Combat

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Given the lack of time for effective governmental and legal systems to emerge on the nascent colony, daily life on Phiela can be extremely dangerous. Colonists are encouraged to take active measures to defend themselves from thugs, criminals and gangsters at all times.

One way to ensure the personal safety of your avatar is by purchasing a suit of PXSG armor from the Phiela Exchange, which offers a reasonable amount of protection from most basic weapons. More advanced armor and weaponry can be discovered, fabricated or purchased as your avatar progresses.

Players have the ability to engage in combat with one another. The result of such confrontations is highly dependent on the relative skill proficiencies of the combatants, as well as the type of weapons and armor each has equipped. If the initiator of the combat encounter emerges victorious, two options are available: Leave and Mug. In both cases, if the defeated player was signed in to an academy course or job, the time spent in the hospital following a combat loss is deducted from the accumulated time credits.

The Leave option results in a longer hospital stay for the defeated player and more skill gains for the victor, but no cash or items are looted.

The Mug option allows the victor to steal a portion of the defeated opponent's cash and items, but results in lower skill gains for the winner and a shorter hospital stay for the loser. If the initiator of a combat encounter is defeated, the defender will automatically mug the opponent.

A combat encounter with another player can be initiated in several ways. The easiest way is to simply visit the target player's profile and click the Attack button at the top of the page, which will bring you to the combat lobby. Alternatively, combat can be initiated directly from the combat lobby page by entering the target player's avatar name in the search box. Note that the target player must have at least 50 health points in order to be attacked, and must be in the same location as your avatar.

The stamina cost for initiating a combat encounter is 20.

A combat encounter consists of a series of rounds in which each player has one attempt to damage the opponent. The order in which players attack each round is random, with each player having an equal chance of attacking first for the current round.

The combat interface offers two options: manual or automatic combat. Manual combat offers several options during each combat round: Attack and Flee, as well as the ability to switch weapons. The Flee option allows the attacker to attempt to run away from the opponent if the encounter is going badly. The success of this flee attempt depends on several factors, including the current relative health & stamina levels of the combatants, as well as certain skill levels.

The skill rewards received from combat are awarded on a sliding scale, based on the opponent's Combat Rating in relation to your own.

At any time during manual combat, you can click the Auto button, which will speed through the rest of the combat rounds very quickly. If your avatar emerges victorious, the Leave and Mug buttons will be activated and you can choose what to do with the defeated opponent.

Critical hits are possible during combat encounters. Every successful attack hit has a small chance of causing 50% extra damage to the opponent. The chance for scoring a critical hit is mostly random, but is also slightly improved by having higher levels in certain applicable skills in relation to the opponent. In the combat interface, critical hits are noted by the damage amount on a successful hit being highlighted in bold red text.

IMPORTANT NOTES
  • Once you begin combat, you cannot load any other game pages until the combat encounter is completed. If you do so, you will automatically forfeit the combat encounter and will be mugged and hospitalized. Note that this applies even if you have another FinalEscape page open in a different browser tab. ANY navigation by your account other than on the combat page during an active combat encounter will result in immediate forfeit.

  • In order to prevent repetitive bashing, attacks on a particular player can only be made once every 3 hours.

  • Once attacked by a player (regardless of the outcome), a defender is immune to being attacked by any other players for 15 minutes.

  • Players with a Combat Rating of 10 or higher cannot attack players with a Combat Rating below 10. This protection allows new players (i.e. those with a CR < 10) to engage in combat with one anoter and experience the basics of the FinalEscape combat system without exposing them to excessive bashing from players who are much more skilled and better equipped.

Information taken from the Official Game Guide.

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