Game Mechanics: Difference between revisions
From A KoL Wiki
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imported>Gymnosophist m →Combat Abilities: Add [Running Away |
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*[[Elemental Spell Damage]] | *[[Elemental Spell Damage]] | ||
*[[Fumble Chance]] | *[[Fumble Chance]] | ||
*[[Run Away|Running Away]] | |||
===The Spoils of Victory!=== | ===The Spoils of Victory!=== |
Revision as of 23:07, 24 September 2006
Description
No matter if you're laying a well-deserved smackdown on a filthy hippy or simply trying to survive the Bonerdagon, it all comes down to game mechanics. Muscle, Mysticality, Moxie, HP, MP and more all come into play in determining gameplay outcomes.
Jick, in His infinite wisdom, has given us many tools that influence gameplay: equipment, skills, familiars, even phases of the moons! Some of these tools directly or indirectly influence combat results or gains from combat while others govern other aspects of gameplay.
We don't have the whole skinny on all game mechanics, but we do have comprehensive listings of tools that modify a particular aspect of gameplay. Here they are:
Character Base Stats
Character Substat Gains
Core Combat Mechanics
Combat Abilities
- Bonus Melee Damage
- Bonus Ranged Damage
- Bonus Spell Damage
- Combat Initiative
- Critical Hit Chance
- Damage Absorption
- Damage Reduction
- Elemental Spell Damage
- Fumble Chance
- Running Away
The Spoils of Victory!
Various
- Combat Frequency
- Cost Analysis of Restoring HP and MP
- Elemental Resistance
- Familiar Weight
- HP Restorers
- MP Restorers
- Monster Level
- Skill Cost
- Enchantments