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Fighting

1,501 bytes added, 10:12, 4 December 2018
m
Added note regarding the exact effects of sleep bonus on fighting
== Description ==
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]].
==Targeting==
{{:Target}}
 
==Wounds==
 
{{:Wounds}}
== Skills ==
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 CHAMPION]] 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 ===
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.
::* [[Normal Fighting]] - 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 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 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.
 
In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.
 
While in autofight (button in the event window), the game will choose stances for you. However, at low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill.
 
At around weapon skill level 50, defensive stances become available.
== 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.
== Equipment ==
=== Weapons ===
:* Primary weapon should be wielded equipped 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 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 type has a distinct a 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 armor.:* [[: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 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]]s - Have the greatest Greatest base percentage to block with the highest penalty against weapon speed. :* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest Lower base percentage to block, but much lighter.:* [[Medium shield]]s - A balance Middle ground between speed large and block percentagesmall.:<br>'''''Shields should be wielded equipped on your arm, not your hand.'''''
== Fighting characteristics ==
:* [[Body control]] - Helps mostly with accuracy, dodging, and [[stealthing]]. Best method to gain body control is by [[Archery]], [[Shields]], [[leatherworking]], [[smithing]], [[woodcuttingtailoring]], [[leatherworkingcarpentry]] and subskills of these such as [[carpentryfletching]] all offer good skill gaingains. Some weapon skills also offer Body Control gains.:* [[Mind speed]] - Bearing The effects of this skill in combat unknownare not well documented. Supposedly affects the chance to land a special move or perhaps change stance.:* [[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]], [woodcutting[coal-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]], [[milling]], [[digging]], and [[mining]]. However, on freedom it is raised by [[woodcutting]], and [[millingMilling]].:* , [[Bodydigging]] - Hitpoints/damage reduction (which is possibly also , and [[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 your out numberedyou'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 ignored if moving while using [[defensive fighting]]. :* Use 'Spam Mode' to show missed blows or , 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 damageand will often make escape impossible.
:* Take a look at the [[combat rating]] page for some tips on fighting.
== Guides ==
*[[Fighting Guide]]
*Mongolian [[Hunting guide]]
*[[PvP (Combat)]]
* Soldier at 50 skill
* Mercenary at 70 skill
* Knight /Amazon at 90 skill
[[Category:Skills]]
[[Category:Fighting]]
[[Category:Babel/F]]
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