Tsogira

About combat

Fights in Tsogira look like a stream of messages: "You missed!", "The goblin hits you for 4 fatigue points!", "You killed the goblin!". Behind them is a small set of rules, kept from the 1980s original. Knowing them explains why a fight goes the way it does, and which choices matter.

Two clocks

You and the monsters don't take turns. Each side runs on its own clock.

You act when you type, but each blow makes you wait before the next. The wait is the weapon's weight plus 12, less your strength, and never less than three seconds. A heavy weapon swung by a weak character is slow; a dagger in strong hands is quick. Attacking too soon gets "Not ready! Wait 2 more seconds." and wastes nothing but the keystroke.

Monsters act on the game's clock, once a second. Each second, every monster that is fighting someone has a chance to strike. How good a chance depends on the server's monster speed and on how fast the monster is: on a server set to 8, an ordinary monster strikes about once every eight seconds, and a quick one more often. An admin can change the monster speed, so the same fight can feel quite different on another server.

The two clocks are why typing fast doesn't help: your weapon sets your pace, and the monsters keep theirs whether you type or not.

Who starts a fight

You start a fight with attack (or hit or kill) and the monster's name. After that, a plain attack keeps hitting the same monster.

Monsters start fights by their nature:

A monster picking a victim at random passes over players who are hidden or invisible, which is what makes hide useful in a dangerous room.

Safe rooms, such as the village square and the temple, stop all fighting: you can't attack there, and monsters don't strike. Monsters can still wander into them, from the room's random encounters, but they wait.

Hitting and missing

Each blow is a roll of twenty-sided luck against how hard the target is to hit. The odds swing on:

One roll in twenty always hits, however the odds stand.

If the blow lands, the damage is the weapon's damage range plus its bonus and your skill. About one blow in twenty-five does double damage ("Double damage!"). Rarely you fumble: the blow does nothing, you drop your weapon, and a worn weapon may break.

Some monsters are magic, and only a magic weapon touches them: anything else "strikes with no effect!". No amount of strength helps; you need a different weapon, or a different fight.

Being hit

A monster's blow works the same way from the other side. Its chance of hitting you falls with your level against its own, your armor class, and your dexterity. Its damage depends on its level: a first-level monster does two to six, a second-level one six to ten.

Monsters have their own luck: about one blow in twenty-five does double damage, a few are "Vital wound!"s that go straight through your fatigue, and now and then a monster fumbles and loses track of you.

Your armor takes its bonus off every blow that lands, and your armor class makes blows land less often. Both armor and shield wear a little with each blow, and in time fall apart ("Your armor falls apart!"). The smith repairs them, for a price.

Fatigue, then vitality

You have two pools of points. Fatigue is your stamina, and blows come off it first; only when it runs out do they reach vitality, your hits. condition shows both.

So early in a fight the damage is cheap: you are getting tired, not hurt. The danger comes when your fatigue is gone and every blow is a wound. You die when a blow is bigger than the fatigue and vitality you have left.

Fighting tires you too. A plain attack costs little, but a thrust costs a point of fatigue for each of your levels, and when your fatigue and your constitution together fall below ten, you are "too exhausted to strike!".

Both pools come back slowly, every thirty seconds, and fatigue all at once after a minute and a half without being hit. That is why resting in a safe room between fights works. Poison stops it: a poisoned character loses hits every thirty seconds instead, until cured.

Choosing a move

attack is the plain blow. The other moves trade one risk for another. Against monsters:

Move What you give What you get
parry Your blow is weaker and less likely to land. The monster's next blow does half damage.
thrust Fatigue, and one time in four you are left "vulnerable": the monster's next blow can't miss and does double damage. A blow better by your level, both to hit and in damage.
feint Your blow. If your dexterity beats the odds, the monster holds back for about three seconds.
circle Your blow. The same, more easily, for about two seconds.
backstab If you aren't hidden: a much weaker blow, and an enraged monster whose next blow can't miss and does double damage. If you are hidden: a much stronger blow.
run Your weapon and shield, dropped where you stood. Escape, by a random exit; no monster follows.

Parry and thrust also change your pace: a parry is a second quicker than an attack, a thrust a second slower.

Wear and tear

Every blow that lands wears your weapon. When it is about to give out you are warned ("Your weapon is about to break!"). A broken weapon can't strike at all: put it away with return to fight bare-handed, at one to three damage and with no skill to help, or take it to the smith, who can mend even a broken one.

The end of a fight

A monster that loses its last hit dies. Everyone who was fighting it shares the experience, and the one who struck the last blow gets a double share. Its belongings fall to the floor, sometimes with treasure besides.

Not every monster fights to the death. Some flee when badly hurt, and any monster flees more readily from a player five levels above it; it runs to a neighbouring room and the fight is over. Others cry out for help, and more of their kind arrive.

Experience is what lets you train for the next level, which raises your hits, fatigue and magic. A level also makes every fight easier, since level is in every roll.

Fighting other players

Players can fight each other, by the same rules with a few differences: blows between players are slower, by three seconds; the defender's dexterity counts; and neither the fighter's bonus nor the first-level bonus applies.

The game also protects players and punishes bullies:

Death

When your fatigue and vitality are both gone, you die. Your body, your belongings and your money stay where you fell. Then the game rolls against your constitution: if it succeeds you come back in the temple, weaker and poorer; if not, the character is gone for good. A high constitution is the best insurance a fighter can buy.

About money and belongings explains what becomes of your money when you die.