Toggle menu
41
123
5
1.6K
Irontide Fantasy Roleplay
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Down System

From Irontide Fantasy Roleplay
Back to Guides

A completely new system has been developed to satisfy our design choices regarding PvP content.

With traditional PvP mechanics in Conan Exiles, respawns are required to maintain the flow of combat. This involves a significant build-up of combat gear, as well as the logistics of map rooms and travelling back to the fight scene. In many roleplay scenes, this is handled with the "one life per fight" method.

We wish to experiment with and implement a system that allows players to keep their combat gear while also punishing defeat with a rejoin time penalty. We also know how frustrating it can be to prepare for big raids and fights, sometimes for days or even months, only to be defeated by game instability or bad luck.

With the renewed Down System, we enable players to rejoin fights while adding additional tactical layers. The first is the pick-up and carry system. This allows combatants to influence whether a downed player returns to the fight or is removed from the fight instance by using revive and finish mechanics. Control of the area, retreat decisions, and maneuvering become key battlefield considerations.

Core Mechanics

Revive

If your ally is defeated in battle, they will be disabled and fall to the ground. Allies may choose to revive them.

If a healer uses the Revivify spell, the downed player can return to the fight with reduced battle statuses, explained below.

Reviving takes time. Players should consider risk, positioning, and logistics before attempting a revive.

There is no limit to the number of times a player can be revived. However, downed players keep their battle status. Over time, accumulating battle status will eventually prevent a player from fighting or escaping effectively.

Finish Them Off

Downing an opponent does not necessarily secure their defeat. A player who finishes them off inflicts the highest state of injury, disabling them for the rest of the fight.

Combatants must use this option to secure victory and keep their opponent on the ground.

The finishing animation takes time and can be cancelled, making it risky and logistically challenging.

Battle Status and Injury Escalation

Once a player is downed, they receive a battle status. Battle statuses can escalate into stronger debuffs over time, or immediately escalate based on how the player is downed.

These debuffs are intentionally severe so that combat rejoining is handled mechanically rather than enforced through rules. A revived or properly dealt-with combatant will be disadvantaged, or in some cases unable to fight or run.

If a timer runs out, the battle status or injury automatically escalates to the next stage.

PvP Debuff (Replaces Corruption)

Where older versions referenced corruption values, the system now applies a PvP Debuff.

Rule:

  • If a status would apply X% corruption, it now applies:
    • You deal X% less damage
    • You take increased damage based on the same tier

Example:

  • 50% corruption becomes:
    • You deal 50% less damage
    • You take double damage

Damage Taken Scaling:

  • 50% tier: double damage (2.0x)
  • 100% tier: triple damage (3.0x)

Mechanical Debuffs

Shaken

Applied the first time you are defeated in a PvP scenario.

  • Very slight movement speed debuff
  • Primarily used as a record

If you are downed while Shaken, your status elevates to Wounded.

Minor Injury

Similar to Shaken but lasts for 3 hours.

  • Slight movement speed debuff
  • Keeps a record that you have been in PvP and have not yet been cleansed

If you are downed while Minor Injury, your status elevates to Wounded.

Wounded

The first serious battle status.

Applied if:

  • You are not revived while downed, or
  • You are incapacitated again while sustaining Shaken or Minor Injury

Effects:

  • PvP Debuff 50% tier
    • You deal 50% less damage
    • You take double damage (2.0x)
  • Moderate movement speed reduction

Players are advised to retreat in this state, as performance is reduced.

If you are not revived while in this state, it turns into Incapacitated.

After 15 minutes in Wounded, it turns into Moderate Injury.

Moderate Injury

Occurs after 15 minutes of Wounded.

Effects:

  • PvP Debuff 50% tier
    • You deal 50% less damage
    • You take double damage (2.0x)
  • Movement speed reduction is softened compared to Wounded

If you are downed while in Moderate Injury, you are elevated to Incapacitated.

Incapacitated (Finish off mechanics in-game)

A down state closer to roleplay "down" mechanics.

Applied when:

  • An enemy finishes someone off, or
  • A player is downed while already Wounded or Moderately Injured

Effects:

  • Cannot run away or use weapons
  • PvP Debuff 100% tier
    • You deal 100% less damage
    • You take triple damage (3.0x)

After 15 minutes, this status turns into Severe Injury.

Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state.

Severe Injury

Occurs after 15 minutes of Incapacitated and lasts for 3 hours.

Differences from Incapacitated:

  • Less severe movement speed impact
  • Weapon use is enabled so players can participate in PvE

Effects:

  • PvP Debuff 100% tier
    • You deal 100% less damage
    • You take triple damage (3.0x)

If players are caught in this state, it is recommended they remain in a defeated condition so they can be carried or captured.

Roleplay Consequence: Dismemberment

Dismemberment is a roleplay consequence and does not have a mechanical debuff. Players are expected to roleplay it to the best of their ability.

Dismemberment allows the executor to remove one limb from their victim and is considered one of the heaviest consequences.

Both parties are advised to take screenshots of these scenes, as they can be used as evidence to open a blood feud and to ensure sufficient quality roleplay took place.

After being dismembered, it is expected that you reflect the injury through visual means and through roleplay. Examples include:

  • Seek a healer to mend your wounds, even if only through roleplay
  • Use peg-legs or similar options in ToT! Custom so it is visually clear the limb is missing

Dismemberment is not meant to remove you from combat permanently. Roleplaying some rest and adjustment time, such as adapting to a peg-arm or peg-leg, is encouraged.