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Chapter 9 - Encounters and Combat 

9.1 Encounters | 9.2 Conditions for Battle | 9.3 Battle Structure | 9.4 Results | 9.5 Health | 9.6 Maladies | 9.7 Logistics | 9.8 Morale


9.1 Encounters

Combat is an inevitability in Storm World. Whether you are traveling the countryside or simply walking down the city streets, danger lurks around the corner. Anytime two inter-dominion players come into the same non-city location, an encounter happens. Likewise, anytime that a creature or non-realm character is met, then an encounter occurs. We will discuss each individually. Of course, an encounter does not necessarily mean combat.

City locations are considered sanctuaries ("protected areas"). In these locales, no combat can occur between two realm characters. It is simply not possible. Knowing this, your realm character can stay alive forever by staying within a city. This allows a dominion to perpetually exist. Of course, this limits your enjoyment to the game, and it compromises your power accumulation. Nevertheless, it is wise to always have at least one realm character within a city. This way you will not lose all.

This does not mean that you are completely safe within the cities though! Although other realm characters cannot harm you, independant realm characters (characters controlled by the game and not a player) still lurk. Whenever you issue the EXPLORE action, GUARDDUTY action, or attempt to BURGLARIZE within a city be careful, petty thieves and brigands might attempt to assault you.

Regardless of whether a fight breaks out from an encounter, the encounter is noted in the realm character's travel log. The chance of a citizen encounter will increase depending on the location. Generally, the chances are the same, however, in certain terrains, the chance increases.

9.2 Consitions for Battle

It is now that a new concept must be introduced: Intent. Intent is simply the programmed reaction to encounters. It works in tandem with your Allies and Enemies list. There are four Intent settings: Passive, Neutral, Aggressive and Crusade. Each are explained below.

Passive intent means that all encounters are avoided if possible. No conflict is initiated no matter who or what is encountered. This is the default setting for realm characters. Being Passive does not mean that all encounters are successfully avoided. Passive characters may still be surprised, or they may be hit with an enemy which can strike from a distance. However, even if a battle is engaged, the Passive character will attempt to flee as soon as time permits. The mystical round and missile round always happen when combat begins (although the number of missile rounds may be reduced), but sometimes the melee rounds can be avoided altogether. Being Passive ignores your Allies and Enemies list. It assumes under no circumstances will your character engage in combat. Also note that allied dominions who are attacked will not be assisted when set to passive (meaning that if you are in the same location as an ally who is being attacked, yet you are set to Passive, then you will not assist).

Neutral intent is similar to Passive in that conflict is never initiated, however, the realm character will not flee if conflict arises. In other words, the realm character will not be looking for a fight, but will not flee if one is encountered. More often then not, monster encounters will lead to combat (most creatures are always set to Aggressive), so this setting will see an increase in combat. However, most realm characters are also set to Neutral (if not Passive), so combative encounters with realm characters are still rare. However, when Neutral, realm characters will attack other characters declared as enemies to your dominion. Therefore, if you encounter another realm character from a dominion you have explicitly declared as an enemy, your realm character will attempt to engage in battle.

Aggressive intent is for the realm characters who want to fight something. Whenever an encounter is had, the realm character will invite a conflict. This way, all monster encounters end with a fight (except for creatures or numbers that the realm character would certainly avoid), and many realm character encounters are as well. Other realm characters from dominions you are on friendly terms with must be explicitly noted as a friend (declared as an ally) or they are attacked as well. All realm characters not on the allies list will be attacked (unless they are set to Passive and can escape battle). Note that most creatures of the realm have Aggressive as their default intent.

Crusade is a mixed intent. It combines both Neutral and Aggressive. It is useful for adventuring because of the programmed response differentiation it gives to different encounters. When encountering other realm characters, the Crusade intent is considered Neutral which means that dominions explicitly declared as enemies are attacked. For realm characters not on the enemies list, your realm character will not initiate a conflict, but he/she will not flee from one either. However, if the realm character encounters a citizen or monster, then his/her intent is considered Aggressive - meaning that they will attack all non-realm character creatures they encounter (except for creatures or numbers that the realm character would certainly avoid - as above). There is a difference though. With the intent set to Crusade, the realm character is obviously looking for a fight. Therefore, the chances that an encounter (with a non-realm character of course) will occur will increase.

For summary, your Allies list only applies when your realm character is set to Aggressive. During this time, only allies are not attacked. Your enemies list only applies when your realm character is set to either Neutral or Crusade. In that circumstance, your realm character will attack the enemy.

Your enemies list has another purpose in regards to your strongholds. Regardless of whether your stronghold is declared as "Allies" or "Open", known enemies will not be permitted inside the stronghold. Likewise, they will not be permitted to purchase items from your shops, or take advantage of any service your stronghold provides.

Note that if you lose a combat encounter, your realm character's intent automatically changes to Passive. Also note that regardless of your intent, if you enter a lair which houses an aggressive creature, an attack will occur!

Intent has another purpose for in-town encounters - specifically for two actions: BURGLARIZE and GUARDDUTY.

When attempting to BURGLARIZE someone in a city, your intent is checked when you encounter other people. If set to Passive or Neutral, you will not attack other thieves (unless you get attacked). However, by setting yourself to be Aggressive or Crusade, you will attack other burglars or thieves you encounter. Also, if set to Aggressive, you will resist arrest if caught (possibly attacking city guards). While this may allow you to get away with the crime, you might face a longer jail sentence if you fail.

When set to Passive or Neutral while performing GUARDDUTY, you will not attack anyone found breaking the laws - you simply report it to the proper, full-time guards. However, any other setting will make your realm character attempt to resolve the problem themselves, most likely ending in a combat.

9.3 Battle Structure

When an encounter leads to conflict, the battle begins. The combatants each take sides, dividing the encounter into two halves. There will never be a case in which three or more opposing sides fight at the same time.

Any realm characters traveling with an entourage will have some help during the encounter. Also, any other realm characters belonging to the same dominion will assist during battles. Traveling companions not within the same dominion will only fight if grouped with each other, or if allied and not set to Passive. Combat takes place in three separate "phases": Mystical Phase, Missile Phase, and Melee Phase.

Mystical Phase: During the first phase, only units with mystical powers or items can attack. Even then, only mass damage effects are used at this time. No specific targets are named at this time, as the effects are widespread. Only one round passes when the Mystical Phase occurs.

The following order of use is applied when there is the possibility of having multiple opportunities to attack during the mystical round...

(1) If you have invoked a mass attack spell/power, then it is used first (you have already spent the spell/meditation points to use it).

(2) Any mass attack item readied in one miscellaneous slot will also be used, in order of the slot. For example, if you have a Wand of Fire (a fire-based mass attack spell) ready in miscellaneous slot 1, then it is used. Items in miscellaneous slot 1 precede miscellaneous slot 2 (and so on). As soon as one such item is used, no more are used, even if more are in other miscellaneous slots.

(3) If you have an item in any other slot which can invoke a mass damage effect (such as a sword or armor), then it would be used as well.

If none of the above apply, then no attack is made in the mystical round. Note that it is possible for all three effects above to happen. So, if you have invoked Psionic Pulse, have a Wand of Fire in your miscellaneous slot and have a Sword of Lightning ready, then you will throw out a lot of mystical damage before the missile round begins.

Missile Phase: The missile phase allows any unit which carries a ranged weapon to join in the fray. Additionally, mystical characters can still use damaging powers which strike individual enemies. Only characters with no mystical firepower, no missile abilities, and no items which allow ranged attacks cannot act this round. The number of turns which pass during the missile phase is determined by the combatants. It is normally 2-5 rounds, but if both sides have missile/ranged abilities, then this increases by 1 round. Also, if in certain settings (like a dungeon or thick forest), then the number of missile rounds may also be reduced. You may have multiple attacks based on items readied and mystical powers invoked. All attacks are governed by the speed of the attack (noted below).

Melee Phase: When all the above finishes, both sides converge into melee. Missile/ranged attacks are no longer used, and only melee weapons or special abilities will be utilized. During the melee phase, everyone gets a chance to attack (again governed by the speed of the attack). Attacks are calculated in order, so it may be possible for someone to fall prior to getting an attack. Any attacks which occur simultaneously will all be counted.

During the missile and melee phases, all attacks are controlled by the speed of the attack. Some combatants may have a very high attack rate and could get in several attacks while a slower combatant only gets one. Speed is determined by several factors: (1) Size; (2) Weapon used; (3) Skill level; (4) Intellectual Strength.

Naturally, the larger the creature attacking, the slower the attack. This also applies to the weapon (note the bulk of a weapon directly relates to its speed). So, an Ogre using a massive club is much slower then a goblin with a knife. Your skill level in Stealth affects your speed as does your Intellectual Strength. Note that there is a random element here, and terrain/environment/maladies may affect these numbers as well.

During the course of the battle, damage is taken by both sides. Your character can sustain only so much damage prior to being killed or being knocked unconscious. Your character's ability to withstand damage is called health. When the damage inflicted exceeds what your character can withstand, the realm character falls and could possibly die.

During the course of the battle, your RC may also elect to take other actions as well, including - but not limited to - healing and curing himself/herself. If you have a ready potion of healing in your miscellaneous slot, then it will be used when needed (when your health drops below 50% of the maximum).

9.4 Results

At the end of the battle, there are a number of things which may happen. Assuming you survived the battle, the following results may occur...

(1) You may gain a sum of gold depending upon how many creatures you successfully defeated. Many creatures carry gold on them, and as you defeat them individually, you add their sum of gold into the pool (which is later divided among those who survive the ordeal).

(2) Items can be recovered from many creatures as well. This includes magical items, psionic items, regular equipment, manuscripts or treasure.

(3) With appropriate skills (Environment knowledge), you may be able to forage items from a creature if you are able to recognize their worth. This could result in mystical components.

(4) You may be able to "salvage" materials from the creature. This could include rations, but more likely includes trade items such as hides and ivory.

(5) Your fame/infamy and your reputation may increase as word of your battle spreads. This is not guaranteed, but is influenced by your existing ratings and the creature(s) you defeat.

(6) Guilds may react to your encounter either favorably or unfavorably due to who you defeat, and their outlook. Peaceful guilds react by becoming annoyed, while combative guilds may be impressed.

If you fail to achive victory, some other results may occur…

(1) You may die. The higher level creature that defeats you, the more likely your character could be destroyed.

(2) You may lose gold if the creature is intelligent enough to take it from you. This is usually small, but could be larger based on your enemy.

(3) Your fame/infamy and reputation may be negatively affected.

(4) Guilds may react as above, or they may be more judgmental based on your failure.

9.5 Health

All realm characters have a health rating. Your health is perhaps the most important combat stat in the game. Your health measures how much damage your character can sustain before collapsing. Every time your RC gets struck by a weapon, or suffers from a fireball, you lose health. When your health reaches 0, your RC collapses and could die.

Typically, a realm character can sustain a couple sword strikes from a similarly-leveled creature and survive. However, larger or more capable creatures/realm characters can cause significantly more damage. When an RC is damaged, he/she begins to recover that health. The passage of time is one way to restore lost health points (though some forms of damage may require magic or psionics to heal). All realm characters and creatures restore lost health the same way.

For each day that passes, you recover health based on their physical strength, divided by 5. So, for RCs that have a physical strength of 1, they gain back 0.2 health per day (or 1 health point per 5 days). It takes a physical strength of 5 to recover 1 health per day. RCs with a physical strength of 10 recover 2 health points per day (and so on to a maximum of 10 health per day at physical strength 50). The above rate is doubled if in a city or stronghold (or in the case of creatures, inside their own lair).

There are potions of healing which can restore health immediately. There is also a sorcerer spell, Healing, which can perform a similar task (and can be cast from a scroll). Under normal circumstances, your RC cannot exceed their normal maximum. So, if you have 17 health and your maximum is 20, then a healing spells which restores 10 health will still only return you back to 20. There are some methods to go beyond this maximum, but those health points are lost at a rate determined by the power you used to exceed your maximum.

All RCs have 17 health, plus 3 health for every point of physical strength. So, all starting RCs have at least 20 health. Of course, there are other means to increase this maximum, but you'll have to find those on your own.

Note that there are some maladies which prevent natural and/or magical healing.

9.6 Maladies

There are a number of special affects which can contracted by your realm characters. More often then not, these are conditions which are contracted by combat with creatures, but they can also be contracted through traps and mystical sources. The table below shows the most common afflictions in the game.

9.7 Logistics

Combat requires a multitude of rolls and statistics to create a realistic result. Although some of the numbers in the game might not be known to you, it is important to understand how they work. The important concepts to understand are: (1) Attack Speed; (2) Attack Probability; (3) Damage; (4) Strength Checks; (5) Death Blows.

(1) Attack Speed

As noted above, there are several factors which go into the rate at which you attack. The baseline for all creatures is their Intellectual Strength. This number equals your base rate of attack. Every point allocated towards your Intellectual Strength, increases your attack speed. This number also modifies attacks by missile and even mystical means.

All skill level benefits are added to this number (each knowledge level attained in Stealth counts as a +2 modifier to your Intellectual Strength score as far as attack speed is concerned).

All creature sizes have a modifier to the attack speed. Using the largest creature in the game as a base, all modifiers are applied to each combatant. If there are no creatures of differing size, then no modifier is issued.

The weapon used is then considered. Whatever bulk rating the weapon has, that number is subtracted from the attack speed of the creature.

After all the above is considered, any bonuses due to magic or psionics or special equipment is applied.

As an example, let's say that a realm character faces a Bugbear. If the realm character has an Intellectual Strength of 10 and a Stealth skill level of 3, then the base attack speed for them is ( 10 + ( 3 x 2 ) = ) 16. Since the realm character is human, and therefore medium sized, they get a bonus of +5 to their speed thanks to the Bugbear being a large creature. If the realm character has a Long Sword +2, then the bulk modifier for the attack speed is -3. Assume no other modifiers, so the RC has a final speed of 18. The Bugbear also has an Intellectual Strength of 10 and a Stealth skill of 2. This brings its attack speed up to (10 + ( 2 x 2 ) = ) 14. The Bugbear, being the largest creature on the field, gets no modifier to its speed due to its size. It uses a Great Axe for a weapon, subtracting 6 from its base score to bring it down to a final rate of attack of 8.

From this example, the realm character should get, on average, two strikes for every strike the Bugbear gets.

(2) Attack Probability

Your chance of successfully striking a foe is also a combination of factors. It begins with your Intellectual Strength, plus your Combat skill level, armament modifiers and mystical bonuses. This number is your attack score.

Your Intellectual Strength, plus modifiers for your Combat skill level and armaments, provide your defense score. It may be different based on whether this is a missile or melee attack.

To figure out if the attack succeeds, the attack score is taken as a percentage of the attack score plus the defense score. For example, if someone has an attack score of 20, and they attack someone with a defense score of 10, then they have a ( 20 / ( 20 + 10 ) = ) 66.667% chance of successfully striking the target.

(3) Damage

When a successful strike occurs, damage is rolled (assuming the target is susceptible to the attack in the first place). The damage done is based on the realm character's Physical Strength score. This is modified by the weapon used, and the Combat knowledge level.

This number provides the maximum damage which can be dealt. However, the damage is actually randomly rolled within the range: (Maximum / 2) rounded down - Maximum. In other words, if you have a maximum damage rating of 12, then your damage will always fall between 6 - 12. If your maximum damage is 17, then the range is 8 - 17.

Once the damage is determine, the target's deflect damage score is taken into account. The deflect damage score is rolled just like the damage roll ((Maximum / 2) rounded down - Maximum). However, the damage done can never be completely negated. So, if a character inflicts 5 damage to a target, and the target has a deflect damage score of 3, then he will reduce the damage inflicted by 1 - 3 points. If the damage inflicted was only 1 point and the target deflects 1-3 points, then the target still takes the minimum of 1 point of damage.

(4) Strength Checks

Some attacks must subject the target to a strength check. A strength check is simply a roll based on the appropriate strength score of the character in question. A strength check only takes into account the type of attribute needed (Intellectual Strength for mental attacks, Physical Strength for physical attacks and Mystical Strength for some mystical attacks), and the difficulty of the check.

Normal strength checks are made without modifiers, but difficult checks penalize the target's score by 5 points, and very hard checks penalize by 15. So, if your character has a physical strength score of 16, but has to make a difficult strength check, then the strength check is made as if your RC's Physical Strength was only a 11. If it was a very difficultcheck, the modified Physical Strength would be a 1.

However, easy checks provide a +5 bonus, while very easy checks modify by +15. The actual chances range from a 20.1% chance of success (if the modified strength score was a 1) up to a 95% chance (if the modified strength score was a 50).

Failure to make the checks may result in more damage or contraction of some malady.

(5) Death Blows

When brought down to 0 health, your character may perish. However, there is a good chance that you will simply be knocked unconscious. The chances of death increase as you face tougher foes. If a creature brings you down to or below 0 health, then the creature makes a strength check. Depending upon the method of the attack, the attribute used is determined. For example, if struck by an Ogre's club, then a physical strength check is made. If struck by a golbin's arrow, then an intellectual strength check is made. If struck by a wizard's Mage Blast spell, then a mystical strength check is made. If successful, then the realm character must make a successful physical strength check to survive the strike. If successful, the realm character simply is knocked unconscious. If failed, the realm character dies.

When facing creatures of a higher level, the chances of death increase as the difficulty of the Physical Strength check increase. If you are a new character and you fall at the hands of a Giant, death is almost assured.

9.8 Morale

Your realm characters are smart enough to know that you do not have to be brought down to 0 health to know when a battle is lost. Depending upon the results of the battle and your realm character's current intent, you could flee prior to everyone being knocked down. Morale is a concept which governs whether your realm character(s) remain and fight or run to the hills.

Every so often throughout the course of the battle, a morale check is made. If no conditions have been met to flee, then no morale check is needed to see if the party remains. However, if some conditions exist, then all realm characters on that side must make a seperate morale check. In order to flee (which is not guaranteed even if an attempt is made), all realm characters from one side of the battle must fail their morale checks for the battle to be considered lost.

Henchmen, mounts, summoned creatures, escorts and other non-player controlled creatures do not roll for morale, but their condition does influence the realm character they are following. All unconscious realm characters automatically fail their morale checks.

The following conditions all raise the difficulty of succussful morale checks by one level...

1. Realm character is currently below 50% of maximum health (after healing has been applied)

2. At least 1/2 of all realm characters are below 50% of maximum health

3. At least one realm character has fallen

4. At least 1/2 of all realm characters have fallen

5. An escort that you are leading is down to 1/2 maximum health

6. At least 1/2 of all of your non RC followers are below 50% of their maximum health

For example, let us say that a band of 4 realm characters encounter a large party of enemies. Each realm character has two henchmen (regardless of their type), and two of the RCs also have an escort. During the course of the battle, no morale checks are even attempted until one of the henchmen falls below 50% health. The RC who leads that henchmen now has a cause to roll for morale, though since no other RC has a morale check required, the results of this RC's morale check is irrelevant.

If that RC was alone, then there is at least a possibility of a morale failure and an attempt to flee. Let's say that later in the battle, two of the RCs now are below 50% health, but no other morale events have transpired. Now there is a legitimate chance of a failure and a flee attempt since condition number 2 (above) is now met by all realm characters. From that point on, morale checks are needed to be made, but until all RCs fail their check or are unconscious, they bravely fight on.

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