Revival Dawn - One Piece RP
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[Info] 04. Combat Guide Empty [Info] 04. Combat Guide

This post has in-line assessment comments.Sun Jun 26, 2016 2:34 am

Combat Guide

The Combat of Revival Dawn is a bot-driven system that allows players to manage and use their characters on Discord by interacting with Revival Dawn's very own combat bot!

The system revolves around a few fundamental stats. Haki mechanics, Technique Types, Perks, Consumables, and Toggled Abilities are used to manage these stats during combat.

This guide will help you better comprehend the combat system, which is inspired by One Piece lore, only tweaked for a gamified roleplaying environment.

The mechanical combat on Revival Dawn exists mainly to provide a balanced playing field for player characters while providing a reasonable challenge to complete various achievements and earn bonus quest rewards.

Combat Encounters

Each combat scenario involving the use of the bot-driven combat system is referred to as a Combat Encounter. Within a Combat Encounter, there may be up to four player parties and one NPC Boss party. Each party would be enemies with the rest.

For the majority of your combat encounters, you will likely be facing one or more auto-generated NPC Bosses. The bosses' levels will be determined by the difficulty score you choose for your quest.

For PvP combat encounters, the difficulty score will be assigned based on a Combat Moderator's best assessment of the difference between the players' skill sets.

Combat Encounters progress in rounds. Each round, you (and other players) will have the opportunity to select your actions. Depending on the variety of actions you perform during the round, you may be precluded from other actions. Once all players have chosen their actions, they must confirm their readiness before the round can be resolved. NPC bosses will ready their own actions automatically.

Rounds will continue until members from only one party remain conscious in the encounter.

Be aware that for most combat encounters (especially the ones against NPC bosses), there is a possibility of character death.

[info]Combat Encounters only need to be utilized when facing the bosses of a particular quest or performing PvP where the outcome between two player characters' fight isn't agreed upon. You do not need to initiate combat encounters when fighting grunts.

Moreover, your mechanical bosses do not necessarily have to represent a single entity. They can represent a group of enemies or even an abstract challenge (such as starvation or depression).[/info]


There are 5 main stats on Revival Dawn that drive combat.

Attack (ATK)This stat determines your damage multiplier. Whether it be ranged or melee, devil fruit or no, any of your damage capacity is altered through this stat.
Defense (DEF)This stat determines your ability to negate damage. Roleplaying-wise, it can also represent your ability to deflect damage or absorb damage, depending on what sort of character you're making.
Reflex (RX)This stat determines your ability to land and dodge hits. This is further aided (or impeded) by dice rolls for some unpredictability.
Willpower (WP)This stat represents your ability to survive deadly situations and also your ability to use Haki.
Hitpoints (HP)Each character has a base hit point value of 100. But, a character's true HP value is determined by their current WP (willpower). HP cannot be altered directly by a player. Changing your WP value is the only way to affect HP.

Based on the tier of your character, WP grants different percentages of bonus to your HP:

TierTotal HP
1-3100 + 0.50*WP
4100 + 0.70*WP
5100 + 0.85*WP
6100 + WP

There is no cap on these stats. However, unbalanced stats (i.e. focusing on one stat while ignoring others) may lead to very narrow variations in your fighting style. As such, your lowest stat may not be less than 25% of your highest stat. For Crew Companions, their lowest stat may not be less than 50% of their highest stat.

The starting stats for all characters will be a total of 200, split between the main four stats (i.e. ATK, DEF, RX, WP).

Fighting Styles (Techniques and More)

When you create your character, you will specialize them in a certain fighting style. Or, at the very least, you will give them some special attacks. These are the sort of special abilities you see in many shōnen manga and anime. When you reach certain levels, you will gain new techniques. The following section will help you understand and maintain your techniques.


There are 5 different CLASSES of techniques, and each class has a certain amount of base effect on an opponent. In each combat round, you are only able to make a limited number of these special attacks.

Technique ClassDescription
Unnamed Technique
Unnamed techniques are just normal attacks which can involve a devil fruit's basic abilities, and normal strikes (like punches, slashes, bullets and even flying slashes).
Light Technique
Light techniques are lighter attacks (similar to Luffy's Gomu Gomu no Pistol), which can be used often and deal low damage.
Medium Technique
Medium techniques are slightly stronger attacks (similar to Luffy's Jet Bazooka), which have fairly short cooldowns and can be used in combos with LTs.
Heavy Technique
Heavy techniques, as the name suggests, are solid hitters that deal massive amounts of damage to singular opponents (similar to Luffy's Red Hawk). These techniques usually have long cooldowns.
AoE Technique
Area of Effect techniques are the big brother of HTs, for they deal equal amounts of damage, but to up to five opponents you are engaged in combat with. These abilities have very long cooldowns and usually are best saved for sticky situations or golden opportunities. AoEs cannot be used in the same post with any other named techniques.

TECHNIQUE COMBOS (Maximum Techniques per Round)

In each post, you have four different choices as to how you may choose to maximize the use of your named techniques. As for UTs, you will automatically use one UT against every opponent you’re facing per post no matter which combo you choose.

For each of the following, you are free to use a fewer number of techniques than are listed.

Technique Combination Options (COMBO)
3 LTs or
1 MT, 2 LTs or
1 HT, 1 LT or
1 AoE
You may also use 1 UT per round for every opponent you are facing, no matter which combo you use.


Eight different technique types further diversify each class of techniques. The following are the types of techniques that you can have.

This type of technique purely and immediately deals damage and does not have any other special traits. The following are the base amounts of damage Flats deal.

ClassBase Damage per HitCooldown
50 to up to five targets8

Note: UTs are exclusively Flats with the exception of some perks which allow for UT Heals.

DOT (Damage over Time)
This type of technique deals damage over a certain period of time. DoTs will deal the following amounts of base damage for 5 rounds.

ClassBase Damage per RoundDurationCooldown
AoE15 to all targets8

This type of technique does not deal any damage but instead inflicts or provides a stat buff/debuff. Stat Morphs can apply the following percentage of a buff or debuff to a single stat.

ClassBuff/Debuff PercentageDurationCooldown
AoE30% to all targets414

The above percentages can either be buffs or debuffs (but not both). They can also only affect a single stat.

Buffing Stat Morphs do not require dice rolls and can be used to target you or an ally. They are considered successful every time. Debuffing Stat Morphs do require successful rolls, though.

[info]The maximum stat morph you inflict on an ally or opponent is restricted by your own total stats compared to theirs. If your total stats are lower, the effects of the stat morph will be reduced.[/info]

This type of technique is a combination of a Stat Morph and a Flat. It deals immediate damage and inflicts a stat morph (albeit lower than actual Stat Morphs).

ClassBase DamageDebuff PercentageDurationCooldown
AoE20 to all targets15% to all targets414

This type of technique is a combination of a Stat Morph and a DoT. It deals damage over the duration of the technique and inflicts a stat morph (again, lower than actual Stat Morphs).

ClassBase DamageDebuff PercentageDurationCooldown
AoE8 to all targets15% to all targets414

This type of technique is used to recover from damage in combat. They can be used on either yourself or your ally. Heals are special in that they are guaranteed to hit. However, heals still require a dice roll. Heals will heal flat values of HP immediately upon use based on the following formula:
(Heal factor) * (3 + (d7 roll value)) * (10% of your reflex)
The following are the Heal Factor (HF) values for Heals:

ClassHeal Factor (HF)Cooldown
[[firstaidkit]] or [[untouchable]]* required.
AoE0.30 to multiple targets10

Additionally, Heals can be used to cancel active DoTs on your target. Heals can only fully cancel DoTs of the same or lower class. If you target a DoT of a higher class with a heal, the DoTs effects will only be partially cancelled.

HOT (Heal over Time)
This type of technique is used to recover from damage in combat. They can be used on either yourself or your ally. HoTs, like Heals, are also guaranteed to hit. However, HoTs still require a dice roll to determine their effects. HoTs will heal HP every round for 5 rounds based on the following formula:
(Heal factor) * (3 + (d7 roll value)) * (10% of your reflex)
The following are the heal factor values for HoTs:

ClassHeal FactorCooldown
AoE0.20 to multiple targets10

This type of technique is used to negate damage from successful damage-dealing techniques. A Canceller prevents any damage inflicted by an enemy up to a certain base value. The actual maximum negated damage is calculated based on the following formula:
(Your Defense / Attacker's Attack) * (Base Cancelled DMG)

Alternatively, Cancellers can be used to remove stat debuffs affecting a target. The maximum stat morph value negated is calculated based on the following formula:
(Your Defense / Attacker's Attack) * (Base Cancelled Stat Debuff)

ClassBase Cancelled
Base Cancelled
Stat Debuff
AoE50 from multiple targets30% from multiple targets48

[info]A canceller does not require a die to be rolled, but it can only apply one of its possible effects per use (either cancel damage or cancel stat morphs).[/info]

Damage Multiplier (DMG%)
Damage from techniques is calculated using a ratio referred to as the Damage Multiplier (DMG%). This ratio is  the technique user's attack divided by the technique target's defense. The ratio is then multiplied by the technique's base damage to determine the actual damage dealt to the technique's target.

Duration and Cooldown

DurationDuration represents the number of rounds a technique's effects will last. Duration count begins starting from the round that you use your technique.
CooldownCooldown represents the number of rounds before a technique can be re-used. Cooldown count begins starting from the round that you use your technique. If a technique with a cooldown of 2 is used in Round 1, it can be re-used in Round 3.


At level 1, your character will start with 11 named techniques: 2 AoEs, 3 HTs, 2 MTs and 4 LTs.

Paramecia and zoan devil fruit users do not get additional techniques or a supplementary fighting style. If they would like non-devil fruit techniques, they must still conform to the below technique limits.
Logia users get one additional MT. However, that MT must be a Heal or a HoT.

Here are the number of techniques you have at given levels. (The numbers of techniques shown for the level milestones are the total number of techniques you should have at that level.)


You can also unlock new techniques upon reaching certain prestige milestones, as indicated below.



When creating your fighting style, you may choose to give yourself some passive abilities (passives) and toggled abilities (toggles). These are especially fitting for zoan devil fruit users, who have different transformations.

Passives are purely flavour which describe some inherent abilities granted to you by your fighting style or devil fruit. These cannot have any mechanical effects on combat but are only there to embellish your RP.

While there is no particular limit to how many passive abilities you may have, you must be reasonable and create only as many as should befit your fighting style or devil fruit.

Note: You are free to RP out any successful hits (or missed hits) as having been a result of Passives or Toggles if it seems reasonable. The system is designed to offer you creative freedom during RP while still binding you to a fair combat process.

Unlike Passives, Toggles do provide some mechanical effect to your character. Toggled abilities are unlike techniques in that they can be switched on or off.

Toggled abilities (Toggles) cannot be damage dealing, but they can grant you (or your allies) buffs. These buffs MUST BE BALANCED by equal percentage debuffs (the debuffs must affect you). For example, a leopard zoan might transform into its hybrid form to give himself +10% ATK, but he must then give himself a -10% DEF or RX debuff. The buffs and debuffs can be split up between various stats (in increments of 5%) as you like, as long as the positive and negative percent values are equal.

You may only have up to 2 toggles. These toggles may not alter your stats by more than +/- 20%.
Ancient Zoan users can have up to 3 toggles, with the third toggle's max limit for stat-alterations increased to +/- 25%.
Mythical Zoan users can also have up to 3 toggles, and all three toggles' max limits for stat-alterations are increased to +/- 25%.
Cooldown: Only one stat-altering toggle can be active at a time. And you may only switch between or deactivate toggles every three rounds. If you activate a Toggle in Round 1, you cannot change it until Round 4.


When you reach level 100, you will unlock a few bonus abilities to represent you having awakened your devil fruit or you having mastered your fighting style. The following benefits are unlocked upon the awakening/mastery of a fighting style:

Update the flavour for your techniques and fighting style to reflect your awakening/mastery.
Two additional Toggles.
Awakening/Mastery Special Activation: Once per thread, all damage you deal or cancel can be increased by 25% for 2 rounds (3 rounds for Devil Fruit users). Additionally, the effects of all heals, buffs, and debuffs are increased by 5% for this duration.
Logia users: One bonus MT Heal.
Zoan users: One bonus MT Stat Morph.
Paramecia users: One bonus MT DoT.

Early Access: You may unlock your awakening/mastery between level 80 and level 100 if you have defeated a +4 difficulty boss (solo only) at any point with a quality score of S or higher.


When engaging in combat RP, your actions and story do not have to match your combat encounter one-to-one. The combat encounter (especially for PvE) should be used more as a guide to determine the victor of a fight.

Even if you decide to follow the combat encounter more closely within your RP, your actions in RP don't necessarily have to match what your technique names imply. See the list below for just a few examples of what you could describe your attacks as instead.









Technique TypeAlternate Description Example
Successful FlatDebris falling on your opponent.
Successful FlatAn NPC or companion attacking your opponent instead of you.
Successful DoTYour opponent bleeding or otherwise suffering damage from previous injuries.
Successful HealAn NPC or companion healing you/ally instead of yourself.
Failed Stat MorphSkip RPing it out entirely.
And many more...

The important point here is to keep the mechanics and RP layers separated to some degree. The mechanics will still govern the outcome of combat, but they do not necessarily have to control the flavour strictly.


In order to accommodate a wide variety of fighting styles and maintain even fighting odds for players, ranges of techniques are purely cosmetic. Due to the flexible nature of technique flavours (as described in the above section), players are able to engage opponents at virtually any range. That being said, some application of anime common sense is still expected when writing your fights. And the scope of damage dealt should be reasoned and rationed based on your level. Below is a rough guide of what level canon One Piece characters would be on Revival Dawn:


















LevelCanon Comparison
1Fullbody (Start of One Piece)
10Alvida (Start of One Piece)
20Buggy (Start of One Piece)
30Arlong (Start of One Piece)
40Monkey D. Luffy (At Alabasta)
50Rob Lucci (At Enies Lobby)
60Pacifista (At Sabaody Archipelago)
70Hordy Jones (With Doping)
80Monkey D. Luffy (At Fishman Island)
95Donquixote Doflamingo
100+2Charlotte Katakuri
Silvers Rayleigh

Please do not take the above list as Gospel. It is meant to serve more as a general hint of what your character might be capable of.


Due to the flexible nature of RP flavour in Revival Dawn's combat system and a lack of fixed damage element type, there are no mechanical elemental resistances. Any time an attack roll misses, you are free to RP it out as your elemental resistance having nullified the damage. However, if the attack roll succeeds, you will receive that damage mechanically. RP-wise, the source of the damage doesn't necessarily have to be the opponent's attack. It can be RP'd out however you choose.

Logia users do not have immunity from any mechanical attacks. They can, however, show themselves as invulnerable in RP unless they are knocked out in the combat encounter.

Last edited by Admin on Sun Mar 20, 2022 11:01 am; edited 29 times in total
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[Info] 04. Combat Guide Empty 04. Combat Guide - Continued

This post has in-line assessment comments.Tue Jun 30, 2020 1:04 pm
Combat Guide

Stat Checks and Dice Rolls


Each use of a negative effect-inflicting technique has an associated d20 "Reflex Check (RX Check)" die roll. The die roll value randomizes your hit success chance.

Whenever you use a technique that deals negative effects on your opponent, your success chance is calculated using your Reflex Ratio (RX%). This ratio is the attacker’s reflex stat (RX) divided by the defender’s RX. Each engagement between two opponents has two RX%s, one for each combatant. Your RX% and your die roll value help determine your technique's success chance.

Once you have calculated your RX% and rolled the dice for your techniques, check the table below to see if your attacks succeeded.


ATKR vs DFDRDie roll value needed for successful hit (D20)

When you roll a die, your die roll will determine if you landed a solid hit, a grazing hit, or a successful hit.
Solid hit: Solid hits are simply successful hits that deal normal damage.
Grazing hit: If you roll one value less than what you are required to roll for a successful hit, your attack is considered a "grazing hit". Grazing hits deal 0.5x damage, or cut the stat morphs and heal effects in half.
Critical hit: If your RX% is at least 51% against an opponent and you roll a 20, that attack will be a critical hit. Critical hits deal 1.5x damage. Critical hits only apply to damage dealt or cancelled. They do not boost heals or stat morphs.
Miss: If your technique misses, it will have no effect on its target.


Upon starting the encounter, each character will be assigned a partially randomized initiative value that will determine the order in which combatants' techniques resolve. The initiative is calculated by multiplying a d4 by the character's reflex.

NPC Bosses

For the majority of your combat encounters, you will be facing NPC bosses with randomized stat distributions. When generating the boss, you will provide a starting total stat value based on the difficulty score you would like for the encounter.

NPC Bosses are controlled automatically by the combat bot once you generate one (or more) for your combat encounter.

NPC Boss stats: A quest boss' stat total is determined by their difficulty score. If your stat point total (including equipment and bonuses) is 500 and you're fighting a +1 boss, the boss' stat point total should be 600. You will need to provide this stat total when generating a boss. The stats will be distributed randomly.

NPC Boss techniques:

Tier 1 Quest Bosses (Level 1-19) will use 3 LTs every round.
Every third round, the boss will use 1 MT + 2 LTs instead.
Every sixth round, the quest boss will use 1 HT + 1 LT instead (no MT combo in this round).

Tier 2 and above NPC Bosses will use 1 MT + 2 LTs.
Every third round, the boss will use 1 HT + 1 LT instead.
Every sixth round, the boss will use 1 AoE instead (no HT combo in this round).

Additionally, the NPC boss will also use 1 UT against each opponent they are facing in every attack. If they are facing three opponents, they will use 3 UTs every time they attack.

Multiple characters can engage a single boss if their difficulty score permits. The NPC boss will automatically use their complete named technique combo on either the opponent who dealt the most damage to them in the previous round or on the opponent with the highest stats. Player Characters and Companions will have the ability to attempt tanking attacks directed toward an ally.

Your Crew Companions can use a 3 LT Flat combo in addition to automatically targeting each opponent with a UT every round.

If your companion has the [[firstaidkit]] perk, they can instead use a single LT Heal which will replace their 3 LT combo. Additionally, they can use a UT Heal on a single target which will remove all of their UT Flat targets. The companion may only use heals once every three rounds.

[info]You may only have up to two Crew Companions per player character in a combat encounter.[/info]

Player vs. Player (PvP and Elimination)

Before every combat encounter where you engage other players, you must declare and agree upon the maximum potential consequence of the encounter. For each PvP encounter, you can choose to have one of three types of fights:

Type 1. Fight to Incapacitate: With this agreement, when you eliminate your opponent, they will only be considered incapacitated and not deceased. This will significantly reduce the difficulty score of the combat encounter for all parties involved.
Type 2. Fight to Capture: With this agreement, when you eliminate your opponent, they will be considered your captive and not deceased. You cannot freely execute your captive. This will somewhat reduce the difficulty score of the combat encounter for all parties involved.
Type 3. Fight to Kill: With this agreement, when you eliminate an opponent, they will be marked for death. In the quest associated with a combat encounter where you eliminated an opponent with this agreement, you can either choose to kill the opponent with your own characters or allow them to write a "death quest" where they write a compelling story to explain how their character dies. In a Fight to Kill encounter, you may still choose to capture an opponent using the capture action instead. However, if you accidentally eliminate the opponent, there is no going back. Fight to Kill encounters will receive an increase in difficulty score.

[info]- All NPC Bosses in quests with difficulty scores of +3 or higher fight to kill by default. If they eliminate your character or companion, they will be marked for death. All NPC bosses in quests with lower difficulties than +3 will only reduce your EXP if they eliminate your character. However, companions are killable in all fights against NPC bosses regardless of difficulty scores.

- All turf conquest PvP and PvE encounters are also Fight to Kill by default.

- Important NPC bosses will only agree to consequences that fit their personalities.[/info]

Every three rounds, you may attempt an escape from an encounter. When escaping, you will not be able to use any other actions in that round. A d20 roll determines the escape attempt's success. It has the same success chance as an HT, and it uses the average of all of your opponents' Reflex stats to determine your RX%.

TANK A HIT (Sacrifice yourself!)
Every three rounds, you may attempt to tank all attacks directed at a party member. A d20 roll will determine the tank attempt's success. It has the same success chance as an MT, and it uses your RX% against the attacker to determine its success.

If the tank attempt is successful, the attacker's hit success will be determined based on their RX% against the original target, not against you.


When a player’s HP runs out, they are “knocked out”. In a “knocked out” state, players can actually continue to move and talk in RP. However, they cannot use any named techniques. They will suffer a 25% reflex debuff during this time.

While in the knocked-out state, players recover 5% of their HP every round and do not take any damage. Once they’re back to 20% of their HP, they will be removed from the knocked-out state. Players can attempt escapes while knocked out.

A player’s HP can be healed at any time using healing techniques. And a player will not lose HP while in a knocked-out state. If their HP goes over 20% of their total HP, they will exit the knocked-out state.

The boss will continue to use their usual combos on the player while the player is knocked out. The combos will not do damage to the target's Death Resistance instead of their HP (see Death Mechanics).

A player can also recover HP simply by “resting”. This means that if they do not use any named techniques, they will recover 5% of their HP during that round, even if they were not knocked out.


When a quest NPC boss runs out of HP, it is up to the player's discretion whether that Quest Boss is knocked out or killed in the story. NPC bosses do not enter a "Knocked Out" state and are simply eliminated from the encounter once their HP hits zero.

But, when a player, companion, or an important NPC runs out of HP, they are simply "knocked out".

While knocked out, opponents attacking you will not damage your hit points. Their attacks will instead damage your Death Resistance. As the name suggests, your Death Resistance is a value that represents how resistant you are to death after being knocked out.

Your Death Resistance is calculated at the beginning of any encounter. Its value starts equal to your total HP (including equipment WP bonuses but not including temporary perk buffs).

Note: A character's Death Resistance cannot increase during the combat encounter.

Characters can damage Death Resistance by continuing to use their damage-dealing techniques against
the knocked-out character. NPC bosses will continue to do so automatically.

The DMG% for damaging Death Resistance is calculated by dividing the attacker's ATK by the defender's WP instead of their DEF. The combo's success is still determined using the usual RX% check.

Once a character's Death Resistance reaches zero, the next combo that lands on them while they are knocked out will eliminate them from the encounter (and kill them permanently, depending on the kill agreement).

When a character is "knocked out", a player can attempt to capture a character. The character attempting the capture will not be able to perform any other actions during that round except for UTs. The capture success chance will significantly increase as their target's death resistance gets closer to zero. If the player who captured an opponent is knocked out in the same encounter, the captured opponent will be freed at the end of the encounter.

Once a character is successfully captured after the end of the encounter, the captor will need to complete a quest to "transport the prisoner". In this quest, the captive will be able to challenge their captor to a combat encounter. In this encounter, they can attempt to escape. If they manage to do so successfully, they will have avoided captivity and be free to RP freely again.

If the captor is a bounty hunter or marine, they will transport the prisoner to either Impel Down or an owned or allied turf. However, if any other faction is capturing the character, they must be transported to a self-owned or ally-owned turf of the kidnapper. If a kidnapper doesn’t have turf to stash the prisoner in, they must haul around the prisoner with them in every quest they do. And in each one of these quests, the captive can challenge their captor to a combat encounter to attempt escape.

Once a character is held captive at a turf, their crew members can attempt to rescue them by starting a turf conquest. In the turf conquest, the captive must participate in every single combat encounter against the turf bosses until they either successfully escape or their crew manages to conquer the turf.

Until a captive escapes or is rescued, they will no longer be able to participate in non-flashback quests (not even World Events).


Haki plays a major role in the combat of One Piece after the time skip, and that has been maintained here. The major determining stat for Haki is Willpower. The amount of willpower you have will determine your ability to use Haki.

There are three kinds of haki, as in the manga and anime:

Haki TypeDescription
(Colour of Armament)
The ability to enhance one's attacks or defense through creating an "armor-like" layer over you. This effect can also be applied to both melee and ranged weapons. This haki also grants you the ability to touch the otherwise intangible logia devil-fruit users, making them solid to your attacks (RP-specific).
(Colour of Observation)
The ability to detect someone's presence, and even enhance one's reflexes by predicting the next move of the opponent.
(Colour of the Conqueror)
The ability to intimidate living (and even non-living) beings, overpowering their minds with a simple glare.

Each kind of haki has a total of 10 levels. Starting from 1, counting up to 10.
The level of haki determines how many posts the stat bonuses of haki can be maintained for in an RP.
Level 0 represents the complete inability to use a particular type of haki.
The level of haki increases at every 50 increments of your base willpower (not including equipment bonuses). Here are the willpower requirements for leveling up your haki:

LevelWillpower Requirement

Each haki type can have passive or active bonuses. The active bonuses have limited durations and cooldowns as follows:


BUSOSHOKU (Colour of Armament)

Haki LevelBonus TypeBonus Description
1Active5% of your WP to ATK and 5% to DEF.
4Active10% of your WP to ATK and 5% to DEF.
6Active10% of your WP to ATK and 10% to DEF.
9Active15% of your WP to ATK and 10% to DEF.

KENBUNSHOKU (Colour of Observation)

Haki LevelBonus TypeBonus Description
1Active10% of your WP to RX.
4Active15% of your WP to RX.
6Active20% of your WP to RX.
9Active25% of your WP to RX.

HAOSHOKU (Colour of the Conqueror)

Haki LevelBonus TypeBonus Description
1ActiveInsta K.O. anyone with less than 25% of your WP (allies affected).
4ActiveInsta K.O. anyone with less than 30% of your WP (allies no longer affected). -10% RX debuff to anyone with less than 50% of your WP.
6ActiveInsta K.O. anyone with less than 35% of your WP. -10% RX debuff to anyone with less than 65% of your WP.
9ActiveInsta K.O. anyone with less than 40% of your WP. -10% RX debuff to anyone with less than 80% of your WP.

[info]All haki WP comparisons are done using your WP at the start of a combat encounter (equipment bonuses included). Buffs and debuffs to WP do not alter Haki calculations.

Unlike Busoshoku and Kenbunshoku, the only way to obtain Haoshoku Haki is by rolling it in the starting bonuses, or achieving it through a challenge. Otherwise, your Haoshoku level will remain 0 regardless of your willpower.[/info]


Once you have reached level 8 Haki, you can choose to specialize in Busoshoku or Kenbunshoku if you have a Quality Score of B or higher. The benefits for specializing in a type of haki are listed below. You can roleplay specializations as similar to some strong haki abilities shown in canon (Haoshoku's offensive ability, Coating your entire body in Busoshoku, strong empathy through Kenbunshoku).

Haki TypeExtra Bonus
BusoshokuCan do 90% damage and negative stat alterations to opponents with Haoshoku Ascendancy (active).
An additional 5% of your WP can be applied to ATK and an additional 5% of your WP to DEF.
KenbunshokuCan deal critical hits to opponents with Kenbunshoku Ascendancy (active).
An additional 10% of your WP can be applied to RX.
Haoshoku10% of your WP can be applied to ATK.
The WP requirement threshold for affecting opponents is increased by 10% in your favour.

After specializing in either Busoshoku or Kenbunshoku, you can defeat a boss of a certain difficulty solo (without companions) to unlock other specializations.


ChallengeMinimum Quality ScoreReward
+4 or above without escaping or dropping below 50% HP.SUnlock second specialization.
+5 without escaping or dropping below 30% HP.S+Unlock third specialization.


Once you have reached Haki Level 10 and specialized in a certain haki type, you can then acquire "Ascendancy" in that haki type by further completing the unlock requirements below. This will allow you to roleplay haki wielded by the most elite of characters in canon (Haoshoku's invulnerability, Busoshoku's ability to completely penetrate Haoshoku, Kenbunshoku's Future Sight).


Haki TypeBonusesMinimum Quality ScoreUnlock Requirements
BusoshokuYou can do full damage and stat alterations to opponents with Haoshoku Ascendancy (passive).
An additional 5% of your WP can be applied to ATK and an additional 5% of your WP to DEF.
SBase ATK+DEF: 1300
Prestige: 2
KenbunshokuImmunity to critical hits from anyone who does not have Kenbunshoku Ascendancy (passive).
An additional 10% of your WP can be applied to RX.
SBase RX: 650
Prestige: 2
HaoshokuAll damage and stat alterations are reduced to 25% (passive).
The WP requirement threshold for affecting opponents is increased by 10% in your favour.
S+Base WP: 550
Prestige: 6
Strolling Death

Ship Combat

Ship combat is fairly simplistic in that it follows a similar stat system to character combat.
However, ships only have 3 different stats.

Represents the offensive capabilities of the ship. (Equivalent to the Attack Character stat)
Represents the defensive capabilities of the ship. (Equivalent to the Defense Character stat)
Represents the reflexive capabilities of the ship. (Equivalent to the Reflex Character stat)

The ship stat comparisons during combat work the same way as with characters. However, all ships' HP is 250, and once it runs out, the ship is "destroyed" or "incapacitated".

Ships automatically target all opponents with UTs the same way characters do. Additionally, they can use the following named technique combos:
3 LTs,
1 MT + 2 LTs,
1 HT + 1 LT (useable starting Round 3; Cooldown: 6),
1 AoE (useable starting Round 6; Cooldown 8)

Ship-specific modifications are available in the Shop of Dreams that allow you to make your ships more versatile.

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