Combat Tree

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Revision as of 03:51, 9 September 2009 by imported>Bagatelle (No wonder the rich and famous all have managers...)
This page needs to be cleaned up.

Needs a lot of things to be added...pastamancer ghosts, mayflies, other passive elements, ongoing damage, etc.

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Below is the sequence of events that occur during combat. Exact formulas have been excluded; see various links for the numbers involved.

  1. Combat begins
  2. Determine initiative. If the monster wins, they get a chance to attack.
  3. Start-of-combat familiar actions (Barrrnacle deleveling, Crimbo P.R.E.S.S.I.E. tripping/deleveling, etc.)
  4. Player can:
    1. Attack with their weapon
      1. If the player fumbles, they receive damage and/or trigger Clockwork Outfit effects
      2. On critical hits, critical hit effects (like the vampire cape takes place)
    2. Use a skill
    3. Use a combat item
    4. Run away
  5. Familiar can:
    1. Attack
    2. Block
  6. Monster attacks (if not blocked and/or dead)
    1. Passive damage kicks in
      1. bottle opener belt buckle (monster hit or miss)
      2. acid-squirting flower (monster hit or miss)
      3. hippy protest button (monster hit or miss)
      4. Psalm of Pointiness (monster hit only)
      5. Jalapeño Saucesphere (monster hit only)
      6. Jabanero Saucesphere (monster hit only)
    2. Monster misses or hits
    3. If the player dies from damage, combat ends:
      1. If the player's familiar is the Wild Hare, combat ends without getting Beaten Up
      2. If the player has a personal massager, combat ends without getting Beaten Up, but item is lost
      3. Otherwise, the combat ends and the player acquires turns of Beaten Up


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