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{{RTOC}}
==Introduction==
==Introduction==
Although not the primary focus of Dragonrealms as some may argue, combat is for many guilds and players an integral part of experiencing Dragonrealms. Dragonrealms has a wonderfully intricate and diverse combat system. Given the sheer amount of information needed to truly succeed in combat, however, many players new to combat (or the game) are initially overwhelmed. The purpose of this page is to serve as a guide for combat at all skill levels.
Although not the primary focus of DragonRealms as some may argue, combat is for many guilds and players an integral part of experiencing DragonRealms. DragonRealms has a wonderfully intricate and diverse combat system. Given the sheer amount of information needed to truly succeed in combat, however, many players new to combat (or the game) are initially overwhelmed. The purpose of this page is to serve as a guide for combat at all skill levels.




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Welcome to combat! Combat in Dragonrealms is fun and challenging; however, I remember as a young player how overwhelming combat could be at first. This guide is meant to help players completely new to combat, whether they be a transcendant Moon Mage or a Commoner fresh out of character generation. Let's start from the very beginning, which is...
Welcome to combat! Combat in DragonRealms is fun and challenging; however, I remember as a young player how overwhelming combat could be at first. This guide is meant to help players completely new to combat, whether they be a transcendent Moon Mage or a Commoner fresh out of character generation. Let's start from the very beginning, which is...


===Getting Started - Combat Skills===
===Getting Started - Combat Skills===
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*Slings (Sling/Staff Sling) represent skill with slings and staff sling weapons.
*Slings (Sling/Staff Sling) represent skill with slings and staff sling weapons.
*Thrown weapons (Light/Heavy Thrown) represent skill with weapons like throwing hammers, war mallets, and throwing daggers.
*Thrown weapons (Light/Heavy Thrown) represent skill with weapons like throwing hammers, war mallets, and throwing daggers.
*Brawling represents your skill with hand-to-hand combat maneuvers like PUNCH, KICK, BITE, and CLAW.
*Brawling represents your skill with hand-to-hand combat maneuvers like {{tt|PUNCH}}, {{tt|KICK}}, {{tt|BITE}}, and {{tt|CLAW}}.
*Offhand skill largely determines attack power with a weapon used in your left hand. An important skill for those interested in dual-wielding two weapons at once. Obviously, two-handed weapons cannot be dual-wielded.
*Offhand skill largely determines attack power with a weapon used in your left hand. An important skill for those interested in dual-wielding two weapons at once. Obviously, two-handed weapons cannot be dual-wielded.
*Target magic is the skill used to determine the power of any magical spell that directly damages the target. If you want to kill your opponents with spells, you need to train target magic.
*Target magic is the skill used to determine the power of any magical spell that directly damages the target. If you want to kill your opponents with spells, you need to train target magic.
*Backstab (Thieves only!) represents your skill at attacking a target from hiding via the BACKSTAB command. A very powerful skill.
*Backstab (Thieves only!) represents your skill at attacking a target from hiding via the {{tt|BACKSTAB command. A very powerful skill.




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**Bone Armor is great versus impact and cold. Though a promising armor class, unfortunately bone armor cannot (as of yet) be made by players. As such, in the long run it fails in comparison to powerful player-made leather, chain, and plate armor.
**Bone Armor is great versus impact and cold. Though a promising armor class, unfortunately bone armor cannot (as of yet) be made by players. As such, in the long run it fails in comparison to powerful player-made leather, chain, and plate armor.
**Light and Heavy Chain are durable and afford great protection. Often lighter and slightly less restricting than leather armor, chain is the popular choice for many non-stealth players. It is especially popular among mages. Note that chain armor imposes a penalty on stealth skills, but it is perfectly possible to be an effective stealth hunter and still use chain.
**Light and Heavy Chain are durable and afford great protection. Often lighter and slightly less restricting than leather armor, chain is the popular choice for many non-stealth players. It is especially popular among mages. Note that chain armor imposes a penalty on stealth skills, but it is perfectly possible to be an effective stealth hunter and still use chain.
**Light and Heavy Plate are the heaviest, the most encumbering, and also the most protecting. The de facto choice for Paladins (who can train hindrance down on any armor), plate armor will be extremely cumbersome at first. Swimming will be an almost futile effort, and burden will be great. However, all the pain will easily pay off, as the protection values for plate armor are fantastic. Note than plate armor imposes a large penalty to stealth skill. Stealth fighters should avoid it like the plague. The hindrance can also be difficult at times; however, it should be noted that it is perfectly possible for non-Paladins to ejoy the protection of plate and still be successful hunters.
**Light and Heavy Plate are the heaviest, the most encumbering, and also the most protecting. The de facto choice for Paladins (who can train hindrance down on any armor), plate armor will be extremely cumbersome at first. Swimming will be an almost futile effort, and burden will be great. However, all the pain will easily pay off, as the protection values for plate armor are fantastic. Note than plate armor imposes a large penalty to stealth skill. Stealth fighters should avoid it like the plague. The hindrance can also be difficult at times; however, it should be noted that it is perfectly possible for non-Paladins to enjoy the protection of plate and still be successful hunters.
*Perception represents your ability to spot hidden targets, particularly those trying to attack you from hiding. Mandatory for anyone interested in PvP or fighting foes that like to hide. Recommended for anyone, though, as it is a great defense against theft.
*Perception represents your ability to spot hidden targets, particularly those trying to attack you from hiding. Mandatory for anyone interested in PvP or fighting foes that like to hide. Recommended for anyone, though, as it is a great defense against theft.
*Multi opponent represents your ability to handle many foes at once. Training this skill will significantly add to your ability to handle many opponents at once without getting obliterated. I would say mandatory for anyone not interested in hiding as a primary method of fighting.
*Multi opponent represents your ability to handle many foes at once. Training this skill will significantly add to your ability to handle many opponents at once without getting obliterated. I would say mandatory for anyone not interested in hiding as a primary method of fighting.
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*Hiding represents your ability to hide from your foes. Those interested in being stealthy characters should know that all guilds besides Rangers and Thieves have a significant penalty for hiding at melee range. A great skill for anyone to train, though only mandatory for Thieves and Rangers.
*Hiding represents your ability to hide from your foes. Those interested in being stealthy characters should know that all guilds besides Rangers and Thieves have a significant penalty for hiding at melee range. A great skill for anyone to train, though only mandatory for Thieves and Rangers.
*Stalking represents your ability to follow someone from hiding via the STALK command. A great skill for stealth characters to train, as advancing on a target while hidden only to have your target leave the room can be incredibly annoying.
*Stalking represents your ability to follow someone from hiding via the {{tt|STALK}} command. A great skill for stealth characters to train, as advancing on a target while hidden only to have your target leave the room can be incredibly annoying.
*Primary Magic and Harness Ability represent your skill with channeling mana into your spells. While not technically a combat skill, they are obviously important for mages, as mana usage is essential in determining the power of your spells and magical defenses.
*Primary Magic and Harness Ability represent your skill with channeling mana into your spells. While not technically a combat skill, they are obviously important for mages, as mana usage is essential in determining the power of your spells and magical defenses.
*Magical Devices represents your skill in channeling mana into a magical device such as cambrinth, which is a mana-storage stone. Somewhat imporant for mage characters, especially those who cast frequently.
*Magical Devices represents your skill in channeling mana into a magical device such as cambrinth, which is a mana-storage stone. Somewhat imporant for mage characters, especially those who cast frequently.
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===Getting Started - Equipment You Will Need - Explanations===
===Getting Started - Equipment You Will Need - Explanations===


*'''A weapon''': (NOTE: Empaths can substitute a parry stick here) There is little substitute for a good weapon at your side. Magic is amazingly versatile but has definite limitations; a weapon in your hand will be equally deadly no matter how poor the mana in the room is. The great thing about Dragonrealms is that the experience system allows one to do almost anything they want; as a result, nothing on this list is absolutely necessary. However, those new to combat should note that not training a weapon (and parry) will severely limit your character's versatility. There is little excuse NOT to train one, given the ease with which they can be trained and the plethora of abilities that can accompany weapon combat. Suggestions for starting weapons, by weapon class, will be listed next.
*'''A weapon''': (NOTE: Empaths can substitute a parry stick here) There is little substitute for a good weapon at your side. Magic is amazingly versatile but has definite limitations; a weapon in your hand will be equally deadly no matter how poor the mana in the room is. The great thing about DragonRealms is that the experience system allows one to do almost anything they want; as a result, nothing on this list is absolutely necessary. However, those new to combat should note that not training a weapon (and parry) will severely limit your character's versatility. There is little excuse NOT to train one, given the ease with which they can be trained and the plethora of abilities that can accompany weapon combat. Suggestions for starting weapons, by weapon class, will be listed next.


*'''A shield''': Just like weapons, a shield is not necessary. However, though parry is a more effective defense at melee, shield is a fantastic and versatile defense (especially against ranged weapons). Magical barriers can fall unexpectedly. Hiders can be pulled into the open without warning. A shield will always be there for you, however, like a life-long friend. While it is not necessary, NOTE THAT IF YOU DO NOT TRAIN SHIELD YOU DO SO AT YOUR OWN RISK. Shield is all but mandatory in Dragonrealms during PvP or invasion scenarios; only one or two characters have succeeded in Dragonrealms without either shield, hiding skill, or both (and they only succeeded because they have 1000's of evasion ranks). The only good excuse not to train shield would be to focus on power-training hiding. Even then, it is still a fantastic idea to train shield too!
*'''A shield''': Just like weapons, a shield is not necessary. However, though parry is a more effective defense at melee, shield is a fantastic and versatile defense (especially against ranged weapons). Magical barriers can fall unexpectedly. Hiders can be pulled into the open without warning. A shield will always be there for you, however, like a life-long friend. While it is not necessary, NOTE THAT IF YOU DO NOT TRAIN SHIELD YOU DO SO AT YOUR OWN RISK. Shield is all but mandatory in DragonRealms during PvP or invasion scenarios; only one or two characters have succeeded in DragonRealms without either shield, hiding skill, or both (and they only succeeded because they have 1000's of evasion ranks). The only good excuse not to train shield would be to focus on power-training hiding. Even then, it is still a fantastic idea to train shield too!


*'''Some armor''': Though armor will be detrimental at first (especially for those choosing to train plate armor), eventually it will be a great benefit to any fighter - particularly those in melee combat. Armor assists players by absorbing damage from any attack that manages to break your defenses... and attacks WILL sometimes break your defenses! Armor, especially of the heavier sorts, will most likely save the user's life many times during the span of their careers. Those wishing to lead a life of stealth should note that armor often hinders one's ability to hide. Cloth and Leather are ideal protection for hiding while remaining protected, though some opt to wear chain, as if affords better protection and provides only a menial penalty to stealth attacks.
*'''Some armor''': Though armor will be detrimental at first (especially for those choosing to train plate armor), eventually it will be a great benefit to any fighter - particularly those in melee combat. Armor assists players by absorbing damage from any attack that manages to break your defenses... and attacks WILL sometimes break your defenses! Armor, especially of the heavier sorts, will most likely save the user's life many times during the span of their careers. Those wishing to lead a life of stealth should note that armor often hinders one's ability to hide. Cloth and Leather are ideal protection for hiding while remaining protected, though some opt to wear chain, as if affords better protection and provides only a menial penalty to stealth attacks.

Revision as of 00:15, 20 November 2007

Introduction

Although not the primary focus of DragonRealms as some may argue, combat is for many guilds and players an integral part of experiencing DragonRealms. DragonRealms has a wonderfully intricate and diverse combat system. Given the sheer amount of information needed to truly succeed in combat, however, many players new to combat (or the game) are initially overwhelmed. The purpose of this page is to serve as a guide for combat at all skill levels.


Note that this guide will deal primarily with standard critter-hunting. For tips on Player versus Player (PvP) combat, refer to individual guild pages. A PvP guide may be forthcoming at some point.


This guide will be divided into three sections:


  • The Beginner's Guide is intended for those entirely new to combat. Included information will be a break-down of weapon and armor appraisals, information on balance, position and fatigue, a break-down of defensive skills (and how they're used) and STANCE points, hiding and stalking syntax, melee weapons versus ranged weapons, among other things.
  • The Intermediate Guide is intended for players familiar with the standards of combat and seeking more in-depth information. Included information will be a break-down of weapon types (strengths and weaknesses), the mechanics of defense (and how to maximize said defense), magic resistance, fighting multiple opponents, fighting stealth critters, creating macros, among other things.
  • The Advanced Guide is intended for players intimate with all the functions of combat. Advanced users know the strengths and weaknesses of their weapon types, how to use their spells, weapons and abilities to maximum effect, and how to choose their opponents to learn the skills they want. The Advanced Guide deals primarily with the art of power-gaming: how to keep as many skills mind locked for as long as possible, how to maximize damage formulas for your weapon(s) or abilities of choice, etc.

Beginner's Guide

Welcome to combat! Combat in DragonRealms is fun and challenging; however, I remember as a young player how overwhelming combat could be at first. This guide is meant to help players completely new to combat, whether they be a transcendent Moon Mage or a Commoner fresh out of character generation. Let's start from the very beginning, which is...

Getting Started - Combat Skills

Offensive Skills

  • Edges (Light/Medium/Heavy/Two-Handed Edge) represent skill with weapons like swords and axes.
  • Blunts (Light/Medium/Heavy/Two-Handed Blunt) represent skill with weapons like maces, flails, and mattocks.
  • Polearms (Pike/Halberd) represent skill with weapons like pikes, halberds, javelins, and spears.
  • Staves (Quarter/Short Staff) represent skill with weapons like quarter staffs and bo sticks.
  • Bows (Short/Long/Composite Bow) represent skill with standard bow-type weapons like battle bows, longbows, and recurve bows.
  • Crossbows (Light/Heavy Crossbow) represent skill with crossbows weapons like arbalasts and slurbows.
  • Slings (Sling/Staff Sling) represent skill with slings and staff sling weapons.
  • Thrown weapons (Light/Heavy Thrown) represent skill with weapons like throwing hammers, war mallets, and throwing daggers.
  • Brawling represents your skill with hand-to-hand combat maneuvers like PUNCH, KICK, BITE, and CLAW.
  • Offhand skill largely determines attack power with a weapon used in your left hand. An important skill for those interested in dual-wielding two weapons at once. Obviously, two-handed weapons cannot be dual-wielded.
  • Target magic is the skill used to determine the power of any magical spell that directly damages the target. If you want to kill your opponents with spells, you need to train target magic.
  • Backstab (Thieves only!) represents your skill at attacking a target from hiding via the {{tt|BACKSTAB command. A very powerful skill.


Defensive Skills

  • Evasion represents your ability to twist out of the way of blows. Absolutely mandatory for anyone interested in combat, as it is the ONLY defensive skill that actually weakens your foe's attack power when determining your defensive ability.
  • Shield represents your ability to block oncoming attacks with your shield. Almost mandatory for anyone interested in combat at all, as it is wonderfully effective against all types of attacks, be they ranged, melee, or magical. Mandatory for anyone interested in PvP or participating in invasions.
  • Parry represents your ability to block oncoming attacks by deflecting them with your weapon. As per GM Ssra, parry is the most powerful defense at melee, so anyone planning to wade through a sea of foes should absolutely train this skill.
  • Armor skills (cloth, leather, bone, light/heavy chain, light/heavy plate) represent your ability to maneuver and hide in the respective armor category. Eventually your skill in an armor will also contribute to the protection your armor provides you.
    • Cloth Armor is very newbie-friendly. It also offers virtually no hindrance to hiding skill. However, it has very poor protection values. Most players would be better served training up leather armor instead.
    • Leather Armor is versatile and stealth-friendly. Many guilds such as Rangers, Thieves, and Barbarians can train the hindrance down almost completely. Additionally, leather can provide very respectable protection. The armor of choice for stealth fighters (and some melee fighters).
    • Bone Armor is great versus impact and cold. Though a promising armor class, unfortunately bone armor cannot (as of yet) be made by players. As such, in the long run it fails in comparison to powerful player-made leather, chain, and plate armor.
    • Light and Heavy Chain are durable and afford great protection. Often lighter and slightly less restricting than leather armor, chain is the popular choice for many non-stealth players. It is especially popular among mages. Note that chain armor imposes a penalty on stealth skills, but it is perfectly possible to be an effective stealth hunter and still use chain.
    • Light and Heavy Plate are the heaviest, the most encumbering, and also the most protecting. The de facto choice for Paladins (who can train hindrance down on any armor), plate armor will be extremely cumbersome at first. Swimming will be an almost futile effort, and burden will be great. However, all the pain will easily pay off, as the protection values for plate armor are fantastic. Note than plate armor imposes a large penalty to stealth skill. Stealth fighters should avoid it like the plague. The hindrance can also be difficult at times; however, it should be noted that it is perfectly possible for non-Paladins to enjoy the protection of plate and still be successful hunters.
  • Perception represents your ability to spot hidden targets, particularly those trying to attack you from hiding. Mandatory for anyone interested in PvP or fighting foes that like to hide. Recommended for anyone, though, as it is a great defense against theft.
  • Multi opponent represents your ability to handle many foes at once. Training this skill will significantly add to your ability to handle many opponents at once without getting obliterated. I would say mandatory for anyone not interested in hiding as a primary method of fighting.

Miscellaneous Skills

Hiding could be argued as either an attack or defense, so rather than start that argument I will list them here instead.

  • Hiding represents your ability to hide from your foes. Those interested in being stealthy characters should know that all guilds besides Rangers and Thieves have a significant penalty for hiding at melee range. A great skill for anyone to train, though only mandatory for Thieves and Rangers.
  • Stalking represents your ability to follow someone from hiding via the STALK command. A great skill for stealth characters to train, as advancing on a target while hidden only to have your target leave the room can be incredibly annoying.
  • Primary Magic and Harness Ability represent your skill with channeling mana into your spells. While not technically a combat skill, they are obviously important for mages, as mana usage is essential in determining the power of your spells and magical defenses.
  • Magical Devices represents your skill in channeling mana into a magical device such as cambrinth, which is a mana-storage stone. Somewhat imporant for mage characters, especially those who cast frequently.
  • Although not combat skills, Vocals, Appraisal, and Mechanical lore can all be learned in combat.

Getting Started - Equipment You Will Need - Explanations

  • A weapon: (NOTE: Empaths can substitute a parry stick here) There is little substitute for a good weapon at your side. Magic is amazingly versatile but has definite limitations; a weapon in your hand will be equally deadly no matter how poor the mana in the room is. The great thing about DragonRealms is that the experience system allows one to do almost anything they want; as a result, nothing on this list is absolutely necessary. However, those new to combat should note that not training a weapon (and parry) will severely limit your character's versatility. There is little excuse NOT to train one, given the ease with which they can be trained and the plethora of abilities that can accompany weapon combat. Suggestions for starting weapons, by weapon class, will be listed next.
  • A shield: Just like weapons, a shield is not necessary. However, though parry is a more effective defense at melee, shield is a fantastic and versatile defense (especially against ranged weapons). Magical barriers can fall unexpectedly. Hiders can be pulled into the open without warning. A shield will always be there for you, however, like a life-long friend. While it is not necessary, NOTE THAT IF YOU DO NOT TRAIN SHIELD YOU DO SO AT YOUR OWN RISK. Shield is all but mandatory in DragonRealms during PvP or invasion scenarios; only one or two characters have succeeded in DragonRealms without either shield, hiding skill, or both (and they only succeeded because they have 1000's of evasion ranks). The only good excuse not to train shield would be to focus on power-training hiding. Even then, it is still a fantastic idea to train shield too!
  • Some armor: Though armor will be detrimental at first (especially for those choosing to train plate armor), eventually it will be a great benefit to any fighter - particularly those in melee combat. Armor assists players by absorbing damage from any attack that manages to break your defenses... and attacks WILL sometimes break your defenses! Armor, especially of the heavier sorts, will most likely save the user's life many times during the span of their careers. Those wishing to lead a life of stealth should note that armor often hinders one's ability to hide. Cloth and Leather are ideal protection for hiding while remaining protected, though some opt to wear chain, as if affords better protection and provides only a menial penalty to stealth attacks.

Intermediate Guide

Advanced Guide