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Fighting

6,567 bytes added, 08:08, 15 July 2023
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Reverted edits by NeeNee (talk) to last revision by Oluffus
{{cleanup}}[[CDB|Main]] / [[:Category:Skills | Skills]] / '''Fighting{{PAGENAME}}'''
== Description ==
Skill used in melee fighting [[:Category:Beastiary Bestiary| animals]] and players.  ==Targeting== {{:Target}} == Skills ==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 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 players. 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.  
== Sub-skills ==:* [[Weaponless fighting]] - Fighting without [[:Category:Weapons | weapons]] equiped.:* [[Aggressive fighting]] - Improves damage dealt You can bind stances to opponent, lowers defense:* [[Defensive fighting]] keys - Improves defense, lowers damage dealt to oppenent.:* [[Normal Fighting]] - Fighting Normally.:* see [[Skills:Taunting|TauntingClient Key Bindings]] - Attempting to taunt your opponent to attack you instead of your allies. :* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields | Shield]]
== Fighting rules/tips Special moves ==:* If As your skill increases with your primary weapon, you will get hit, you can start "hurting". That means you move slower.:* Armour slows down the wearer.:* Bigger numbers matter. Gang up on people.:* Moving while fighting gives a penalty option to the hit odds to moving people, and a big penalty to the parry odds. :* [[:Category:Tools | Tools]] and wooden items aren't good weapons.:* perform [[:Category:Shields| Shieldsspecial moves]] have a percentage chance to block any melee attack, based on skill-level, up to a maximum of 75%.<br>'''''Shields should be wielded on your arm, not your hand.''''':* Use 'Spam Mode' to show missed blows.:* Try not to fight whilst climbing.:* Higher levels of strength are a factor in how much damage you can deal outcertain stances.:* Primary One weapon should be wielded in the right handtype usually can perform about 6 special moves, as the left hand attacks and parrys less often. :* Wielding a shield and weapon on the same arm causes most of which involve stunning the weapon not to be used. :* Certain Weapons are two-handedopponent or draining his stamina.
== Attacking with Bows ==:* See [[Archery]]Special moves are kingdom dependent, so other kingdoms have other moves.
== Atacking with CatapultsAutofighting 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/Siege Weapons ==:* See [[Catapult]]10th of the stamina cost of the move if you fail.
== Weapons ==:* You can bind special moves to keys, see [[:Category:Swords | SwordsClient Key Bindings]] deal cutting and stabbing damage. Great parry. :* [[:Category:Axes | Axes]] deal cutting damage. Does not parry.:* [[:Category:Mauls | Mauls]] deal bashing damage. <br>
== Armour Types Equipment ===== Weapons ==='''[[:Category:Plate Armour | Plate Armour]] is * Primary weapon should be equipped in general the best armourright hand, followed by [[:Category:Chain Armour | Chain Armour]], then [[:Category:Leather Armour | Leather Armour]]as the left hand will attack less often. Left hand also does not parry at all.'''
:* Plate Armour protects the user extra good vs [[:Category:Swords | Swords]] deal cutting, and the equipment itself also gets extra piercing damage from bashing. It wears down the user heavilySwords have a high parry rate and do medium damage. <br>:* Chain Armour protects the user extra good vs stabbing[[:Category:Axes | Axes]] deal cutting damage. Axes rarely parry, and but deal the equipment itself also gets extra highest amount of base damage from stabbing. <br>:* Leather Armour protects the user extra good vs bashing, [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and the equipment itself also gets extra do medium-high damage from cutting. It wears down the user the least. <br>
----=== 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 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.
'''Extensive Cleanup/Integration Required!'''=== 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 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.
<em>The following is taken from === Shields ===: Shields have a forum post by Emerald:</em><div>Mind speed is raised 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 most noticeably by fighting archer. Wielding a shield and yoweapon on the left arm causes the weapon not to be used. Certain weapons are two-yo'ing 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 also in slight amounts by several different skillsthis is no longer the case.
Body control seems :* [[Large shield]] - Greatest base percentage to increase better by woodcutting and carpentry than it does by mining and diggingblock.:* [[Small shield]] - Lower base percentage to block, but much lighter.:* [[Medium shield]] - Middle ground between large and small. but smithing also increases it fairly well:<br>'''''Shields should be equipped on your arm, not your hand.'''''
Aggressive. Since we can no longer parry (block in-coming hits) with axes it stands to reason that axes should be used while in aggressive mode because in aggressive mode by default you don't defend much at all anyway. Speed is crucial in aggressive mode because if you are moving slower than your opponent and you're not blocking at all... you're going to get hit...It's just a matter of time and speed decreases that matter for you a bit.
Defensive== Fighting characteristics ==:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. Swords can parry[[Archery]], [[shields]], [[leatherworking]], [[smithing]], [[tailoring]], [[carpentry]] and subskills of these such as [[fletching]] offer good skill gains. Parrying is a defensive actionSome weapon skills also offer Body Control gains. Mauls are slower than swords :* [[Body strength]] - Helps with damage per hit, and better against armour worn by people most likely for taking less damage when hit. Good methods to be using axes or swords so gain Body Strength include [[mining]], [[smithing]], [[digging]], [[woodcutting]], [[farming]], [[butchering]], [[masonry]], and their slowness rules them 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 for defensive use (in my opinion) because those kind of opponents need hit quicklystamina, you can not move or defend yourself against incoming attacks very well. Maybe a mix is best hereRaised by [[woodcutting]], [[milling]], [[digging]], some use a maul and a sword, but remember that speed is almost as important to you when in def mode as it is when in aggressive[[mining]].
Normal== 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. Salt :* 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 taste here depending on 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 weapon skillsstrongest opponent. If you outnumber them, surround them.:* Moving while fighting gives a penalty to the hit odds of the moving person, but I would choose normal and a big penalty to the parry odds. This is ignored if working with maulsmoving while using [[defensive fighting]]. It:* Use 's somewhere between def Spam Mode' to show missed blows, parries, and aggressive mode so it's not 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 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 best [[combat rating]] page for swords or axes but some weapon that will allow for parry and that you can hit hard with would be my bettips on fighting.
Don't let anyone tell you that one is best or that another is really terrible. Each makes sense with a specific weapon== Ranged attacks ==For details on ranged attacks, amour see [[archery]] and character traits (body/mind) [[catapult]]s. * [[Throw]]ing == Damage Messages and each different weapon has different common requirements such as "Do Strength of Attacks==When you have encounter an opponent, be it a weapon smith venerable greenish scorpion or just a young starving dog, a blacksmith?" (some take shafts which are easier to get at higher qlsuccessful strike will give you the following message: You '''<Type of Damage>''' adolescent starving wolf '''<Strength of your Blow>''' and '''<Result>'''s for combing than handles are) etc etcit. A quick way to make this start to stick in memory   The '''''Type of Damage''''' is to think: Aggressive = axes, Defensive = swords, Normal = mauls (think through the armour associated with each kind of damage dealt by the currently equipped weapon and make some choices to match them to a style once you, For example: '''''piercing''''' or '''''mauling'''''ve played with it). I  The '''''Strength of your Blow'''''d wait to build normal until both aggressive and def are above 50 and you know is how they behave against slow or fast opponentshard the hit itself is. The scale is: 1. Very Lightly 2. Lightly 3. Pretty Hard 4. Hard 5. Very Hard 6. Extremely Hard 7. Then yo-yo like a mad-personDeadly Hard   The '''''Result''''' is the severity of the resulting wound. Might not be text-bookThe scale is: slaps, irritates, hurts, harms, but this aindamages. Basically the '''''Result''''t no text-book' is there to tell you what the attack you just made really did to the enemy.< == Guides == *[[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/div>Amazon at 90 skill* Swift Death at 100 skill [[Category:Skills]][[Category:Fighting]][[Category:Babel/F]]{{stub}}{{cleanup}}
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