Player and missions

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**
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
Players can choose to join one of the 3 most populated, human-like tribes of Tetractys and carry out their journey as **Pi-raits**, **Nin-zzas** or **Zom-bees**. The name of each tribe dates back to previous cycles of prosperity and 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** and '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 spread across the continent.

**Differences between tribes**
The three tribes of Tetractys vary in their **physical appearance** and their **defence bonus**; the defence bonus of a 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 defence 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 value of each tribe's defence bonus is 1. This value can be increased up to 2 points based on the player's technological evolution. The defence bonus at any given time corresponds to the values presented in the above table.
In detail:
* Pi-raits have a **clear advantage when fighting** **against other tribes**; they have 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**, which means they are at disadvantage when fighting against them. The Pi-rait tribe is a good choice for PvP fights 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 fights and battle missions.
* Zom-bees have a **negative bonus against Nin-zaas**. They are at disadvantage when in PvP fights, however this is balanced out by their great advantage in battle missions, as they acquire **+0.5 more defence bonus against Locums.**

**Which is the best tribe?**
The defence bonus variations between tribes create differences in the way the characters of a Nin-zza, a Zom-bee and a Pi-rait are developed.
If players wish to update their **XP levels fast**, then the right choice is to join the **Zom-bee tribe**. Zom-bees have a clear disadvantage when in PvP fights; a fast level-up, however, will improve a Zom-bee's total attributes and balance out their disadvantage in PvP fights. That being said, due to the fact that a player's *build* plays a key role in tournaments (i.e., the ability to achieve victory 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 players wish to **triumph in PvP fights**, 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 Nin-zzas due to their 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 fights, combined with a faster technological evolution that a Pi-rait will have thanks to a **faster glory gain**.
**Nin-zzas** are certainly the **most balanced players**. The advantage that Nin-zzas have in PvP fights against Zom-bees is balanced out by their disadvantage in PvP fights 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 PeaceOff 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 if players place **stones** on their belts and weapons (should they 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 players. 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 fight, players are given the following statistics (which are calculated prior to 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 didn'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 player reaches zero (the player is exhausted and cannot endure any further attacks).
* The moral of one player reaches zero (the player exits the battle disheartened).

In any of the cases mentioned above, players can use the relevant **release stone**, which provide an extra 10% on the player's initial HP or their initial moral, so that they can continue to fight.The use of a release stone is available only in PvE fights and not in PvP fights**. Release stone** can be used only once during each fight 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 per 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 capacity limit can be improved, mostly with the use of technologies.
Missions are divided into **easy-peacy** missions and **battle** missions.

**Easy-peacy missions**
Easy-peacy missions appear in specific regions across a realm, and 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 that are needed for a mission (whether an 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. 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 a realm players might have to face only **Anon Locums** (or just choose an easy-peacy mission, so that they won't have to fight). In 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 from an egg**, which they lay on the battlefield after losing a battle. When players revisit a battlefield where they had previously defeated an Evergreen Locum, they come across a new Evergreen that is **slightly stronger** compared to the one they defeated. This egg-laying ability does not apply to Mother Locums; once they lose a battle, Mother Locums **never face the same player** in 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 players cannot enter another mission or battle). All battle missions provide details about the given reward, should players complete them 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 review of 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 may result to the opponent being much stronger than the player who chooses the mission. 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 the 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, give the smallest rewards compared to Hot Potato and Albert's Call 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 succeed in the 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 Tetractians 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, 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 of which 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.

**Rewards**
Players who participate in Daily Pushback Events are ranked based on the number of noses that they collect from **each realm** (noses can be 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 are ranked (separately) 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 that's 10% higher than their individual 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**
Players who have won a certain amount of caps also 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 positions of a realm 5 times
* Players that occupy the first positions of a realm 10 times
* Players that occupy the first positions of a realm 15 times
* Players that occupy the first positions of a realm 20 times
* Players that occupy the first positions of a realm 30 times
* Players that occupy the first positions of a realm 50 times
* Players that occupy the first positions of a realm 100 times

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

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 and stamina**, to save 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 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 12th, 18th and 24th arenas of a realm are freed; when the 30th and final arena is freed, Dim-bo-o will make his last attempt to maintain peace and send to all previous arenas 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 12th arena is freed, Lofty Locums will take their positions in arenas 1 to 11; 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 time and is always activated in the beginning of the week that follows the freeing of a milestone-arena (if, for example, the 12th 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. Also, while Happy Week lasts Dim-bo-o cannot send any Jesters to Tetractys, therefore no Push-back events take place.

**How to tackle a Lofty Locum invasion**
Players can attack Lofty Locums in any realm they have defeated the Mother Locum. In order to carry out an attack, players must consume 4 points of their energy and spend 2 minutes for recovery, until they’re able to make their next attack. The recovery time can be reduced by 25% (90 seconds instead of 2 minutes) or 50% (1 minute instead of 2 minutes), based on the player's boosters. The required amount of energy (4 points) cannot be reduced by any booster.
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 remaining HP every 24 hours** (though they can’t increase their remaining HP enough to surpass their initial HP). This HP recovery 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 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 most damage to the defeated Lofty Locum is considered the liberator of the arena the battle took place in. The Guild that frees the most arenas is announced winner of the 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 the 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 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 **an extra daily attack in the Guilds’ tournament**; however, this 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 member of the Guild wins 50 codices, regardless of their individual ranking.
* The 3rd Guild wins a bronze cap; each member of the Guild wins 20 codices, regardless of their individual ranking.
* Guilds ranked between the 4th and 10th position win honorary ribbons; each member of the Guild 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 they belong to is ranked in the 1st position).

**Strategy to achieve maximum damage**
There are some simple suggestions about Happy Week and how players will achieve maximum damage to Lofties. Most important notice is to use their energy points for Lofties attacks and not for missions on map. The rewards in the end of the event worth the lost energy and their time most of the time.
**There are also some tips about the best build:**
1. Usually players do the most damage in their highest possible realm. It is easy to check it. They can do 2-3 investigative attacks to all possible realms and write down the average damage for each.
2. Usually the most damage can be achieved using second weapon instead of shield.
3. Vigor and stamina play minor role. The important of attributes and signs are usually following this order: Focus, Self, Luck, Moral, Initiative, Power, Dexterity and finaly Stamina and Vigor.
4. It is important to use stones on your belt (choosing from the above list and order).
5. It is also important to use your best weapons (but not shield) and use tailor to change your attributes.
6. Your strategy is better to be decided together with your guild's leadership. Your guild final position is very important for you too. The higher your guild rank, the higher your rewards.