Run Away

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Revision as of 04:57, 5 January 2014 by imported>NotJim (Escape modifiers)

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During every combat adventure you have the option to run away. If successful, you will escape the fight. The penalty, however, is that you do not receive any of the stats, loot or Meat you would have received at the end of that adventure, though you do get to keep anything gained before then, such as from Pickpocket or a Meat vortex. Running away typically takes an adventure, but not always; see the chance of free runaways, below.

Failing to escape will give the enemy a free chance to attack, and you will not be able to perform any other actions that round. Furthermore, familiars will not be able to attack or otherwise act.

The percentage chance of running away is

( 100 + Player Initiative Modifiers - Monster Initiative )
  • Successful attempt to run away:
You run away, like a sissy little coward.
  • Failed attempt to run away:
You attempt to run away like a sissy little coward, but you don't quite make it.
As you run out the door of the Haunted Kitchen, a butcherknife flies out of the drawer and sticks in the doorjamb next to you. You grab it as you flee.
You acquire an item: shiny butcherknife
As you're trying to get away, you sink in the silty muck on the sea floor. You manage to get yourself unmired, but your greaves seem to have gotten instantly rusty in the process...
You acquire an item: rusty metal greaves

Escape modifiers

Several items and factors in the game aid in escaping.

(Note: The "Free Runaway" chance is the chance that, on a successful use, you do not lose an adventure. This mostly applies to equipment and familiars which have a limited number/chance of free runaways, but which will still guarantee a runaway.)

Source Type Free runaway? Turns banned Notes
ball Combat item
bargain flash powder Combat item
buckyball Combat item
cocktail napkin Combat item 100% 20
Creepy Grin Skill 100% 10
crystal skull Combat item 20
divine champagne popper Combat item 100% 5
Entangling Noodles Skill
  • 100% chance to flee while opponent is entangled.
fancy dress ball Combat item
fish-oil smoke bomb Combat item 100%
French slippers Accessory
  • 100% chance to flee while worn.
Frumious Bandersnatch Familiar 100% (limited per day)
  • Only when starting combat with Ode to Booze.
  • Can only be used if the number of Bandersnatch runaways for that day is greater than or equal to 1/5th of the Bandersnatch's weight that round (turn?).
  • Uses the same counter as the Pair of Stomping Boots.
glob of Blank-Out Combat item 100%
  • Consumed after five uses.
golden plastic oyster egg Combat item ???
  • Either a free runaway or ???
GOTO Combat item 30%
Greatest American Pants Pants 100/80/50/20%
  • Fleeing always succeeds. Chance of free runaway decreases every three free runaways a day, stacking with navel ring and peppermint parasol.
green smoke bomb Combat item 100%
  • 90% chance of a runaway.
Give Your Opponent the Stinkeye Skill 100% 10
Harold's bell Combat item 20
Mer-kin pinkslip Combat item 100%
  • Works against Mer-kin enemies only.
navel ring of navel gazing Accessory 100/80/50/20%
  • Fleeing always succeeds. Chance of free runaway decreases every three free runaways a day, stacking with Greatest American Pants and peppermint parasol.
Pair of Stomping Boots Familiar 100% (limited per day)
  • Can only be used if the number of Boots runaways for that day is greater than or equal to 1/5th of the Boots' weight that round (turn?).
  • Uses the same counter as the Frumious Bandersnatch.
peppermint parasol Combat item 100/80/50/20%
  • Fleeing always succeeds. Chance of free runaway decreases every three free runaways a day, stacking with Greatest American Pants and navel ring of navel gazing.
  • Consumed upon its 10th use (regardless of how many days)
short writ of habeas corpus Combat item 100%
Summon Mayfly Swarm Skill 100%
tattered scrap of paper Combat item 100%
  • 50% chance of success when used.
Winifred's whistle Combat item ?
  • Unknown chance of success. If success, the runaway is free.
wumpus-hair bolo Combat item 100%
  • Unknown chance of success. If success, the runaway is free.

Notes

  • Running away from a monster that initiates multiple combats (e.g., the Naughty Sorceress or Ed the Undying) will force you to start again at the first form.
  • Cunctatitis sets your initiative to 0, making running away nearly impossible.
  • Running away from a monster with 0 initiative is always successful.
  • Running away 100 times qualifies you for the Brave Sir Robin trophy. Running away with the navel ring or French slippers equipped does not count toward this trophy. Items which end combat do not count towards this trophy either.
  • Free runaways do not decrease banish timers.

See Also