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Fighting

398 bytes removed, 10:22, 20 June 2012
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== Skills ==
The height of the main fighting skill determines helps determine your chances to hit and chance to successfully focus[[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.
The best way to train fight skill is by fighting opponents that are near your skill range; that CR. That way , the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|<font color=green>Greenish</font>, <font color=red>raging</font>, <font color=red>angry</font>, and CHAMPION]] creatures are a very effective way to train fighting.
Fight Fighting skill gain against creatures is slowed down at 70 skill.
=== Fighting sub-skills ===
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.
::* [[Aggressive fighting]] - Reduced defencesdefense, but higher damageincreased offense. Damage scales with strengthis enhanced. Attack speed is the same as Normal stanceTwo-handed weapons swing faster.::* [[Defensive fighting]] - Reduced damage, slower attack/aim speedsoffense, but higher defencesincreased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.::* [[Normal Fighting]] - Defences Defenses and offenses are weapons' defaults. Damage dealt is weapon's default, scaled with strengthskills and body stats.
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies.
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[Stuns|stun]].
=== Weapon skills ===
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your Weapon skill gain is spread over two categories affects the following::* Damage dealt:* Swing timer:* Stance availability and will take longer /or chance:* Chance to parry:* Chance to raise.hit:* [[Special move|Special moves]] available
Weapon Swing timer is decreased by 1% for every 10 skill over 50 does very littlelevels. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hitWeapon [[QL]] also affects everything listed except swing timer.
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.
== Stances ==
While in autofight (button in the event window), the game will choose stances for you. At However, at low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill.
At primary around weapon skill level 50 you receive , defensive stancesbecome available.
You can bind stances to keys, - see [[Client Key Bindings]].
== Special moves ==
== Equipment ==
=== Weapons ===
The height of your weapon skill determines which stances you may take.
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes , but deal the highest amount of base damage.:* [[:Category:Mauls | Mauls]] deal maul damage. They Mauls have a medium parry wellrate and do medium-high damage.
=== Armour types ===
'''Each armor type has a distinct a advantage and disadvantage.'''
:* [[:Category:Plate armour|Plate armour]] - Plate armor armour provides the largest defense bonus of any armor armour crafted from non-unique components, at the largest expense of mobility. Plate armor armour has a high damage reduction factor, which is more pronounced at higher qualitysecond only to [[dragon scale armour]]. :* [[:Category:Chain armour|Chain armour]] - Chain armor armour provides superior good defense at the expense of with a medium penalty to mobility. Attack speed and evasion are Evasion is moderately affected by chain armor. Chain armor armour is commonly used. Chain reduces a fair bit of damage particularly from swords.:* [[:Category:Leather armour|Leather armour]] - Generally Leather armour provides the least amount of base defenselight defenses with medium-high mobility. However it also has the smallest penalties to attack Walking speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new playerpenalties are minimal.:* [[:Category:Studded leather armour|Studded leather armour]] - Generally Studded leather armour provides a moderate amount of base defense with similar penalties as leather Armorarmour. Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor armour has a mild evasion penalty. Studded leather is very popular, as it's its mix of moderate mitigation and high good mobility make it perfect for archers and light fighters in [[PvP]].:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny minimal protection from most attackswith high mobility. To mitigate for this, cloth Cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.
=== Special armour types ===
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its Made from the hide of [[dragon]] hatchlings, its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor(although this disparity is [[Wurm_Server_Release_Notes_2011#110713_No_more_disappearing_mounts|reduced in PvE]]). Drake hide armor has the lowest a small penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are scale is the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having only a very small movement penalty that is similar to that of studded leather . However, this armourdamages faster than any other in combat.
=== Shields ===
:* [[Medium shield]]s - A balance between speed and block percentage.
:<br>'''''Shields should be wielded on your arm, not your hand.'''''
 
== Fighting characteristics ==
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[mining]], [[digging]], [[woodcutting]], and [[milling]].
:* [[Body]] - Hitpoints/damage reduction (which is possibly also [[User:Urman/Wound_studies|affected by other stats]]).
== Miscellaneous fighting rules/tips ==
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a 1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.
== Guides ==
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