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Attacking player characters (PC) differs greatly from attacking any kind of non-player characters (NPCs). This type of fighting is sometimes referred to as player vs. player, or PvP for short. Once you reach level 5, your character can be attacked at any time by other player characters. Those who wish to avoid having their characters attacked, will find it advisable to not skirmish attack other characters, to stay off the bounty list, and to not provoke others in a role-play setting.
You are responsible for your attacks on other characters and may be held accountable; many characters will retaliate after being attacked and may try to have your character killed.
- 1 Different Types of Fights
- 2 Skirmishing
- 3 Sparring
- 4 Territorial Battle
Different Types of Fights
Battles (NPC): Discussed here.
Skirmishing : When one character attacks another by clicking the dagger on the left-hand side of the character's name on-grid or using a power that harms them. This may occur both while the player is currently playing Path or while they are off-line.
Live fight: Real-time fight between two or more characters using skirmish attacks.
Battle to the Death: Battle fought 1 on 1.
Attacking player characters differs greatly from attacking any kind of NPCs. This type of fighting a type of PVP or player versus player. Once you reach level 10, your character may be attacked at any time by other player characters. If you wish to avoid being attacked, then it advisable to not skirmish attack other vampires and stay off the bounty list. In the end, you are responsible for your attacks on another character and may be held accountable; many characters will retaliate after being attacked and may try to have your character killed.
What is skirmishing?
Skirmishing: In Path of the Vampire, skirmishing is when one character attacks another by clicking the dagger on the left-hand side of the character's name on-grid or using a power that harms them. This may occur both while you are currently playing Path or while you are away.
Live fight: When two characters fight each other in real time on the grid.
If you are skirmished attacked the message below will pop up on your grid screen and in your alert log.
You were skirmish attacked by -------, but you avoided their attack!
You were skirmish attacked and wounded by ------!
There are different types of skirmishing. For example, a summoned wraith draining anima from a character or a thrall attacking another character are all attacks that can cause a fight to break out. Attempted pickpocketing is not generally considered to be a skirmish attack.
There are also some grid powers that are considered skirmish powers. For example Curse while subtle is also a skirmish power on another character despite being listed underneath the grid powers label.
Although a character can attack another without the use of a weapon (unarmed), weapons increase the probability of landing an attack hit as well as the severity and duration of a wound dealt. Weapons can either be purchased at shops or made at the forge, located at 11, 19, Coastside. Although there are no limitations on who can use which weapon, each type of weapon requires a different set skill and attributes in order to be proficient. Regardless of the type, all weapons can deal critical and fatal wounds.
You may now have two weapons equipped. one Melee weapon (Blade) and one Firearm weapon (Gun). In skirmish fights, the system will pick between your equipped weapons automatically (if you have 2 equipped) based on what stat (firearms or melee) is higher. If those stats are equal, it will pick your equipped firearm, so be sure to only equip 1 weapon if you want to have complete control when attacking in a skirmish fight.
Quality 10 weapons should never, ever break. All other weapons have a small chance of breaking during each NPC battle. The chance of weapons breaking is a minimum 1 in 20 (for quality 1 weapons), and a maximum 1 in 1000 (for quality 9 weapons). If you have 2 weapons equipped, then it will randomly pick between them before checking to see if it broke.
Melee weapons have roughly a 20% higher chance of breaking than firearms. This is to make up for the ammo cost involved in fighting NPCs, and is also quite realistic, as swords break more often than guns.
Blades include sharp weapons such as knives and swords. Blades deal slices, stabs and severed limbs, which can cause significant blood and stat losses to an opponent. Blades hit less frequently, but deal more severe wounds than do firearms.
These are blunt objects, such as police batons and baseball bats. They deal blunt force trauma wounds - mainly broken bones - and do not generally cause severe blood loss to an opponent. Blunt weapons hit less frequently than do firearms and deal less harsh wounds than do blades.
Firearms require ammunition in order to function, which must be purchased separately. Ammo incurs an additional cost post-purchase of the firearm in question, also found in shops. Different types of firearms (handguns, rifles, shotguns, rapid-fire guns, etc.) require different types of ammo; ensure you are purchasing the correct type. These weapons deal piercing wounds that are both high in blood and stat loss. Firearms hit more frequently than melee weapons, but deal less severe wounds in general.
Additional requirement: Ammo
These are not technically skirmish weapons, but they can be used for skirmish training. Attacking a character with one of these weapons does not constitute an attack; they are meant to be fun or training weapons only. These may also be purchased in shops
Item Cash Karma Inflatable Hammer 10000 10 karma Water-balloon Launcher 10000 10 karma Paintball Gun 10000 10 karma Wooden Sword 10000 10 karma
To attack with a weapon use the cross symbol to the left of character name, on grid. Those wishing to avoid accidental attacks can be disabled on the Settings page.
Some grid powers are considered skirmish powers. For example, Curse, while anonymous, is also a skirmish power despite being listed underneath the grid powers.
Utilizing a summoned wraith to drain anima from a character is considered by many to be a skirmish attack and they will act accordingly Attempted robbery, however, is not generally considered to be a skirmish attack.
If you are skirmished attacked, with a weapon, the following message will appear on your grid screen as well as in your alert log.
You were skirmish attacked by -------, but you avoided their attack! OR You were skirmish attacked and wounded by ------!
For other instances of skirmishing, such as wraiths draining anima or the use of a power, the message will adjust accordingly.
Each successful skirmish attack results in a wound of varying intensity and duration. These wounds can be viewed on the Wounds Page.
Skirmish attacks work on a 12 hour timer. When attempting to attack a target a second time, the time remaining until you can attack again will be displayed.
There is a 4-hitter cap when attacking a single target in a 12 hour period. This means that a 5th character will be unable to attack the same target until either:
- the target moves
- 12 hours goes by from the time of the 1st attacker's skirmish attempt.
You should note that this is 4 attempted attacks,
Use of anonymous powers counts towards the 4 hitters cap.
Going to Ground Time
Being involved in a fight has the following effects:
- Target: Will be locked out of all private buildings, lairs & areas after they have been attacked twice. After the 2nd attack, the countdown is reset each time they are attacked.
- Attacker: Will be locked out of all private buildings, lairs & areas immediately.
Lockout periods last for 48 hours from the time of the first attack. The attacker will, however, be able to return to the building where the original attack took place, preventing the target from simply banishing the attacker from the building and staying put in order to avoid death.
The use of anonymous powers or attacking with a wraith will not lock either attacker or target out of private buildings/areas/lairs.
On your battle tactics page there is an option dealing with finishing blows.This option only comes into play during skirmish PvP
Selecting this will opt to disable the opponent with a serious 25 point wound, and will spare their life. Crippled individuals are four times as likely to miss in combat, and their crippling wound will take a full week to heal, much like a death wound.
It should also be mentioned that if you spare somebody's life, but somebody else opts not to, that person will execute the person you just spared. Attacking somebody who is already crippled will either kill them (if you have your tactics set to "finish them"), or will wound them as normal (if you have your tactics set to "cripple them). You cannot have more than 1 "crippled" wound at once.
The option is selected by default on the tactics page for all existing (and new) characters, so be sure to change it to "finish them" if you want to kill your next target.
Selecting this will mean that if you land the final skirmish blow, you will kill the person . You will get paid the amount of their bounty, if they had one.
Location: 34, 22, River Rock
Required: Gauntlet Membership, bought at any shop or the Karma Shop for 15 Karma [one time purchase]
Within The Gauntlet, characters can fight friendly, wound-free, battles. The system requires that both characters be within the building and holding Gauntlet Membership. It relies on each character's battle tactics to determine the winner.
Sparring in The Gauntlet is fairly straightforward. Initiating a battle simply requires that the two challengers be in the same square and for one to click the spar button on the left-hand side of the screen. Since there are no consequences for losing a battle, the challenge does not need to be accepted and the results are displayed immediately. The challenger gets a full battle report while the other party simply receives an alert indicating that they were sparred with as well as the result of the duel. Each duel costs the challenger 2 energy.
There is no real, practical in-game advantage to being a member of The Gauntlet. It provides an alternative to skirmishing or live fighting by providing a system that relies on tactics and stats.It is particularly useful for roleplayers or otherwise settling disputes without wounds.
- Do not click the skirmish button (the dagger to the left of the character name. This will initiate a normal skirmish attack.
- The base security of all squares in The Gauntlet is 10.
Battle to the Death
The PVP battle system (AKA "engage" mode, AKA "to the death" AKA "a duel") uses the same code as the gauntlet / NPC battles, but it's potentially to the death.
First you need to check your Battle Tactics There's a new option, "at which point do you attempt to flee from other characters (avoid battles to the death)?" If you set it to "as soon as possible" you will always run immediately from a challenge to the death. This is your way of opting out of 1 on 1 fights to the death, or auto-turning down challenges. Instead the person attacking you willl Skirmish you, and you will flee to another area.
To initiate a duel to the death, go to your "more commands" page. The option will only appear if you recognise one of the people in your square. You cannot attack random strangers with this option; you must first have their identity, even if both combatants are the same race.
Like with skirmishes, you'll only be able to attack once per day (or unless the person moves first). Also, the defender in a duel challenge will always automatically run to a new location. This is to stop gangs of people taking turns trying to fight somebody to the death until one is successful. To clarify on this: if you're dueled, you will always move to a random, public location (not outside), unless you die. If you run mid-way through battle, if you kill your opponent, or if the battle ends in a stalemate, you will spawn elsewhere. The attacker, however, never auto-moves elsewhere, as they are online.
A few more things to note:
- You only get wounds from physical damage. Powers used in PVP battles are just to wear the opponent down so you have a chance of killing them, and do not give lasting wounds as things stand.
- The gauntlet will never give wounds, even if you use "battle to the death" while in the gauntlet area instead of "spar".
- You will not lose anima in these fights. This might change in future. - An intentional skirmish attack will be more successful (more chance to hit) than one which happened purely because your target fled.
- Defenders in duels to the death now have a slight advantage of their attackers, if the defender is offline. This is because they aren't around to protect themselves, and so it's only fair that they get a slight boost to their stats to compensate for this. If the defender has been online in the past 15 minutes, however, there will be no special advantage given to them.
- To kill a classed human (paladin, etc) or a vampire in a duel you now need to crit them while they are at 0 blood, as with skirmishing.
- You can choose to cripple people in PVP duels just as you would in skirmish fights. This is done in the same way as before (through your battle tactics page). Crippling a target will give them massive wounds and make them basically useless in all forms of PVP for 7 days, but will not kill them.