Combat skills

Combat skills #

Combat skills

As a general rule, any clone in our virtual world has the opportunity to participate in fights in tournaments, work as a security guard and engage in a duel with a robber, or, on the contrary, rob houses and settlements.

The military block of the game (except for battles with General Webman) involves “PvP” competitions, that is, player versus player. What matters here is not only the amount of military skills and military initiative, but also tactics. Since all fights take place automatically, the player’s combat skills are taken into account when determining the results. With the right selection of combat skills and weapons, a weaker clone has a chance to defeat a stronger opponent.

This or that skill can increase the accuracy of your blow/shot or the damage inflicted on the enemy, or reduce some of the enemy’s indicators. Combat skills will also allow the clone to provide medical assistance to himself or choose a more suitable target to attack in a group battle.

Upgrading skills is available on the “Combat Skills” page (“Character” → “Education” → “Combat Skills”).

The percentage of change in a characteristic in the skill description is calculated from the resulting value of the characteristic. Increasing the accuracy of a shot with a clone with its own accuracy of 30% and a sniper rifle with 25% accuracy by 10% leads to an increase in the final accuracy by 10%.

Under the above conditions, the probability of an accurate shot will be: (30% + 25%) + (30% + 25%) x 10% = 60.5%.

“Hand-to-hand combat” means fighting with bladed weapons or fists.

Please note that some skills work in all types of battles, and some - only in battles between guards and robbers and in tournaments, but do not work in battles with a common enemy (attacks of princely squads and bandit troops) and as part of squads of cache robbers.

Gaining Skills #

To absorb information and successfully use skills in a battle, a clone must be prepared. Agree, it makes no sense to talk about the features of using a sniper scope at night with a strong side wind to a soldier who has been serving for three days and has an absolutely zero level of training. To master combat skills, a clone must have a certain amount of military skills.

When mastering combat skills, military skills are not consumed - only their quantity matters: the more military skills, the more combat skills a clone can acquire, and the more serious the influence of these skills. At the same time, the overall assessment of combat skills cannot exceed the amount of military skills the clone has.

Example: a clone has 5000 units of military skills. Any combat skill is available to him. If a clone gets the “Ninja” skill, which requires 3,000 units, then he will no longer be able to get the “Sheriff” skill, because it requires 3,500. He only has 2000 units of military skills left that are not involved in learning combat skills. Now he only has access to skills that require 2000 or less units of military skills. But clones are developing, the amount of skills is growing. Soon their importance will increase and will allow you to acquire new skills.

If the skill was acquired using “temporary” military skills, for example, obtained from wearing a magical artifact or jewelry, then after removing the magical item and reducing the amount of skills in the clone below the required amount, the acquired skills will be lost.

Learning skills is instant and free.

You can only learn 1 skill of one type. Some types of skills are not compatible with each other - you can only get one of them.

After learning a skill, its picture is highlighted in green. Skills that are incompatible with those already learned are highlighted in red. You won’t be able to learn them until you abandon the incompatible skill.

You cannot gain skills during a battle that has already begun.

Combat skills also include the effects of punishments that a house owner can apply to a caught robber.

Loss of skills #

You can abandon a combat skill and get another one if you wish. You can lose a skill no earlier than 24 hours after receiving it. The loss of the skill occurs instantly, but after this, the “Absent-mindedness” skill will be applied to the clone for 24 hours, which affects it negatively. In the case of fighting during this time interval, the clone’s health damage and the probability of being hit will be 5% higher, and the accuracy of its strikes and damage to the enemy will be 5% lower than standard values.

If several skills are lost in a row, the duration of Absent-mindedness is calculated from the moment the last skill was lost.

If a skill is lost, you can learn a new one if you have enough military skills.

Description of skills #

Combat skills can be obtained if your clone has a certain amount of military skills. Some skills are incompatible with others.

Ninja #

You are a born ninja and, armed only with melee weapons (if you do not have firearms), you can attack any enemy, even if he uses firearms. A ninja attack is difficult to notice. It appears in white smoke from salt cartridges. A ninja can take no more than 10 of such cartridges with him. Unfortunately, gunshot wounds deal 25% more damage to you, and the damage you deal to an enemy with guns is 20% less. In a group battle, the ninja first attacks opponents with melee weapons (no cartridges are wasted). Ift there are no such ones, the ninja attacks opponents with firearms (one cartridge is spent for each attack). To obtain it you must have 3000 military skills. This skill is not used in war combat. Not compatible with the “Thug” and “Karate guy” skills.

Adrenalin #

You cannot live without adrenaline, the accuracy of your hits/shots increases as your health decreases (maximum +25% at 10 health). However, the injuries received are more difficult to bear; the damage to your health if an enemy hits you accurately will be 10% higher than standard. To obtain it you must have 1500 military skills. This skill is not used in war combat. The skill is compatible with all other skills.

Bruiser #

Attacks with melee weapons or fists deal crushing damage to your opponents at 15% higher than basic, but due to the slowness of your attacks, the accuracy of your attacks is reduced by 15%. To obtain it you must have 500 military skills. This skill is not used in war combat. Not compatible with Ninja and Karate guy skills.

Karate guy #

You are fast and accurate in hand-to-hand combat, the accuracy of your attacks is 15% higher, but the damage you deal is 15% less than normal (but not less than 1). To obtain it you must have 500 military skills. This skill is not used in war combat. Not compatible with the Ninja and Bruiser skills.

Sheriff #

You hate bandits. The higher the enemy’s criminal authority, the more damage you deal to him. For every 1000 units of the enemy’s criminal authority, the bonus will be +1% damage, for an authority of 15,000 and above +15% damage. If the enemy has the “Recidivist” skill, then the sheriff deals a maximum additional damage of 15%. The sheriff attacks clones that do not have a criminal authority, dealing 10% less damage. If you have more than 100 criminal authority points, then the skill will not work. To obtain it you must have 3500 military skills. This skill is not used in war combat. Incompatible with the “recidivist” skill.

Recidivist #

You are a sworn bandit, and you cause more damage to civilians (without any criminil authority). However, the damage done to “brothers in the craft” has been reduced. For every 1000 points of enemy criminal authority, the damage is 1% lower, for authority 15,000 and above - 15% lower. If your opponent does not have criminal authority, the additional damage will be +15%. If the enemy has the “Sheriff” skill, then the repeat offender deals a maximum additional damage of 15%. In addition, the repeat offender receives 1 additional tip to his current list of tips. If you do not have a criminal authority, the skill will not work. To obtain it you must have 3500 military skills. This skill is not used in war combat. Not compatible with the Sheriff skill.

Kamikaze #

Like a real kamikaze, you ignore defense and give yourself completely to the attack. The damage dealt to the enemy is 10% higher, although the kamikaze himself receives 10% more damage. To obtain it you must have 1400 military skills. This skill is not used in war combat. The skill is compatible with all other skills.

Sniper #

You are 10% more accurate with firearms, but deal 10% less damage. To obtain it you must have 2000 military skills. This skill is not used in war combat. Not compatible with the Maniac skill.

Competent sniper #

To obtain it you must have 5000 military skills. This skill is used in combat. The skill only works when using a sniper rifle. First of all, the sniper fires at the enemy with firearms, and if there are none, at opponents with melee weapons. Not compatible with the “strategist” skill.

Maniac #

Your accuracy with firearms leaves much to be desired (10% lower), but the damage dealt is 10% higher. To obtain it you must have 2000 military skills. This skill is not used in war combat. Not compatible with the “sniper” skill.

Master of hand-to-hand combat #

You are difficult to defeat in hand-to-hand combat, but you are not very good with firearms. If you are attacked with melee weapons or fists, you take 10% less damage, but hit accuracy is reduced by 5% if the master fires a firearm. To obtain it you should have 800 military skills. This skill is not used in war combat. The skill is compatible with all other skills.

First aid #

You will provide yourself with first aid, improving your health by 3 points at the end of each battle round (but not more than 100 units during 1 battle). To obtain it, you must have 3200 military skills and surgical education. This skill is not used in war combat. Not compatible with the Last Chance skill.

Sick #

You are so thin that it is difficult to even hit you, but the injuries you receive are more difficult to bear. The enemy’s hit accuracy is reduced by 20%, but damage on hit is 10% more. To obtain it you must have 1600 military skills. This skill is not used in war combat. Not compatible with the “big guy” skill.

Big guy #

You have excellent health and wounds heal instantly, but a large body is an easy target. The enemy hits 10% more accurately, but the damage to the big guy is reduced by 15%. To obtain it you must have 1800 military skills. This skill is not used in war combat. Not compatible with the “sick” skill.

Last chance #

This skill is not used in war combat. If at the end of a combat round your health is below 10, you can give yourself first aid and raise your health to 10 points to continue the fight. To obtain it, you must have 2800 military skills and surgical education. This skill is not used in war combat. Not compatible with the First Aid skill.

Strategist #

As an experienced strategist, you choose exactly the target that needs to be destroyed first. Given a choice, the strategist strikes at the most “beaten” enemy, and if several have equal health indicators, he chooses the one who has more military skills. To obtain it you must have 1900 military skills. This skill is not used in war combat. Not compatible with the “competent sniper” skill.

Absent-mindedness #

The damage to your health and the probability of hitting you will be 5% higher, the accuracy of your hits and the damage to the enemy will be 5% lower than standard values. The skill is compatible with all other skills. This skill is not used in war combat. Activated when the character forgets previous skills.

Spanking wounds #

Each turn in battle reduces health by 1 unit. Valid for one battle. The skill is compatible with all other skills. Punishment for a caught thief. This skill is not used in war combat.

Dung spirit #

The entire essence of the clone is indignant at the moral trauma inflicted. Attack accuracy is reduced by 10%. Valid for one battle. The skill is compatible with all other skills. Punishment for a caught thief. This skill is not used in war combat.

Chicken #

Damage received in battle is 10% more. Valid for one battle. The skill is compatible with all other skills. Punishment for a caught thief. This skill is not used in war combat.