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[[File:Sbutton.png|thumb]]
 
Strife is the main part of The Overseer Project in which you and a series of up to 5 enemies swing at each other until someone falls over. Fairly straightforward, but new mechanics are being introduced all the time.
 
 
==Commands==
 
 
Each round of strife, you may select two commands: one active command (offensive) and one passive command (usually defensive). Each command alters your effective power level either offensively or defensively, and both commands are performed one after the other. For example, Assault/Abstain will cancel each other out and you will use 100% of your power for both offense and defense.
 
===Active commands===
 
*Aggrieve - Offensive power is increased to 1.05x. Defense is unaffected.
 
*Aggress - Offensive power is increased to 1.2x, and defense is lowered to 0.8x.
 
*Assail - Offensive power is increased to 1.5x, and defense is lowered to 0.6666x.
 
*Assault - Offensive power is doubled, and defense is halved.
 
===Passive commands===
 
*Abuse - Offensive power is increased by 10% of the leading enemy's power. Note that defense is completely unaffected by Abuse, and any combat bonuses to Abuse will go to offense instead.
 
*Accuse - Defensive power is increased to 1.05x. Offense is unaffected.
 
*Abjure - Defensive power is increased to 1.5x, and offense is lowered to 0.6666x.
 
*Abstain - Defensive power is doubled, and offense is halved.
 
===Bonuses/penalites===
 
Your weapons and [http://the-overseer.wikia.com/wiki/Wearables wearables] may grant bonuses or inflict penalties to specific commands. This number is added to or subtracted from your effective power, after the standard command calculation. For example, if your power is 1000 and you have a +50 to Assault, using Assault will boost your offense to 2000 and then add 50 after that to total 2050.
 
 
==Other actions==
 
 
Combat actions are simply the meat of strife; you can enhance your power and survivability by utilizing these other techniques.
 
===Consumables===
 
Most consumable items are usable both inside or outside of strife, and can carry a wide variety of effects from healing to power increases to invulnerability. You can only use one consumable per round inside of strife, but an strategy is to stack as many consumables as possible outside of strife, as any boosts gained from consuming items outside of strife will stay with you into the next battle.
 
 
When assisting a player, many consumables, such as the bandage and medkit, have an increased or altered effect. Aiding players can use as many consumables as they like per round.
 
===Aspect Patterns===
 
[[Aspect Patterns]] utilize your Aspect Vial to perform a series of user-defined effects in battle. Their effectiveness increases with echeladder rung, and their specializations are different for each aspect. Be warned, however, that you can only use one Aspect Pattern OR consumable each round; using one will prevent you from using the other in the same turn.
 
===Fraymotifs===
 
[[Fraymotifs]] are the most powerful attacks one can use, and also the most expensive. Each aspect has three solo fraymotifs associated with them, as well as one combination fraymotif for every other aspect. As expensive as they are, you can use as many fraymotifs as you want in a single round.
 
==Assisting==
 
Assisting a strife is easy and very helpful to the main strifer, as your full power (your echeladder rung, weapon and sprite strength) is added to the main strifer's when calculating damage. Aiding your session-mates in this way can help you take down much stronger foes than you could before. There is no limit to the amount of players that can assist in a single strife.
 
 
Note that if the main strifer is knocked out or flees, one of the assisting strifers will become the main strifer instead.
 

Revision as of 06:14, 5 May 2013