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Fighting

1,361 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: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.<br/> Shield-bashing does some damage to the opponent.
== 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.:* [[: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 armour 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.:* [[: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 armour 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 armour represents creatures are a good common ground between speed and reasonable defense though still less base defense then plate provides.:* [[: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". 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. There Swing timer is a bonus decreased by 1% for having others fighting with you against an opponent. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you.:* There is a bonus to hit from the side or back. If your out numbered, 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 oddsevery 10 skill levels. :* Weapon [[:Category:Tools | ToolsQL]] also affects everything listed except swing timer and wooden items aren't good weapons.:* Use 'Spam Mode' to show missed blows or blows for zero damage.:* Try not chance to fight while climbing.:* Higher levels of strength are a factor in how much damage you can deal out. Higher stamina determines how much damage you can take.:* Primary weapon should be wielded in the right hand, as the left hand will attack and parry less often.:* Wielding a shield and weapon on the same arm causes the weapon not to be used. :* Certain Weapons are two-handed and will require that any shield be unequipped.:* Balancing your weapon skill and fight skill can give you an upper edge over your opponent, try to use one weapon and not switch between weapons a-lot. (A good combo is [[longsword|Longsword]] and a [[maul| Medium maul]], the sword does the parrys while the maul does the hard hitting.)
== Attacking An easy way to gain weapon skill with bows ==[[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.
:* To shoot you need to activate your bow (No need to put it in your hands) and right click on your target.== Focus =={{:*The [[:Category:Arrows|Arrows]] shot first are the ones in your [quiver]] on your body, next are the ones in your quiver in your [[inventory]], next is ones in your hand, and last is the ones in your inventory.Focus}}
:*Best bows are made from == 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 [[Willowmind logic]].:*Best arrows are made from [[Cedar]]Aiming for the feet or legs may also slow your opponent, etc.
:*[[Short bow]]s are best shot from 5 tilesAiming at different body parts also affects your chances of aiming at others.:*[[Bow|Bows]] are best shot from 10 tilesFor example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase.:*[[Long bow]]s are best shot from 20 tilesMost special moves may also only be performed when aiming at certain body parts.
:*[[Quality]] of In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the [[bow string]] affects hit chance and same time; he must choose one or the chance that it breaksother. :*Quality Defensive stances are the last of the arrow affects hit chance and bunch to become available to the chance that it breaksplayer - usually around 48-50 weapon skill. :* See [[archery]]
== Attacking 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 catapults ==a higher primary weapon skill.
:* 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 to use.
:* See [[catapult]]
== Damage messages ==You can bind stances to keys - see [[Client Key Bindings]].
* Tickle - 0 to 4 wound* Slap - 4 to 12 wound== Special moves ==* Irritate - 12 As your skill increases with your primary weapon, you will get the option to 24 wound* Hurt - 24 to 36 wound* Harm - 36 - 48 wound* Damage - 48+ woundperform [[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.
Note that if an existing wound is hitSpecial moves are kingdom dependent, the message indicates the total state of the wound and not the actual damage inflictedso other kingdoms have other moves.
== Training fight skill ==The best way Autofighting will try special moves when you have a high enough chance to train fight skill is by fighting opponents that are near use them. They use your skill rangenormal to hit chance, that way the skill so if you gain will hit little it may not be far superior than training against worth trying a creature that is either too strong for special move. You lose 1/10th of the stamina cost of the move if you or simply a very easy matchfail.
A lot of players tends You can bind special moves to train on weak animals with weapons or tools that do low damagekeys, however by doing so you will lose out on gaining weapon skill so it's rather a trade off for playing it safesee [[Client Key Bindings]].
The below chart is what animal will be good for gaining optimal skill at your level. (Feel free to edit.)== Equipment ==(This chart is assuming that you have decent weapons and a decent set of armor.){| border=1== Weapons ===|-||Fight-Skill||Animal|-||1-5||[[Large_Rat|Rats]], [[Pheasant]], [[Deer]].|-||6-10||[[Wild_Cat|Cats]].|-||11-20||[[Mountain_Lion|Lions]], [[Black_Wolf|Wolves]], and [[Dog|Dogs]].|-||21-30||[[Unicorn|Unicorns]], [[Brown_Bear|Bears]], and [[Black_Wolf|Wolves]]. (Assuming you have a set of studded for :* Primary weapon should be equipped in the bears and unicorns.)|-||31-40||[[Brown_Bear|Bears]]right hand, [[Unicorn|Unicorns]], Home server [[Huge_Spider|Spiders]], [[Crocodile|Crocs]] (For as the spider and crocs, you'll probably need some decent chainleft hand will attack less often.)|-||50+||Well, here you can basically take any animal exept maybe a wild spider, or a troll.|-|}Remember, fighting isn't the easiest skill to level up on, it takes a while to get to 50+, but Left hand also does not too long to get to 30 if you really train hardparry 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.
<!-- I added what i think the === Armour types ==='skill range' for animals are, if you think something is wrong with it, please feel free too change it'Each armour type has a distinct advantage and disadvantage. --Extrusion 1:13, 22 March 2007 -->'''
:* [[: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]]
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