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Fighting

1,114 bytes added, 08:08, 15 July 2023
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Reverted edits by NeeNee (talk) to last revision by Oluffus
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[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''
== Description ==
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]].
== Targeting ==In order to attack someone right click and select target.Then to attack just move up to the person. If you want to guard an area, target an approaching enemy and stand still. You will attack as the enemy approaches.
If you have targeted someone that is too far away and a closer enemy attacks you you should attack back. Shield bashes and stance changes will be made against the closer creature.If you have your bow equipped and have targeted one enemy and right click shoot on another, you will shoot at the enemy you right-clicked. There is a "ranged attack" button in the gui. If you wield a bow you will try to shoot your target when you press it. If you don't use a bow, you will instead throw your selected item at your enemy.{{:Target}}
== Skills ==
The height value of the main fighting skill determines helps determine your chances to hit[[combat rating]], and which special moves you may performhenceforth 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 skill rangeCR. That way, 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.
Fight Fighting skill gain against non-player creatures is capped slowed down at 70 skill. After that you will need to kill players to gain above 70.
=== 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]] - In aggressive mode you will deal more damage per hitReduced defense, but increased offense. Stamina use Damage is higher, hit speed is slower then normal, and you will only block and parry at 1/3rd the rate of normalenhanced. Two-handed weapons swing faster. ::* [[Defensive fighting]] - In defensive mode you will have an Reduced offense, but increased block defense. Moving CR penalties are reduced. Parry and parry dodge rate. Stamina use is lower, damage you deal is lower, and your attack speed suffersincreased.::* [[Normal Fightingfighting]] - A middle road fighting style Defenses and offenses are weapons' defaults, scaled with no boosts or penalties to dodge, parry or attack speedskills 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.<br/> A combination of shield skill and shield bash skill calculate hit chance to hit.<br/> 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 ===
Don't use a weapon you are not skilled in against something that 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 stronger or as strong as you, it's better decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer and chance to use these weapons against weak animalsparry.
Balancing your An easy way to gain weapon skill with [[axes]] and fight skill can give you an upper edge over your opponent, try to use one weapon and not switch between weapons a-lot. [[swords]] (A good combo is [[longsword|Longsword]] and a [[maul| Medium maulhuge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the sword does lowest skill fighter a fairly potent adversary to most common creatures in the parrys while the maul does the hard hittingWurm universe, and offers some good [[body]] and woodcutting skill gain to boot.)
== Focus ==
== Stances ==
While in autofight (button 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 event window)body may have different effects. For example, aiming for the game will choose stances 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. At low skillsaim for the right parts, no stance options then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be available to you. More stances will appear with a higher primary weapon skillperformed when aiming at certain body parts.
If you target your opponents left side 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 targets your right side you clinch must choose one or the other. Defensive stances.This means both of you have worse chance are the last of hitting eachotherthe bunch to become available to the player - usually around 48-50 weapon skill.
At primary weapon skill level 50 While in autofight (button in the event window), the game will choose stances for you receive defensive stances.If you choose one of thoseHowever, at low skills, no stance options will be available to you . More stances will clinch appear with a bonus in several stances at once, but you will not attackhigher 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.
There is no need to try to learn your enemies special moves since you can't counter them anyways.
 
* Mol Rehan have quick stamina cheap moves that do less damage and punish the opponents combat rating.
* HOTS have slow high damage moves that cost more stamina and often drains stamina.
* Jenn Kellon have medium time moves that create multiple wounds.
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]].
 
Also see: [[Special moves]]
== Equipment ==
=== Weapons ===
The height of your weapon skill determines which stances you may take.:* Primary weapon should be wielded equipped in the right hand, as the left hand will attack and parry less often. Left hand also does not parry at all.
:* [[:Category:Swords | Swords]] deal cutting and stabbing piercing damage. Swords have the highest a high parry rate and do a moderate base medium damage before armor modifiers with a moderate speed.:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not rarely parry so should be considered strongly for use with Aggressive fighting. Axes are , but deal the fastest weapon in its class and do the least highest amount of base damage before armor modifiers. :* [[:Category:Mauls | Mauls]] deal bashing maul damage. Mauls have a medium parry rate and do the highest base damage of any weapon in its class before armor modifiers. In exchange for the medium-high damage they parry less frequently then swords and have the slowest attack speed in class.
=== Armour types ===
'''Each armor armour type has a distinct a advantage and disadvantage.'''
:* [[:Category:Plate Cloth armour|Plate Cloth armour]] - Generally provides the highest base defense Offers minimal protection with large penalties to speedhigh mobility. Wearing plate you will see a lower attack speed and a lower walking speed (9.88km/h on cobblestone). It is also important to realize that Cloth armour has the weight highest evasion rate of the plate suit further will limit your usefulness in combat. A plate suit adds roughly 20kgs of weight. Plate also has a defense bonus vs cutting. The equipment also has a penalty vs mauls causing higher damage to the equipment when attacked with a maul.:* [[:Category:Chain any armour|Chain armour]] - Generally provides a middle ground base defense with moderate penalties to speed. The wearer will walk moderately slower type and have a moderately slower attack speed. Chain armour offers a defense bonus vs stabbing damage, while the equipment itself receives extra damage from stabbingcan be used as an emergency bandage.:* [[:Category:Leather armour|Leather armour]] - Generally Leather armour provides the least amount of base defenselight defenses with medium-high mobility. However it also has the smallest penalties to attack Walking speed and walking speed. Leather armour has defensive bonuses to bashing, while the equipment itself also gets extra damage from cuttingevasion penalties are minimal. :* [[:Category:Studded leather armour|Studded leather armour]] - Generally Studded leather armour provides a moderate amount of base defense with similar penalties as leather Armorarmour. Studded leather armour represents a good common ground between speed and reasonable defense though still less base defense then plate provides. Studded leather armour has a mild evasion penalty.:* [[:Category:Cloth Chain armour|Cloth Chain armour]] - Offers little Chain armour provides good defense with a medium penalty to no protection from any weapon classmobility. Evasion is moderately affected by chain armour. Although :* [[:Category:Plate armour|Plate armour]] - Plate armour provides the weakest armor largest defense bonus of them all it does add basic armor class any armour crafted from metals, at a very low cost (penalty wise) and is the largest expense of mobility. Steel plate armour has base damage reduction equal to that of course better than nothing[[:Category:Drake hide armour|drake hide armour]]. Adamantine plate has damage reduction equal to [[:Category:dragon scale armour|Dragon scale armour]]. The armor Glimmersteel and seryll plate has the highest base damage reduction in itself game. While plate can also be used as emergency bandagesmade 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. Its 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. Drake hide armor armour has the lowest a small 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 scale is the best armour available. Made out of the scales of a red dragon (any color), this [[dragonplate armour smithing]], this kind of based armour is superior to plate armour, while having suffers only a very small movement penalty that is similar to that of studded leather . However, this armourdamages 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, up to a maximum of 75%. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the same 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.'''''
:* [[Large shield]]s - Have the 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 base percentage to block.
:* [[Medium shield]]s - A balance between speed and block percentage.
:<br>'''''Shields should be wielded on your arm, not your hand.'''''
== Fighting characteristics ==
:* [[Body control]] - Helps with chance to hitaccuracy, dodging, accuracy or attack speedand [[stealthing]]. Best method to gain body control is by fighting however [[smithingArchery]], [[woodcuttingshields]], [[leatherworking]] and , [[carpentrysmithing]] all offer good skill gain.:* , [[Mind speedtailoring]] - Helps with chance to hit, accuracy or attack speed. Best method to gain Mind Speed is by fighting however yo-yoing [[carpentry]] and subskills of these such as [[trackingfletching]] offer good skill gains. Some weapon skills also provides some skill gainoffer Body Control gains.:* [[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 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 attacksvery well. Raised by [[miningwoodcutting]], [[milling]], [[digging]], and [[woodcuttingmining]].
== 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 youeven 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. You will not block or parry This is ignored if your shield skill and weapon skill is below 40moving while using [[defensive fighting]]. :* Use 'Spam Mode' to show missed blows or , parries, and blows for zero damage.:* Try not 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 while climbingreduces 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 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''Needs more data'''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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