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Stunning

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In many cases, adventurers heading into combat will wish to augment their normal Damage Absorption or Damage Reduction gear with stunning or blocking mechanics. Stunning mechanics can prevent the monster from acting over one or more combat rounds, or allow the monster to act, but to no effect.

Note that stun/block mechanics from familiar and combat item sources are comprehensively described on their articles, and hence are not listed here.

Source Source
Type
Stun
Duration/Rate
Duration Cost Prereq Notes
angel hair wisp P Mechanic ?% 1 turn 1 ghost charge None
  • Pastamancers only
  • Starts blocking at wisp level 5
  • Can only summon on winning initiative
  • Grants bonus Stat Gains from Fights
Ask Richard for a Grenade Richard's Redoubt ? 1 turn 1 grenade None Only works on Hobos?
Disco Blindness Disco Combos 1-2 rounds 1 turn 8-10 MP None Only works for DBs
Entangling Noodles P Skill 2-4 rounds 1 turn 3 MP None Only once per fight
Kneebutt TT Skill 1 round 1 turn 4 MP None
  • Approximately 45% stun rate
  • Works with TT kneebutt combos too
  • Bonus to hit
  • Bonus damage based on pants power
Mayflower bouquet Familiar Equipment 6.5% Always   None
navel ring of navel gazing Accessory 50% Always   None
Put Down Roots Skill 2 rounds 1 turn 15 MP 22 Mox


Dressing Up
Maximizing

Mus · Mys · Mox · HP · MP · WDmg · SDmg · Init · DA · DR · Res
FightStats· ML · Items · Meat · HP Regen · MP Regen · Adv

Modifiers

Mus · Mys · Mox · HP · MP · WDmg · SDmg · Init · DA · DR · Res
FightStats · ML · Items · Meat · HP Regen · MP Regen · Adv


PrismDmg · RDmg · Crit · Fumb · Stun · Passive Dmg · Fam Wt
MP Cost · Spell Elts · Combat% · Hobo · PvP


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This page was last modified on 14 July 2008, at 23:57.
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