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Combat

Combat

Fighting, stances, enemies, skills

Combat

Commands:
  attack/hit/strike <target> [aim high|mid|low]
  jab <target>               Quick thrust (easy, pierce)
  slash <target>             Sweeping cut (easy, cut)
  chop <target>              Overhead strike (average, cut)
  lunge <target>             Extended thrust (average, pierce)
  /stance <mode>             Set combat stance
  taunt <target>             Goad a foe into wasting a turn
  guard <follower>           Guard a follower (intercept)
  stop guard                 Stop guarding
  /effects                   Show active status effects

Topics:
  ?combat stances            Stance modes and effects
  ?combat skills             Sub-skills, leveling, skill points
  ?combat enemies            Enemy types and locations
  ?combat death              Dying, corpses, skinning, loot
  ?combat companions         Followers in combat
  ?combat guard              Guard stance
  ?combat flee               Leaving a fight: retreat, flee
  ?combat magic              Spells, mana, combos
  ?combat effects            Status effects and debuffs
  ?combat distance           Engagement distance and range
  ?combat wounds             Body part injuries and penalties
  ?combat terrain            Terrain effects on combat
  ?combat shields            Shield skills, blocking, bash
  ?combat parry              Parry, riposte, counter-attacks
  ?combat unarmed            Fists, kicks, grapple
  ?combat polearms           Spears, halberds, pikes
  ?combat greatswords        Two-handed swords
  ?combat active defense     Block, parry, dodge commands
  ?combat combos             Attack variety bonuses
  ?combat crits              Critical hits and wound severity
  ?combat armor              Armor damage reduction formula
  ?combat arena              Arena fights, ladder, betting
  ?combat creatures          Enemy behavior and targeting
  ?combat knockout           Getting knocked out, penalties
  ?combat roundtime          Weapon recovery time and speed
  ?combat yield              De-escalate combat peacefully
  ?combat surrender          Full submission during combat

Combat - Stances

Stance modes and effects

(This body is DEAD. `?combat stances` is generated at load
from the live stance table - see game/help_generated.py
_build_combat_stances_page and _CHILD_OVERRIDES, which
replaces this child's body wholesale (BU379).

Do not edit this text expecting a player to read it: the
2026-09-03 combat-math audit did exactly that and filed
IT814 against numbers that had already been fixed. Change
the generator, or game.combat.types.STANCES, instead.)

Combat - Skills

Sub-skills, leveling, skill points

Combat - Skills

Each weapon type has sub-skills (jab, slash, chop, lunge).
Using a sub-skill in combat earns skill points (SP).
SP accumulate until you rank up.

Ranks: Novice → Apprentice → Journeyman → Expert
       → Adept → Master → Grand Master

Higher ranks improve hit chance (rank bonus).
Use /skills or ssk to see your current ranks.

Combat - Enemies

Enemy types, locations, and difficulty

Combat - Enemies

Hostile NPCs auto-attack each turn. Difficulty
increases with distance from town.

SEWERS (Novice):
  Sewer Rat        HP 18-25   bite, packs
  Giant Cockroach  HP 12-18   weak, fodder
  Pale Hand Thug   HP 35-55   dagger, humanoid
  Drowned Zombie    HP 45-65   slow, undead
  Sewer King       HP 175-225 boss (layer 4)

FOREST (Intermediate):
  Wolf             HP 40-58   bite/claw, packs
  Wild Boar        HP 47-65   charge, tough
  Bandit           HP 47-65   sword, carry gold
  Dire Wolf        HP 75-105  dangerous, pack leader

MINES (Intermediate-Hard):
  Cave Rat         HP 22-30   fodder
  Goblin           HP 60-80   dagger, groups of 2-3
  Tunnel Spider    HP 28-35   poison, web
  Rogue Miner      HP 60-75   pickaxe, humanoid
  Burrower King    HP 210-270 boss

CRYPT (Hard):
  Zombie           HP 52-70   slow, undead
  Ghoul            HP 42-60   fast, life drain
  Skeleton         HP 52-72   sword, armored
  Wight            HP 80-110  dangerous, life drain
  Kael the Deathless HP 170-220 boss

BACK ALLEY:
  Thief            HP 30-50   dagger, fast
  Mugger           HP 45-60   blunt weapons

HP formula: (50 + CON*3), times a per-creature multiplier.
Actual HP varies by creature stat rolls.

Tips:
  - Train combat skills before venturing to harder areas
  - Bring a follower for backup (guard them if needed)
  - Use stances: defensive for tough fights, aggressive for weak foes
  - Carry food or health potions for healing between fights
  - Flee (flee/run/escape) if overwhelmed

Creatures spawn on entry and respawn on phase changes.
Each creature type drops specific loot on death.
Humanoids are knocked out at 0 HP instead of killed.

Combat - Death

Dying, corpses, skinning, loot, NPC death, resurrection

Combat - Death

Animals at 0 HP die and drop:
  - A corpse item (skinnable)
  - Junk loot: teeth, claws, meat, bones, coins
  - Gold transferred to you

Humanoids at 0 HP are knocked unconscious:
  - They collapse but don't die
  - Follower KOs revive on rest (25% HP)
  - NPCs recover after 3 phases at 30% HP
  - Essential NPCs (quest givers, trainers) cannot be killed

Finishing Off (finish <target>):
  - Kills a knocked-out NPC permanently
  - Drops their corpse and inventory
  - Murder crime if non-hostile
  - A ghost may appear at the death location

NPC Death Consequences:
  - Shopkeepers' shops close permanently
  - Nearby NPCs enter mourning
  - Trust loss with witnesses

Temple Resurrection:
  - Visit a temple to resurrect a dead NPC
  - Cost: 1-5 silver based on importance (commoner = 1 silver;
    shopkeeper/priest ≈ 3 silver; trainer/healer ≈ 4 silver;
    quest-giver = 5 silver)
  - NPC returns to their home at 50% HP
  - Ghosts vanish upon resurrection

Corpses can be skinned for pelts/hides:
  skin <corpse>     Dexterity-based gathering check

Skin quality depends on your skill:
  Ragged   (fail) - half value, poor crafting
  Normal   (pass) - base value
  Fine     (pass+8) - 2x value, good crafting
  Pristine (pass+15) - 3x value, best crafting

Pelts and hides ONLY come from skinning - they
don't drop automatically on kill.

Corpses decay: lose 'skinnable' after 3 phases,
disappear after 6 phases.

Combat - Followers

Party cap, follower types, combat

Combat - Followers

Party Cap: max 2 fighting followers.
A merc team = you + 2 (fills both slots).

Follower Types:
  Mercs - Hired for gold, daily wages, loot share
  Friends - Invited via relationship, no wages
  Beckoned - Temporary, leave at next location
  Pets - Don't count toward party cap
  Bondmate  - Beastmaster's singular bonded animal (not a follower)

Only mercs and invited friends count toward the cap.
Beckoned followers, pets, and bondmates are free extras.

Combat Behavior:
Followers who are close friend or higher will
auto-attack hostiles at your location each turn.

They use their equipped weapon (or unarmed if none).
Give followers weapons: give iron sword to murine

Hostiles target randomly between you and followers.
If a follower reaches 0 HP, they're knocked out
(not killed). They revive on rest at 25% HP.

Combat willingness by relationship:
  stranger/acquaintance/friend - won't fight
  close friend - fights alongside you
  lover/partner - fights aggressively

Wages & Dismissal:
  Mercs owe daily wages (auto-paid at dawn).
  4 days unpaid = merc leaves.
  dismiss <name> - dismiss a follower
  disband - dismiss all followers

See also: ?mercs, ?bondmate

Combat - Guard

Guard stance and interception

Combat - Guard

guard <follower>     Take a defensive position
stop guard           Stop guarding

While guarding, hostile attacks targeting the guarded
follower are redirected to you instead.
Only works on followers (must be beckoned/invited).

Combat - Leaving a Fight

Retreat and flee: the two ways out

Combat - Leaving a Fight

Three verbs, and they are not the same thing.

retreat              Back up one engagement band
fall back            Same verb, every form
    close -> near needs a disengage check; near -> far
    is free. You are still in the fight.

retreat <place>      Withdraw from the fight through
fall back to <place> the exit you name. ONE check, its
    difficulty set by the band you stand in:
      from close   hardest (+20)
      from near    easier (+10)
      from far     free - contact is already broken
    Success is a clean break: you keep everything you
    carry and no companion thinks less of you.
    Failure: a foe gets a free swing and you stay put,
    band unchanged. Naming a door that is not there
    costs nothing at all.

flee                 Bolt through whatever door is
run / escape         nearest. Takes NO place name.
    ONE check, the same band table minus 15, so it is
    always the easier roll. That is what you are paying
    for: you shed carried gear in the panic and any
    companion watching marks you down for it.

Escape formula: d100 > 50 - Speed/2, plus the band
term, plus terrain (dungeon +15, mines +5, narrow
passages block it entirely).

Followers come with you either way. Root and snare
block every form of leaving.

See also: ?combat distance, ?combat yield

Combat - Yield

De-escalate combat by raising your hands

Combat - Yield

yield                Attempt to end combat peacefully
give up              Alias for yield

You raise your hands, signaling you want to stop fighting.
NPCs may accept (40% base chance) depending on:
  - Who struck first (+20% if they attacked you)
  - Your trust level with them (+10% per level)
  - Your HP% (+15% if below 30%)
  - Their HP% (-20% if below 30%)

On acceptance: combat ends with mild consequences.
  Guards: warning + small fine
  Bandits: they take some of your gold
  Others: combat simply ends

On rejection: you lose your turn.
Creatures (animals, monsters) always reject - they
don't understand words.

See also: ?combat surrender, ?combat flee

Combat - Surrender

Full submission during combat

Combat - Surrender

combat surrender     Full surrender in combat
beg mercy            Alias for surrender
mercy                Alias for surrender

You drop your weapon and fall to your knees.
Higher acceptance chance than yield (70% base).
Same modifiers as yield apply.

Consequences are more severe:
  Guards: full arrest (jail, fine, stolen items confiscated)
  Bandits: they take most of your gold + your weapon
  Others: they take your weapon

On rejection: you lose your turn.
Creatures always reject.

See also: ?combat yield, ?combat flee

Combat - Magic

Spells, mana, combos, meditation

Combat - Magic

cast <spell>         Cast a spell (costs mana)
/meditate            Regenerate mana (out of combat)
/combos              Show known spell combos

Spell Schools:
  Fire        Fireball, Flame Lance, Inferno
  Ice         Frost Bolt, Blizzard, Ice Wall
  Lightning   Shock, Chain Lightning, Thunderstrike
  Nature      Vine Grasp, Thornwall, Rejuvenate

Combos:
  Cast two compatible spells in sequence to trigger
  a combo effect. Example: Fireball + Frost Bolt =
  Steam Explosion. Use /combos to see unlocked combos.

Combustion:
  Casting fire spells repeatedly builds combustion.
  At critical levels, extra fire damage triggers.

Learning Spells:
  Buy spell tomes from the Magic Emporium or find
  them as loot. Use the tome to learn the spell.
  Advanced spells require minimum magic skill rank.

Mana:
  Max mana scales with SPI stat.
  Regenerates via /meditate or resting at inns.
  Each spell has a fixed mana cost.

Combat - Status Effects

Status effects, debuffs, and cures

Combat - Status Effects

Status effects are applied during combat by elemental
damage, heavy hits, or specific wound types.

DOT (damage over time):
  Burning      2 dmg/round, 3 rounds (fire)
  Poisoned     2 dmg/round, 4 rounds (poison)
  Bleeding     1 dmg/round, 3 rounds (heavy hits)

Debuffs (stat penalties):
  Chilled      -3 Speed, 2 rounds (frost)
  Cursed       -3 Wits, 3 rounds (dark)
  Blinded      -5 Perception, 2 rounds (holy)
  Prone        -5 Agility, 1 round (leg/foot wounds)

Control (skip turn):
  Shocked      Skip 1 turn (lightning)
  Stunned      Skip 1 turn (head bruise)

Wound triggers:
  Bruise to head    → chance of Stunned
  Cut/pierce/bruise to legs/feet → chance of Prone
  Heavy physical hit (8+ raw damage) → chance of Bleeding

Commands:
  /effects           Show your active status effects

Cures:
  Potions and spells with matching cure tags remove
  specific effects. Rest/healing cures all.

Combat - Engagement Distance

Engagement distance and range penalties

Combat - Engagement Distance

Combat has three range zones. Your weapon type determines
which zone is ideal; the wrong distance adds to your
attack threshold (making it harder to hit).

Ranges:
  close -  grappling distance, melee point-blank
  near - standard melee range (default at combat start)
  far -  ranged distance, bows optimal

Weapon range penalties (threshold increase; a NEGATIVE
number is a bonus - that band suits the weapon):
  Sword / Axe / Blunt
    close:   0   near: +20   far: +50 (can't reach at far)
  Dagger
    close: -10   near: +20   far: +50
  Greatsword
    close:   0   near: +10   far: +50
  Staff
    close:   0   near:  -5   far: +15
  Polearm
    close: +25   near: -10   far:   0
  Bow
    close: +50   near: +10   far: -15
  Crossbow
    close: +50   near:   0   far: -10
  Unarmed
    close:  -5   near: +30   far: +50

Commands:
  advance           Move one step closer
  retreat           Move one step farther
  fall back         Alias for retreat
  retreat <place>   Leave the fight through that exit
  flee              Bolt through a random exit

See ?combat flee for how the two ways OUT of a fight
differ - the band you stand in sets the difficulty of
both.

NPCs automatically adjust toward their preferred range
each combat round. Distance resets when combat ends.

Combat - Terrain Effects

How location terrain affects combat

Combat - Terrain Effects

Different environments modify combat:

Water / Sewers:
  +5 difficulty, heavy armor -10 penalty
  (Deep water: +10 difficulty, armor -15)

Forest:
  Ranged weapons -5 (obstructed sightlines)
  Stealth +10 bonus
  (Deep forest: ranged -10, stealth +15)

Narrow Passages (tunnels):
  Two-handed weapons +20 difficulty
  Fleeing blocked entirely

Mines:
  Ranged weapons -5, +5 flee difficulty
  (Deep mine: +5 difficulty, ranged -10, +10 flee)

Darkness (dark locations without torch):
  +15 difficulty, aimed attacks disabled

Dungeon:
  +15 flee difficulty

Terrain labels appear in combat feedback brackets.

Combat - Wounds

Persistent body part injuries and healing

Combat - Wounds

Hard hits leave lasting wounds on specific body parts.
Unlike status effects (which expire each round), wounds
persist until tended or rested off.

Body regions hit (by aim zone):
  High: head, face, neck, chest
  Mid:  abdomen, left arm, right arm
  Low:  left leg, right leg, left foot, right foot

Damage multipliers by region:
  Head / Face / Neck   x1.5 (vital hits hurt more)
  Chest / Abdomen      x1.2
  Arms / Legs          x1.0
  Hands / Feet         x0.8

Wound severity (based on raw damage before armor):
  Light    (4-7)   - small penalty
  Moderate (8-12)  - noticeable penalty
  Severe   (13-18) - serious penalty
  Critical (19+)   - brutal penalty

Wound penalties by region group (severe / critical):
  Vital wounds      -6/-10 Perception, -3/-8 Intelligence
  Core wounds       -4/-8 Strength, -3/-6 Constitution
  Arm wounds        -6/-12 Strength, -6/-12 Dexterity
  Leg wounds        -8/-15 Speed, -6/-12 Agility
  Extremity wounds  -4/-8 Dexterity
Light and moderate wounds carry the same penalties, smaller.
Stacked wounds cannot drive one stat below -30.

Recovery:
  Rest             Wounds mend while you rest: light 1 phase,
                   moderate 2, severe 4, critical 6
  tend             Treats the worst wound, at any severity. FREE
                   with a bandage or healing salve in your pack;
                   paid at a healer, by severity:
                   Light 1s | Moderate 3s | Severe 7s | Critical 15s
                   (steeply discounted in your first week)
  tend all         Treats every wound at once, for one price

Commands:
  /wounds            List your active wounds
  /hp                Body condition report with penalties
  tend               Treat your worst wound
  use bandage        The same field dressing, under the other name

Combat - Shields

Shield skills, blocking, shield bash, shield wall

Combat - Shields

Equip a shield in off_hand to block attacks.

Block Chance = 10% + shield_armor + shield_block_skill_bonus
(Capped at 50%, or 70% while an active block is up -
see shield wall below.)

Skills (shields tree):
  shield_block    Improves passive block chance
  shield_bash     Offensive shield attack (stun chance)
  shield_wall     +15% block for 3 rounds
  shield_deflect  Deflect ranged attacks - arrows, bolts
                  and thrown weapons (max 40%)

Commands:
  shield bash <target>    Bash with shield (blunt damage + stun)
  shield wall             Raise shield (+15% block, 3 rounds)
  raise shield            Alias for shield wall

Combat - Parry & Riposte

Weapon parrying and counter-attacks

Combat - Parry & Riposte

When you have a melee weapon and its parry sub-skill,
you can passively parry incoming melee attacks.

Parry Chance = parry_skill_bonus + Speed / 5
(Capped at 40%, or 55% while an active parry is up.)

Parry sub-skills by weapon:
  Sword:  sword_parry   (average)
  Dagger: dagger_parry  (difficult)
  Axe:    axe_deflect   (average)
  Staff:  staff_block   (average)
  Blunt:  blunt_guard   (average)

Riposte:
  On a successful parry, there is a chance to
  counter-attack at 70% damage. Chance = parry_rank / 3.
  Requires having the parry sub-skill trained.

Defense order: Dodge → Shield Deflect → Parry →
Shield Block → Armor Soak. The first one that succeeds
ends the attack; armor only soaks what gets through.

Combat - Unarmed

Fighting without weapons

Combat - Unarmed Combat

When you have no weapon equipped, you fight with fists.

Unarmed sub-skills:
  punch    (easy, blunt)     Basic fist strike
  kick     (easy, blunt)     Longer-range kick
  knee     (average, blunt)  Close-range knee strike
  elbow    (average, blunt)  Fast close-range elbow
  grapple  (difficult)       Pin the target

Unarmed damage = margin / 5 + Strength / 10
(Lower than weapon damage - pick up a sword!)

Combat - Polearms

Spears, halberds, pikes, glaives

Combat - Polearms

Two-handed reach weapons. Excel at far range,
awkward at close range (-25 threshold penalty).

Sub-skills:
  polearm_thrust  (easy, pierce)      Long-reach thrust
  polearm_sweep   (average, blunt)    Wide sweep at distance
  polearm_brace   (average, pierce)   Set against charge
  polearm_trip    (difficult)          Trip target, prone
  polearm_impale  (difficult, pierce)  Max damage thrust

Verb shortcuts: impale, brace, trip
Parry skill: polearm_brace (deflect with shaft)

Weapons: wooden spear, iron spear, halberd, pike, glaive

Combat - Greatswords

Two-handed swords

Combat - Two-Handed Swords

Heavy two-handed blades. Strong at close/near range,
suffer at far (-30 threshold penalty).

Sub-skills:
  greatsword_slash   (easy, cut)        Wide horizontal arc
  greatsword_chop    (easy, cut)        Overhead slam
  greatsword_thrust  (average, pierce)  Two-handed thrust
  greatsword_sweep   (average, cut)     Low sweep, trip
  greatsword_execute (difficult, cut)    Massive damage

Use full name: greatsword_execute <target>
Parry skill: greatsword_sweep (deflect with blade)

Weapons: iron greatsword, steel greatsword,
flamberge, executioner's blade

Combat - Active Defense

Block, parry, dodge commands

Combat - Active Defense

Use your combat action to defend instead of attacking.
The bonus applies to the NEXT incoming attack, then clears.

Commands:
  block         +20% shield block (requires shield)
  parry         +15% parry chance (requires melee weapon)
  dodge         +15% dodge/evasion (always available)

Aliases:
  block: shield block, brace block
  parry: ready parry
  dodge: evade, sidestep

These consume your turn - you cannot attack and defend
in the same action. The bonus stacks with passive defense.

Combat - Combos

Attack variety bonuses and named combos

Combat - Combos & Rotation

PENALTY: Repeating the same attack 3+ times:
  3x same → +40 threshold  (much harder to hit)
  4x same → +70 threshold  (nearly impossible)

BONUS: Using different attacks in rotation:
  3 unique in last 4 → -5 threshold  (easier hit)
  4 unique in last 4 → -10 threshold

Named combos (flavor text + bonus):
  Jab → Slash → Lunge    = Swordsman's Cadence
  Stab → Twist → Flurry  = Viper's Dance
  Chop → Cleave → Rend   = Woodcutter's Fury
  Swing → Crush → Overhead = Hammer Fall

Tip: Vary your attacks for better results!

Combat - Arena

Pit fights you fight yourself, the ladder, purses, betting

Combat - Arena

Location: The Arena, Ghelmyon (the Gate, the Fighting Pit,
          the Hall of Champions)

Commands:
  fight / enter pit          Step into the pit, take the next bout
  arena / fight ladder       Fight card, your record, purses
  read board                 Odds, purses and the current card
  watch fight / spectate     Watch a bout from the benches
  bet <amount>               Bet on yourself in your next bout
  bet on <fighter> <amount>  Bet on a spectator bout

How a bout works:
  You fight it yourself. Stepping into the pit puts a live
  opponent in front of you and hands you the controls: every
  move you know applies - attack, stance, aim, block, parry,
  signature moves, potions, retreat. There is no auto-resolve.

  The ladder is five rungs, climbed one at a time. Beat the
  rung in front of you and the next opens; lose and you can
  try that rung again. One bout per phase.

Nobody dies in the pit:
  A bout is non-lethal both ways. When a fighter can no longer
  answer the bell the referee stops it - you are helped out of
  the sand, not carried out. You keep your gear, and you are
  never dragged to a healer with a fee.

  Arena steel is blunted, so a bout leaves you far less
  lastingly wounded than the same beating in a back alley. It
  still drains your health, and you can still lose.

What it pays:
  Win  - the purse for that rung: 7s at Tier 1, up to 1g 20s
         for the champion's bout.
  Lose - a forfeit: 1s 40c at Tier 1, up to 5s at the top,
         and never more than you are carrying.
  Walk out of a live bout and it is void - no purse, no
  forfeit, nothing on your record.

Betting:
  Stake before the bell; the stake is taken when you place it.

  On YOUR OWN bout a winning bet returns 2x your stake, or 3x
  on a champion bout.

  On a bout between two other fighters the payout follows the
  matchup: back a heavy favourite and you are paid like it was
  a heavy favourite, back a long shot and it pays long. The
  multiplier is named on the payout line. While you watch a
  bout you are not fighting in, both fighters' health is shown
  after every exchange so you can read the fight.

Tips:
  - Equip your best gear before entering
  - Vary your sub-skills; repetition is punished
  - Arena fights train combat skills like any other fight

Combat - Critical Hits

Critical hits, wound severity, bleed tiers

Combat - Critical Hits

Any hit can be a critical. Chance is based on:
  Dexterity (DEX//5) + Skill rank (rank//10) + 5% base
  Capped at 30%.

Severity Levels (L1-L6):
  L1 Glancing      +10% damage
  L2 Solid         +25% damage
  L3 Serious       +40% damage, may cause bleed
  L4 Devastating   +60% damage, moderate bleed
  L5 Savage        +80% damage, severe bleed
  L6 Fatal         +120% damage, massive bleed

Higher weapon skill → access to higher severity crits.
Novices mostly get L1-L2. Masters can reach L5-L6.

Crit bleed is stronger than normal bleed and overrides it.
Wound descriptions vary by weapon type (cut/pierce/blunt/burn)
and are narrated for dramatic effect.

Combat - Armor

Armor damage reduction formula

Combat - Armor

Armor uses a hybrid flat + percentage formula:

  1. Flat reduction: up to 50% of raw damage
  2. Percentage reduction: armor / (armor + 100)
     (diminishing returns - stacking armor helps less)
  3. Minimum 1 damage always gets through

Armor is scaled by material, quality, and rarity:
  effective = base_armor × material × quality × rarity

Material tiers (low → high):
  bone < wood < bronze < leather < iron < hardened leather
  < steel < troll hide < mithril

Armor set bonuses (?items armor sets) give extra stats
when you equip multiple pieces from the same set.

Combat - Creature Behavior

Enemy behavior types and targeting

Combat - Creature Behavior

Creatures have 6 behavior types that affect targeting:

  passive       Won't attack unless provoked (deer, wisps)
  aggressive    Attacks on sight, random targeting (default)
  pack          Focus-fire: targets whoever has lowest HP
  tactical      Targets lowest HP% (finishes off wounded)
  ranged        Targets lowest armor (picks squishy targets)
  territorial   Attacks intruders, random targeting

Pack Hunter:
  Wolves, rats, goblins, and similar creatures get +5 hit
  bonus per ally of the same type in combat.

Call for Help:
  Bandits, orcs, goblins, and some bosses scream when
  wounded below 50% HP. This pulls a hostile from an
  adjacent room into the fight (one-time per creature).

Tips:
  - Kill pack creatures fast to reduce hit bonuses
  - Focus tactical/bandit enemies to prevent call-for-help
  - Ranged enemies will target your lowest-armor party member

Combat - Knockout

Getting knocked out, recovery, penalties

Combat - Knockout

At 0 HP, the player is knocked out (not killed).

If a companion is still alive, they finish the fight
and revive you afterward (no penalty).

If your entire party goes down (or you're alone):
  - You wake at the nearest healer/temple
  - Penalties scale by location severity:

  City (tavern, temple, etc.):
    HP: 30% | Gold: -10% | Items: 0 | Debuff: 2 phases

  Wilderness (forest, road, etc.):
    HP: 20% | Gold: -20% | Items: 1 | Debuff: 3 phases

  Deep Wilderness (caves, dens, etc.):
    HP: 15% | Gold: -25% | Items: 3 | Debuff: 4 phases

Grace Period:
  First 3 in-game days: no gold or item penalties.

Luck Factor:
  Your Luck stat modifies the severity roll.
  High Luck can eliminate penalties entirely.
  Low Luck makes penalties significantly worse.

Combat - Roundtime

Weapon recovery time and speed modifiers

Combat - Roundtime

After each attack, you must wait a number of actions
before attacking again. This is roundtime (RT).

Base Roundtime by Weapon:
  Dagger        2    Bow           4
  Short Sword   3    Crossbow      6
  Sword         4    Staff         3
  Axe           4    Greatsword    6
  Mace          4    Greataxe      6
  Hammer        4    Polearm       5
  Unarmed       2    Shield Bash   3

Stat Reductions:
  Speed:   -1 per 10 above 40 (max -4)
  Agility: -1 per 20 above 40 (max -2)

Stance Modifiers:
  Berserker:  -1 (reckless = faster)
  Defensive:  +1 (careful = slower)

Minimum roundtime is always 1.

During roundtime you can still:
  advance, retreat, look, stance, guard

Enemies also have roundtime - heavy-weapon NPCs
may skip turns to recover.

See also: ?combat distance, ?combat stances