Nous Combat

In the game: help nous combat Also matrix combat abzu combat ice nous attack sprite strike strike cloak trace capture summon unsummon vent nous rounds engage disengage benchmark tune recompile defrag port loaddrv unloaddrv equip unequip display

Deploy, command, capture, and tune Nous Sprites.

rounds

A Nous fight runs in rounds of 20 seconds. Each round, give one order to
each Sprite you have fielded (strike, cloak, trace) and one of
your own (capture, scan, vent, summon, unsummon,
flee, disengage). Nobody else sees your orders. A new order replaces the last.
Your orders together must fit your cycles. In a fight you regain cycles
as each round opens.

The round runs when time is up, or as soon as every decker is done: all
your Sprites have orders, or, with none fielded, you gave your own. Give
your own order first if you want one. Deckers act first, then every Sprite,
ICE and wild in an order rolled each round: the faster usually go first, but
not always. A Sprite with no order defends. status shows the round, the
time left and your orders.

ICE and wilds strike your Sprites. When all of them are cloaked, they trace
one out of its cloak. With none left, they trace you instead and your heat
climbs until you flee.

Outside a fight, these act at once. The strike that starts a fight is your
first order.

To join a fight already going here, provoke it: strike, trace or
capture aimed at its ICE or wild, or engage against ICE. You join
when the next round opens. A strike, trace or capture becomes your first
order.

To fight another decker, strike one of their Sprites or trace them. It
starts a fight, or joins one already going. There are no teams: each decker
fights whoever they went for. A fight with a decker is as deadly as one with
ICE.

engage

engage

Start a fight with the ICE here, or join one already going when its next
round opens.

equip

equip <Buffer>

Select the Buffer used to deploy Sprites.

unequip

unequip [<Buffer>]

Stop using your active Buffer.

display

display <on/off/status>

Show, hide, or check the Sprite displayed with your avatar.

summon

summon <cartridge/slot number>

Deploy one Sprite from your active Buffer.

unsummon

unsummon <Sprite>

Return a Sprite that you command to its cartridge.

strike

strike <hostile Sprite> with <fielded Sprite>

Order one of your Sprites to attack a hostile Sprite. A strike that misses
did not connect: the target was too quick or too well hidden for it. One
that glances off connected but could not break through.

cloak

cloak <fielded Sprite>

Hide one of your Sprites from hostile targeting. The cloak holds while it
strikes and traces, and its first strike after cloaking lands harder. A
Sprite traced out of its cloak cannot cloak again for two rounds, and the
one that traced it out lands its next strike on it harder.

trace

trace <hostile Sprite> with <fielded Sprite>
trace <hostile decker> with <fielded Sprite>

Order one of your Sprites to reveal a cloaked Sprite, or to trace a decker
you are fighting. A trace that lands on a decker adds to their heat and shows
you their heat band. Name a decker by handle.

trace
trace <device>

Outside Nous, with a network scanner in your hands, read the room's access
point, or the address of a networked device (see help network scanner).

capture

capture <Sprite> with <Burner>

Capture an eligible Sprite. The Burner must contain one blank cartridge.

vent

vent <heat amount> into <fielded Sprite>

Move avatar heat into one of your Sprites.

disengage

disengage [<decker>]
stop attacking [<decker>]
cease [<decker>]

Stop attacking one decker, or every decker. It is your own order for the
round. They may go on attacking you. ICE and wilds do not let go: flee them.

benchmark

benchmark <cartridge>

Inspect a cartridge in the local Workstation bay.

tune

tune <cartridge> <axis1> <axis2>

Tune a cartridge in the local Workstation bay.

recompile

recompile <cartridge> as <build>

Recompile a cartridge in the local Workstation bay.

defrag

defrag <cartridge>

Restore a zero-integrity Sprite in the local Workstation bay.

port

port <source cartridge> to <blank storage cartridge>

Move a Sprite between cartridges in one Workstation.

loaddrv

loaddrv <driver> into <cartridge>

Install a carried Driver into a cartridge in the Workstation bay.

unloaddrv

unloaddrv <driver> from <cartridge>

Remove a Driver from a cartridge in the Workstation bay.

For network navigation, see help abzu.
For Burner and Sprite scans, see help scanning.
For cartridge slots, see help slotting.