Run Away: Difference between revisions

From A KoL Wiki
imported>Deveiel
Basic info, some links and messages for success/failure. Could be expanded!
 
imported>Deveiel
No edit summary
Line 1: Line 1:
{{rewrite|comment='''First edition of the page, any interesting Run Away situations might be noted here. Also find a link for the probability discussion, and clean up the formatting.'''}}
{{skill|source=Combat Adventure|name=Run Away|class=Any|level=Any|description=Selecting this option within a combat adventure attempts to abort the fight, still costing an Adventure, but yielding no gain.|effect=Attempts to end a combat round.|type=Combat|price=N/A|mpcost=0}}
{{skill|source=Combat Adventure|name=Run Away|class=Any|level=Any|description=Selecting this option within a combat adventure attempts to abort the fight, still costing an Adventure, but yielding no gain.|effect=Attempts to end a combat round.|type=Combat|price=N/A|mpcost=0}}



Revision as of 00:38, 12 August 2006

The Hermit humbly requests that this page be rewritten or expanded.

'First edition of the page, any interesting Run Away situations might be noted here. Also find a link for the probability discussion, and clean up the formatting.'

undefined skill name

undefined skill name

Type: Combat
MP Cost: 0

Selecting this option within a combat adventure attempts to abort the fight, still costing an Adventure, but yielding no gain.

Attempts to end a combat round.

Create metadataData:Run Away
Skill ID not known!
Source: Combat Adventure
Price: N/A
Class: Any
Level: Any

This skill needs its in-game message specified via the "usemsg" parameter; see {{Skill}} for more details.


From within every combat adventure you have the option to run away. Doing so, if successful, will end the round. Note that while this will still cost you an adventure, all combat items used, MP, HP and your pride, you will gain no stats, loot or Meat from the adventure.

When Cast

Depending on the outcome, you will recieve a different message after the attempt:

  • On a successful getaway:
You run away, like a sissy little coward.


  • On a failed getaway:
You attempt to run away like a sissy little coward, but you don't quite make it.

Notes

  • Failing gives your opponent a free attack, so be careful!
  • There is much discussion as to how the chance of a successful escape is calculated. (link required)
  • Running away from the Naughty Sorceress' second form will force you to start again at the first form.