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Fruition Online- Combat

 

There are many tiers of combat- I know I keep saying that. Who cares what I have to say here, right? You wanna know about the rules governing your sword and someone else's eye socket! Alright, let's get to it, then.

 

Combat Tiers (In General)

Combat Tiers (Special)

Open PvP

This means that any player, or any kind, may attack and kill any player, shopkeeper, or any other human or creature at any time, without the game itself stopping you. If players or other forces rally against you, that's your own problem.

Hence, the PK (Player Killer) and PKK (Player Killer Killer).

PKers kill random other players, generally who are unable due to character or player ability, to defend themselves. This pisses people off. That's why the PKKer was born- someone who hated/hates PKers so much that they evolve beyond the game's expected capacity and hunts down and kills PKers like they weren't even there, laughing about it.

Restricted PvP

This means that players can attack either NPCs or Players, maybe both, or it's level-dependant.

Each area is different! Sometimes players cannot initiate combat with someone significantly lower-leveled or skilled than their character, or a specific marker or something has to be set to allow Open PvP with you- but it doesn't affect other players and is off by default; so you don't have to be pestered if you don't want to.

Other times the only allowed combat is Pet vs Pet, or only characters and no NPCs can be harmed- or vice versa. There is even a place where pets are never allowed to get hurt.

Closed PvP

Neither players nor NPCs can be attacked. Only monsters, and don't try to attack monsters used as pets by players, because it won't work. You can, however, always request a Duel.

Bounty

Characters can be reported by certain NPCs, or other characters, depending on circumstances. A bounty is paid up front, and various locations present this as news. Accept it as a quest, and you can get the money or other reward type by hunting down and killing the character! Bounty combat works even in Closed combat settings. You can't hide from the law! And by "the law", I mean "vigilante justice". You and only you are allowed to attack the player whose bounty you have accepted, and you will be notified when you get close enough to them. If they're in another server or something else, well, *shrug*. I guess I can have NPCs tattle to give hints so you can hunt them down. If multiple bounty hunters are on the quest and all get to the target, then someone had better Claim them so the reward isn't forcibly split (in a Closed setting) or be able to murder each other so only one person lives to turn the quest in (in an Open setting).

If the character with a bounty is in an Open PvP setting, and is killed by someone normally and not through a quest, they can always turn in a trophy of sorts and get the reward anyway. Of course, that means the bounty hunter is in an Open PvP setting too and can be stolen from or killed for the trophy! (Conditions apply. Not all areas do this.)

Siege

There ARE Culture Zones that have buildings that aren't static, but custom and player-built cities. These can be destroyed if you bring the right weapon or other attack types that are classified able to destroy buildings. My fantasy of this one is a demolitions expert blowing a hole in a guild wall, while they meet and laugh about the n00b they ganked. Then an ally of the demolitions expert sends in his fire-enchanted dinosaur named Mittens who is very hungry today.

Laugh it up. Mittens isn't attracted to fear, but irony. There is a designed Culture Zone where there are default buildings, so every destroyable isn't also a forced construction.

Lynch Parade

Sounds evil. It's the opposite, it's really really funny. A player with Negative Karma is in the presence of a Karmic Disciple (a character class that maximizes positive karma potential, see Justice). The Disciple can mark that character as "Evil, and deserves to die". This is best used in a Closed PvP setting! That Evil player cannot defend themselves in any way except by running, where any other player- even one a tenth their own strength, can attack, and possibly... kill them. In fact, anyone in the area, even total n00bs, can gang up on and kill a defenseless- though extremely powerful, evil player.

Guild Vs Guild

Once a player's house is big enough (see Player Housing), they can found a guild if they want. Guilds can wage war on another- the invading guild actually enters the guild leader's personal house map, and can run amok killing everything possible. It isn't a permanent death though, so don't worry, pet owners. But getting in your way when you want to be left alone is a good reason to get a Siege Pet (see Pets, Animal Taming, and Genetic Engineering).

Player Vs Dungeon

There are a few achievements I thought of. One set is the Dungeon set! You have to enter, alone, a dungeon of your choice, and kill everything (valid) inside. Can you defeat absolutely every creature in a dungeon- without help?

It counts as a Special Combat Tier because YOU are the one that is Claimed by the dungeon itself. (See Claiming)

Duel

When you request a duel, and another player accepts, your current stats are saved. How many hit points out of how many, any ailments like poisoning and their timers (if any), are all set aside. You are temporarily fully healed and cured of everything- so the duel may take place unheeded. Also no monster or other player may interrupt, as you are both Claimed to each other. After someone wins, or the duel timer runs out, both players are returned to the states they were in before the battle started.

There is a maximum distance you can be from the other player, and a timer on that distance. There is a negative achievement called "Brave Sir Robin" that proves you ran away from a large number of duels, not even bothering to fight back.

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