Combat Information

Combat in UAO is a healthy mixture of stats and freestyle Combat Roleplay(CRP). What this means is that stats aren't the all deciding factor, they are there to help establish a line of comparison between two or more individuals, but ultimately what each roleplayer has their character do, how they choose to manage their actions, how they act and react, that's what's important, the stats only allow us to better calculate and understand the outcome of it rather than limiting what that is.

When it comes to the battle being GM rum or player narrated, all comes down to the degree of difficulty. Player vs Player is always narrated among the two players in freestyle CRP, with a GM serving as a referee (if need be only). Player vs regular Monster is player narrated so long as the player isn't extremely underleveled. Player vs Mini-Boss is player narrated so long as the player is either the one level below the Mini-Boss, or same level or higher level than the Mini-Boss. Player vs Mid-Boss is player narrated so long as the player is overleveled for the fight or has enough party members to make it an easy fight. Any other situation, is a GM battle. General rule of thumb is that, if there's a real chance of the player dying in that battle, it becomes a GM battle, otherwise it is player narrated because the player will win (but do try and not make the situation too easy unless it actually should be that way, such as fighting underleveled monsters with a party).

## Stats

#### Health Points(HP)

The amount of Health a player has, very straightforward on that one. If a player's HP reaches 0, they die. If a player gets hit with an attack, they take damage from it and so their HP goes down by the same points as that present in the ATK of the opponent (or whatever their skill/ability/power provided for) (provided the user has no ability at work which increases/reduces the damage they take). HP does not always regenerate by itself, especially not in combat but even outside of combat. HP restores by 1/2 when eating meals from an NPC business; restores after drinking Health Potions; restores by 10% after taking a nap in the day time (must take at least 2 turns/non-consecutive posts); fully restores with each level up; and fully restores after sleeping in the night(meaning at the beginning of every new day). Investing Progress Points in HP does not instantly restore all lost/missing HP, it increases only the total and current HP.

#### Attack(ATK)

The offensive/damaging stat. When a player executes an attack on someone and hits, they reduce the opponent's HP by this amount (example: I have 10 ATK, the opponent has 30HP, I hit slash them with my sword, they now have 20HP left).

#### Speed(SPD)

How fast a player is. Of course this won't allow a player to move faster than the eye can see and dodge all, obviously (outside of certain abilities). What it does do is two things: Determines who attacks first/attack order; determines how many battle actions one has per turn. Those with inferior speed cannot have the first hit unless it's a successful surprise attack or there are additional factors in play, such as distractions via other players/abilities, for example.

#### Stamina(STM)

Normal attacks (such as merely cutting someone with a sword), are free to use without any Stamina costs, but Archetype active powers/abilities come with a Stamina cost (unless stated otherwise, making it a passive ability/power). Stamina fully recovers after sleeping the night away (meaning at the beginning of every new day); recovers by 10 after eating a full meal from an NPC business; restores after drinking Energy Potions; restores by 1 after taking a nap in the day time (must take at least 2 turns/non-consecutive posts); restores by 10 after leveling up. Investing Progress Points in Stamina does not instantly restore all missing/lost Stamina, it only increases the total and current Stamina. If you lack the Stamina for it, you cannot use the Archetype ability.

## Pain

With the body being virtual, along with everything happening in the game, the player feels much less pain than they should, even something like having their arm chopped off or getting trampled by an elephant would feel as the real life equivalent as just stubbing their toe on the corner of the bed. Pain also goes away faster, but there is no immunity to pain, there's at least enough for the player to be aware they were hit.

## Combat Actions

Combat Actions are specific kind of actions one takes during combat, with the amount available being determined by Speed. If the user has less Speed than their opponent, the user only has 1 Battle Action, and can only make their battle action after the opponent already made theirs. If the user has the exact same speed as the opponent, they both have 1 Battle Action, but they take turns in who goes 1st (so player A goes first on Turn 1, then player B goes, then player B again as it is Turn 2, then player A goes, repeat).

If the user has more speed than their opponent, obviously they go first, but if the Speed difference is big enough, the player has more Battle Actions. Specifically, the Player has 2 Battle Actions if they are twice as fast as the opponent, 3 Battle Actions if thrice the speed, so on infinitely (ex: Player-A has 100 Speed, Player-B has 1 Speed, that means that not only does A go before B, but also that Player-A has 100 Battle Actions since they are 100x faster than Player-B).

#### What is considered a Battle Action?

* Attacking.
* Using an offensive Archetype ability(a power that deals damage to others in exchange for Stamina).
* Consuming a Potion.
* Parrying.
* Required charging for certain abilities (if it says it takes up the entire turn, then it consumes all Battle Actions, not just one, and you can't be attacking before charging in the same turn, unless the ability specifically states you can).
* Accessing the satchel to swap weapons.

## Dodging and Blocking

There is no hard rule nor stat for dodging and blocking hits, it all comes down to strategy, CRP, how things are played out. General rule of thumb though, if you are attacking this turn, you're generally leaving yourself opened to be attacked and that should make it harder for you to dodge in the next turn, but of course not all cases are crystal clear on this and so we'll go on a case-by-case basis for it. As for blocking, it rather comes down to how it is played out, although Parrying costs a Battle Action, and if you only have 1 of those per turn, you'll be sacrificing your ability to attack that turn in order to block away the damage. That said, parrying isn't the only way to block a hit, and if no other way costs Battle Actions... That means it's time to get creative!

## Critical Hits and Accuracy

There is no set stat/percentage for neither Accuracy nor Critical Hits. We'll play it on a case by case, freestyle CRP basis on that one, with the natural assumption that the way someone does a hit makes it harder/easier for it to hit/miss (example, if someone fires an arrow from deep cover at a completely unsuspecting target with their back turned, this will obviously hit, but if someone with a sword comes charging in, yelling several miles ahead of time, with their sword overhead in striking motion, it becomes more than obvious what they are going to do and thus easier for the target to just dodge). Conversely, players cannot do Critical Hits (aside from the Martial Artist ability of the same name) because those are not real bodies but virtual ones, ruled by game logic.

Body limbs, such as arms and legs, can still be dismembered with enough force and the right set of targeting, but this is rather difficult to pull off and is decided on a case by case basis.

## Weapon Use and Swap

Weapons have no restrictions other than Levels (meaning a Level 10 Player cannot use a Level 15 Weapon). This means that regardless of what Archetype a player chooses, they will not be locked out of using any weapon they choose to. Though they are asked to pick a starting weapon, this is merely a free weapon they get, they can simply go into a weapon store and buy a new weapon from there, or loot one off of monster drops(if they are lucky), and even if the new weapon they get is completely different from the starting one, they can use it, penalty and restriction free!

Still, when it comes to swapping weapons, that's a different story. Weapons cannot be stored in the inventory directly, they must be placed in an item, a magical bag called "satchel", which has endless space within it. If a user doesn't want to have their weapon around, they have to put it in the satchel and then put the satchel in the inventory. This means that stored weapons take time to find and swap, thus it consumes a Battle Action. That said though, the player can carry weapons on their body as they would in real life (through the use of holsters and sheathes), and any weapon that is strapped to their body, can be swapped into freely without costing a Battle Action... Just keep in mind on the limitations of the Human body, even if weapon weight doesn't exist in UAO, there's only so much you can strap to yourself before you cut off your own movements. Ideally, only carry two different weapons on yourself, or three if they're all small.

## Unarmed Combat and Environment use

Players are allowed to use any objects in their surroundings, as well as their fists and kicks as a means of combat, though this will not receive any stat bonuses they get from weapons (unless they are Martial Artists). If a player is using hand-to-hand combat weapons, such as brassknuckles, grieves, gauntlets, etc, it isn't considered Unarmed Combat and thus gets all the stat bonuses from it (if any). Because of this, there is no option for those kind of weapons as the initial/starting weapon, as there would be no point in that since it gives no stats to begin with.

## Ranged/Thrown Weapons

Though there is no accuracy stat, if a player throws small weapons such as kunais, throwing stars, knives, etc but without the aid of certain abilities (like from Jumper or Psionic), the attack is more likely to fail than with a normal close up attack. Furthermore, Ranged Weapons, such as bows and arrows, crossbows and the like, are limited by ammo, which they can buy at any weapon vendor for the constant price of 15 credits for every 100 ammo(arrows, whatever applies). This does not include the Cyberpunk's revolver, which is faster and thus harder to dodge, but also doesn't have ammo for sale anywhere.

## Running away

If a player successfully runs away from an enemy they were fighting against, well obviously the player who ran away doesn't get any rewards for it. On the other hand, if a player is fighting against an enemy, and it is the enemy who successfully runs away from the player, it will be counted as if the player won and thus the player will collect all appropriate rewards for it, including loot and XP. World Bosses running away counts as a loss, not a victory. Villains running away also does not count as a win but rather a tie, wielding no rewards either. Floor Bosses never run away no matter what.

## Archetype Abilities/Powers

As you might have seen in Archetypes already, all of them come with their own set of cool powers and abilities. Some are passive, meaning they are on constantly and require no activation from the user's part, as well as costing no Stamina for it. Others are active, meaning they require the user to intentionally use it, something that doesn't happen every living moment, which may or may not cost Stamina. Offensive Abilities are those that cost Stamina in order to deal damage, such as the Fire Breather's Fire Flash, for example. Those also take up a Battle Action. Abilities that boost your stats (or someone else's stats), or just inflict status effects (like poison) but without dealing damage outside of the Status Effect, do not count as Offensive Abilities, and thus do not take up any Battle Actions to perform... So the general rule is that if you're inflicting damage on someone through the direct use of your abilities, that will take up Battle Actions as well, but if no damage is being dealt to the opponent outside of status effects and Damage Over Time (DoTs), then it does not take any Battle Actions to do.

## Status Effects

#### Burn

Those who are burned will lose HP every turn for the duration of burn. The duration varies depending on what inflicted this status effect. The damage the player takes is always 10% their HP.

#### Poison

Poisoned players will lose HP every turn. Poison lasts 4 turns by default, unless the Forest Druid's "Toxic Healing" is in effect. The amount lost per turn is equal to 10% of the HP of the one who inflicted the poison. Example, if Player-A who has 200HP, poisons Player-B who has 100HP, then player-B will lose 20HP every turn for 4 Turns. Unlike Burn, Poison can be stacked in terms of damage, provided more than one source is inflicting the poison (example, if Player-A gets poisoned by Player-B, Player-B hitting with poison again will only reset the duration timer, but if Player-C joins in to also poison and already poisoned Player-A, Player-A will then take damage from both Player-B and Player-C's poisons, with the duration resetting back to the default).

#### Paralyzed

Generally only lasts a single turn, but it leaves the affected player unable to move during that one turn they are paralyzed.

#### Confused

Targets who are confused will look dizzy, and their actions will be decided by luck. There are 4 possible outcomes that a confused target (player or not) will take, with equal (25% chance each).

1. The confused being will do nothing for that turn.
2. The confused being will attack their intended target.
3. The confused being will attack their own allies that turn, thinking they are actually the intended target.
4. The confused being will attack itself somehow.