Chapter 1-eng

Player skills
In Peace Off, 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 and 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 r**elease 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 Health Power 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. A player's focus is also affected by their *dexterity* and *luck*, 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 their *initiative*, 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.

**Defence bonus**
A player's defence bonus is determined by the type of their opponent at time. Some tribes have a better defence bonus compared to others, and some have better a defence bonus against Locums. The total defence bonus can be improved based on the technological evolution of each tribe. 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 determination 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**
Moral is the only attribute that affects a player's **fighting mood**, i.e. their will to continue or give up a duel. Moral is decreased during a duel, and when its bar reaches zero the player exits the duel disheartened. Before a duel is lost, players have one last chance to continue the fight by using a **release stone**, however this can only happen once during each duel.
Choosing tribes
Each player can choose one of the 3 most populated, human-like tribes of Tetractys and carry out the journey as a Pi-rait, a Nin-zza or a Zom-bee. The name of each tribe dates back to previous cycles of prosperity/decadence on Tetractys. In the continent's ancient language, the word 'Pi-rait' was used to describe the 'siblings of the sea'; 'Nin-zza' was used to characterize 'those who love trees', while 'Zom-bee' meant 'the voice emerging from earth'. The three Tribes of Tetractys must have initially appeared in the areas described by their ancient names; later on, and through the interchanging cycles of decadence and prosperity, the tribes were mixed. Today, they are found spread across the continent.

**Differences between tribes**
The three Tribes of Tetractys vary in their physical appearance as well as their defense bonus; the defense bonus of each tribe is determined by the opponent, i.e on whether a Pi-rait, Nin-zza or Zom-bee has to face in battle a member of a different tribe or a Locum. The defense bonus of each tribe, based on the opponent at time, is explained in the following table:

tribe

 **Nin-zza** | +0
 **Zom-bee** | +0

The default start price of each tribe's defense bonus is 1. This price can be increased up to 2 based on each player's technological evolution. The defense bonus at any given time includes the prices presented in the table above.
In detail:
* Pi-raits have a clear advantage in battles against other tribes; they acquire a positive bonus against Νin-zaas; meanwhile, no tribe has a positive bonus against Pi-raits. Pi-raits, however, are the only tribe that has a negative bonus against Locums, and so they are at a disadvantage when in battle with them. The Pi-rait Tribe is a good choice for PvP battles but a rather risky one for battle-missions.
* Nin-zzas have a positive bonus against Zom-bees and a negative bonus against Pi-raits, so their advantage against Zom-bees is balanced out by their disadvantage against Pi-raits. They have no benefit or damage against Locums. The Nin-zza Tribe is a safe and balanced choice, providing equally good chances in PvP battles and battle-missions.
* Zom-bees have a negative bonus against all tribes (both Pi-raits and Nin-zaas). They are at disadvantage when in PvP battles, however this is balanced out by their great advantage in battle-missions, as they acquire +0.5 more Defense Bonus against Locums.

**Which is the best tribe?**
The defense bonus variations between Tribes cause Zom-bees, Pi-raits and Nin-zzas to have differences in the way their characters are developed.
If a player wishes to update their XP levels fast, then the right choice is to become a **Zom-bee**. Zom-bees have a clear disadvantage when in PvP battles; a fast leveling, however, will improve a Zom-bee's total attributes and balance out their disadvantage in PvP battles. That being said, due to the fact that a player's build plays a key role in tournaments (i.e., the ability to achieve a win in an arena as distant as possible, against an opponent that's as strong as possible), Zom-bees will always have a small disadvantage.
If a player wishes to triumph in PvP battles, then the wise choice is to join the **Pi-raits**. Being a Pi-rait equals to a slower level up compared to Zom-bees and to a disadvantage when fighting against Locums; this drawback, however, can be balanced out by a better ranking in tournaments, which gives Pi-raits an advantage in PvP battles, combined with a faster technological evolution that a Pi-rait will have thanks to a bigger Glory.
**Nin-zzas** are certainly the most balanced players. The advantage that Nin-zzas have in PvP battles against Zom-bees is balanced out by their disadvantage in PvP battles against Pi-raits. Nin-zzas have neither a positive nor a negative coefficient against Locums. Their lack of weak spots makes them an ideal choice for those who don't wish to try extra hard in order to maximize their performance. Being a Nin-zza guarantees a steady progress in Peace Off and a good number of chances to win a tournament and various events.

Player Equipment
Players start their journey with a number of skill points that are shared among their 6 main attributes and 3 special signs (200 points for each one of their main attributes, 15 points for their Luck, 15 points for their Initiative and 25 points for their Moral). Players can also visit the store to purchase equipment items, which help boost their attributes (but not their signs). Both signs and attributes can be further increased by placing Stones on belts and weapons (should players own a socketable weapon). More details on how to obtain and use equipment items and other objects of Peace Off can be found in the Items section of this page.

Battle Mechanics
The mechanics of all fights are more or less similar, regardless of the opponent (whether a player has to fight against another player or a Locum makes no difference). The order of attack is determined at random but may be influenced by the technological evolution of the player. Players may deliver a second attack during the same round, if their individual statistics support it. After a player delivers an attack the next player follows the action, and so on.

**Chances of winning**
Before entering a battle, players are given the following statistics (which are calculated before the beginning of the fight):
* The maximum damage that the attacker can cause
* The minimum damage that the attacker can cause
* The possibility of the attacker delivering a second attack during the same round
* The possibility of the attacker delivering a critical strike
* The possibility of the attacker delivering a backstab
* The possibility of the attacker dodging a hit

The amount of damage that the attacker can cause is a random number between their max and their min damage. A player's capacity to deliver a critical strike or a backstab is determined by a fixed number, based on both players' attributes; this number is determined as a multiple of the max damage.

**The importance of Moral**
With every successful hit (i.e. a hit that the defender couldn't dodge) the defender loses 1 point of Moral. With every successful critical strike or backstab the defender loses 2 points of Moral. If the defender dodges a hit they maintain their total amount of Moral points.
The fight ends when:
* The HP of one or both players reaches zero (the player is exhausted and cannot endure any further attacks).
* The Moral of one or both players reaches zero (the player exits the battle disheartened).

In any of the cases mentioned above, players can use the equivalent Release Stones, which provide and extra 10% on their initial HP or their initial Moral, so that they can continue to fight. Release Stones can be used only once during each fight (one Release Stone per player), to boost either the HP or the Moral of a player (but not both).

Missions and Rewards
Players can carry out different types of missions on the map of Tetractys, from the very beginning of their journey. Carrying out missions rewards players with XP points and gold. Occasionally, players can receive equipment, tools, codices, stones or even precious dies as a reward. If a mission is allocated in a region of the last realm that a player has reached, the chances of winning extra items are increased.
To carry out any kind of mission players must spend a certain amount of energy. A player’s energy is renewed continuously, with a starting rate of 12 units/hour (1 energy unit every 5 minutes). However, this energy renewal has a limit (100 units at the beginning of the journey). The speed with which a player’s energy is renewed and the energy renewal limit can be improved, mostly with the use of technologies.
Missions are divided into easy-peacy and battle missions.

**Easy-peacy missions**
Easy-peacy missions appear in specific regions across a realm, and they include simple works that players can complete straight away. Easy-peacy missions are defined by the amount of energy that is needed for the mission to become completed and the recovery time that is needed after the mission is completed (time during which a player cannot enter another mission or fight). The rewards for joining an easy-peacy mission are defined by the same parameters: the longer the mission the bigger rewards a player will receive for completing it. The initial duration and energy amount needed for a mission (whether a easy-peacy or a battle mission) can be minimized with the use of special boosters. More details about boosters and their use can be found Boosters. Every easy-peacy mission provides details about the given reward, if players manage to complete it.

**Battle missions**
In battle missions, players have to fight against Locums, Dim-bo-o's natural allies. The type of Locums that players come across depends on the region that players act at any particular time. In the first two regions of each realm players might have to face only Anon Locums (or just choose an easy-peacy mission, so that they won't have to fight). Every 3 regions of a realm players will come across an Evergreen Locum, which they will have to overthrow in order to gain the right to proceed to the next region of the realm. The journey continues until players reach the 12th region of a realm, where they meet a Mother Locum outside the local arena. After this Locum is defeated (and should the player acquire the necessary technological evolution) players can continue their journey to the next realm.
Evergreen Locums have the ability to be reborn through an egg, which they lay on the battlefield after losing a battle. When players revisit the same battlefield they come across a new Evergreen Locum that is slightly stronger compared to the one they previously defeated. This egg-laying ability does not apply to Mother Locums; once they lose a battle, Mother Locums exit the battlefield and can never return to the freed arena.
Battle missions are also defined by the amount of energy that is needed for the mission to become completed and the recovery time that is required after the mission is completed (time during which a player cannot enter another mission or battle). Every battle mission provides details about the given reward, should a player complete the mission successfully. When players come face to face with a Mother or an Evergreen Locum, they are already informed about their opponent’s power level (however, a full access to the opponent's skills is given after the battle has begun). In missions where players come across Anon Locums, the power level of the opponent is not revealed and players can only know the spectrum in which the opponent's power can be set. Based on this power spectrum, battle missions against Anon Locums are divided into three categories: The Hot Potato , the Albert’s Call and the Tin Pants missions.
* **Hot potato missions** have a wide power spectrum, which results to the possibility of the opponent being much stronger than the player. They commonly provide the best rewards and high chances for players to win extra loot.
* **Albert’s Call missions** also involve a wide power spectrum, but not as wide as the one found in Hot Potato missions. Choosing an Albert’s Call eliminates the possibility of a player facing a much stronger opponent. These missions, however, do include a certain amount of risk. Rewards are generally good, same as the chances of winning extra loot.
* **Tin pants missions** have a narrow, almost non-existent power spectrum that allows players to have an accurate knowledge of their opponent’s power, hence organise their attack more safely. Tin Pants, however, have the smallest rewards compared to other types of missions and low chances of winning extra loot.

The suitable strategy for each player is defined by many aspects, and mainly by a player’s ability to win in their chosen battle mission. Choosing Hot Potato missions and failing to win them does not form an effective strategy. The best choice for a player is to strive for a mission that will most probably be won. Players can always travel back to previously visited regions and realms and undertake any kinds of missions, whether easy-peacy or battle missions; however, as said above, the chances of winning extra loot are minimized if missions do not take place in a region of the last realm that a player has reached.

Daily Pushback Events
**Start and progress of an event**
Every day, and occasionally twice a day (every 18 hours on average and not less often than 6 hours between events) Dim-bo-o sends hordes of Jesters to remind the people of Tetractys of global peace. A basic feature of Jesters is their big and cheery noses; the goal for players is to kick Jesters out of the realms and take their noses as loot. In order for players to take noses they must first choose a team of Jesters situated in a realm, force them to flee and then take as many noses as possible.
The power of Jesters is increased as players move from one realm to the next, and so players have to choose wisely which team of Jesters to attack in order to secure a victory against them. Choosing to fight a weak team of Jesters will most probably lead to victory; however, most Jesters will leave the battleground by fear, taking their noses with them and leaving small loot for the attacker. The most effective strategy for players is to carefully choose a realm where they can defeat Jesters but also win as many noses as possible.
Attacks against Jesters are followed by a recovery time on behalf of players, in order to rest before initiating the next attack. The recovery time varies based on the Jesters’ powers and is increased when players act in more distant realms. A player’s recovery time starts from 1 minute in the first realm and can reach up to 6 minutes in the last realm. Daily Pushback Events take place in realms where the arenas are freed and where at least 100 players have access. Players are notified for the number of Jester teams that have taken over a realm. An event is completed when all Jester teams are driven out of every realm. The loot taken from each realm counts individually for every player; the ranking between players is formed based on the number of noses they collect from each realm, and based on their ranking players receive the equivalent prizes and rewards.
Players also compete on the total amount of noses they manage to collect, regardless the realm the noses were collected from, and the winner receives extra rewards. Meanwhile, a ranking board is created to demonstrate the positions of Guilds, based on the number of noses that their members collected. More details about prizes and rewards can be found on this page.

**Rewards**
Players who participate in Daily Pushback Events are ranked based on the number of noses that they collect from each realm (noses are collected from realms where players have defeated at least one team of Jesters). The reward includes a number of XP points and an amount of gold coins; meanwhile, the total reward may vary based on a player’s finishing position in a particular realm and their game level. If players participate in more than one realm, they acquire a different ranking in each one of these realms and receive their rewards collectively. Also, players who participate in the same event, regardless of their ranking, receive an equipment-item, with a level 10% higher than the player’s level.
The first 10 players of each realm and the player who has collected the most noses across all realms receive the following extra rewards:
* The 1st player of each realm receives a winner's gold cap, 50 dies, 3 codices and 3 random tools; they also win a stone and an equipment-item, both of which have a level that’s 25% higher than the player’s level.
* The 2nd player of each realm wins 10 dies, 2 codices and 2 random tools; they also receive a stone and an equipment-item, both of which have a level that’s 25% higher than the player’s level.
* The 3rd player of each realm wins 1 codex and 1 random tool; they also receive a stone and an equipment-item, both of which have a level that’s 25% higher than the player’s level.
* Players ranked between the 4th and 10th position receive a stone and an equipment item, both of which have a level that’s 25% higher than the player’s level.
* The player who collects the most noses across all realms receives a winner's gold cap, 150 dies, 5 codices, 5 random tools, 2 stones with levels 25% higher than the player's level and a rare equipment-item. If this player is also ranked between the 1st and 10th position in a realm, they receive their rewards collectively, i.e as a winner of all realms plus a finisher between the 1st and 10th position in each one of the realms.

Players also receive XP points and gold coins based on their Guild’s ranking in a Daily Pushback Event and their individual game level. The first 3 Guilds and their members receive the following extra rewards:
* The 1st Guild wins a gold cap and 200 dies. Each member receives 1 codex and 3 random tools.
* The 2nd Guild wins a silver cap and 100 dies. Each member receives 2 random tools.
* The 3rd Guild wins a bronze cap and 50 dies. Each member receives 1 random tool.

**Eager Beaver scroll**
Based on the number of winner’s caps they have won, players receive an Eager Beaver scroll, which proves their constant and successful presence in the game. These scrolls are given to:
* Players that occupy the first 5 positions of a realm
* Players that occupy the first 10 positions of a realm
* Players that occupy the first 15 positions of a realm
* Players that occupy the first 20 positions of a realm
* Players that occupy the first 30 positions of a realm
* Players that occupy the first 50 positions of a realm
* Players that occupy the first 100 positions of a realm

and
* Players that occupy the first 3 positions across all realms
* Players that occupy the first 5 positions across all realms
* Players that occupy the first 10 positions across all realms
* Players that occupy the first 15 positions across all realms
* Players that occupy the first 20 positions across all realms
* Players that occupy the first 25 positions across all realms
* Players that occupy the first 30 positions across all realms
* Players that occupy the first 50 positions across all realms

The same scrolls are given to Guilds who have won:
* 5 caps in total
* 10 caps in total
* 15 caps in total
* 20 caps in total
* 30 caps in total
* 50 caps in total
* 100 caps in total
* 150 caps in total

and
* 3 gold caps
* 5 gold caps
* 10 gold caps
* 15 gold caps
* 20 gold caps
* 25 gold caps
* 30 gold caps
* 50 gold caps
* 80 gold caps

The moment of truth: Happy Week
Freeing one arena after another will alarm Dim-bo-o and push him to activate his ultimate instrument of control, the almighty Lofty Locums. Lofty Locums are Dim-bo-o’s strongest allies, creatures of absolute endurance, great strength and resistance. One of their basic features is their ability to grasp on their opponent’s weakness and adjust their defence bonus, to save their energy; Lofty Locums increase their defence bonus when they sense that their opponent is strong and decrease it to minimum when their opponent is weak.

**When does Happy Week begin?**
The absolute endurance of Lofty Locums against their opponent’s strikes comes with a price; Lofty Locums are the slowest creatures of planet Froso and Dimb-o-o can only call for their help at specific times. Based on this limitation, Dim-bo-o has decided to call for Lofty Locums when he sees that the 10th, 18th and 25th arenas are freed; when the 30th and final arena is freed, Dim-bo-o will make his last attempt to maintain peace and send there every Lofty Locum that’s available at that moment. When the above milestone-arenas are freed, Lofty Locums will be placed in all previous arenas. For example, when the 10th arena is freed, Lofty Locums will take their positions in arenas 1 to 9; when the 18th arena is freed, Lofty Locums will take their positions in arenas 1-17, and so on. The placement of Lofty Locums requires some time and is always activated in the beginning of the week that follows the freeing of a milestone-arena (if, for example, the 10th arena is freed on a Thursday, the event will start at 24:00 Sunday/ 00:00 Monday).
If players manage to banish the intruders from every reoccupied arena, Happy Week is terminated. If Lofty Locums are not banished, they remain in the arenas of Tetractys, inhibiting any kind of activity, like practice-fights between players and battles against Mother Locums (tournaments between Guilds, map missions and battles against Anon and Evergreen Locums are continued as per usual). Also, while Happy Week lasts Dim-bo-o cannot send any Jesters to Tetractys, therefore no Pushback Events take place.

**How to tackle a Lofty Locum invasion**
Players can attack Lofty Locums through every arena. In order to carry out an attack, players must consume 1 point of energy and spend 4 minutes for recovery, until they’re able to make their next attack. The recovery time can be reduced by 25% (3 instead of 4 minutes) or 50% (2 instead of 4 minutes), based on the player's boosters. The required amount of energy (1 point) cannot be reduced and stays the same.
Lofty Locums can endure many attacks until they are completely defeated. The amount of HP that Lofty Locums possess in the beginning of a battle is reduced after every attack, and this reduction is based on the damage that players succeed against them during a battle. Lofty Locums endure every new attack with the HP they have left from the previous attack, which means that eventually, after consequent attacks Lofty Locums become exhausted and exit the battleground defeated. This fact, however, does not make things easier for players; Lofty Locums also possess the ability to recover 10% of their HP every 24 hours (though they can’t increase their remaining HP enough to surpass their initial HP). This recovery of their HP creates the following complication: if players cannot minimize more than 10% of every Lofty Locum’s HP within 24 hours, the creatures will appear the next day with their HP restored, trapping players into an endless and hopeless effort.
As a result, the heavy load of dealing with Lofty Locums falls on the shoulders of Guilds, the members of which must plan and carry out their utter destruction. Players are advised to comply with their Guilds’ commands and not attack Lofty Locums at random if they want to produce results. When every Lofty Locums’ HP reaches zero (or if their moral reaches zero during an attack, which is harder due to them having an extremely high moral and entering a battle with their initial moral, regardless of how much they lost in the previous battle), Locums exit the battleground and the arena is freed. When this happens in every occupied arena, Happy Week is completed.

**Winners and prizes**
The damage that each Guild has caused is calculated after a Lofty Locum exits the battleground defeated. The Guild that has caused the biggest damage to the defeated Lofty Locum is considered the liberator of the arena the battle took place at. The Guild that frees the most arenas is the winner of Happy Week and receives the honorary title of the “No Happy Lofty”. Guilds are then ranked on a scoreboard, based on the number of arenas they have freed. In case two or more Guilds manage to free the same number of arenas, the ranking between them is arranged based on their members’ total damage in each of the arenas.
Players are also ranked based on the total damage that they caused to Lofty Locums in all arenas collectively. The player who causes the biggest damage receives the honorary title of the **VIP** (Very Important Player).
Players are rewarded with XP points, glory points and gold coins, based on the ranking of their Guild and their individual positions on the players’ ranking board. Guilds are rewarded with prestige points, and these points count in the weekly guild tournament. Rewards also depend on the sequence of the Happy Week events. Every next event gives twice as many benefits as the previous one.
The first 10 Guilds and their members also win the following prizes:
* The 1st Guild wins a gold cap and the right to a daily extra attack in the Guilds’ tournament; this right, however, means that the Guild can undergo as many attacks as possible from other Guilds. Each member of the 1st Guild wins 100 codices, regardless of their individual ranking.
* The 2nd Guild wins a silver cap; each one of the Guild’s members wins 50 codices, regardless of their individual ranking.
* The 3rd Guild wins a bronze cap; each one of the Guild’s members wins 20 codices, regardless of their individual ranking.
* Guilds ranked between the 4th and 10th position win memento ribbons; each one of the Guild’s members wins 10 codices, regardless of their individual ranking.
* The best player receives an extra reward of 200 codices (if this player deserves a reward from their Guild’s ranking, this reward will be added to the player's individual reward, meaning the player will receive 300 codices in total if the Guild the belong to is ranked in the 1st position).