Changes

Jump to navigation Jump to search

Fighting

3,247 bytes added, 08:08, 15 July 2023
m
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:Bestiary|animals]] and [[Tactics|other players]].
== Sub-skills Targeting==::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons | weapons]] equipped.::* [[Aggressive fighting]] - Increases attack speed while sacrificing parry percentage and dodge rate.::* [[Defensive fighting]] - Increases dodge and parry rates while sacrificing attack speed::* [[Normal Fighting]] - A middle road fighting style with no boosts or penalties to dodge, parry or attack speed.::* [[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 longer time opponent is disabled on ground.<br/> A combination of shield skill and shield bash skill calculate chance to hit.
== Weapons =={{:* [[:Category:Swords | Swords]] deal cutting and stabbing damage. Swords have the highest parry rate and do a moderate base damage before armor modifiers with a moderate speed.:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with Aggressive fighting. Axes are the fastest weapon in its class and do the least damage before armor modifiers. :* [[:Category:Mauls | Mauls]] deal bashing damage. Mauls recently have done the highest base damage of any weapon in its class before armor modifiers. In exchange for the high damage they parry less frequently then swords and have the slowest attack speed in class. <br>Target}}
== Armour types Skills =='''Each armor type has a distinct a advantage and disadvantageThe value of the main fighting skill helps determine your [[combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.'''
:* [[:Category:Plate Armour|Plate armour]] - Generally provides the highest base defense with large penalties The best way to speed. Wearing plate you will see a lower attack speed and a lower walking speed. It train fight skill is also important to realize by fighting opponents that the weight of the plate suit further will limit are near your usefulness in combatCR. A plate suit adds nearly 50kgs of weight. Plate also has a defense bonus vs cutting. The equipment also has a penalty vs mauls causing higher damage to That way, the equipment when attacked with a maul.<br>:* [[:Category:Chain Armour|Chain armour]] - Generally provides a middle ground base defense with moderate penalties to speed. The wearer skill you gain will walk moderately slower and have be far superior than training against a moderately slower attack speed. Chain armor offers creature that is either too strong for you or simply a defense bonus vs stabbing damage, while the equipment itself receives extra damage from stabbingvery easy match. <br>:* [[:Category:Leather Armouranimal conditions|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed Greenish, raging, angry, and walking speed. Leather Armor has defensive bonuses to bashing, while the equipment itself also gets extra damage from cutting. :* [[:Category:Studded Leather Armour|Studded leather armourchampion]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor. Studded Leather Armor represents creatures are a good common ground between speed and reasonable defense though still less base defense then plate provides.<br>:* [[:Category:Cloth armour|Cloth armour]] - Offers little very effective way to no protection from any weapon class. This should not be used as armor vs any opponenttrain fighting.
== Special armour types ==:* [[:Category:Drake hide armour|Dragon hide armour]] Fighting skill gain against non- The best [[leatherworking]] based armour existing in Wurm. Its protection rating player creatures is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest 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 the best armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armourslowed down at 70 skill.
== Shields = Fighting sub-skills ===: Shields have a percentage chance to block any melee attack, based :* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armour); skillis gained when a kick or hit message is received.::* [[Aggressive fighting]] -level and class of shieldReduced defense, up to a maximum of 75%but increased offense. Damage is enhanced. Two-handed weapons swing faster. ::* [[Large shieldDefensive fighting]]s - Have the greatest base percentage to block with the highest penalty against weapon speedReduced offense, but increased defense. while small the lowest however speed Moving CR penalties are inversereduced. Parry and dodge rate is increased. ::* [[Small shieldNormal fighting]]s - Have the lowest penalty to weapon speed Defenses and offenses are weapons' defaults, scaled with the lowest base percentage to blockskills and body stats.::* [[Medium shieldTaunting]]s - A balance between speed and block percentageAttempting to taunt your opponent to attack you instead of your allies.:<br>''''':* [[Shield bashing]] - Knocking over your opponent with your [[:Category:Shields should be wielded |shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on your arm, not your handground. 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.'''''
== Fighting key attributes =Weapon skills ===Weapon skill affects the following::* Damage dealt:* [[Body Control]] - Helps with chance to hit, accuracy or attack speed. Best method to gain body control is by fighting however smithing, woodcutting and carpentry all offer good skill gain.Swing timer:* [[Mind Speed]] - Helps with Stance availability and/or chance to hit, accuracy or attack speed. Best method to gain Mind Speed is by fighting however yo-yoing and [[tracking]] also provides some skill gain.:* [[Body Strength]] - Helps with damage per hit as well as damage to walls per hit. Best method Chance to gain strength is Mining however coal making, farming, digging and woodcutting all provide good skill gain.parry:* [[Body StaminaSpecial move|Special moves]] - Determines the amount of damage you can take before death, as well as 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. Raised by mining, digging, and woodcutting.available
== Fighting rules/tips ==:* If you get hit, you can start "hurting"Swing timer is decreased by 1% for every 10 skill levels. That means you move slower.:* Armor slows down the wearer. Heavier armor also slows down the attack speed so light armor like leather has a lower attack speed penalty then steel which slows down your attack speed considerably.:* Bigger numbers matter. Gang up on people.:* Moving while fighting gives a penalty to the hit odds to moving people, and a big penalty to the parry odds. :* Weapon [[:Category:Tools | ToolsQL]] also affects everything listed except swing timer and wooden items aren't good weaponschance to parry.
:* Use 'Spam Mode' An easy way to show missed blows or blows for zero damage.:* Try not gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to fight while climbingcut trees down with [[woodcutting]] until 20 skill.:* Higher levels of strength are This renders even the lowest skill fighter a factor in how much damage you can deal out.:* Primary weapon should be wielded fairly potent adversary to most common creatures in the right handWurm universe, as the left hand attacks and parrys less often. :* Wielding a shield offers some good [[body]] and weapon on the same arm causes the weapon not woodcutting skill gain to be used. :* Certain Weapons are two-handed and will require that any shield be unequippedboot.
== Attacking with bows Focus =={{:Focus}}
:* To shoot you need == Stances ==While in combat, the player has the option to activate your bow (No need shift the focus of their blows to put it in your hands) and right click on your targetdifferent parts of the opponent's body using 'stances'.:*The [[:Category:Arrows|Arrows]] shot first are Blows to different parts of the ones in your [[Quiver|quiver]] on your bodymay have different effects. For example, next are aiming for the head of the ones in your quiver opponent yields significantly more damage as well as a temporary decrease in your [[inventorymind logic]], next is ones in . Aiming for the feet or legs may also slow your handopponent, and last is the ones in your inventoryetc.
:*Best bows are made from [[Willow]]Aiming at different body parts also affects your chances of aiming at others.:*Best arrows are made from [[Cedar]]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.
:*[[Short bow]]s In addition to changing offensive aim, there are best shot from 5 tilesalso defensive stances.:*[[Bow|Bows]] are best shot from 10 tilesThe player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other.:*[[Long bow]]s Defensive stances are best shot from 20 tilesthe last of the bunch to become available to the player - usually around 48-50 weapon skill.
:*[[Quality]] of While in autofight (button in the [[bow string]] affects hit chance and event window), the chance that it breaksgame will choose stances for you. :*Quality of the arrow affects hit chance and the chance that it breaksHowever, at low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. :* See [[archery]]
== Attacking with catapults ==
:* Fires 1 tile per winch.:* Can not be any closer than 10 tiles from the target object to hit.:* Does not always hit.:* Need 21 strength You can bind stances to use.:* See keys - see [[catapultClient Key Bindings]].
== Damage messages 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.
* Tickle - 0 to 4 wound* Slap - 4 to 12 wound* Irritate - 12 to 24 wound* Hurt - 24 to 36 wound* Harm - 36 - 48 wound* Damage - 48+ woundSpecial moves are kingdom dependent, so other kingdoms have other moves.
Note that Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if an existing wound is you hit, little it may not be worth trying a special move. You lose 1/10th of the message indicates the total state stamina cost of the wound and not the actual damage inflictedmove if you fail.
== Training fight skill ==The best way You can bind special moves to train fight skill is by fighting opponents that are near your skill rangekeys, 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 matchsee [[Client Key Bindings]].
A lot of players tends to train on weak animals with weapons or tools that do low damage== Equipment ===== Weapons ===:* Primary weapon should be equipped in the right hand, however by doing so you as the left hand will lose out on gaining weapon skill so it's rather a trade off for playing it safeattack less often. Left hand also does not parry at all.
<!-- I will add to :* [[: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 training part over the next few days until this part highest amount of the article is complete, until then I will update frequentlybase damage. --:* [[User:MalvadoCategory:Mauls |MalvadoMauls]] 11:18, 12 January 2007 (CST) 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 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 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 [[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 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 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 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 the 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)]] ==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 [[Category:Skills]][[Category:Fighting]][[Category:Babel/F]]
editor
7,290

edits

Navigation menu