Battle Penalties

From EPICwiki
Jump to navigationJump to search

A reference for the various environmental penalties that can apply in battle.

Fall Damage

You take damage if you fall 10 or more feet. For falling 10 feet (2 blocks in height) you take 5% of your max HP in damage. For falling 15 feet (3 blocks in height) you take 10% of your max HP in damage. For every 5 feet after that (every 1 block more than 3) you take an additional 10% of your max HP in damage.

When you do take fall damage, your Athletics gives you a chance at damage reduction. To do this, you must beat 90 + (Number of feet fallen) with an ATH roll.

If this roll succeeds, fall damage is cut in half.

Falling into water also cuts fall damage in half, as long as the water is swimmable. Knee-high water isn't going to help you.


Knockback Damage

When a Knockback attack causes a character to occupy the same square as an object or person, then neither move and both take an extra 25% of the attack's damage from collision (only the target takes the initial damage). So, if A is hit by a 300 damage attack that causes them to hit B, A and B both take 75 damage from collision. A still takes the initial 300 damage, but B does not, as B was never hit by the attack.


Fighting in Darkness

When fighting in darkness, you're 10% less likely to land a vital hit, and 10% less capable of dodging. If more than one character is in the darkness with you, there's a 25% percent chance you'll hit a different one than the one you were targeting, as long as someone else is in range.


Fighting Without Keystones

The reason that bullets don't just instantly kill people in Epic, and why melee weapons are still viable, is because of how Keystones protect and enhance their wielders.

Keystone users who do not have at least one keystone, and characters without keystone capabilities, are put into danger of being shot to death if they're caught without proper armor or shielding. If shot with a firearm, they take 3 times normal damage, cannot react, and do not receive their defensive bonus, if they would normally have one. This penalty can be avoided by possessing one of these two items:

Anti-ballistics Armor Attachments (Upgrade-A): You no longer suffer from the no keystone penalty when attacked with a firearm. However, you are still unable to dodge bullets. Takes up an upgrade slot on all armor equipped.

Energy Shield (Misc. Item): Gives full protection from the no keystone penalty when attacked with a firearm. Lasts for the duration of one battle, before needing to be replaced. You can choose not to activate it, saving its use for a later battle.

Both of these can be purchased at a General Store.


Water Fighting

See: Swimming


Core Rules
Basics: AffinityAlignmentExperience GainsLevelRacesSkills (Skill +)
Battle: ActionsAwakening (Overload) • Battle PenaltiesBattle TablesRangeReactionsStatus Effects (Broken LimbCrippled) • Techniques
Items: AccessoriesArmorEquipment UpgradesKeystonesLegendary Lore ItemsMisc ItemsShopsWeapons
Misc: AffectionDay and NightDeathFlightKnowledgesLanguagesRare EffectsRP CombatTraitsUnique PassivesUniversal Passives