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Run Away

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During every combat adventure you have the option to run away. If successful, you will escape the fight. The penalty, however, is that you receive no stats, loot or Meat from that adventure unless you employ some trickery or a whirlwind. Failing to escape will give the enemy a free chance to attack, and you will not be able to perform any other actions that round. Furthermore, familiars will not be able to attack or otherwise act.

The chances of running away is

(Monster Initiative - Player Initiative)
  • Successful attempt to run away:
You run away, like a sissy little coward.
  • Failed attempt to run away:
You attempt to run away like a sissy little coward, but you don't quite make it.
As you run out the door of the Haunted Kitchen, a butcherknife flies out of the drawer and sticks in the doorjamb next to you. You grab it as you flee.
Shineknife.gifImage:shineknife.gifshiny butcherknifeYou acquire an item: shiny butcherknife
As you're trying to get away, you sink in the silty muck on the sea floor. You manage to get yourself unmired, but your greaves seem to have gotten instantly rusty in the process...
Rustygreaves.gifImage:rustygreaves.gifrusty metal greavesYou acquire an item: rusty metal greaves

Escape modifiers

Several items and factors in the game aid in escaping.

Source Type Effect
ball Combat item
  • Ends combat
bargain flash powder Combat item
  • Ends combat
buckyball Combat item
  • Ends combat
cocktail napkin Combat item
  • Ends combat without using an adventure; also removes the current monster from the area for 20 turns.
  • Works against clingy pirates only.
Creepy Grin Skill
  • Ends combat without using an adventure; also removes the current monster from the area for 10 turns.
  • Can be cast once per day while wearing a V for Vivala mask
divine champagne popper Combat item
  • Ends combat without using an adventure; also removes the current monster from the area for 5 turns.
Entangling Noodles Skill
  • 100% chance of success while opponent is entangled
fancy dress ball Combat item
  • Ends combat
Frumious Bandersnatch Familiar If the player starts combat with Ode to Booze active, the familiar can provide an escape from combat without using an adventure, but only a limited number of times per day up to the Bandersnatch's weight / 5. Whether any free run-aways are available depends on the familiar's buffed weight during the current combat.
green smoke bomb Combat item
  • Ends combat without using an adventure
  • 90% chance of success
Harold's bell Combat item
  • Ends combat without using an adventure; also removes the current monster from the area for 20 turns.
Mer-kin pinkslip Combat item
  • Ends combat without using an adventure
  • Works against Mer-kin enemies only.
navel ring of navel gazing Accessory Fleeing always succeeds. For the first three uses a day this does not cost an adventure; in every subsequent attempt, the chance of not using an adventure decreases by 10%, to a minimum of 20%
tattered scrap of paper Combat item
  • Ends combat without using an adventure
  • 50% chance of success
French slippers Accessory Fleeing always succeeds, but the adventure is still used.
wumpus-hair bolo Combat item
  • Ends combat without using an adventure
  • Unknown chance of success

Notes

  • Running away from a monster that initiates multiple combats (e.g., the Naughty Sorceress or Ed the Undying) will force you to start again at the first form.
  • Cunctatitis sets your initiative to 0, making running away nearly impossible.
  • Running away 100 times qualifies you for the Brave Sir Robin trophy. Running away with the navel ring or French slippers equipped does not count toward this trophy. Items which end combat do not count towards this trophy either.

See Also

This page was last modified on 7 November 2009, at 21:46.
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