Combat

This is where we will post the basic formulas for combat simulations. Initially, these will be very similar to paper and pen arrangements but will evolve as the other aspects of the game mechanics are determined. Rather than flat numbers much of the algorithms will end in a percentage base that is then applied to a flat-number roll. However, due to the lack of completion in this area, it is still up for discussion.

Our Game Damage Classification System (in progress)

Damage Levels

○ Light (1 - 15%): Bruises, scrapes, and soreness as well as some shivering and 1st-degree burns
○ Moderate (16 - 45%): Small cuts, bruised muscles, pulled muscles, body temperature drop, sever shivering as well as 1st and 2nd-degree burns
○ Heavy (46 - 75%): Lacerations, fractures, dislocations, early frostbite as well as 2nd and some 3rd-degree burns
○ Severe (76 - 95%): Broken bones, internal bleeding, internal damage, deep wounds, suffocation, severe temperature drop, frostbite on appendages and severe 3rd-degree burns
○ Critical (96 - 99%): Severed or frozen limbs, full body 3rd-degree burns or frostbite, protruding breaks, heavy blood loss, and internal failures. This type of damage is fatal unless addressed immediately.

Damage Types

   • Edged (Sword): causes lacerations, bleeding and severed limbs and death.
   • Pointed (Spear): causes puncture wounds, internal bleeding, internal damage, and blood loss and death.
   • Blunt (Warhammer): causes bruises, bruised muscles, fractures, dislocations, internal bleeding, internal damage, protruding breaks, and death.
   • Laceration (Whip): causes small cuts, lacerations, broken bones, deep wounds, suffocation, and death.
   • Burn (fireball): causes 1st, 2nd, and 3rd-degree burns
   • Freeze (ice storm): causes shivering, body temperature drop, frostbite, frozen limbs and death
   • Shock (bolt): causes electrocution, paralysis, 1st, 2nd, and 3rd-degree burns and death
   • Acidic (dissolve): causes 1st, 2nd, and 3rd degree burns, flesh breakdown, bone breakdown, suffocation, and death.
   • Poison (poison cloud): causes 1st, 2nd, and 3rd degree burns, paralysis, suffocation, internal damage, internal bleeding, and death.
   • Ethereal (Slam): causes bruises, bruised muscles, fractures, dislocations, internal bleeding, internal damage, protruding breaks, and death.
   • Dark (death touch): causes 1st, 2nd and 3rd-degree burns, flesh breakdown, bone breakdown, paralysis, suffocation, internal damage, internal bleeding, and death.
   • White (judgment): causes 1st, 2nd and 3rd-degree burns, flesh breakdown, bone breakdown, paralysis, suffocation, internal damage, internal bleeding, and death.



When choosing a combat Class there are three persona 'aspects' to consider.

 Body which equates to the physical prowess or athleticism of an avatar.
Strength which impacts the amount of raw damage that can be delivered.
Dexterity which influences the ability to dodge attacks as well as land blows.
Constitution which delegates an avatars recovery rate as well as overall hit points.

Mind is the aspect of a persona that is frequently overlooked.
Intelligence aides an avatar in being able to adapt to their opponents' combat style as well as uncover their flaws and weaknesses.
Wisdom, on the other hand, allows avatars to recognize the styles and thereby uncover the most successful, proven approach to success in any given scenario.
Luck influences every aspect of an avatars actions with little-to-no correlation to object, skill or knowledge

Soul is the aspect believed to be the reflection of the avatars spirit.
Charisma can make an adversary a friend or cause an opponent to lessen their aggression
Stamina keeps avatars fighting when others give-in or give-up, they succeed through willpower
Magix is an identifier for the strength of an avatars connection to other planes
















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