Difference between revisions of "Fighting"

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NOTE: Always take a [[priest]] of [[Fo]] or a few [[healing cover]] and [[rags]] when going on a big hunt/raid. You never know what might jump out on you.
 
NOTE: Always take a [[priest]] of [[Fo]] or a few [[healing cover]] and [[rags]] when going on a big hunt/raid. You never know what might jump out on you.
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'''Due to the Fighting fix alot of the data on this page may be invalid!'''
  
 
[[Category:Skills]][[Category:Babel/F]]
 
[[Category:Skills]][[Category:Babel/F]]

Revision as of 01:40, 3 December 2007

Main / Skills / Fighting

Description

Skill used in fighting animals and other players. The height of the main fighting skill determines your chances to hit, and which special moves you may perform.

Sub-skills

  • Weaponless fighting - Fighting without weapons equipped.
  • Aggressive fighting - In aggressive mode you will deal more damage per hit. Stamina use is higher, hit speed is slower then normal, and you will only block and parry at 1/3rd the rate of normal.
  • Defensive fighting - In defensive mode you will have an increased block and parry rate. Stamina use is lower, damage you deal is lower, and your attack speed suffers.
  • Normal Fighting - A middle road fighting style with no boosts or penalties to dodge, parry or attack speed.
  • Taunting - Attempting to taunt your opponent to attack you instead of your allies.
  • Shield-Bashing - Knocking over your opponent with your shield. Higher skill in shield bash results in longer time opponent is disabled on ground.
    A combination of shield skill and shield bash skill calculate chance to hit.
    Shield-bashing does some damage to the opponent.

Weapons

The height of your weapon skill determines which stances you may take.

  • 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.
  • 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.
  • Mauls deal bashing damage. Mauls do 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.

Armour types

Each armor type has a distinct a advantage and disadvantage.

  • Plate armour - Generally provides the highest base defense with large penalties to speed. 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 the weight 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.
  • Chain armour - Generally provides a middle ground base defense with moderate penalties to speed. The wearer will walk moderately slower and have a moderately slower attack speed. Chain armour offers a defense bonus vs stabbing damage, while the equipment itself receives extra damage from stabbing.
  • Leather armour - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armour has defensive bonuses to bashing, while the equipment itself also gets extra damage from cutting.
  • Studded leather armour - Generally provides a moderate amount of base defense with similar penalties as leather Armor. Studded leather armour represents a good common ground between speed and reasonable defense though still less base defense then plate provides.
  • Cloth armour - Offers little to no protection from any weapon class. Although the weakest armor of them all it does add basic armor class at a very low cost (penalty wise) and is of course better than nothing. The armor in itself can also be used as emergency bandages.

Special armour types

  • Dragon hide armour - The best leatherworking based armour existing in Wurm. Its protection rating 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.
  • 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 armour.

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.
  • Large shields - Have the greatest base percentage to block with the highest penalty against weapon speed.
  • Small shields - Have the lowest penalty to weapon speed with the lowest base percentage to block.
  • Medium shields - A balance between speed and block percentage.

Shields should be wielded on your arm, not your hand.

Fighting key attributes

  • Body control - Helps with chance to hit, accuracy or attack speed. Best method to gain body control is by fighting however smithing, woodcutting, leatherworking and carpentry all offer good skill gain.
  • Mind speed - Helps with 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 to gain strength is mining however coal making, farming, digging and woodcutting all provide good skill gain.
  • 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 attacks. Raised by mining, digging, and woodcutting.

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. 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 odds.
  • Only use proper weapons to fight. These are Swords, all Axes (except the hatchet), and all Mauls. It currently does not matter if the weapon is made out of wood or metal.
  • Use 'Spam Mode' to show missed blows or blows for zero damage.
  • Try not to fight while climbing.
  • 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 and a Medium maul, the sword does the parrys while the maul does the hard hitting.)
  • Don't use a weapon you are not skilled in against something that is stronger or as strong as you, it's better to use these weapons against weak animals.

Attacking with bows

For details on bow using, see archery

Attacking with catapults

For details on catapult usage, see catapult

Damage messages

--This section is heavily outdated--

  • 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+ wound

Note that if an existing wound is hit, the message indicates the total state of the wound and not the actual damage inflicted.

Training fight skill

--This section is heavily outdated--

The best way to train fight skill is by fighting opponents that are near your skill range, 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.

Fight-Skill Animal
1-10 Rats, pheasant, deer , cow , bull , wild cat.
10-15 Lions , Cave bug , Wolves, Dogs.
15-20 Goblin.
20-30 Unicorns , light deed guard
30-40 Brown bear , black bear , tower_guard
45-50 Troll , wild boar , gorilla , medium deed guard, Huge spider (Home Server)
50-55 Huge spider (Wild Server) , rabid hyena.

Remember, fighting isn't the easiest skill to level up on, it takes a while to get to 50+, but not too long to get to 30 if you really train hard.

NOTE: Always take a priest of Fo or a few healing cover and rags when going on a big hunt/raid. You never know what might jump out on you.

Due to the Fighting fix alot of the data on this page may be invalid!