wait a few levels and 1 shot him.

6. Friars - Nothing really changes in the quest itself, but there's a few things to consider:
-Get a ruby W before you close the gate, or you'll be stuck fighting all of the imps together for one later.
-Those +food and +booze drop buffs can be VERY helpful in HC... don't forget to use them. Also, remember that goat cheese is food, so besides the obvious uses for these buffs, you can also speed up the level 8 quest with +food.
-The steel margarita takes way too many turns to get, and you don't even get the capacity it offers on the day you use it. It generally isn't worth your time, unless you know you're going to be doing something major like a hobo run after killing the sorc.

7. Cyrpt - You'll often have to choose amongst free stats, bonus meat, and finishing the quest faster. While you're usually going to want to just speed run it, this is where you get a chance to fix an abnormally bad leveling or meat gain run, so don't be afraid to use it if necessary.

8. Mt. McLargeHuge - This is really a series of seperate mini-quests, so I'll treat it as such.
Getting the mining gear - Try to have some +item for this, but as you can get it from noncom adventures, don't worry if you don't.
Mining - You have no choice but to actually mine the ore, so make sure you know how the mine works. Remember that the same type of ore is always found in an adjacent cluster of 4, so once you find one piece, the rest is easy. Also, it's always towards the back of the mine. Last but not least, you only need 1 hit point to mine, so if you get whacked, either use a weak heal or pay the town doctor 10 meat to keep going. Don't bother fixing beaten up or getting your HP back until you're done mining.
Goat cheese - USE THE FRIARS' +FOOD BUFF! Anything else that gives +food (or +items in general) is a huge help here.
Cold Protection - Hopefully, you have a skill for this. If you don't, it's basically a second round of the mining gear.

9. The Orc Chasm - Again, +item is generally the key to this. If you're willing to burn a semi, remember that you also have the option of getting a full gates scroll and a free shirt. In either case, you'll have to decide if the benefits of a 31337 scroll are worth the extra time involved. Don't forget to sell your dictionary - that's a LOT of meat to a hardcore player.

10. Giant Castle - This is really 2 quests.
Airship - You may want to spend a bit of extra time in here. The consumables here are very powerful, and having a stash of them will definitely make the rest of the run easier. Of course, as with all such decisions, the price is extra time spent farming the items, so you'll have to decide if that's worth it, and if so, how long it stays worth it.
Giant Castle - Make sure you know the wheel order, and how to get it back to your stat after doing the 2 quests here. You'll likely be back after the L11 quest to kick yourself to 12 here, and if you can pass your prime stat on the way to sending the procrastication giant to the back door, you can get some free xp to that stat.

11. This is a bunch of subquests as well.
Black market - Not much changes here. You may want to consider the 10x blackberry option, but it's generally only needed if you're on an especially difficult run. (I used it for kittycore, but that's it so far.) Of course, if you have enough +food (pastamancers are particularly good at this), you may be able to force it to happen fast, so consider the option.
Hidden temple - Have the wiki open so you don't waste extra turns getting the stuff to unlock this. As for the temple itself, remember that you only need 1 HP to continue, so like with mining, consider the 10 meat to the doctor option.
Hidden city - There's nothing you can really do to speed this up. Make sure you have elemental damage for the specters though (or AFUE scrolls if you want to go that route).
Pirates - Try to have most of this done in advance... you'll probably have a couple of times at earlier levels where the other quests are done, but you haven't leveled yet.
Palindome - There isn't much you can do here, but try to +item the Whitey's Grove part.
Desert - There's lots of good food and booze here, this is a good time to make use of the Friar buffs.
Pyramid - The tomb rachets aren't terribly useful, so stick to the wheel. You can likely also score a hammock from this.
Ed - He's not a very hard boss, even in HC. You may want to consider turning his level up to boost all 7 of those shots of xp he gives you.

12. The war
Starting it is mostly the same (although note that you can earn a hippy disguise, or at least part of one, on the white castle quest). During the war itself, there are 3 main things to consider:
- Learn how to make use of the windchimes/PADL phone, and the stuff you can buy with nickels and times (especially the nets and rags). This can speed up the war, and those nets and rags are quite powerful, even vs. the sorc.
- With each sidequest, figure out how many turns you're going to save, and whether it's worth your time. For the meat one, the answer is almost always "no, don't bother." Of course, you'll likely want to do all 6 on each side once to get the medals though.
- Scented Massage Oil can make the boss much easier, as can various stun items.

13. The sorceress tower
The main thing here is to make sure you've prepared long before you actually get here. If you're well set up, you can clear this in 30-50 turns, assuming the RNG doesn't hate you this run. If you're not, it could take DAYS to run this. Here's what to consider for each part:
- Cave Part 1: The main thing here is to have the Dungeons of Doom unlocked, as you're going to need one of the potions. If you don't know what the pots do yet, try to get in here with less than 14 drunkenness, as finding out which pot is +1 drunkenness the hard way can really, really, suck otherwise. Also, if you find stuff that can be used here, but might not be (like a wussiness potion), make sure you don't sell your last one.
- Cave Part 2: There's a good chance you got the 3 instruments without trying, and if you didn't, there's plenty of options to fix that. The main things here are to have your keys pre-made (digital, star, and 2 of the 3 daily dungeon keys - get the 3rd by zapping one of the other 2, this is guaranteed to work), your star gear, and a spare clobyr for that damn skeleton.
- Courtyard: You don't really need to prep for this. You're probably strong enough thanks to nemesis gear by this point that the golems are easy. If they're massively undergeared, it's still not a huge issue, as you generally only need to kill 3-5 of them, so just treat them as minibosses and buff accordingly.
- Tower: There's way too many monsters for pre-acquiring all of the items to be worth it, and as a result, this is where you tend to pray to the RNG. That being said, be careful when autoselling for meat... make sure you keep at least 1 of any of these items you DO happen to find in the normal course of a run.
- Shadow: You'll likely need 4 red pixel pots, but you can easily get those while getting your digital key anyway... just don't forget to do it.
- Familiars: The key is to be able to get familiars to 20 ASAP. Ideally, you'll want 2 sources of +5, so you can get to 20 with a real level of 5 and the gear from the arena. Whether this requires advance prep depends on your class (TTs are always ready for this), what you have permed, and whether or not you have access to stuff like snowcones. If you have no +weight stuff, don't forget the irradiated pet snacks semirare option. Also of note: If you haven't used your daily Friar buff, the familiar one DOES work in the arena.
- Sorc: You can't use buffs anyway, and you're probably in nemesis gear, so she's really only slightly harder in HC. If you're having trouble, intentionally lose 4 times to lower her skill and item block rate from 50% to 30%, and you should then have very little trouble. Don't forget to build the wand before you fight her though!

Epic Gear Quests

Basic Epic Weapon - The low levels are a breeze once you make this, so try to get it ASAP. Do remember that you need 10 in your mainstat to actually use it though, so make sure you aren't losing your only weapon when you build this!

Clowns - If you have the SC or TT craft skills, this will go MUCH faster due to being able to get 2 of your 4 clownosity points from a clownskin whip or buckler. If not, try to +item this as much as possible (it's a good idea to do that regardless actually). Don't forget to save your crafted item if you are an SC or TT as you'll need it for your hat. The boss himself is weak, so you likely just need your full HP to beat him.

The cave - Try to have the 1st and 3rd items pre-made for this. The burrito may seem like a pain in the ass due to the spices requirement, but it's not. The spooky forest has a choice adventurer to get starting stuff for a class. Pick sauceror, and there's your spices. This will also land you a saucepan in case you're planning on using any sauce buffs while not actually a sauceror.

The minions - These tend to be slightly stronger than what you're otherwise fighting, so it's a good idea to avoid redlining your HP while these are active. Try to be near max when it's almost time to fight the final minion.

The island - This ranges from pretty easy (Pastamancer) to absolutely freaking ridiculous (Seal Clubber). Definitely read and plan ahead. You need a lot of buff items saved as an SC (this may actually be physically impossible with no non-SC skills), you need to save your summons as a Pastamancer, etc.

The final nemesis fight - Check the wiki, and make sure you understand *exactly* how your nemesis works. It's different for every class, and you get very, very little room for error in HC with this.

Guild Quests

Meatcar - Remember that empty meat tanks only come from toolboxes, so don't forget to open them. It IS generally worth it to build a second meat engine so you can get a meat maid soon after.

Fernswarthy's - Because you can usually finish your meat maid while doing this, and get bonus xp from the manual for finishing, this IS usually worth doing. If you find you're leveling particularly fast though, skipping it is always an option.

White Castle - If you can't craft good food yet, you'll almost certainly want to do this for access to White Castle itself. The accessory can be good as well in a bunch of places. It can take a good chunk of turns to finish this though, so if you don't need White Castle itself, you may decide that the accessory isn't worth your time.

The dwarf thing - It's a free 1k, but it's late enough that meat probably isn't tight anymore, and the rest of the quest takes way too long for way too little return. I recommend skipping this.

Other quests you may want to look into (in no particular order)

Spookyraven Manor Quest - You need to do the overwhelming majority of this for the level 11 quest anyway, so it's not a bad idea to 1) do that early and 2) do the last bit and claim your skill. While none of the spooky skills are amazing, they can help a bit, and they don't use meat like other skills, so you may as well grab them while you're in there. The bedroom can also be a good a source of both meat and xp when you're not up to giant castle yet (or are but can't run it easily yet), so that's another good reason to get in there earlier than required.

The gourd - You need something from your starting area anyway (for your epic hat), there's generally a couple of other things in here, and the early shot of xp can be quite helpful. I don't recommend doing multiple gourd runs, but the first is generally quite worth it.

The pretentious artist - It's a fast quest, and it allows you to cash in your rat whiskers for bonus meat.

The untinkerer - This isn't optional since you need to untinker an abridged dictionary, but I recommend doing it very early on, since you can easily get the screwdriver while you make your meatcar, ensuring that this takes only a single turn to complete.

The miniquests in the starter regions - Don't go out of your way to find them, but if they come up naturally, they're worth the 0-1 turns they take to finish.

The bugbear moon sign quests - Elemental faeries are nice to have, and the 5-6x awesome booze certainly doesn't hurt. You may want to skip these if you already have all of the faeries though.

Pagoda - This one's iffy, as you get it rather late in the game. You get most of the stuff naturally though, so especially if you get the guitar while you're getting the gaudy keys, this can be a nice thing to have.

Zap Wand - This lets you spend less time in the daily dungeon, zapping other stuff can pay off if you're lucky, and you need to do all but the last step of this anyway to get the potions for the sorc gates.

Cell 37 - It's a decent regen item for before you have the Heart of the Volcano, although the monsters are abnormally difficult for the level this is aimed at. If you can handle them though, you may want to consider a detour in here. (Of course, if you really don't need the regen, skip it regardless.)

75
Kingdom of Loathing / Hardcore Skill Perming Guide
« on: June 28, 2011, 11:11:55 pm »
This guide is designed to rank the skills for each class when choosing hardcore perm skills. In classic KoL alliterative style, I've divided them into major, middling and meh, based on how helpful they will be in future HC runs.

I didn't include the following:
-The 1 MP starter buffs: These are all in the meh category. While not *completely* useless,t they fade to insignificance rather quickly.
-The underwater skills: These only work underwater, and since you're already on the Sorceress quest when you get there, there's no reason to ever actually do the underwater zones in Hardcore. You can simply kill her first to drop your HC restrictions.
-The hobo skills: The AT skills require you to be level 15 to cast (so you won't be in HC), and the spells cost obscene amounts of MP that aren't useful pretty much anywhere but Hobopolis... they MAY be useful on the final nemesis fight. MAY.
-Cash skills: These are automatically hardcore permanent, so it's pointless to mention these in a guide to spending your karma... they don't use any.
-Non-cash skills that auto HC Perm: Not listed for the same reason as the cash ones
-Chronic Indigestion: Get a real spell. :P

If I missed any skills, let me know.

Within a category, each skill is listed in order by level, with the Spookyraven skill listed last.

A few general considerations:
-Due to limited access to MP items, you're likely to favor passives over actives. That doesn't mean there aren't some great actives that you'll want though.

-A good number of skills that a softcore player would pass over become a lot more valuable to a hardcore player as they help get through the HC restrictions.

-Of course, the reverse is also true - some great softcore skills just don't work very well in HC, because you don't have the mall to really make them work.

-Remember that you can pool karma. If a class you hate playing as has multiple skills you want, you can build up karma, then use it on that class. This is especially common for Accordion Thief, which, well... pretty much no one likes using.

-A lot of skills are best used in combination with other things... you'll have much earlier access to Ode to Booze if you've boosted max MP with Wisdom of the Elder Tortoises for instance. A couple of skills are also clearly intended to be used directly together, with Pastamastery and Advanced Saucecrafting being one obvious example of this.

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Seal Clubber
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Major

The Tongue Skills - The ability to purge the Beaten Up status is huge. You don't get the item for this until level 10, and while the hot tub is an option if you have access to it, that's limited to 5 uses/day. As for which one to take, the stronger one heals more HP and cures a few extra status effects, but those extra status effects are rare, and it's still a very inefficient heal. Then again, it's only 3 more MP, so you'll have to decide if what you get for the extra 3 is worth it. It probably isn't. Grabbing *one* of the tongue spells should definitely be a priority on this class though.

Eat of the Stoat - More crits and less fumbles both put the RNG more in your favor, so even without a Smack skill to use this in combination with, it's a very useful passive, especially in close fights.

Double-Fisted Skull Smashing - This one is HUGE, and I highly recommend grabbing this before anything else this class has to offer. Its value to physical characters is obvious, but even casters get great use out of this. Equip a chef staff, then offhand your epic weapon, and you'll see what I mean. The only class unlikely to make regular use of it is Turtle Tamer, but even they will likely want to use it at times.

Pulverize - Especially at high level, the ability to gain wads is nice. You'll get an extra 15 adventures/day with minimal effort, and the buffs are pretty nice too. You'll only get the full value out of this while playing a muscle class (wads come quite late otherwise), but even without the Malus, this could easily shave a day off of a run, as well as saving adventures spent saucecrafting - the wad buffs are often good enough.

Middling

Claws of the Otter/Walrus - Passive damage is always good, but this only grants 3 or 4 (depending on which skill) points of it. This can be very powerful early in a run, but fades to insignificance at very high level. Of course, you can stack them for +7 damage to make it effective longer, but now you need 2 skills to do it.

Super Advanced Meatsmithing - This can be useful when you just can't get decent gear to drop, but the 3 tier epic weapons have rendered it mostly unnecessary... although you may want to forge a decent off-hander with it.

Hide of the Walrus - It's not exactly a huge boost, but it *is* completely passive, so it has some value.

Lunging Thrust Smack - Sure, the damage is awesome, but it's melee-only, restricting it to 2 classes, one of which is going to get it whether it's permed or not. If you're planning on doing a lot of muscle runs in the near future though, this can certainly help.

Rage of the Reindeer - The muscle buff isn't large enough to be worth casting purely for the +HP, so this is another skill that would largely only get cast by muscle classes. It's a fairly strong buff though, so it does have significant value when playing those 2 classes. Disco Bandit *may* get some value out of this, as their damage tends to be low enough to notice +10.

Northern Exposure - 20% passive cold resistance certainly doesn't hurt (and has the added bonus of auto-clearing that part of the Mt. McLargeHuge quest), but there's just too many better things to take for this to be a high priority.

Musk of the Moose - While manipulating the combat:noncom ratio is certainly a good thing to be able to do, this only does it by 5%, at substantial mana cost.

Snarl of the Timberwolf - This is weaker than Rage of the Reindeer, but has the important distinction that the damage it adds is elemental. Still, in the rare case that you NEED elemental damage, there's plenty of gear you can grant it with.

Meh

Hide of the Otter - 20 defense is way too little to care.

Thrust Smack - You get this early, and the only other class that would ever use it is Turtle Tamer. Additionally, there just isn't any good reason to take this over the stronger version.

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Turtle Tamer
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Major

Amphibian Sympathy - There are 4 skills that give +5 familiar weight, but this one is completely passive, making it by far the best of the 4. It's a very flexible, passive buff, and it also speeds up the end of the run by getting those needed familiars to 20 quickly.

Wisdom of the Elder Tortoises - It's a huge boost to max MP, and it's completely passive. It's pretty hard to pass that up.

Astral Shell - Not only is this a respectable defense boost, but it boosts all elemental resistances, which besides being good in general, makes several parts of the run much easier. In particular, you'll find the Daily Dungeon becomes stupidly easy with a single cast of this.

Tao of the Terrapin - This provides an ENORMOUS defense boost, completely passively, to all classes. You'll need to go to 15 to get it, but it's quite worth it. This is unquestionably one of the best perm choices in the entire game.

Middling

Skin of the Leatherback - Raw damage reduction is always useful, especially when it's passive, but this doesn't give a ton of it.

Ghostly Shell - 80 defense is definitely enough to notice, but usually not enough that you want to have to keep recasting this. It's a nice thing to have handy for when you really want to crank your defense up to 1000 for a particular fight, but it's unlikely to get used regularly when not actually a TT.

Armorcraftiness - There's a pretty wide variety of mods you can get out of this, but you can often find better stuff through questing and normal drops. Still, it's handy to have when you need to fill in something you're missing, and it greatly speeds up the fun house run (clownskin buckler = 2 out of 4 points).

Tenacity of the Snapper - It's 1 point stronger than both of the SC damage skills combined, but it requires constant maintenance. Still, if you've got the mana to spare and find your damage coming up a bit short of where you want it, this can help.

Kneebutt - It's a spammable stun that still lets you swing. However, it's melee-only, which largely limits it to 3 classes.

Reptilian Fortitude - This is clearly inferior to things like Saucecrafting, but it also doesn't burn adventures or items to use, so it can be a cheaper substitute when you know you don't need as massive a buff as the sauce pots grant to beat a boss.

Cold-Blooded Fearlessness - Passive resistance is good, but there's much better ways to spend your karma.

Hero of the Half-shell - This can be incredibly powerful to muscle classes when you really need protection, but it's mostly useless to everyone else.

Meh

Headbutt - You can only combo this when you're actually a TT, and the other butts are far superior.

Shieldbutt - The can't miss part is nice, but it's melee-only, requires a shield, and lunging thrust smack almost never misses. It's hard to give this much of a priority.

Empathy of the Newt - +5 weight always helps, but this is the most expensive way to do it, so you should only really be taking this if you've already permed the other 3.

Spectral Snapper - That's a LOT of MP for that damage range. At that cost, you're much better off just grabbing an attack spell from one of the casters.

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Disco Bandit
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Major

Overdeveloped Sense of Self-Preservation - A nice, large, passive init boost is certainly useful, as is the ability to bail out of combat easier. Moxie classes can use it to set up a face stab or get more pickpocketing done, and both casters and clubbers can use it for the instawin with a strong skill. Only TT has minimal use for this... and even they still benefit from going first.

Advanced Cocktailcrafting - This can be a pain to use. You don't get easy fruit access until you have island access and a hippy outfit, and the randomness of the summoned items can be annoying. Still, while this may be of limited value early in a run, and you can find good booze naturally late in the game, it's very useful mid-run, and retains some value late in a run.

Nimble Fingers - Meat can be tight in a hardcore run, especially until you get your dictionary. This goes a long way towards fixing that.

Mad Looting Skillz - +item drops is critical to a fast hardcore run (and to not getting frustrated when that one damn item you need just isn't dropping), and this provides a large boost passively. This may actually be the best thing to HC perm on this class.

Ambidextrous Funkslinging - Lots of items become far, FAR more useful when doubled or comboed with a stunning item. This is especially true in boss fights, where you funksling some combination of heal, damage, and stun in one round. There's also a couple of nice tricks, like funkslinging a flier and the mirror on The Guy Made of Bees to clear that miniquest and get a nice spleen item at the same time. Although your limited supply of items does somewhat limit its use, you probably weren't using this in normal fights anyway.

Middling

Disco Naps - It's mainly the free rests (and the MP you get from them) that makes these attractive. The status effects they cure are all pretty rare (or easily cured in the case of poison), and the casters have more efficient heals. Still, it's definitely enough free mana to be worth looking at, particularly on the stronger of these skills.

Disco Face Stab - The value of this to moxie classes is obvious, but muscle classes are unlikely to use it unless they're having trouble hitting, and myst classes are unlikely to use it at all. Still, while it may be a bit niche, it's quite good at what it does.

Disco Fever - It's a rather strong passive damage boost, but only moxie classes use it, severely limiting its overall value.

Heart of Polyester - As with the rest of the passive resistance skills, it's useful, but there's too many better skills for this to get any kind of early priority.

Smooth Moves - As with Musk of the Moose, the ability to manipulate encounters is very useful, but it's only a 5% swing, so it's very unreliable.

Superhuman Cocktailcrafting - Sure, you can make awesome booze with this, but as a hardcore player, you can't buy the final ingredients to do so, so while this provides a pretty large benefit, only moxie classes can use it, at all.

Meh

All Dance Combo Skills that aren't Face Stab - You can't do disco combos when you're not actually a disco bandit, and if a monster is hard enough for de-leveling to help, you're going to want to use the best version of that.

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Accordion Thief
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Major

The Ode to Booze - This is... well, this is pretty much the only reason most want to touch this class at all. The huge MP cost limits its use, but once you have the MP for it (and this will come much faster with the aid of Wisdom of the Elder Tortoises), this will net you an extra 15-18 adventures per day. You really can't go wrong with that.

Middling and Meh

Everything Else - This class has a bunch of useful buffs, but most of them are either kinda meh for something you have to keep casting, or insanely expensive MP-wise. Having a list of these available is nice, but with the exception of Ode to Booze, you're probably going to find you rarely use most of these in HC.

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Pastamancer
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Major

Pastamastery - The ability to make the pasta/sauce combo foods is HUGE in HC, and this is one of the 2 skills you need to do it. I recommend getting Advanced Saucecrafting first (for the pots), but you'll definitely want to pair those 2 skills at some point.

Spirit of Ravioli - +25% max HP, passive. It may not be the most exciting skill in the world, but it's a very useful one to pretty much all classes (TT probably doesn't really need this.)

Canonelli Cacoon - No matter how much HP you have, this fully restores it. It's not even all that expensive considering that a DB pays the same MP to heal only 80 damage... and that's the second most efficient heal. It's even better if you also perm a Tongue spell, as the 2 in combination are a full recovery from a loss for 27-30 MP.

Fearful Fettucini - This is actually slightly stronger than Saucegeyser, and slightly cheaper, but it's forced to always deal spooky damage, making it overall less useful.

Middling

Entangling Noodles - Though powerful, the fact that it has a 50% chance to break on turn 2 (and therefore do nothing but give your familiar an extra turn) limits its value, especially since it can't be used twice in a round. Still, while it's a crapshoot, when it works, it can make some fights MUCH easier, especially the earlier bosses.

Springy Fusilli - It's an enormous initiative boost, but you can get a pretty high rate of going first without employing this. It's great when it's needed, but that isn't really all that often in most cases. Grab the DB passive first.

Spirit of Rigatoni - It's extremely unlikely that you'll get a chef staff before level 7 in hardcore, but the ability to use one without a globy on a Sauceror is pretty huge. No one else cares though.

Stuffed Mortar Shell - When it comes to straight up spell damage, you'll likely find this to be the most reliable source of it. Although sauce nukes are stronger, they risk backlash.

Weapon of the Pastalord - It's a physical attack spell, when you're usually better off employing an element. (You can force it elemental, but only half). It also doesn't count as AoE. It does, however, do good damage, and it doesn't have the risk of overload backdamage that Saucegeyser does.

Leash of Linguini - This is another +5 familiar weight buff. Definitely grab the TT's passive for this first, but this is cheaper to cast than the TT's active, so this will likely be your second +familiar skill. Still, as most familiars have diminishing returns by weight, you probably won't be in a giant hurry to grab this.

Flavour of Magic - The ability to set your element at will is certainly useful, but only applies to Pasta spells, greatly limiting its value, especially since Weapon of the Pastalord can only be set to half elemental. Still, this is awesome to have when actually playing a Pastamancer, and once you have Stuffed Mortar Shell permed, is a good way to boost it.

Transcendental Noodlecraft - You can make awesome foods with this... but only when you're a caster.

Meh

Attack spells besides Weapon of the Pastalord and Stuffed Mortar Shell - If you're using spells on a non-caster, you generally want some heavy damage.

Lasagna Bandages - The sauceror has a better combat heal, and you're better off with cocoon if you're max HP is >65... which is usually is.

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Sauceror
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Major

Saucegeyser - This is the strongest normal attack spell in the game. It packs a huge punch, and unlike the rest of the sauce nukes, cannot cause backlash damage to the caster. If you're going to perm nukes, this is likely going to be your first choice.

Elemental Saucesphere - 20% resistance to all elements, and total resistance to quest element checks (especially in the daily dungeon) is quite useful. You probably won't be running this constantly on the low MP classes, but it's a great tool to have handy.

Advanced Saucecrafting - This is THE skill to perm on a Sauceror. Definitely grab this before anything else on this class. Not only is this the second half of being able to get a ton of adventures, but the potions it produces makes nearly all bosses stupidly easy to defeat. Both of these are an enormous help in HC, and go a loooooooooooong way towards making you not miss the mall.

Middling

Saucy Salve - It's not an especially potent heal, but its ability to heal you without using a turn of combat gives it quite a bit of value early in a run. This stays in the middling category though, as it's worthless at high level.

Expert Panhandling - More meat is always nice, but the DB passive is twice as strong. Grab that first.

Jalapeno Saucesphere - It reflects a bit of damage, blocks a bit of damage, and if you have a sauce nuke, makes it also slightly heal you as you cast it. All 3 of these are useful, but none of them are done at an especially powerful level, limiting the value of this.

Jabanero Saucesphere - This effectively reduces the casting cost of sauce nukes, blocks damage better than Jalapeno (5 vs 3 damage reduction), and still hits enemies, but it doesn't heal you when you cast through it. As with Jalapeno, it's a nice thing to have handy, but not necessarily something you want to constantly maintain.

Instrinsic Spiciness - This is one of those odd skills that's actually more useful when you're NOT a Sauceror, as you'll actually notice the +level damage when you're doing dozens rather than hundreds of damage. Still, it is only +level, so this shouldn't get a huge priority.

Impetuous Sauciness - In most cases, you really only need 1 turn of a saucepot (a boss fight). However, if you're trying to force yourself into areas you shouldn't be able to handle yet, this makes that a lot more feasible. It's especially useful in things like seasonal challenge paths, where you're more likely to be temporarily stuck with some seriously gimped gear. It's very situational, but it's nice to have.

Diminished Gag Reflexes - As with all passive resistance skills, it's nice to have, but there's far better stuff to take from the class first.

Immaculate Seasoning - This is of course only useful if you perm a sauce nuke first (or are actually playing a sauceror), but it's quite nice if you do have one, as it *passively* forces the correct element into play when needed.

The way of Sauce - The extra 2 reagents is nice. The potions you can make with this are insanely powerful, but you need Superhuman Cocktailcrafting AND to be a moxie class to actually use this for that, and Pulverize to use it for elemental forms. Still, while you'll rarely get to use the main function of this, it's insanely powerful when you do get the chance, and if nothing else, more reagents to make your normal pots with never hurts, especially when 2/3 of the normal ones are going into food.

Meh

Sauce nukes that aren't Geyser - If you're using a damage spell while not actually a Sauceror, it's generally because you want a LOT of damage. Geyser also carries zero risk of backlash, which is not true of the other sauce nukes.

Scarysauce - The damage is unreliable, it doesn't block damage, it doesn't do anything if you cast a spell through it, and though it grants resistance to 2 elements, it's 2 that aren't actually used much. In spite of this, it still costs 10. Needless to say, it's not a very attractive spell.

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Gnome Skills
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Major

Torso Awaregness - The extra gear slot is pretty huge, and a lot of people take this as one of their first perms as a result.

Middling

The +item and +meat ones - Though certainly useful, they're much weaker than the DB ones, so get the DB skills for this first.

Meh

The +HP and +MP ones - They only add 5%. This tends to do a whole lot of nothing in the overwhelming majority of battles.

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