Player abilities

**Player abilities**
In PeaceOff, player skills are focused on the **6 main attributes** (*vigor, power, stamina, focus, self, dexterity*), the **defence bonus** and the **3 signs/secondary attributes** (*luck, initiative, moral*) of a player.
Attributes, defence bonus and signs determine the full capacity of a player, meaning:
* their levels of fatigue
* their defence efficiency
* their attack power
* the amount of harm they can cause to the opponent
* the ability to deliver a hard strike
* the ability to dodge an attack
* the skill to cause two strikes during the same round.

Each one of the attributes, signs and the defence bonus are explained below in detail.

**Main attributes**
**Vigor**
Vigor defines a player's **health power (HP)*,*** meaning their endurance against an opponent's attack. When a player's HP bar reaches zero, the player is considered to be exhausted and cannot endure any further attacks. Before a duel is lost, players have one last chance to continue the fight by using a **release stone** (an item that boosts players with vigor units), however this can only happen once during each duel. If a player's HP bar reaches zero and the release stone doesn't work, the player exits the duel defeated. The bigger the vigor the bigger the HP a player can have. A player's HP is not linearly dependant on their vigor – in most cases, it follows a greater growing speed compared to a player's vigor. HP can also become affected by a player's experience level, but to a smaller degree and only in the early stages of their journey.
**Power**
Power defines the strength of a player's**attack**. A player's power and strenght of attack are linearly dependant (the bigger the power the stronger the attack). The strength of an attack can also be affected by the power of the player's primary and secondary weapons as well as, to a smaller degree, by the player's experience level.
**Stamina**
Stamina defines a player's capacity for **defence**. A player's defence is also affected by their **dexterity**, their **defence bonus** and their **shield**. Defence is crucial for a player's performance, as it minimizes the damage caused by an attack.
**Focus**
Focus defines a player's capacity to **dodge a hit*.*** The capacity to dodge is also affected by **dexterity***, '***luck** and **defence bonus**, and can be minimized based on the **opponent's focus** level; therefore, to avoid a strike it is important for a player to have a bigger focus than the opponent's.
**Self**
Self affects the possibility of delivering a **critical strike** or a **backstab** (a more potent form of attack) against the opponent. Similarly to focus, the capacity to deliver a critical strike can be minimized based on the **opponent's self** level. To increase their chances in delivering a hard strike, players must have a bigger self than the opponent's. A player's capacity in delivering a hard strike can also be affected by theirinitiative, their **luck** and their **dexterity**.
**Dexterity**
Dexterity affects a player's defence, their ability to dodge a hit, their ability to deliver a critical strike as well as their ability to backstab.

**Defense bonus**
A player's defence bonus is determined by the **type of their opponent** at time. Some tribes have a better defence bonus against other tribes, and some have a better defence bonus against Locums. The total defence bonus can be improved based on the technological evolution of each player. The default value of the defence bonus is 1 and is the same for players and Locums, however, as mentioned above, it may vary based on the type of the opponent. More info about the defence bonus can be found in the **Tribes** section of this page.

**Signs**
Signs are secondary attributes that can influence various parts of a player's skills or determine the level of resolve with which a player joins a fight. These signs include:

**Luck**
Luck can influence various parts of a player's skills and, compared to the opponent's luck, it can determine the **max and the min damage** that a player can cause to the opponent. Luck is one of the most significant attributes a player can have, and its value is increased as the player gains more experience. Luck affects the possibility of dodging a hit to a great extend; to a smaller degree, it can also affect the possibility of delivering a hard strike against the opponent.
**Initiative**
Initiative can affect various parts of a player's skills, especially the ability to **dodge** a hit and the ability to deliver a **double strike** during the same round. Initiative counts as a very important attribute, and its value is increased as the player gains more experience, especially if combined with an increased *moral*.
**Moral**