Running Away

Actors in fights can sometimes run away. The mechanics are different if the actor is a player (yourself) or an opponent. See below for details.

Players Running away

The successfully running away is determined by the difference between you and your opponent's Reflexes stat. When fighting multiple opponent's all their reflexes are added up and compared to yours.

Successfully running away gives:

You escape <opponent>'s pursuit.

Or, if it is a free run away (see below):

You dash away from <opponent>, quickly shaking off any pursuit.

Or, the message for a pvp opponent running away

<Opponent> fled the fight!

The formula for the chance to successfully do a normal run away is:

Chance to run = (your ref - opp's ref + 1) / (opp's ref + 1), min 0%, max 100%


Your reflexes
Opponent's Reflexes 0 1 2 3 4 5 6 7 8 9 10
0 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%
1 0% 50% 100% 100% 100% 100% 100% 100% 100% 100% 100%
2 0% 0% 33% 67% 100% 100% 100% 100% 100% 100% 100%
3 0% 0% 0% 25% 50% 75% 100% 100% 100% 100% 100%
4 0% 0% 0% 0% 20% 40% 60% 80% 100% 100% 100%
5 0% 0% 0% 0% 0% 17% 33% 50% 67% 83% 100%

Free run aways

You can get a few free runaways every day, which do not cost energy. You can get a maximum of X free runaways in a day (where X = square root of your Reflexes). These occur more frequently when your reflexes are significantly higher.

You can always run away from opponents with 0 Reflexes, and it seems that it guarantees a free run away if one is available.

You can only get a free run away if you haven't used any action in combat. If you play a technique and then try to run away, it won't be a free run away.

Preventing running away

Some opponents can use techniques that prevent you from ever running away, even if you have more reflexes than them. These include:

You can avoid most tight hold techniques if you Evade them, although some techniques work against other moves. See tight hold for complete list.

Opponents running away

Opponents can run away, as of an update on September 25, 2018, and further minor revamp around December that same year. More investigation is needed. It appears to be a random chance each round? Dancer seems to vary from about 1 - 4 passes before she runs away.

If an opponent runs away:


If you attack an opponent on the same round as they run away, (and kill them? that pass?) you can kill them before they get a chance to run away with the following (how is damage avoided determined? Is this just a normal evasion technique?):

You punch the man, throwing the whole weight of your body behind it and dealing 19 melee damage, but he runs from your attack, avoiding all but 10 damage.
The man tries to escape, but wasn't fast enough.

In multi-opponent fights, if one opponent runs away, their icon is replaced with the following icon. The fight ends when all opponents are dead or ran away.


When they run away, you normal XP rewards but no normal item/technique rewards, with the exception of:

Opponents known to run away

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License