Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]].
==Targeting==
{{:Target}}
==Wounds==
{{:Wounds}}
== Skills ==
The height value of the main fighting skill helps determine your [[Combat 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 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 CHAMPIONchampion]] creatures are a very effective way to train fighting.
Fighting skill gain against non-player 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 armorarmour); skill is gained when a kick or hit message is received.
::* [[Aggressive fighting]] - Reduced defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.
::* [[Normal Fightingfighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. ::* [[Shield-Bashingbashing]] - 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]]. Beware that this might take the attention of the enemy to the person doing the shield bashing.
=== Weapon skills ===
:* Stance availability and/or chance
:* Chance to parry
:* Chance to hit
:* [[Special move|Special moves]] available
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timerand chance to parry.
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 combat, the player has the option to shift the focus of his their blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind mind logic]]. Aiming for the feet or legs may also slow your opponent, etc.
Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.
== Special moves ==
As your skill increases with your primary weapon, you will get the option to perform [[special moves ]] in certain stances. One weapon type usually can perform about 6 special moves, most of which involve stunning the opponent or draining his stamina.
Special moves are kingdom dependent, so other kingdoms have other moves.
You can bind special moves to keys, see [[Client Key Bindings]].
Also see: [[Special moves]]
== Equipment ==
:* [[: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 rarely parry, but deal the highest amount of base damage.
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.
=== Armour types ===
'''Each armor armour type has a distinct advantage and disadvantage.'''
:* [[:Category:Plate Cloth armour|Plate Cloth armour]] - Plate Offers minimal protection with high mobility. Cloth armour provides has the largest defense bonus highest evasion rate of any armour crafted from non-unique components, at the largest expense of mobility. Plate armour has a high damage reduction factor, second only to [[dragon scale armour]].:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor. Chain armour is commonly type and can be used. Chain reduces a fair bit of damage particularly from swordsas an emergency bandage.
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour. Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. Studded leather is very popular, as its mix of moderate mitigation and good mobility make it perfect for archers and light fighters in :* [[PvP:Category:Chain armour|Chain armour]]- Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armour.:* [[:Category:Cloth Plate armour|Cloth Plate armour]] - Offers minimal protection with high Plate armour provides the largest defense bonus of any armour crafted from metals, at the largest expense of mobility. Cloth Steel plate armour has base damage reduction equal to that of [[:Category:Drake hide armour|drake hide armour ]]. Adamantine plate has damage reduction equal to [[:Category:dragon scale armour|Dragon scale armour]]. Glimmersteel and seryll plate has the highest evasion rate of any armor type and base damage reduction in game. While plate can be used as an emergency bandage to great effect in dire situationsmade from other metals they all have less damage reduction than steel plate.
=== Special armour types ===
:* [[:Category:Drake hide armour|Dragon Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Made from the hide of [[dragon]] hatchlings, its protection rating is between chain and similar to 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 armour has a small penalty to walking speed and is very lightweight.:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a red dragon(any color), this kind of [[plate armour is superior to plate smithing]] based armour, while having suffers only a very small movement penalty. However, this armour damages faster than any other in combat.
=== Shields ===
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped. There is no difference between wielding a wooden or metal shield. Shields used to affect swing timers, but this is no longer the case.
:* [[Large shield]] - Works best when at "Good" or "Too Far" range; blocking chance increases the further away you get from the opponent. Conversely, Greatest base percentage to block rate significantly decreases if the opponent gets in closer as your shield mobility is more limited. Best at blocking arrows.:* [[Small shield]] - Works best when in extremely close range with the target; blocking chance increases the closer you get. ConverselyLower base percentage to block, block rate significantly decreases the further away from the opponent you get as your greater shield mobility serves less purpose. Worst at blocking arrowsbut much lighter.:* [[Medium shield]] - Middle-ground between large and small.
:<br>'''''Shields should be equipped on your arm, not your hand.'''''
== Fighting characteristics ==
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. Best method to gain body control is by [[smithingArchery]], [[woodcuttingshields]], [[leatherworking]] and , [[smithing]], [[tailoring]], [[carpentry]] all offer good skill gain. :* and subskills of these such as [[Mind speedfletching]] - The effects of this offer good skill in combat are not well documentedgains. Supposedly affects the chance to land a special move or perhaps change stanceSome weapon skills also offer Body Control gains.:* [[Body strength]] - Helps with damage per hit as well as , and for taking less damage to walls per when hit. Best method Good methods to gain strength is Body Strength include [[mining]] however coal making, [[smithing]], [[digging]], [[woodcutting]], [[farming]], [[diggingbutchering]], [[masonry]] , and their subskills. [[Papyrusmaking]], [[woodcuttingcoal-making]] all provide good skill gain, and some weapon skills also increase Body Strength.:* [[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 [[miningwoodcutting]], [[diggingmilling]], [[woodcuttingdigging]], and [[milling]].:* [[Body]] - Hitpoints/damage reduction (which is possibly also [[User:Urman/Wound_studies|affected by other statsmining]]).
== Miscellaneous fighting rules/tips ==
:* If Using sleep bonus while fighting will not benefit fighting skill itself, the main skill, but will benefit subskills under the main fighting skill (such as defensive fighting) in addition to all other skills utilized during fighting.:* When you get hit, you can will start "hurting". That means you move slower (30s duration).:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless even if you severely outclass them.:* There is a flanking bonus to hit from the side or back. If you're outnumbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. This is reduced by ignored if moving while using [[defensive fighting]].
:* Use 'Spam Mode' to show missed blows, parries, and blows for zero damage.
:* Standing above a critter an opponent improves your chance to hit chance and reduces the capacity of that critter them to target your upper components. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.
:* Take a look at the [[combat rating]] page for some tips on fighting.
* [[Throw]]ing
== Damage messages Messages and Strength of attacksAttacks==When you encounter an opponent, be it a Venerable Greenish Scorpion venerable greenish scorpion or just a young starving dog, a successful strike will give you the following message:
You '''<Type of Damage>''' adolescent starving wolf '''<Strength of your Blow>''' and '''<Result>''' it.
== Guides ==
*[[Fighting Guide]]
*Mongolian [[Hunting guide]]
*[[PvP (Combat)]]
==Skills & Characteristics==
* Fighting
* [[Body]] > [[Body control]]
* [[Mind]] > [[Mind speed]]
===Subskills===
* [[Aggressive fighting]]
* [[Defensive fighting]]
* [[Normal fighting]]
* [[Shield bashing]]
* [[Taunting]]
* [[Weaponless fighting]]
== [[Titles]] ==
* Soldier at 50 skill
* Mercenary at 70 skill
* Knight /Amazon at 90 skill* Swift Death at 100 skill