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PvP (Combat)

336 bytes removed, 18:11, 3 July 2018
== Player Death ==
If you die in PvP you do not lose skills as you usually would. Instead, you take a .25 hit to your fight skill, as well as a small loss in body strength. If a resurrection stone is not active, or the player is not a 70+ faith Magranon priest, all items are dropped on death, and can be picked up by the opposing faction and looted. PvP can be very high risk, because losing all of your items, including valuable scale and drake, is a possibility. Players may also lose their an affinity on death, and it is transferred to whoever got an opponent who damaged the last hitplayer. If you kill a player on PvP, or are apart of a kill, you can gain a few possible things. All kills on players with above 10~ fight skill will give fight skill gains. A seventy fight skill player will give roughly .25 at 70 fs. This scales as you or the enemy gains or loses in fight skill. If you get the last a hit on an enemy, you will may also receive their affinity. There is no limit to the number of affinities a player can haveother than a max of 5 in any one skill, and all players receive one upon start up, and if . If they lose their last one, affinity they will recieve another after a set period of time. Finally, upon killing a player or dying, a player gains or loses rank. All players start with 1000 rank, and give progressively less as they died. Contrarily, if a player with very high rank dies to one with a very low rank, the amount lost from the player is increased greatly. While you may find yourself gaining only one rank from a group kill, when you die you may lose twenty or more, as your rank has been spread across all of the players that killed you. Likewise, killing an opponent in solo combat will increase the amount of rank you gain, as there are no other players to spread the rank to. The same can be applied to fight skill.  
== Armor ==
'''Studded:''' Studded armor is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.
'''Chain:''' Chain armor is the most frequently used in PvP. It is easy to make, and its supplies are in abundance in the land of Wurm. It provided a decent amount of armor while not being too restricting to speed. The glance rate is higher than that of studded, and being hit results in lighter wounds.
'''Plate:''' Plate armor is rarely seen in pvp, as it is extremely cumbersome to the player. The Great Helm is the only piece of plate armor that is frequently used, as it is the only piece of armor that protest the fact (other than rare and highly valued summer hats). It has been used in some scenarios to great effect. Its practicality in horse combat and deed defense has been speculated before, as, while While it does slow the player down immensely, it has an extremely high glance rate, and damage done the player is greatly reduced. The weight of an entire plate set is over 20kgs, and as such, decreases the overall amount a player can hold.
'''Drake:''' Drake is the second most widely used armor in PvP. It is rare, and made form from the hides of dragonsdragon hatchlings. Its glance rate is considered to be higher than that of chain, and it has a considerably higher dodge rate. The entire drake set decreases a players movement only slightly more than the great helm alone. While your chances of dying are reduced in drake, the loss is much greater than if one were to lose chain. Drake is somewhat expensive when compared the other armor sets, and cannot be as easily replaced.
'''Scale:''' Scale is the stronger strongest armor available to players. It offers nearly no movement penalty, and has an extremely high (higher than plate) glance rate. The dodge rate is greater than that of drake, and weighs only slightly more than the drake set. Scale is very rare, and only a few players are seen PvPing in it. Wearing scale gives the player a substantial advantage in PvP.
Armor, especially the higher tier armors, are often enchanted with AOSP or Web Armor to give an additional advantage to the player. AOSP returns a portion of the damage done to the player, and, just as vitally, adds the hurting status to the enemy. Web armor greatly reduced the movement speed of a player, and allows the person who was hit to retreat or call in their allies to go in for the kill. What enchant one gets on their armor is a matter of preference, although it is easier for BL to get Web Armor, and WL to get AOSP.
 
== Weapons ==
'''Longsword:''' The longsword is one of the more commonly seen weapons in PvP. It has a high parry rate, a four second swing timer, and is fairly accurate. It is considered to be the most standard of all weapons, and used to be one of the only ones used in combat. A longsword is a one handed weapon, and thus can be used with a shield.
'''Two Handed Sword:''' The two handed sword is occasionally seen in PvP. It hits very hard, but is slower and less accurate than the longsword. It is two handed, and cannot be used with a shield. Because That being said it has a fair parry rate, it and is considered to be the moderate version most defensive of the heavier weapons.
'''Small Mauls:''' Small mauls do slightly less damage than long swords, but hit faster and are more accurate. They also benefit from a higher parry rate. A small maul is a one handed weapon, and thus can be used with a shield.
'''Large Mauls:''' Large mauls are extremely powerful, and can cause massive damage upon hit. They are not frequently seen in PvP, but some into occasional use. They parry less than two handed swords, but deal considerable damage. They are two handed weapons.
'''Small Axes:''' Rarely used. Low/Medium damage. Low swing timer. One handed. *Add to thisHas a debuff of -2 CR when used.
'''Medium Axes:''' Rarely used. Medium/High damage. Average swing timer. One handed. *Add Has smaller chance to thisparry than both swords and mauls.
'''Huge Axes:''' Very high damage. High swing timer. Two handed. Very frequently used in PvP as it is the most hard hitting weapon in the game and an excellent choice if you are not targeted.
A high caliber PvP weapon will have around three to four, high power enchants, although they can be quite difficult to obtain. Here are the most commonly used:
'''Humans Demise:''' Increased crit chance to hit against humanoids (players). Most frequently found on PvP weapons. Has no cast power, just passive effect.
'''Wind of Ages/Blessings of the Dark:''' Recent changes have made high power cast of this less necessary. Having over 50 will assure maximum swing timer. Blessing of the Dark also gives increase to weapon skill gained, although this itself is not necessary for PvP.
'''Pets:''' Having a pet in combat (usually a troll or crocodile) will give you what is known as 'gank bonus'. This greatly increases your chance to hit, and the chance of your pet hitting.
'''Aiming:''' Aiming for any spot besides the torso decreases your chance to hit the player, however the torso is also the most resistant of all body parts. While you may land more hits, they will each do considerably less damage than hits to anywhere else on the body. When chasing someone down, people generally aim for the feet/calves, which will cause the greatest slow down in movement speed. If the player is not wearing a great helm, the head is often aimed for, as a single powerful shot may kill them if it hits their unprotected face. When no obvious weak spots are present, players will normally aim for whatever piece of armor they think is weakest.
'''Focusing:''' Each level of focus grants a +1 bonus to CR. This is the equivalent of 5 levels of fight skill in PvP. In one on one combat, it is highly recommended that you focus, in order to gain the upper hand in the fight. If one player gets to high focus, whoever gets the first hit in will often be the victor, as the they will immediately be in a position of power. Focusing takes four seconds, and the player is more vulnerable during this time. If you out focus your enemy, it is arguable that the disadvantage is made up for by the levels of focus already gained.
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