Combat Tree

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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.

Start

Combat begins.

  1. Turn count is set to 0.
  2. The game determines initiative.
  3. Familiars that operate at the start of combat may act.
    1. Purse Rats increase ML.
    2. A doppleganger or familiar wearing a tiny costume wardrobe chooses shape.
    3. Barrrnacle-style familiars may delevel.
    4. The Crimbo P.R.E.S.S.I.E. trips monsters that won initiative.
  4. If the player wins initiative, they may:
    1. Pickpocket
    2. Do anything under Player Actions below.
  5. If the monster wins initiative, they may do anything under Monster Actions, before the sequence below begins.

Turn

  1. If the number of turns is over a certain cap (30 for most adventures), combat is resolved and the combat took too long.
  2. Player Actions:
    1. Summon Mayfly Swarm.
    2. Attack:
      1. 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 collar) take place
        3. On normal hits, damage occurs.
      2. With a skill
      3. Using a combat item
      On a successful hit, passive damage from a monster may occur. If the player sustains too much damage, combat is resolved and the player loses regardless of monster condition.
    3. Summon a Pasta Guardian
    4. Run away
      1. If successful, combat is resolved and the player ran away regardless of monster condition.
  3. Familiars, pasta guardians and mayflies may:
    1. Attack
    2. Block
    3. Steal money
    4. Produce money or toast
    5. Delevel like a spooky skeleton
  4. Monster Actions:
    1. Is blocked and cannot attack.
    2. Is dead. Combat is resolved, and the player wins.
    3. Is scared away. Combat is resolved, and the monster ran away.
    4. Attacks
      1. Passive and on-going 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
        1. If the player dies from damage, combat is resolved and the player loses.
        2. If the player is still alive:
          1. And the monster is dead from passive/ongoing damage, combat is resolved and the player wins.
  5. Combat has not resolved.
    1. Turn count increases by 1.
    2. Another turn begins.

End

Combat is resolved.

  1. Player wins
    1. Meat, if any, is given out and any familiar/mayfly meat-related abilities kick in.
    2. Items, if any, are given out and any familiar/mayfly item-related abilities kick in.
    3. Stats are given out and any familiar stat-related abilities kick in.
    4. The Wild Hare and Temporal Riftlet may give out an adventure.
    5. Certain familiars may drop items at this point.
    6. Stickers fall off the sword.
    7. An adventure is consumed.
  2. Player loses
    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 4 turns of Beaten Up.
    4. An adventure is consumed (unless the opponent was an infernal seal).
  3. Player ran away
    1. Under certain conditons (navel ring of navel-gazing, Frumious Bandersnatch and Ode to Booze active), no adventure is consumed.
    2. Otherwise, an adventure is consumed.
  4. Combat took too long. (The turn count is higher than the limit for the encounter, default is 30 but some monsters and effects can modify this).
    1. Message about combat taking too long is displayed.
    2. Adventure is consumed.
  5. Monster ran away
    1. If certain items were used (Harold's bell, Creepy Grin), that monster and others of its type do not appear again for a certain number of turns.
    2. No adventure is consumed.

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