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Combat

Combat
  1. Awareness

    When the character encounters an opponent, they are more or less aware of each other. The awareness is defined by comparing the character stealth and inebriation with the opponent stealth:

    • The character combat stealth is equal to a random number between 0 and his stealth added by his alcohol blood concentration:
      [0; character stealth + alcohol blood concentration].

    • The opponent combat stealth is equal to a random number between 0 and his negative stealth:
      [-opponent stealth; 0].

    • The resulting awareness is given by summing both numbers:

      SumAwarenessImpact
      ]-∞; -21]The character is surprised by the opponent.
      NO OPTIONS
      No alignment penalty for charm, trick, attack and lunge action for the whole combat.
      The character skips his first turn and can't parry until the next one.
      [-20; -11]The character is noticed by the opponent. 
      [-10; 9]  
      [10; 19]The character has noticed the opponent. 
      [20; +∞[The character has surprised the opponent.The character offensive modifier is increased by 1.0 for the whole combat.

    Remarks:

    • The character initial stealth is 22.
    • The awareness is computed once and stands for the whole combat.

    Used by: Sequence, Alignment Penalty, Attack & Lunge Initialization.

  2. Sequence

    The combat loops between the character and the opponent turn until:

    • The opponent or the character dies.
    • The opponent or the character leaves.
    • The opponent accepts an offer.

    The character skips his turn if:

    • He is paralyzed.

      You are paralyzed!

    • He is surprised by the opponent (first turn only).
    • He waits 4 seconds.

    The opponent skips his turn if:

    • He is paralyzed.
    • He is surprised by the character (first turn only).
  3. Engagement

    The game keeps track of the engaging side (the character or the opponent). The combat is engaged as soon as an engaging action is taken:

    • For the character: Attack, Lunge and Charm actions. Tricking and casting spells (even offensive) do not engage the combat.
    • For the opponent: Attack and Lunge actions.

    The combat is engaged even if the engaging action fails.

    Used by: Offer, Leave, Opponent Actions.

    Affected by: Attack & Lunge Initialization, Charm.

  4. Alignment Penalty

    An alignment penalty occurs if the character isn't surprised and he tries to trick, charm, attack or lunge the opponent. Casting spells (even offensive) do not involve an alignment penalty.

    The penalty occurs even if the action fails.

    The character alignment is decreased according to the opponent alignment:

    Opponent
    alignment
    Penalty
    EvilNone
    Bad-1
    Neutral-2
    Good-3

    Used by: Attack & Lunge Initialization, Trick, Charm.

  5. Cast a Spell

    The spell can be offensive or defensive. If it inflicts damage, it's resolved as a standard damage resolution.

    You cast a spell

    The character parrying state remains unchanged.

    See Spells for more details on spell casting.

  6. Attack & Lunge

    Physical attack resolution is split in 6 steps:

    • Initialization
    • Hit Probability
    • Strength Bonus
    • Damage
    • Armor Protection
    • Magical Protection

    Then damage resolution is applied.

    1. Initialization

      Both attack and lunge engage the combat (even it fails).

      The attack factor is set to 1.00.

      You:  You attack with your     Opponent:  The opponent attacks you with

      If the attacker lunges, a bonus factor of 0.25 is added, but he will not be able to parry until he attacks.

      You:  You lunge with your     Opponent:  The opponent attacks you with

      Additional rules for the character:

      • The attack factor is increased by 1.00 if the opponent is surprised.
      • There's a probability of 1/256 % that the character strength is increased by 1/256.
      • The character receives an alignment penalty if he isn't surprised by the opponent (even it fails).
      • Bare hands are used if the character wields no primary weapon.
      • If the character is the defender, a random target is chosen. Skin is used if no armor part is equipped at the specified location.
        Location%
        Head14.84 %
        Torso39.84 %
        Arms25.00 %
        Legs20.32 %

      The opponent always wears a full armor which protects all locations.

    2. Hit Probability

      The probability to hit or miss the opponent depends on the difference between the attacker and defender effective skill:

      You:  and miss!     Opponent:  and misses!

      DifferenceTo hit %
      ]-oo; -128[0.4 %
      [-128; -64[19.1 %
      [-64; 0[50.4 %
      [0; 64[62.9 %
      [64; 128[69.1 %
      [128; 192[75.4 %
      [192; +oo[100.0 %
    3. Strength Bonus

      If the weapon uses strength to deal damage, an additional bonus is applied to the attack factor.

      This bonus depends on the difference between the effective strength of the attacker and defender:

      DifferenceAttack factor
      bonus
      ]-oo; -128[+0.0625
      [-128; -64[+0.1250
      [-64; 0[+0.5000
      [0; 64[+0.7500
      [64; 128[+0.8750
      [128; 192[+1.0000
      [192; +oo[+1.0000
    4. Damage

      For each type (Blunt, Sharp, Earth, Air, Fire, Water, Power, Mental, Cleric and Evil (?)), damage is computed:

      • damage [type] = Random [0; Round (base weapon damage [type] * attack factor)]

      If the sum of all damage types is null, the weapon does no effect.

      which has no effect!

    5. Armor Protection

      For each type, damage is multiplied by a factor depending on the defender armor efficiency toward this damage type:

      • damage [type] *= defender armor efficiency factor [type]
      EfficiencyFactor
      Lowx 2.0
      Normalx 1.0
      Highx 0.5
      Immunex 0.0

      Then, for each type, damage is reduced by the defender armor protection toward this damage type:

      • damage [type] -= Random [0; defender armor protection [type]]

      If the sum of all damage types is null, the weapon is stopped by the armor.

      You:  which is stopped by your     Opponent:  which is stopped by his

    6. Magical Protection

      For each type, damage is multiplied by a factor depending on the defender magical protection efficiency toward this damage type:

      • damage [type] *= defender magical protection efficiency factor [type]
      EfficiencyFactor
      Lowx 2.0
      Normalx 1.0
      Highx 0.5
      Immunex 0.0

      Then, for each type, damage is reduced by the defender magical protection:

      • damage [type] -= Random [0; defender magical protection [type]]

      Only the character can have a magical protection.

      If the sum of all damage types is null, the weapon is stopped by the magical protection.

      which is stopped by magic!

  7. Damage Resolution

    Damage resolution is called by magical or physical attacks.

    Before applying damage to the defender, a parry check is done:

    • The defender can't parry if he is paralyzed (Check missing for the character! He can parry even paralyzed!).
    • If the defender last attack was lunge, he can't parry.
    • The probability to parry is defined by the parry probability of his current weapon.
    • In the case the damage includes blunt damage, the attacker can break the block if the blunt damage is greater than Random [0; max blockable blunt damage (MBBD)]

    You:  which the opponent parries.     Opponent:  which you parry.

    Because offensive spells use this rule, they can be parried too.

    If the parry is unsuccessful:

    • Damage is inflicted to the defender.

      which hits for

    • The character experience is increased by the amount of damage dealt.
    • If the attacker weapon holds effects, they have a probability of 25% to occur (Check missing for the character, but needed?).
  8. Trick

    This action does not engage combat.

    The character receives an alignment penalty if he isn't surprised by the opponent (even it fails).

    The trick always fails if the opponent intelligence is <= 3 or the character effective intelligence is 0.

    The probability to trick the opponent depends on the difference between the character and opponent effective intelligence:

    Difference%
    ]-oo; -128[0.8 %
    [-128; -64[0.8 %
    [-64; 0[6.6 %
    [0; 64[19.1 %
    [64; 128[47.3 %
    [128; 192[75.4 %
    [192; +oo[90.2 %

    If the trick fails, there's a probability of 50% that following tries will never succeed.

    Your trick failed!

    When successfull, character base intelligence is increased by 1/256.

    You tricked it!

  9. Charm

    This action engages combat (even it fails).

    The character receives an alignment penalty if he isn't surprised by the opponent (even it fails).

    The charm always fails if the opponent intelligence is <= 5 or the character charisma is 0.

    The probability to trick the opponent depends on the difference between the character charisma and opponent intelligence:

    Difference%
    ]-oo; -128[0.8 %
    [-128; -64[1.2 %
    [-64; 0[6.6 %
    [0; 64[25.4 %
    [64; 128[50.4 %
    [128; 192[70.3 %
    [192; +oo[80.1 %

    If the charm fails, there's a probability of 50% that following tries will never succeed.

    You failed to charm it!

    When successfull, character base charisma is increased by 1/256.

    You charmed it!

  10. Offer

    The opponent's behavior toward an offer is:

    • If the opponent's intelligence >= 4:
      • If the opponent's alignment is Evil:
        • The opponent takes the item and stays.
      • If the opponent's alignment is Bad:
        • The opponent takes the item.
        • If the opponent evaluates the item OK (requested = character money / 16 + (128 - opponent alignment)): the opponent leaves.
        • Else the opponent stays.
      • If the opponent's alignment is Neutral:
        • If the character has engaged the combat: same behavior as Bad alignment.
        • Else if the opponent is a Pauper:
          • The character's alignment is increased by 1.
          • The Pauper takes the item and leaves.
        • Else if the opponent is a Merchant:
          • If the Merchant doesn't want to trade (50%): the Merchant refuses the item and leaves.
          • Else if the Merchant evaluates the item OK (requested = 50 coppers):
            • The Merchant gives either a compass or a watch.
            • The Merchant takes the item and leaves.
          • Else the Merchant refuses the item and leaves.
        • Else the opponent takes the item and leaves.
      • If the opponent's alignment is Good:
        • The opponent refuses the item.
        • If the character's alignment >= 64: the opponent leaves.
        • Else the opponent stays.
    • Else (the opponent's intelligence < 4):
      • If the item is a food packet or a water flask: the opponent takes the item and leaves.
      • Else the opponent refuses the offer and stays.

    Remarks:

    • When the opponent refuses the offer, the item is dropped on the floor.
    • The opponent's evaluation of an item is OK if:
      Item typeEvaluation is OK if
      MoneyGiven >= Requested
      Weapon75.00 %
      Armor50.00 %
      Cloth93.75 %
      Potion93.75 %
      OtherNever
  11. Leave

    The character and the opponent don't use the same rule for leaving:

    • The character successfully leaves if his value A is greater than the opponent value B, with:
      • A = Random [0; character effective speed]. If the character has engaged the combat, this value is halved.
      • B = Random [0; opponent speed]. If the opponent alignment is Evil or Bad, this value is halved.

      You didn't escape

    • The opponent successfully leaves if: Random [0; opponent speed] > Random [0; character effective speed]

    If the opponent wants to leave because of an offer, he always succeeds.

  12. Opponent Actions

    At his turn, the opponent can perform one of the following actions:

    • Attack
    • Lunge
    • Wait
    • Leave

    The Fight action is randomly:

    • Attack (87.5%)
    • Lunge (12.5%)

    The algorithm used to choose the action is:

    • If the spell Fear has been cast during the encounter: Leave
    • If the opponent alignment is Evil:
      • If the opponent hit points is inferior to the character hit points and less than 25% of the opponent hit points remains: Leave
      • Else: Fight
    • If the opponent alignment is Bad:
      • Leave (12.5%)
      • Fight (87.5%)
    • If the opponent alignment is Neutral:
      • If the combat is not engaged and the character alignment >= 88:
        • If Random [0; 255] < character alignment: Wait
        • Else: Leave
      • Else: Fight
    • If the opponent alignment is Good:
      • If the combat is not engaged: Leave
      • Else: Fight
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