Skip to content
achuah edited this page Nov 8, 2018 · 1 revision

Score

Your Score represents all the transient effects on you. These include:

Primary Statistics

  • Hp: health points. When it reaches 0 you die.
  • Mp: mental points. You can't use mental abilities once it is too low.
  • Sta: stamina. Used by physical abilities. When it reaches 0, your physical defences fall (deflecting, blocking, dodging) and you tank with your hp.

Equilibrium and Control

  • Equilibrium: if not up, you cannot use mental abilities.
  • Control: if not up, you cannot use physical abilities.

Some abilities cause loss of equilibrium or control.

Delay

Delay means you cannot do ANYTHING, other than to query the game for information (e.g. by typing "score" or "stats" or "skills").

Using your own abilities always causes yourself delay. This represents the time it takes to perform your ability.

Some abilities can cause delay.

Positioning

Positioning is like a buff or debuff. It ranges (from best to worst):

  1. Flanking
  2. Advantageous
  3. Normal
  4. Off-balance
  5. Rooted

Rooted is pretty bad. You cannot flee, and many physical abilities cannot be performed.

Off-balance is a bit bad. You take longer to flee, and some abilities do not work well.

If your opponent has a better positioning, they can use certain dangerous physical abilities on you.

Flanking can also be achieved when you have allies fighting the same victim. An untrained victim will only be able to keep one enemy in front of him. Some abilities can improve the number of enemies you can face simultaneously.

Fleeing

  • The longer you remain in combat without fleeing, the harder it becomes. This is a sort of game-balancing mechanism: people who feel outgunned and want to flee immediately usually can. People who get confident must be sure of their confidence if they are to stay alive.
  • Once you flee, you cannot be re-engaged by a player for some time. This is to keep the game strategic, rather than reward players with low latencies and triggers. If you know what you're doing you can usually get to safety.
  • During your fleeing period, you will not be able to attack, and you will defend more poorly, and the opponent gets to keep attacking you. The longer this period, the worse. Smart enemy players will have rooting and stunning abilities to mess with your flee period.
  • If rooted or stunned during a flee period, your flee counter stops incrementing, but you do not lose progress towards a successful flee.

Buffs and Debuffs

These are displayed when you type score. There will be quite a lot of them, say maybe 10 to 15. I haven't thought of all of them, but some include:

  • Regenerating
  • Instant reflexes
  • Defensive stance
  • Adrenal strength
  • Stealth
  • Perceptiveness
  • Weak
  • Bleeding
  • Burning
  • Premonition

Most buffs or debuffs have a number associated with them, indicating their intensity.

Healing

You can restore hp, mp, and stamina by resting. Resting reduces your range of perception, making you more vulnerable to ambush. Medicine and Discipline abilities can improve healing rate significantly.

You can remove debuffs by using certain abilities, or waiting for them to wear off.

Buffing

You can apply buffs by toggling abilities on. They cost an up-front amount of stamina or mp, and continue to drain stamina or mp (offset by your regeneration rate). If stamina or mp run out, all relevant buffs disappear.

Clone this wiki locally