Attack command: Difference between revisions
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{{Command |
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*ATTACK (target) (body part) |
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|rp=No |
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*ATTACK LEFT (target) (body part) |
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|combat=Yes |
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|magic=No |
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|settings=No |
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|systems=No |
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|description=A simplistic combat command that makes a deliberately average, balance-neutral attack, picking an ordinary melee or brawling maneuver to suit the weapon held along with your current balance and fatigue. It will attack whatever you are facing, automatically face a new target when you are facing nothing, and automatically begin advancing when your target is out of range. |
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|messaging='''ATTACK'''<br /> |
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''You see'': The messaging is that of the maneuver ATTACK selects, and so varies with the weapon held. See the individual maneuver pages.<br /> |
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'''ATTACK''' ''(target out of range)''<br /> |
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A simplistic combat command that uses a balance-neutral combat combo based on your weapon type. When used with the LEFT keyword, it uses your offhand to make the attack. |
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''You see'': You aren't close enough to attack.<br /> |
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''You see'': You begin to advance on <target>.<br /> |
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'''ATTACK''' ''(nothing left to fight)''<br /> |
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{{Cat|Combat,Commands,Combat Commands}} |
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''You see'': There is nothing else to face!<br /> |
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''You see'': What are you trying to attack?<br /> |
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}} |
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{{RTOC}} |
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==Syntax== |
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* {{tt|ATTACK}} |
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: Attack the target you are already facing, or face a new one and attack it. |
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* {{tt|ATTACK}} ''<target>'' |
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: Attack the indicated target. |
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* {{tt|ATTACK}} ''<target> <body part>'' |
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: Attack the indicated target, aiming at the named body part. |
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* {{tt|ATTACK LEFT}} ''<target> <body part>'' |
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: Attack with the weapon in your left hand instead of your right. |
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* {{tt|ATTACK HELP}} |
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: Basic help. |
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* {{tt|ATTACK HELP FULL}} |
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: Expanded help. |
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* {{tt|ATTACK HELP LIST}} |
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: List the other valid combat options. |
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==Game Helpfile== |
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<pre> |
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ATTACK |
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The ATTACK verb is one of many verbs associated with combat. Attack is |
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designed to be a perfectly average attack, with no particular strengths or |
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weaknesses. While it is good for almost any situation, there is almost |
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always a better option for a specific weapon or specific situation, so once |
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you become more accustomed to combat you might want to investigate other |
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options. |
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Attack launches an attack against an enemy. |
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ATTACK Attack enemy already engaged, or default to new. |
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ATTACK <enemy> Attack indicated enemy. |
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ATTACK HELP Basic HELP |
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ATTACK HELP FULL Expanded HELP |
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ATTACK HELP LIST This will list other valid combat options |
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</pre> |
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==Maneuver Selection== |
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{{tt|ATTACK}} has no attack of its own. Each time it is used it picks one of the ordinary [[Combat maneuvers#Melee Maneuvers|melee maneuvers]] and performs that instead, choosing from the set appropriate to the damage type of the weapon in the attacking hand, or from the brawling maneuvers when that hand holds no weapon. |
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{| class="wikitable" |
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! Weapon !! Maneuvers it may choose from |
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|- |
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| Puncture (thrusting) || {{com|feint}}, {{com|jab}}, {{com|thrust}}, {{com|draw}}, {{com|lunge}}, {{com|bob}} |
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|- |
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| Slicing || {{com|feint}}, {{com|jab}}, {{com|draw}}, {{com|slice}}, {{com|chop}}, {{com|sweep}}, {{com|bob}} |
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|- |
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| Impact || {{com|feint}}, {{com|jab}}, {{com|draw}}, {{com|swing}}, {{com|bash}}, {{com|slam}}, {{com|bob}} |
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|- |
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| None (brawling) || {{com|punch}}, {{com|gouge}}, {{com|claw}}, {{com|kick}}, {{com|slap}}, {{com|bob}} |
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|} |
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Only melee and brawling maneuvers are ever chosen, so {{tt|ATTACK}} needs either a melee weapon in the attacking hand or an empty hand. Holding a weapon that cannot be swung in melee, such as a bow, a crossbow or a sling, refuses the attack with ''Wouldn't it be better if you used a melee weapon?'' Use {{com|aim}} and {{com|fire}} for ranged weapons, and {{com|throw}}, {{com|hurl}} or {{com|lob}} to throw. |
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The choice is weighted by your [[Balance|balance]] and [[Fatigue|fatigue]] rather than by what would hit hardest, which is what makes {{tt|ATTACK}} balance-neutral: |
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* With poor balance it leans on the balance-building maneuvers, with only the occasional damaging swing. |
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* With good balance it mostly attacks, mixing in a balance builder now and then. |
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* With very good balance ''and'' plenty of fatigue in reserve it opens up the heavier, more expensive maneuvers. |
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* With very good balance but little fatigue left it falls back to the cheap maneuvers and to {{com|bob}}. |
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Because it never picks the best option for the situation, {{tt|ATTACK}} is a reasonable default everywhere and the best choice almost nowhere. Once you are comfortable in combat, use the individual maneuvers directly. |
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==Targeting== |
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If you name no target, the game faces the next eligible living creature for you and attacks that. It will not auto-face a hidden or invisible creature you cannot perceive. |
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Naming a target does not skip corpses, so {{tt|ATTACK RAT}} will swing at the first rat listed in the room even if it is already dead. Letting the game choose is generally preferred. See {{com|face}} and {{com|target}} for setting a target yourself. |
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==Offhand Attacks== |
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{{tt|ATTACK LEFT}} attacks with the weapon in your left hand, training both the weapon skill and [[Offhand Weapon skill]]. |
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Because {{tt|LEFT}} is also how a left-side body part is named, only the word immediately after {{tt|LEFT}} decides which it means. {{tt|ATTACK LEFT ARM}}, {{tt|ATTACK LEFT HAND}}, {{tt|ATTACK LEFT EYE}} and {{tt|ATTACK LEFT LEG}} are read as aimed attacks at that body part and are made with your right hand. To strike a left-side body part with your offhand, give {{tt|LEFT}} twice, as in {{tt|ATTACK LEFT LEFT LEG}}. |
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A weapon too bulky to be used in the offhand is refused with ''The <weapon> is simply too large for an offhand attack.'' |
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==Range== |
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Attacking a target you are not close enough to reach reports ''You aren't close enough to attack.'' and then begins an {{com|advance}} on it; the attack itself is not made, so the command must be given again once you have closed. |
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If you are already advancing and have reached pole range, attacking closes the remaining distance as a charge attack, which costs fatigue down to tired and adds roundtime. Use {{com|retreat}} to halt the advance first if you would rather strike from pole range. See {{com|hangback}} for holding range against an advance. |
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==See Also== |
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* [[Combat]], [[Combat 101]], [[Combat maneuvers]], [[Combat 3.0]], [[Combat 3.1]] |
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* [[Balance]], [[Fatigue]], [[Roundtime]], [[Offhand Weapon skill]], [[Combo]] |
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* Positioning: {{com|advance}}, {{com|retreat}}, {{com|hangback}}, {{com|face}}, {{com|target}}, {{com|aim}}, {{com|stance}} |
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* Assessment: {{com|assess}}, {{com|analyze}} |
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* Edged and blunt maneuvers: {{com|slice}}, {{com|chop}}, {{com|sweep}}, {{com|draw}}, {{com|thrust}}, {{com|jab}}, {{com|lunge}}, {{com|feint}}, {{com|swing}}, {{com|bash}}, {{com|slam}}, {{com|pound}}, {{com|pummel}} |
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* Brawling maneuvers: {{com|punch}}, {{com|kick}}, {{com|knee}}, {{com|elbow}}, {{com|claw}}, {{com|gouge}}, {{com|bite}}, {{com|butt}}, {{com|tackle}}, {{com|slap}} |
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* Tactical maneuvers: {{com|circle}}, {{com|bob}}, {{com|weave}}, {{com|shove}}, {{com|grapple}} |
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* Defensive maneuvers: {{com|parry}}, {{com|dodge}}, {{com|block}} |
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* Ranged and thrown: {{com|fire}}, {{com|throw}}, {{com|hurl}}, {{com|lob}}, {{com|snipe}}, {{com|poach}} |
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* Stealth openers: {{com|ambush}}, {{com|backstab}} |
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* {{com|kill}}, {{com|flee}}, {{com|berserk}} |
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{{RefAl}} |
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{{Cat|Combat}} |
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Latest revision as of 12:12, 12 September 2026
| A simplistic combat command that makes a deliberately average, balance-neutral attack, picking an ordinary melee or brawling maneuver to suit the weapon held along with your current balance and fatigue. It will attack whatever you are facing, automatically face a new target when you are facing nothing, and automatically begin advancing when your target is out of range. |
| ATTACK You see: The messaging is that of the maneuver ATTACK selects, and so varies with the weapon held. See the individual maneuver pages. ATTACK (target out of range) ATTACK (nothing left to fight) |
Syntax
- ATTACK
- Attack the target you are already facing, or face a new one and attack it.
- ATTACK <target>
- Attack the indicated target.
- ATTACK <target> <body part>
- Attack the indicated target, aiming at the named body part.
- ATTACK LEFT <target> <body part>
- Attack with the weapon in your left hand instead of your right.
- ATTACK HELP
- Basic help.
- ATTACK HELP FULL
- Expanded help.
- ATTACK HELP LIST
- List the other valid combat options.
Game Helpfile
ATTACK The ATTACK verb is one of many verbs associated with combat. Attack is designed to be a perfectly average attack, with no particular strengths or weaknesses. While it is good for almost any situation, there is almost always a better option for a specific weapon or specific situation, so once you become more accustomed to combat you might want to investigate other options. Attack launches an attack against an enemy. ATTACK Attack enemy already engaged, or default to new. ATTACK <enemy> Attack indicated enemy. ATTACK HELP Basic HELP ATTACK HELP FULL Expanded HELP ATTACK HELP LIST This will list other valid combat options
Maneuver Selection
ATTACK has no attack of its own. Each time it is used it picks one of the ordinary melee maneuvers and performs that instead, choosing from the set appropriate to the damage type of the weapon in the attacking hand, or from the brawling maneuvers when that hand holds no weapon.
| Weapon | Maneuvers it may choose from |
|---|---|
| Puncture (thrusting) | FEINT, JAB, THRUST, DRAW, LUNGE, BOB |
| Slicing | FEINT, JAB, DRAW, SLICE, CHOP, SWEEP, BOB |
| Impact | FEINT, JAB, DRAW, SWING, BASH, SLAM, BOB |
| None (brawling) | PUNCH, GOUGE, CLAW, KICK, SLAP, BOB |
Only melee and brawling maneuvers are ever chosen, so ATTACK needs either a melee weapon in the attacking hand or an empty hand. Holding a weapon that cannot be swung in melee, such as a bow, a crossbow or a sling, refuses the attack with Wouldn't it be better if you used a melee weapon? Use AIM and FIRE for ranged weapons, and THROW, HURL or LOB to throw.
The choice is weighted by your balance and fatigue rather than by what would hit hardest, which is what makes ATTACK balance-neutral:
- With poor balance it leans on the balance-building maneuvers, with only the occasional damaging swing.
- With good balance it mostly attacks, mixing in a balance builder now and then.
- With very good balance and plenty of fatigue in reserve it opens up the heavier, more expensive maneuvers.
- With very good balance but little fatigue left it falls back to the cheap maneuvers and to BOB.
Because it never picks the best option for the situation, ATTACK is a reasonable default everywhere and the best choice almost nowhere. Once you are comfortable in combat, use the individual maneuvers directly.
Targeting
If you name no target, the game faces the next eligible living creature for you and attacks that. It will not auto-face a hidden or invisible creature you cannot perceive.
Naming a target does not skip corpses, so ATTACK RAT will swing at the first rat listed in the room even if it is already dead. Letting the game choose is generally preferred. See FACE and TARGET for setting a target yourself.
Offhand Attacks
ATTACK LEFT attacks with the weapon in your left hand, training both the weapon skill and Offhand Weapon skill.
Because LEFT is also how a left-side body part is named, only the word immediately after LEFT decides which it means. ATTACK LEFT ARM, ATTACK LEFT HAND, ATTACK LEFT EYE and ATTACK LEFT LEG are read as aimed attacks at that body part and are made with your right hand. To strike a left-side body part with your offhand, give LEFT twice, as in ATTACK LEFT LEFT LEG.
A weapon too bulky to be used in the offhand is refused with The <weapon> is simply too large for an offhand attack.
Range
Attacking a target you are not close enough to reach reports You aren't close enough to attack. and then begins an ADVANCE on it; the attack itself is not made, so the command must be given again once you have closed.
If you are already advancing and have reached pole range, attacking closes the remaining distance as a charge attack, which costs fatigue down to tired and adds roundtime. Use RETREAT to halt the advance first if you would rather strike from pole range. See HANGBACK for holding range against an advance.
See Also
- Combat, Combat 101, Combat maneuvers, Combat 3.0, Combat 3.1
- Balance, Fatigue, Roundtime, Offhand Weapon skill, Combo
- Positioning: ADVANCE, RETREAT, HANGBACK, FACE, TARGET, AIM, STANCE
- Assessment: ASSESS, ANALYZE
- Edged and blunt maneuvers: SLICE, CHOP, SWEEP, DRAW, THRUST, JAB, LUNGE, FEINT, SWING, BASH, SLAM, POUND, PUMMEL
- Brawling maneuvers: PUNCH, KICK, KNEE, ELBOW, CLAW, GOUGE, BITE, BUTT, TACKLE, SLAP
- Tactical maneuvers: CIRCLE, BOB, WEAVE, SHOVE, GRAPPLE
- Defensive maneuvers: PARRY, DODGE, BLOCK
- Ranged and thrown: FIRE, THROW, HURL, LOB, SNIPE, POACH
- Stealth openers: AMBUSH, BACKSTAB
- KILL, FLEE, BERSERK