Combat and Injuries

Please note: Many actions around interacting with other characters require being in the same area as that character. You cannot move, heal, or kill someone who is not in the same immediate outside area, room, or vehicle as you. The only exceptions are that you can attack or incapacitate someone who is not in the same vehicle as you. You also must be within a range of 15% on roads when traveling in order to do the above actions, in addition to whisper, or trade.

You only gain experience from combat if you land a hit with a weapon (this is true in both hunting and person combat). Attacks against people and animals can be initiated once per hour. For each attack, there is an immediate and automatic counter attack from the victim. If an attack brings a character's health to under 35%, there is a chance an injury will be applied in addition to the damage to health. If their health gets to zero, they will become subdued if it is a result of player versus player combat. If their health reaches zero as a result of animal attacks, they will become incapable. Kids do 75% less damage than adults and can only attack their selected target once every four hours until they reach the age of 14.

Upon reaching a health percentage below 35, your character runs the risk of an injury with debuffs. Injuries can be temporary or permanent depending on how they are healed. Injuries are permanent if they are never healed or if a healing attempt fails. Injury debuffs are removed completely if healed successfully. You can have multiple injuries at once - what type is random. Injuries in various states are visible from the description of a character. Health reduction caused by poison does not risk causing injuries, it is only from combat.

Injury Effect
Groin Inability to Mate
Upper Body -1 Strength
Lower Body -1 Dexterity
Head -1 Knowledge

You can attempt to heal someone else's injury, if you have some medicine. There is a risk though. Success depends on high quality medicine and a high level of knowledge to fix the injury in a way which will heal properly, along with some luck during the operation. If you fail to heal their injury properly, that injury will become a permanent handicap which no one can attempt to heal anymore. The victim can combat these negative effects by building up their attribute again, if they work hard. If you do manage to be successful in healing the victim, the injury will go away, and the negative buffs it brings against its victim will be taken off. You cannot attempt to heal characters you own with other characters you own.

Healing Yourself

Healing yourself from general damage can be done in a variety of ways.
  • You will naturally regenerate 1 health per hour regardless of your location, so you can wait it out if you wish.
  • You can use a medical healing item and work a static 5 hour project that gives no exp. The amount healed is dependant on the medicinal quality and the participant’s knowledge level.
  • You can head inside certain buildings – see below – to increase the natural regeneration rate.

    Healing Others

    You can heal others via the use of a medical healing item, it is the same type of project as when healing yourself and unlike when healing an injury – no permission is needed from the person being healed. To avoid abuse, multiple people can work on it but the effort will only ever be 1 per hour to keep the project 5 hours long in total. This project does not give exp and only one can be initiated per person per location.

    Healing Inside

    To increase natural regeneration, you can head inside the following types of structures:
  • Castle
  • Apothecary
  • Residence
  • Internal Room: A room built inside another building that is not listed in this section; such as a watchtower.
    Inside there will need to be 5 pieces of different furniture as a minimum, though you can have more. The average quality of the top five pieces will be taken and added to the natural +1 health per hour to give a higher heal rate.
    For Example:
  • You are inside an apothecary with 5 pieces of unique master furniture (1 x chair, 1 x table, 1 x counter, 1 x bathtub, 1 x couch for example) – you will heal 6 health points per hour.
  • You are inside an internal room with 5, quality 1 pieces of unique furniture – you will heal 2 health points per hour.
  • You are inside a castle with 10 pieces of unique furniture, 5 are master and 5 are poor – you will heal 6 health points per hour.

    This state activates once health reaches 0 during combat (NOT animal attacks, see incapability below). Upon reaching a subdued state, guards and groups will automatically stop attacking. In this state you can be moved, frisked and turned on roads. Subdued characters cannot leave tiles, start projects or move through buildings. They can only roleplay, or turn around if they were made subdued while on a road. You still regenerate health over time, but cannot start projects and can only access your immediate inventory in addition to roleplaying. Animals can still attack during this state. After 24 hours, subdued characters can be made incapable with an active selection from an online player. After 48 hours, if no action to render the player incapable has been taken, subdued characters will naturally recover and will suffer no permanent injury as a result from being in only a subdued state.

    This state activates once your health reaches 0 from animal attacks or a character has rendered a subdued character incapable after 24 hours. In this state, you are unable to do anything with the exception of roleplaying. This is the state before death (including combat, animal attack, starvation, and old age). You can be healed of the incapable state by another person, providing they have medicine and a decent level of knowledge, but they could still fail which will result in death. If you survive you will not get out of it unscathed - a random grievous injury will be applied to your character with 100% success. This injury is permanent (although you can rebuild the attribute back up again). These injuries can stack. Healing someone out of incapability takes between 2 and 10 hours depending on how high your alchemy skill is. While in this state, other characters are able to drag you where they want to because you are unable to defend yourself, and they are also able to take your things (anything worn or held).

    24 hours after the time you became incapable, you (regardless of age) and other characters over the age of 14 are able to end your life at will. If guards have incapacitated you via auto-attack (because you broke the law or are a wanted criminal) then they will not attack you again, unless it's an intentional action by a player. Animals will not finish off an incapable person.

    Incapable characters do not eat automatically. Instead, upon reaching the incapable state, hunger is uplifted to 30% which will give the player 3 Real-Life days to consume something manually. This is applicable to Old Age. Unhealed, characters die after this state, which will produce a corpse with the character's description and time of death. If a character dies on the road, the body will be moved to the nearest tile based on where they were on the road at the time of death.

    Note of Doom: This is a game with permanent death. If your character dies, you will not be able to play them again unless they are brought back via special means such as necromancy, in-game plots or similar. There is also a cooldown period of a week before another character can be made.

    • combat.txt
    • Last modified: 2023/04/08 17:29
    • by poldora