⚔ī¸Combats

Description

When a Vampire hunts, it enters a state where all its senses are sharp and it cannot be controlled. Once the hunting starts (when arriving at the hunt location), the Vampire cannot be stopped.

Vampires with intersected Filth Ranges will be considered in a Combat. However, not all intersections are considered, the following rules must apply:

  1. Clan Combat - A player can only join an existing combat if they are part of one of the two clans in the battle.

  2. PvP - A player can only join an existing combat if they already are in that battle

If a player cannot participate in an existing combat, they will not be able to set a hunt that intersects with any of the combat participants.

Example of vampires in combat configuration:

The red circles on the map are vampires hunting with Filth Range circles intersecting.

Combat Event Structure

A combat is an event that takes place during a hunt. It is part of the hunt rewards calculation and it is done automatically when the first claim of rewards from the combat group is performed.

Combat steps:

  1. The Hit Points of each vampire are set as to 20% of the hunt rewards

  2. Vampires attack one at the time.

  3. The attack order is Descendent by Power - Power is the Vampire's calculated property that considers all its attributes (Strength, Resistance, Filth Range, Diplomacy & Stealth)

  4. The target attacked is the closest enemy Vampire on the map.

  5. In an attack round, the following are possible:

    a. Critical damage

    b. Block

    c. Hit back

    d. Hit back with critical damage

    e. Use Diplomacy to skip the round (and don't get hit)

    f. Heal and/or Curse spells can be casted by the Vampire's turn.

  6. The damage inflicted in the attack round is deducted from the victim HP

  7. When a vampire is defeated, it returns to its crypt (losing the traveling progress) and loses all the hunting rewards

  8. Vampires in the same wallet or in the same Clan do not engage in combat among them (so they are excluded from target calculation) - meaning that if you have more vampires in the same Combat, the chance to win the battle increases.

Combat Modifiers

Spells

When setting a hunt, players, that are part of a clan, have the ability to choose whether the vampire uses his Heal or Curse spells.

The spell casting comes with a cost in Xynth and Dust and it's different between Heal and Curse:

  • Healing Spell: 200 Xynth and 180 Dust (unbalanced, subject to change)

  • Cursing Spell: 280 Xynth and 200 Dust (unbalanced, subject to change)

Healing Spell

Effect: During combat, on the Vampire's turn, heals a percentage of the Last Damage taken by the closest 10 allies (including siblings) on the map.

  • Heal amount:** x = Target's_Last_Damage / 2 (rounded down)

  • Unaffected targets: Allies with no Last_Damage (e.g., haven't been hit yet) receive no healing; Allies defeated will not be revived.

  • Critical Heal (30% chance): Fully heals the target's Last_Damage.

  • Post-Heal Action: The Vampire performs its regular attack.

  • Defeated targets: The spell ignores damage that caused defeat.

  • Resource Refund: If the hunt doesn't involve combat, 90% of both Xynth and Dust spent are returned.

Curse Spell

Effect: During combat, on the Vampire's turn, inflicts the equivalent of 0.5% of Strength damage to all enemies with a base chance of success:

  • First Attack: 100% chance

  • Second Attack: 50% chance

  • Third Attack: 40% chance

  • Fourth Attack: 30% chance

  • Fifth Attack: 20% chance

  • Subsequent Attacks: 10% chance

*Chances of success and the damage inflicted are unbalanced and subject to change

Action Order:

  1. The Curser attempts to apply the Curse (based on the chance for the current attack).

  2. If successful, the Curser skips its attack for that round.

  3. If unsuccessful, the Curser performs its regular attack based on its Area of Influence (AOI).

Resource Refund: Similar to the Healing Spell, if the hunt doesn't involve combat, 90% of both Xynth and Dust spent are returned.

Deployment Limits:

  • One Curser per Clan: Choose the Curser with the highest Power. If Power is equal, choose the highest Strength. If Strength is equal, choose the lowest Diplomacy.

  • One Healer per 10 Allies: Choose the top 3 with the highest Resistance, then prioritize Stealth.

Territory Advantage

The vampires that have the Filth Range intersecting with a known territory (either owned by the vampire holder or owned by members in the player's clan) receive a territory advantage.

Advantage quantum:

  • Own Territory: 15%

  • Clan Territory 10%

The above percentages are applied to the Strength and Resistance of the vampire.

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