Slave Pits/Combat: Difference between revisions
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* '''Three directions.''' Attacks and parries go left, middle or right; dodges go left or right. Red buttons [[Attack (Slave Pits)|attack]]. Blue buttons [[Parry (Slave Pits)|parry]], towards the '''same''' side as the incoming blow. Green buttons [[Dodge (Slave Pits)|dodge]], towards the '''opposite''' side. | * '''Three directions.''' Attacks and parries go left, middle or right; dodges go left or right. Red buttons [[Attack (Slave Pits)|attack]]. Blue buttons [[Parry (Slave Pits)|parry]], towards the '''same''' side as the incoming blow. Green buttons [[Dodge (Slave Pits)|dodge]], towards the '''opposite''' side. | ||
* '''Taking turns.''' When both fighters are idle, the chance to attack passes back and forth between them. The defender has a short window to parry or dodge. Some weapons are easier to parry, others easier to dodge. | * '''Taking turns.''' When both fighters are idle, the chance to attack passes back and forth between them. The defender has a short window to parry or dodge. Some weapons are easier to parry, others easier to dodge. | ||
* '''Timing.''' Every button shows an animation with a | * '''Timing.''' Every button shows an animation with a shining center: the closer to the centre you press (also called deviation), the better the result. A perfect attack (deviation 0%) is a critical [[Hit (Slave Pits)|hit]]. | ||
* '''After the exchange.''' A [[Chain (Slave Pits)|chain]] lets the fighter who has just landed a hit attack again at once. A [[Risposte (Slave Pits)|riposte]] lets a fighter who has just parried strike straight back. | * '''After the exchange.''' A [[Chain (Slave Pits)|chain]] lets the fighter who has just landed a hit attack again at once. A [[Risposte (Slave Pits)|riposte]] lets a fighter who has just parried strike straight back. | ||
* '''[[Pressure (Slave Pits)|Pressure]].''' It builds while nobody lands a blow, and makes everything faster. | * '''[[Pressure (Slave Pits)|Pressure]].''' It builds while nobody lands a blow, and makes everything faster. | ||
Revision as of 04:08, 29 October 2026
Every fight in Slave Pits is a duel between two fighters, won by timing and by reading the opponent. The Glossary explains every term.
The basics
- Three directions. Attacks and parries go left, middle or right; dodges go left or right. Red buttons attack. Blue buttons parry, towards the same side as the incoming blow. Green buttons dodge, towards the opposite side.
- Taking turns. When both fighters are idle, the chance to attack passes back and forth between them. The defender has a short window to parry or dodge. Some weapons are easier to parry, others easier to dodge.
- Timing. Every button shows an animation with a shining center: the closer to the centre you press (also called deviation), the better the result. A perfect attack (deviation 0%) is a critical hit.
- After the exchange. A chain lets the fighter who has just landed a hit attack again at once. A riposte lets a fighter who has just parried strike straight back.
- Pressure. It builds while nobody lands a blow, and makes everything faster.
Three bars
Turning a fight
- Vulnerable spot. One direction is marked on the opponent, and hitting it deals extra damage.
- Surge. The orange bar fills as you take damage. When it is full you can spend it: by default it restores stamina and balance, and some talents turn it into a special effect instead.
- Combos. Sequences of actions in a strict order that end in an attack, such as a dodge followed by an attack on the same side. Talents unlock them.
- Effects. Buffs help you: Rage, Frenzy, Ready, Charged and Adrenaline. Debuffs hurt you: Stunned, Bleeding, Exhausted and Weakened.
- Scenarios. Special fights that hinder only you: caltrops make dodging harder, a cage makes parrying harder, barricades soak up your damage until they break, and hot coal burns you for every imprecise action.
- Thrown items. A Throwing shard, Klag powder or a Combat net can be thrown during the fight.
Building a fighter
- Weapons. One-handed weapons pair with an off-hand weapon or a shield, and each off-hand gives its own bonus. Two-handed weapons hit harder and are harder to parry, but easier to dodge.
- Armor reduces damage, but costs stamina and slows you.
- Tier. Equipment comes in wood, carapace and iron. A weapon of a higher tier hits harder, unless the opponent's armour is as good or better.
- Talents are bought with reputation: five basic talents with three levels each, and many more that open up when their requirements are met.
- Constellations are suggested groups of talents, each a way to fight.
- Services are bought before a fight: thrown items, equipment upgrades, care for your wounds, rumours about your opponent, and more.
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