Combat Initiative: Difference between revisions

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|[[Cletus's Canticle of Celerity (effect)|Cletus's Canticle of Celerity]]
|[[Cletus's Canticle of Celerity (effect)|Cletus's Canticle of Celerity]]
|AT Buff Skill
|AT Buff Skill
! 30%
! 20%
|5/15 turns
|5/15 turns
|4 MP
|4 MP

Revision as of 15:20, 28 June 2006

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How Initiative Works

The detailed mechanics of Combat Initiative are not yet fully understood. For detailed research, please see the spading work being done on the Hardcore Oxygenation Forums -- the discussion of mechanics is drawn directly from there.

  • Getting the jump on a monster is influenced by your raw mainstat only -- stat buffs have no effect on initiative.
  • The Zodiac sign Wallaby, though long rumored to increase initiative, does not do so.
  • Each monster in the kingdom has an associated initiative value. This value is constant each time we encounter that monster and is not not affected by monster level.
  • Only items or skills that modify initiative directly affect your chance to run away. Having enough mainstat to always get the jump does not guarantee successfully running away.
  • 167 in your mainstat is enough to always get the jump on yetis.
  • +61% initiative and 0 mainstat is also enough to always get the jump on yetis. This implies that yetis have initiative value of 60.
  • The following monsters are suspected of having higher-than-average initiative: dairy goats, Hellions, Knob Goblin Harem Girls, Harem Guards, sabre-toothed goats, Spunky Princesses, protagonists and Alphabet Giants. These monsters are reported to sometimes get the jump at +60% initiative and never get the jump at +80% initiative.
  • The best working theory holds that initiative is granted when
 (1d100 + (mainstat - MonsterAttack) + init) > monster init 
 where (mainstat - MonsterAttack) is never less than 0

Initiative vs. Main Stat

This table gives % jump against Yetis. Each entry is based on 1,000 adventures, running away each time so as to keep the same main stat.

Base Main Stat % Initiative Seized vs Yeti
0 39.7%
116 52.9%
118 52.6%
150 81.3%
160 93.4%
161 94.1%
162 94.4%
163 96.5%
164 97.1%
165 98.0%
166 98.9%
167 100%
168 100%

Items That Affect Initiative

Here's a comprehensive list of everything in the game that provide Combat Initiative. These allow you to increase the frequency with which you are the first to attack when encountering monsters, and also improve your chances of being able to flee successfully from a combat (according to Jick in this post). To see various maximum levels of initiative, see Maximizing Your Combat Initiative.


Source Source Type Initiative Duration Cost Prereq Notes
Springy Fusilli P Noncombat Skill 40% 10 turns 10 MP    
Bonerdagon necklace Accessory 30% Always   25 Myst
  • +5 Muscle
  • +5 Moxie
Cletus's Canticle of Celerity AT Buff Skill 20% 5/15 turns 4 MP    
Crimbo pants Pants 30% Always   35 Mox  
plexiglass pants Pants 25% Always   75 Mox
  • +20% Item Drops from Monsters
  • +30% Moxie
  • Oxygenarian Ascension Reward
chopsticks Weapon 20% Always   23 Mus  
Grimacite greaves Pants 20% Always   47 Mox
  • +40% Moxie
  • June 16th 2006 Raffle House Prize
Overdeveloped Sense of Self Preservation DB Passive Skill 20% Always      
penguin shorts Pants 20% Always   45 Mox  
penguinskin mini-kilt Pants 20% Always   45 Mox  
penguinskin mini-skirt Pants 20% Always   45 Mox  
star pants Pants 20% Always   67 Mox  
cold ninja mask Hat 15% Always   25 Mox  
ice skates Accessory 15% Always     +15% Meat from Monsters
leotarrrd Pants 15% Always   30 Mox  
pixel sword Weapon 15% Always   10 Mus  
sk8board Accessory 15% Always   20 Myst  
stainless steel slacks Pants 15% Always   30 Mox
  • +15% Moxie
  • +20% Meat from Monsters
  • Ascension Reward
clockwork pants Pants 10% Always   25 Mus Yes, these pants really require Muscle instead of Moxie to equip.
crowbarrr Weapon 10% Always   25 Mus  
gnatwing earring Accessory 10% Always   20 Myst  
infernal insoles Accessory 10% Always   15 Myst Slight Hot Resistance
giant discarded plastic fork Weapon -10% Always   62 Mus 2x chance of Critical Hit
grave robbing shovel Weapon -10% Always   25 Mus +5 Spooky Damage
Extreme Muscle Relaxation Item -25% 10 turns Item Loss   +25% Muscle
Speculative - Needs Research
The Wallaby Zodiac Sign ?% Always      
Ticking Clock Item 20% (?) 10 turns Item Loss  


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