Combat Initiative
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 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, Irritating Series of Random Encounters, 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 the percentage of times you are granted initiative is
Initiative (in %) = (100 - Monster Base Init) + Init Modifiers + max(0, Mainstat - Base Monster Attack - Extra Monster Level)
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 | ||
Ticking Clock | Item | 30% | 10 turns | Item Loss |
| |
Bonerdagon necklace | Accessory | 30% | Always | 25 Myst |
| |
Crimbo pants | Pants | 30% | Always | 35 Mox | ||
plexiglass pants | Pants | 25% | Always | 75 Mox |
| |
Cletus's Canticle of Celerity | AT Buff | 20% | 5/15 turns | 4 MP | ||
chopsticks | Weapon | 20% | Always | 23 Mus | ||
Grimacite greaves | Pants | 20% | Always | 47 Mox |
| |
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 |
| |
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 |