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Guide

Fights

Fights are turn based and resolved by the server. A turn passes every ten seconds. You can watch it live or close the game and read the log later.

Most fights are one against one. Dungeon bosses are fought by a group, see HELP > Group fights.

Starting a fight

Against an NPC, you never attack directly. You order Track & Engage, your character finds the target, and the fight starts on its own.

Against another player, a fight starts when someone's ambush succeeds. See HELP > PVP.

Against a dungeon boss, the fight starts at the time your group set.

You need more than half your health to start tracking. Below that the action is canceled before you find anything.

Auto-fight and manual control

By default your character fights itself. It picks its own attacks, closes to a sensible range, reloads when the clip runs dry and uses a healing item from the belt when it is hurt.

You can override any turn: choose an attack, move closer, back away, reload, or use something from your belt. Your order is used for that turn, and the automatic behavior takes over again if you give none.

Healing cooldown

Using medication in a fight locks your whole belt for the next 3 turns. One cooldown covers every item on it, so switching to another medication doesn't get around it.

The cooldown belongs to whoever used the item. A healer treating an ally waits out their own belt, not the ally's.

While it runs you can't order an item. Left to itself, your character attacks, reloads or moves instead.

Some gear shortens the cooldown. Pieces of the same kind add up.

It works the same in every fight: against NPCs, players and dungeon bosses, and in the arena. Every fight starts with the belt ready.

Distance

The distance between the two fighters is shown at the top of the screen. Every fight opens with four steps between you.

Each weapon has a minimum, an optimal and a maximum range. Fighting closer than the minimum or further than the optimal costs you accuracy, and past the maximum you cannot hit at all.

After the fight

Anything the enemy dropped goes straight into your inventory. If there is no room, the rest is lost.

If you finish a fight below 75% of your health, your character eats from its own food supply - up to five items.

After the completion of a certain quest, you can restrict what gets eaten. Once the food selector is unlocked, you choose which foods your character is allowed to use. Pick nothing and it eats nothing.

Your weapon is reloaded from your inventory, using the same round you started the last fight with.

Fight history

Finished fights stay readable: what you were carrying, damage dealt and taken, healing, ammunition spent and the health you walked away with.

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