"You're sneaky, boy, but that's your win."
He confirms and proves the theory too.
Weapons lose durability from blocks or successful strikes, something to keep in mind.
The zombies didn't make a dent in that axe, and I also didn't last long enough to notice.
"Sorry, not sorry. It's impossible to land a hit on you otherwise."
These lungs are about to burst.
Cutting trees with bare hands yesterday wasn't this tiring.
It wasn't this satisfying either, though it's a tiny victory.
It's a win regardless and it's time to win more.
[Every item has different stats in CineMraft. At first glance, you can see their name, class, and median damage. Your current weapon is an [error], and since you already own it, you can open the stat cards for more information.]
Yes, it's an error, because it broke, and the developers didn't expect it.
Tank nods towards the rack to pick up a new one.
Now that it's in my hands, the name appears as the message suggested.
It's a +3 Training Sword, so the median is 3, and it's a sword class.
So what is a median? Opening the stat card says exactly.
It has attack, defense, and initiative stats, except they're gray because of the low level.
What's visible is the durability score, yes, the stick has its own HP, a damage roll, and one more stat.
It can cause premature HP loss between 1 and 6 and the average is 3.
Not bad for a stick, how much could the axe do?
It was a proper iron tool, not a wooden blade.
Well, it's gone for good, it's pointless to think about it.
The sword has 20 HP, twice as much as the character on the first level.
The last number is 1 Res, and there is no hint of what that's supposed to be.
While our practice duel was too intense to keep track of everything, Tank had to block it more than twenty times.
[Res is short for Resistance.]
Why thank you, system message. Earlier, it kept repeating to check the tutorial.
Here it will answer, and it's enough to think about the questions too.
It's only fair since Tank sticks to answer stuff that doesn't break the immersion.
[Res is how much the item can withstand harm. For example, your +3 Training Sword will break after losing its 20 HP and can block one from every strike. A roll of 21 could destroy it in one go, and a max output of 1 would never leave a scratch.]
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Oh, so when something has 1 HP, it's weak, yet with 5 Res, only a lucky hit could destroy it.
It will refuse to break until you reach the threshold, so how's it calculated during blocking?
Does the same it would cause apply back to it?
[If two items meet, both have the potential to lose HP, and the offensive weapon's roll applies to both of them. The attacker subtracts their Res twice, and the defender once. The same is true while hitting an armored opponent.]
The wording makes my head spin.
This brain could use the mental workout after this much physical activity though.
His mace must have a thousand Res so this thing won't scratch it.
If he blocks, and I roll 3, the 1 Res of the stick will apply twice and it would still lose 1 HP.
When he strikes, and rolls a 3, it would take 2.
[The effect on an item can't be higher than the other's Res value. So while on the offense, your wooden sword can't cause more than 2 damage on them, unless it's a critical hit. And if you stab it into protective gear with 1 Res, your weapon will lose 1 HP, regardless of your roll.]
Oh God, why does it have to be so complicated?
Okay, this explains why the axe never lost from its durability, the zombies didn't wear armor.
And Tank did, so that strike caused the stick to break.
That means stuff will keep breaking in real combat.
[Training swords are the weakest weapons in CineMraft, but it's a correct observation. The skill 'Edge Alignment' can reduce the harm to your blade by increasing its effective Res. As a bonus, it can also increase your roll, and it's one of the most recommended combat skills.]
Okay, so this is how skills will come into the picture later.
The game is more willing to explain things now, yet only answers specific questions.
How should a rookie know, what's worth asking with so many details and variables?
There's a small print on the bottom too.
The creator in this case is blank; the length, weight, and the used material are also on display.
So it's a stick weighing half a kilo and is about 70cm long.
The next message pops up right as I finish reading the info.
[Some statistics stay hidden until you appraise the items.]
[The attack and defense score is currently at the default value of 0.]
[Once you reach Level 10, these stats will get added to your own, making you more likely to succeed.]
"All right, brat, you landed a hit, and while it didn't leave a scratch, this should give you a good idea about that weapon."
The trainer demands attention, summing up the same in a way that keeps the immersion.
"You should be able to protect yourself too."
"Oh, there is no way this could block your mace, man."
This doesn't sound good, and he isn't wasting time.
An arrow points at another rack with round shields and padded vests.
The message follows close behind and he's coming too.
[Equipping shield and armor will increase the chances of blocking or lowering HP loss.]
[Guards have the highest defense stats in the game, while the Res of your gear will get added to your own.]
[For every strike that lands on the vest you sustain reduced injuries.]
Shit, shit, shit, quick, take the damned thing and put on that armor before he smashes me into pieces.
Let's hope the system doesn't expect players to dress during combat, there is no way he'll wait around.
It's enough to grab the shield, and it's equipped, but the other one's finicky.
A glancing hit on the round guard almost twists my arm, and he's not slowing down either.
How long until he breaks it?
The stat card on the Training Shield says 50 HP and 5 Res.
It should last a few moments, yet the vest only has 1 Res, so let's not get smashed by that thing.
He has other ideas and knocks right in the chest.
It squeezes the air out of the lungs, and it's brutal with the pain setting way down too.
I'd scream if a little air remained, but it's difficult enough to remain standing.
Half the hearts are gone, and another message pops up.
[Thanks to the Training Ground's status effects, you took 6 of 12 points.]
[The armor subtracted its Res value from the lowered amount, so you lost 5 points.]
[Always mind the status effects, as they can decide your battles.]
[Status effect: Stunned.]
Don't you say?!
The avatar won't move, and the Training Grounds won't stop spinning around.
Is this it? There's no way to survive another strike like that, and this is the fucking tutorial.
This game is hardcore.