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Fighting

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{{cleanup}}[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}''' == Description ==Skill used in melee fighting [[:Category:Bestiary|animals]] and players.  ==Targeting== {{:Target}} ==Skills = If =The value of the main fighting skill helps determine your [[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|Greenish, raging, angry, 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 ===::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armour); 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 fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.::* [[Taunting]] - Attempting to taunt your opponent to attack you play 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]]. Beware that this might take the attention of the enemy to the person doing the shield bashing. === Weapon skills ===Weapon skill affects the following::* Damage dealt:* Swing timer:* Stance availability and/or chance:* Chance to parry:* [[Special move|Special moves]] available Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer and 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. == Focus =={{:Focus}} == Stances ==While in combat, the player has the option to shift the focus of 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 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 punished available to you. More stances will appear with a higher primary weapon skill.   You can bind stances to keys - see [[Client Key Bindings]]. == 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. Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail.  You can bind special moves to keys, see [[Client Key Bindings]]. == Equipment ===== Weapons ===:* Primary weapon should be 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 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 armour type has a distinct advantage and disadvantage.'''  :* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. Cloth armour has the highest evasion rate of any armour type and can be used as 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. :* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by law!!! chain armour.:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from metals, at the largest expense of mobility. 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 base damage reduction in game. While plate can be made from other metals they all have less damage reduction than steel plate. === Special armour types ===:* [[:Category:Drake hide armour|Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm . Made from the hide of [[dragon]] hatchlings, its protection rating is similar to plate. Drake hide 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 bad game dragon (any color), this [[plate armour smithing]] based armour 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]] - Greatest base percentage to block.:* [[Small shield]] - Lower base percentage to block, but 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]]. [[Archery]], [[shields]], [[leatherworking]], [[smithing]], [[tailoring]], [[carpentry]] and subskills of these such as [[fletching]] offer good skill gains. Some weapon skills also offer Body Control gains.:* [[Body strength]] - Helps with damage per hit, and for taking less damage when hit. Good methods to gain Body Strength include [[mining]], [[smithing]], [[digging]], [[woodcutting]], [[farming]], [[butchering]], [[masonry]], and their subskills. [[Papyrusmaking]], [[coal-making]], 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 criminals who avoid tax[[woodcutting]], [[milling]], [[digging]], and [[mining]]. == Miscellaneous fighting rules/tips ==:* 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 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 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 play outnumber them, surround them.:* 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, parries, and blows for zero damage.:* Standing above an opponent improves your chance to hit and reduces the capacity of them to target your upper components. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this game 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. == Ranged attacks ==For details on ranged attacks, see [[archery]] and [[catapult]]s. * [[Throw]]ing == Damage Messages and Strength of Attacks==When you encounter an opponent, be it a venerable greenish scorpion or just a young starving dog, a successful strike will suffer harsh punishments give you the following message: You '''<Type of Damage>''' adolescent starving wolf '''<Strength of your Blow>''' and '''<Result>''' it.  The '''''Type of Damage''''' is the kind of damage dealt by lawthe currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''.   The '''''Strength of your Blow''''' is how hard the hit itself is. The scale is: 1. Very Lightly 2. Lightly 3. Pretty Hard 4. Hard 5. Very Hard 6. Extremely Hard 7. Deadly Hard   The '''''Result''''' is the severity of the resulting 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 == *[[PvP (Combat)]]==Characteristics trained==See: [[Characteristics]] == [[Titles]] ==* Soldier at 50 skill* Mercenary at 70 skill* Knight/Amazon at 90 skill* Swift Death at 100 skill [[Category:Skills]][[Category:Fighting]][[Category:Babel/F]]
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