Talk:Tranquilized Mind

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I've got a handful of these- if anyone has the desire and ability to spade out what this does, message me in game and I'll send them off to you. (Entwhistle, #1309588) --Entwhistle 15:38, 10 July 2007 (CDT)

Methinks there's got to be some other effect. I mean, what would be the point of an item that only *lowers* combat initiative? I mean, that's a bad thing! --Jimfromtx 17:54, 10 July 2007 (CDT)

  • There's a portion of the level 12 quest where lowered initiative is a plus. --rholliday 03:44, 23 July 2007 (CDT)

Could it add more adventures gained on rollover? I'll try and test it but I'll have to figure out how many adventures I should be getting on rollover. --Limsley 04:12, 29 July 2007 (CDT)

It almost seems like the monsters are hitting me for less damage, but then again maybe (probably) not. Just throwing that out there. Go minimal helpfulness! --Santasassassin 23:01, 31 July 2007 (CDT)

With +50% Initiative, didn't get the jump on Fluffy bunny with 111 main stat, which is why I changed it to negating all bonuses. Also see Cunctatitis for similar effect. Secondly, my damage was reduced to 1-2 in The Oasis, normally 3-5. Since that spread is too low, I left it +X rather then +3.--MoreCurious 14:29, 14 August 2007 (CDT)

I tried a Seal Clubber against Gremlins, and the damage I witness over the 10-adventure span was consistent with a +12 in Damage Reduction. (With a DA of 10, damage was about 11 points lower, a DA of 40 led to a 7-point decrease in the range of damage).--Foggy 14:25, 28 September 2007 (CDT)

Using the test of running away, I've found that even with +280%, I'm still not able to run away from bunnies with this effect. It may specifically stop you from running away, it may set your initiative to 0 period (cf. Cuncatitis), or just be some ridiciously huge number. --Foggy 16:11, 20 April 2008 (CDT)

You may still get the jump on Ed the Undying in the second and subsequent combats. Nice! --Tagon 14:11, 13 December 2009 (UTC)