Run Away
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.
Running away forfeits any Meat you gained during the fight, with the message:
![]() | You lose some Meat. |
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:
- Failed attempt to run away:
- Running away from a possessed silverware drawer will also result in the following once per ascension:
![]() | You acquire an item: shiny butcherknife |
- Running away when on The Sea Floor with antique greaves equipped will also result in the following:
![]() | 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 |
| ||
fancy dress ball | Combat item | |||
fish-oil smoke bomb | Combat item | 100% |
| |
French slippers | Accessory |
| ||
Frumious Bandersnatch | Familiar | 100% (limited per day) |
| |
glob of Blank-Out | Combat item | 100% |
| |
golden plastic oyster egg | Combat item | ??? |
| |
GOTO | Combat item | 100% |
| |
Greatest American Pants | Pants | 100/80/50/20% |
| |
green smoke bomb | Combat item | 100% |
| |
Give Your Opponent the Stinkeye | Skill | 100% | 10 |
|
Harold's bell | Combat item | 20 | ||
Mer-kin pinkslip | Combat item | 100% |
| |
navel ring of navel gazing | Accessory | 100/80/50/20% |
| |
Pair of Stomping Boots | Familiar | 100% (limited per day) |
| |
peppermint parasol | Combat item | 100/80/50/20% |
| |
short writ of habeas corpus | Combat item | 100% |
| |
Summon Mayfly Swarm | Skill | 100% |
| |
tattered scrap of paper | Combat item | 100% |
| |
Winifred's whistle | Combat item | ? |
| |
wumpus-hair bolo | Combat item | 100% |
| |
Superhero Reboots | Accessory |
|
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.