Talk:Crystal skull

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Banishment period

Would this be easiest to test against the Boss Bat, if you get bodyguards for 20 advs after banishing him, spading done? --Fxer 23:25, 13 September 2011 (CEST)

You can no longer banish the Boss Bat. Sadly, no unequal rate two-monster zones are left after the knob revamp, but testing in the ratbat lair would probably be good enough. --Starwed 23:48, 13 September 2011 (CEST)
20 turns of ratbats, then a batrat. It's 20 turns. Also, like the bell, it doesn't give a free runaway. --Starwed 01:51, 14 September 2011 (CEST)

Multiple banishments

As the only one of these items (I think) that you can use multiple times in a day and on any monster, I'll put this question here: Does anyone know what happens if you banish all the creatures in a zone?

If I understand the adventure queue correctly, banishing one or even several monsters should have no effect on non-combat frequency, however if you banish all of them, perhaps it ensures non-combat for the remaining adventures of the banishments? And in a zone with no non-combats, would it just ignore the banishments and give you a random (banished) monster?

I don't have enough skulls at the moment to test any of this, but perhaps I'll try it another day. (Ratbat lair sounds good for testing combat-only zone; does anyone have suggestions for non-combat zone - with not too many monsters but generally small non-combat rate - to test?) --Parmeisan 23:09, 15 November 2011 (CET)

Actually, after looking at the adventure queue page more closely, I suspect this is what will happen: "If the combat selection list is empty, throw an error. (Only known place this used to happen is banishing Bodyguard Bats)." Might be good to confirm though. --Parmeisan 23:13, 15 November 2011 (CET)
  • jick says on the forums that this is what happens generally everywhere. --Evilkolbot 01:36, 16 November 2011 (CET)


Failed banishments

I tried to banish a hellseal pup (cheapshot attempt at fighting easy mother hellseals...) got this:

"At this, your opponent runs away in abject terror, just as the skull explodes into a million worthless shards of glass.

As you leave the area, you catch sight of your opponent in the distance. Apparently it's realized that there isn't much of anywhere to run to on this little island, and is sheepishly wandering back to where it was before." I'm guessing this is the response you get when you try and banish something unbanishable, but it's a one-time event for me, so can't rule out other stuff. or, since it makes reference to the "little island", maybe it just happens on the volcano island. --Sceptre boy 07:50, 7 June 2012 (CEST)

Yup. See Banishing: you cannot banish anything at the Secret Tropical Island Volcano Lair, just like you can't get On The Trail of anything there. --timrem 09:31, 7 June 2012 (CEST)


Olfaction

Tried a crystal skull on a ancient unspeakable bugbear with Olfaction on it - Bugbear ran away as normal, but was encountered as next combat. Removing On-the-trail with eyedrops appears to have caused banishment to resume. Anyone else try this? --Lord Kes 10:37, 7 June 2012 (CEST)

As mentioned at On the Trail, this is known. We believe banishing items work by setting the rejection rate for the monster to 100%, but On the Trail causes combat selection to never check the rejection rate. (See Adventure Queue if you have no idea what I'm talking about). --timrem 20:44, 7 June 2012 (CEST)

Multiple Banishes With Crystal Skull

This doesn't really happen with most other banishers since you can only use one at a time. However, when testing, it looks like if you use multiple crystal skulls, then the most recent one will overwrite any remaining ones. The test spot I used was the Defiled Niche. I banished the Senile Lihc, followed by the Slick Lihc. Next round, I immediately ran back into a Senile Lihc. Ruduen 01:34, 21 August 2012 (CEST)