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Combat

Turn-based fights. Accuracy comes from Agility and Cunning, damage from Brawn and Endurance.

New players are protected: below level 10, nobody can attack you or put a bounty on you during your first 3 days. Starting or joining a fight, or taking a territory guard post, ends it early.

Attack another player from their profile. Each turn choose a weapon: primary, secondary, melee, or your single throwing use. Your pet and your class ability (from level 5) join in.

Agility and Cunning decide whether you hit. Brawn and Endurance decide how hard. Armor reduces hits on the locations it covers, and critical hits bypass part of it.

Fleeing works 25% of the time. After 20 rounds the defender wins a stalemate and nobody is hospitalized. The winner chooses to hospitalize, mug, leave or kiss the loser; a kiss leaves them at 1 health and earns no XP or points.

New players should start on the Endless Road, where fights are against monsters.

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