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==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.



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.
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.


==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...
This guide will be divided into three sections:


===Equipment You Will Need===


*'''A weapon''': 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. Non-combatants wishing to learn only Parry and not a weapon class itself can substitute parry sticks for weapons. A break-down of all weapon classes, with positives and negatives, will follow shortly.
*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.


*'''A shield''': Many characters choose to train with a [[Shield skill|shield]] in addition to [[Parry Ability skill|parry]] and [[Evasion skill|evasion]]. Shields add to a character's [[hinderance]], but tend to be more reliable than other defenses when the character is [[stun|stunned]], prone, or otherwise compromised. Shields may be held in the left hand or worn on the arm. Armworn shields offer a greater hinderance penalty and do not protect as well, but leave the character's off hand free to hold other objects. Most guilds are limited in what shields may be worn on the arm.
*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.


*'''Some armor''': Armor hinders your [[stealth]], [[evasion skill]], and several other skills, but is vital for protecting a character at any level. Attacks made on body parts (specifically the hands and eyes) which are unarmored have a much higher chance of stunning a character. Armor also offers an absorptive and an ablative effect, either outright deflecting blows or cushioning some of the damage.
*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.


For more on how to evaluate weapons and armors see [[Appraisal_skill#Appraisal_For_Beginners|Appraisal For Beginners]].
==Beginner's Guide==


===Combat Ranges===
All combat is divided into three different ranges: missile, pole, and melee. To demonstrate these three, let's take a look at our first opponent, who has just entered the area:
<pre>
A ship rat just arrived.
</pre>
We now have our target! Harmless though he may seem, he can be deceptively deadly if you go in swinging with a terrible set-up. Now, in order to engage in pole or melee combat, one of the opponents (you or the rat) must {{com|ADVANCE}} <target>.
<pre>
The ship rat begins to advance on you!
The ship rat is still a distance away from you and is closing steadily.
</pre>


In this case, it has begun advancing you. Over time, it will begin to get closer. The range a creature begins at depends on the environment. If outside, the target will begin at Missile range, in which only bows, crossbows, slings, or thrown weapons can be used.
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...
<pre>
The ship rat closes to pole weapon range on you!
</pre>

If combat is inside, such as a building or a cave, targets begin at pole range. At this range, in addition to ranged weapons, long pole range weapons such as halberds or longer spears can also be employed.

Any melee attack at this point will just tell you you're out of range. You will no longer automatically charge to melee.

<pre>
The ship rat closes to melee range on you!
</pre>

The final range is melee range, in which any weapon can be used.

===Range Management and Disengaging===
There are four commands used to affect range. As previously mentioned, {{com|advance}} attempts to close the distance between yourself and a target.

The {{com|retreat}} command will either stop advancing or attempt to move back one combat range. Success depends a great deal on hindrance and encumbrance as well as the agility and reflex stats. Each time an attempt is made to retreat within a short period of time, an additional attack penalty is added. This is to prevent endless attacks on a person who is attempting to close to melee. Eventually the penalties will become so severe that landing a hit is impossible.

{{com|hangback}} is an automated command that will attempt to counter any advance with a retreat, preventing change in distance.

Lastly, {{com|flee}} attempts to completely disengage from combat, and if a direction is specified, leave that direction. Be warned, it is not an instantaneous command, and during the period between activating and actually fleeing, defenses are reduced. Flee is automatic, unless a stun is received during the attempt.

You can use the {{com|assess}} command at any time to see the combat ranges of any creatures present, as well as which one you are facing. '''In order to leave a room it is necessary to have no creatures at melee or pole range.'''
<pre>
You assess your combat situation...

You (solidly balanced) are facing a ship rat (1) at melee range.
A ship rat (1: very badly balanced) is flanking you at melee range.
A ship rat (2: solidly balanced) is facing you at melee range.
A ship rat (3: off balance) is flanking you at melee range.
</pre>

===Attack!===
Once you have your creature, such as a rat, at a range suitable for your weapon you can simply use the {{com|ATTACK}} command to try to attack it. {{com|Attack}} is a simplistic combat command that uses a balance-neutral combat combo based on the weapon being used. Once you are feeling more comfortable in combat, it is recommended you learn more about the different types of combat attacks called [[Combat#Maneuver Chart|maneuvers]].

===Offensive Skills===
*[[Weapon Skillset|Weapon skills]] (examples being small edged, longbow, two-handed blunt, etc.) represent skill at attacking opponents with any chosen weapon category.
*[[Brawling skill|Brawling]] represents skill attacking an opponent with the intent to damage while unarmed. <s>Brawling is a very versatile weapon class, and is even useful to empaths, as brawling can be learned without damaging an opponent via the commands {{tt|CIRCLE}}, {{tt|BOB}}, and {{tt|WEAVE}}.</s> [{{tt|CIRCLE}}, {{tt|BOB}}, and {{tt|WEAVE}} now train Tactics instead.]
*[[Offhand Weapon skill]] represents the ability to accurately hit and do damage with a weapon in the left hand, or via dual wielding. This only applies to melee and thrown weapons.
*{{skill|Tactics}} covers the use of non-damaging unarmed attacks and brawling-like defensive maneuvers. Can be learned with {{tt|CIRCLE}}, {{tt|BOB}}, {{tt|WEAVE}}, and {{tt|ANALYZE}} (critter name).
*[[Targeted Magic skill|Targeted Magic]] represents the ability to better aim direct damage spells.
*[[Debilitation skill]] covers the magic that impedes, but does not directly damage.

===Defensive Skills===
*{{skill|Evasion}} represents your ability to twist out of the way of blows. Usually mandatory for anyone interested in combat, as it is weakens your foe's attack power more per rank than the other two defense.
*{{skill|Shield Usage}} represents your ability to block oncoming attacks with your shield. Highly recommended for everyone, and almost mandatory for those wishing to engage in scenarios like PvP, invasions, etc.
*{{skill|Parry Ability}} represents your ability to block oncoming attacks by deflecting them with your weapon. As per GM [[Ssra]], parry is (supposedly) the most powerful defense at melee, so anyone planning to wade through a sea of foes should consider training this skill.
*Armor skills ({{skill|Light Armor}}, {{skill|Chain Armor}}, {{skill|Brigandine Armor}}, {{skill|Plate Armor}}) 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.
*{{skill|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.
*{{skill|Defending}} represents your ability to handle many foes at once, as well as any defensive measures that are not covered by evasion, parry, or shield.

===Stealth Skills===

*{{skill|Stealth}} represents your ability to perform stealth actions, and to evade detection.
*{{skill|Backstab}} (Thief only) represents ability to attack a target with a light or medium weapon from hiding. The basic backstab can be initiated via the {{tt|BACKSTAB}} command and ignores shield and parry. Ambushes also utilize this skill.


==Combat Messaging==
You'll notice information in brackets below each attack you or an opponent makes. This information is a summary of how the attack affected your character. We'll go over each message in detail.
{| align="right"
| '''Vitality'''
{| class="wikitable" border="1"
| >100% || invigorated
|-
| 100% || none
|-
| 99%-90% || bruised
|-
| 89%-80% || hurt
|-
| 79%-70% || battered
|-
| 69%-60% || beat up
|-
| 59%-50% || very beat up
|-
| 49%-40% || badly hurt
|-
| 39%-30% || very badly hurt
|-
| 29%-20% || smashed up
|-
| 10%-9% || terribly wounded
|-
| 9%-1% || near death
|-
| <1% || in death's grasp
|}
| valign="top"|'''Spirit'''
{| class="wikitable" border="1"
| mighty
|-
| ''no message''
|-
| shaky
|-
| very shaky
|-
| weak
|-
| very weak
|-
| drained
|-
| very drained
|-
| cold
|-
| very cold
|-
| empty
|-
| desolate
|-
| nonexistant
|}
| valign="top"| '''Fatigue'''
{| class="wikitable" border="1"
|>100% || energetic
|-
|100%-90% || '''no message'''
|-
|89%-80% || winded
|-
|79%-60% || tired
|-
|59%-40% || fatigued
|-
|39%-30% || worn-out
|-
|29%-20% || beat
|-
|19%-10% || exhausted
|-
|9%-~<1% || bone-tired
|}
|}

===Vitality===
Vitality is a verbal representation of your hit points. Each attack that damages you reduces the number of hit points you have by a certain percentage.

===Spirit===
When you are brought back to life (either via departing or [[Resurrection]]) it takes a little while to regain your full spirit health. Spirit health affects the time before you depart. Some [[Cleric]] spells cause the caster to lose ([[Aesrela Everild]]) or gain spirit ([[Vigil]]). There are also plans for Spell vs. Spirit [[Contested Spells|contested spells]].

===Fatigue===
You lose some fatigue with each attack you make. If you are using a weapon that is suited for your character's stats the loss will be regained before you even notice it, but you can lose noticeable amounts of fatigue from either using a weapon too heavy for your character or swinging a light one too often.

Fatigue cost is determined base on weapon weight, maneuver used, and the user's strength and stamina.
{{-}}
===Balance and Position===

{| align="right"
| valign="top" | '''Balance'''
{| class="wikitable" border="1"
| incredibly balanced
|-
|adeptly balanced
|-
|nimbly balanced
|-
|solidly balanced
|-
|slightly off balance
|-
|off balance
|-
|somewhat off balance
|-
|badly balanced
|-
|very badly balanced
|-
|extremely imbalanced
|-
|hopelessly unbalanced
|-
|completely imbalanced
|}
| '''Position'''
{| class="wikitable" border="1"
| overwhelming
|-
| in dominating position
|-
| in excellent position
|-
| in superior position
|-
| in very strong position
|-
| in strong position
|-
| in good position
|-
| in better position
|-
| have slight advantage
|-
| no advantage
|-
| opponent has slight advantage
|-
| opponent in better position
|-
| opponent in good position
|-
| opponent in strong position
|-
| opponent in very strong position
|-
| opponent in superior position
|-
| opponent in excellent position
|-
| opponent dominating
|-
| opponent overwhelming you
|}
|}

There are several levels of balance and position. The base is <solidly balanced> with <no advantage>. You can either gain or lose balance depending on the types of attack you choose; some are balance positive, some are balance negative, and some are balance neutral. Stuns cause balance loss, which in turn reduces your effective defense. A stun will automatically drop your balance to very badly, with more severe stuns dropping your balance further down the scale as the stun continues.


'''Position''' is the relation between your opponent's balance and your own.

The higher the balance and the position, the larger bonus there is to both offense and defense.
====Abilities that heal balance====
{{#ask:[[Heal type::Balance heal]]
|?guild association is
|format=ul
|headers=hide
|default=None
}}

====Abilities that damage your target's balance====
{{#ask:[[Damage type::Balance damage]]
|?guild association is
|format=ul
|headers=hide
|default=None
}}

==Maneuver Chart==
KEY:
:'''+''': good for this
:'''=''': won't help, won't hurt
:'''-''': bad for this

'''NOTE:''' {{com|attack}} will perform a randomized maneuver that is appropriate to the given situation.

===Weapon===
The below listed combat maneuvers work with any held weapon, but some are better for certain types of damage. Once you know what type of damage your weapon of choice causes, it's a good idea to have an understanding of what attacks best suit your weapon's damage type.

*For puncture type damage, use maneuvers like {{com|jab}}, {{com|thrust}}, and {{com|lunge}}.
*For slice type damage, use maneuvers like {{com|feint}}, {{com|slice}}, and {{com|chop}}.
*For impact type damage, use maneuvers like {{com|jab}}/{{com|feint}}, {{com|swing}}, {{com|slam}}, and {{com|bash}}.

{|class="wikitable sortable"
|-
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield
|-
|bash ||-||-||-||+||-||=||+||=||-||+
|-
|chop ||=||=||-||+||-||+||=||=||=||-
|-
|draw ||-||+||=||+||=||=||=||=||=||=
|-
|feint ||+||+||+||-||-||=||=||=||=||=
|-
|jab ||=||+||+||-||=||-||-||-||+||-
|-
|lunge ||-||-||-||+||+||-||=||-||+||-
|-
|pummel ||-||=||+||-||=||-||+||=||=||-
|-
|slam ||=||=||+||=||=||=||=||=||=||=
|-
|slice ||-||=||+||=||-||+||=||-||+||-
|-
|smite* || || || || || || || || || ||
|-
|sweep ||-||-||-||-||-||+||=||+||-||-
|-
|swing ||-||+||+||=||-||=||+||+||-||+
|-
|throw* || || || || || || || || || ||
|-
|thrust ||-||=||+||=||+||-||=||-||+||=
|}


===Brawling===
===Getting Started - Combat Skills===
{|class="wikitable sortable"
|-
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield
|-
|bite ||-||-||+||=||+||=||-||-||+||+
|-
|butt ||-||-||+||+||=||-||+||-||=||+
|-
|choke* || || || || || || || || || ||
|-
|claw ||-||=||+||=||=||+||-||+||-||-
|-
|elbow ||-||=||+||=||=||-||+||+||-||-
|-
|gouge ||-||=||+||=||-||+||=||+||-||-
|-
|grab / grapple ||-||-||+||+||=||=||=||=||=||=
|-
|kick ||-||-||+||=||=||-||+||=||=||-
|-
|knee ||-||-||+||=||=||-||+||-||=||+
|-
|punch ||-||=||+||=||=||-||+||=||=||=
|-
|shove ||-||-||+||+||=||=||=||+||-||-
|-
|slap ||-||+||+||-||-||-||+||+||-||-
|-
|tackle ||+||=||+||-||=||=||=||=||=||=
|}


====Offensive Skills====
===Tactical===
{|class="wikitable sortable"
*Melee weapons are weapons used when face-to face with an opponent.
|-
**Edges (Light/Medium/Heavy/Two-Handed Edge) represent skill with weapons like swords and axes.
!move ||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield
**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.
|block ||+||=||+||x||x||x||x||-||-||+
**Staves (Quarter/Short Staff) represent skill with weapons like quarter staffs and bo sticks.
|-
**Brawling represents your skill with hand-to-hand combat maneuvers like {{tt|PUNCH}}, {{tt|KICK}}, {{tt|BITE}}, and {{tt|CLAW}}.
|bob ||+||+||=||=||=||=||=||+||-||-
**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 can currently be learned at a range wth thrown weapons via the THROW LEFT command, though it is mostly a melee skill.
|-
**Backstab (Thieves only!) represents your skill at attacking a target from hiding via the {{tt|BACKSTAB command. A very powerful skill.
|circle ||-||=||+||=||=||=||=||=||=||=
*Ranged weapons represent weapons that you can use without first advancing on an opponent. Attack outside of your opponent's range!
|-
**Bows (Short/Long/Composite Bow) represent skill with standard bow-type weapons like battle bows, longbows, and recurve bows.
|dodge ||+||=||+||x||x||x||x||+||-||-
**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.
|flee* || || || || || || || || || ||
**Thrown weapons (Light/Heavy Thrown) represent skill with weapons like throwing hammers, war mallets, and throwing daggers.
|-
**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.
|parry ||+||=||+||x||x||x||x||-||+||-
|-
|retreat*|| || || || || || || || || ||
|-
|shove ||-||-||+||+||=||=||=||+||-||-
|-
|tackle ||+||=||+||-||=||=||=||=||=||=
|-
|weave ||-||-||+||=||=||=||=||+||-||-
|}


<nowiki>* Currently unable to view stats for moves</nowiki>
====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.


==Damage==
====Miscellaneous Skills====
The following is a theoretical process for how attacks calculated.


===To hit===
Hiding could be argued as either an attack or defense, so rather than start that argument I will list them here instead.
* Based on skill and a random number, an Offensive Force/Factor (OF) is generated.
* This number is bonused by the user's {{stat|Agility}} as modified by the weapon's balance.
* The number is compared to the effective score of the defender's combined Evasion, Parry, and Shield. From this a chance of hitting is determined. At exactly equal OF and defense, the chance to hit is 66%.
* There is always a chance to both hit or miss, regardless of the numbers.


===Damage===
*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.
* If a hit is achieved, then damage is calculated. It begins with the base physical damage from the weapon, modified by the type of attack used.
*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.
* Each type of attack will use a different percentage of the weapons piercing, slicing and impact damage.
*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.
* Damage is added based on the user's strength, modified by the weapon's suitability.
*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.
* The damage is then reduced by the target's armor modified by the skill of the user in that armor.
*Although not combat skills, Vocals, Appraisal, and Mechanical lore can all be learned in combat.
* Damage is modified by the degree to which the amount that to hit exceeded the minimal number, increasing it up to double the base damage.
* Lastly, the specific body part damage is capped based on the target's remaining vitality left.


====Damage Values====
===Getting Started - Equipment You Will Need - Explanations===
This information has been verified by GM Kodius.<ref>[[Post:List of All Hits in Combat - 07/28/2014 - 19:27]]</ref>


#light hit
*'''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.
#good hit
#good strike
#solid hit
#hard hit
#strong hit
#heavy strike
#very heavy hit
#extremely heavy hit
#powerful strike
#massive strike
#awesome strike
#vicious strike
#earth-shaking strike
#demolishing hit
#spine-rattling strike
#devastating hit
#devastating hit (That'll leave a mark!)
#overwhelming strike
#obliterating hit
#annihilating strike
#cataclysmic strike
#apocalyptic strike


The following messaging indicates a hit that did no damage:
*'''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!
*benign
*brushing
*gentle
*glancing
*grazing
*harmless
*ineffective
*skimming


==Notes==
*'''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.
Weapon balance determines parry suitability.


Protection grows with ranks, absorption doesn't.
==Intermediate Guide==
{{RefAl|a=y|r=y}}
==Advanced Guide==
*[[Armor and shield guide]]
{{cat|Combat, Tutorials,New and returning player help}}

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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.

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...

Equipment You Will Need

  • A weapon: 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. Non-combatants wishing to learn only Parry and not a weapon class itself can substitute parry sticks for weapons. A break-down of all weapon classes, with positives and negatives, will follow shortly.
  • A shield: Many characters choose to train with a shield in addition to parry and evasion. Shields add to a character's hinderance, but tend to be more reliable than other defenses when the character is stunned, prone, or otherwise compromised. Shields may be held in the left hand or worn on the arm. Armworn shields offer a greater hinderance penalty and do not protect as well, but leave the character's off hand free to hold other objects. Most guilds are limited in what shields may be worn on the arm.
  • Some armor: Armor hinders your stealth, evasion skill, and several other skills, but is vital for protecting a character at any level. Attacks made on body parts (specifically the hands and eyes) which are unarmored have a much higher chance of stunning a character. Armor also offers an absorptive and an ablative effect, either outright deflecting blows or cushioning some of the damage.

For more on how to evaluate weapons and armors see Appraisal For Beginners.

Combat Ranges

All combat is divided into three different ranges: missile, pole, and melee. To demonstrate these three, let's take a look at our first opponent, who has just entered the area:

A ship rat just arrived.

We now have our target! Harmless though he may seem, he can be deceptively deadly if you go in swinging with a terrible set-up. Now, in order to engage in pole or melee combat, one of the opponents (you or the rat) must ADVANCE <target>.

The ship rat begins to advance on you!
The ship rat is still a distance away from you and is closing steadily.

In this case, it has begun advancing you. Over time, it will begin to get closer. The range a creature begins at depends on the environment. If outside, the target will begin at Missile range, in which only bows, crossbows, slings, or thrown weapons can be used.

The ship rat closes to pole weapon range on you!

If combat is inside, such as a building or a cave, targets begin at pole range. At this range, in addition to ranged weapons, long pole range weapons such as halberds or longer spears can also be employed.

Any melee attack at this point will just tell you you're out of range. You will no longer automatically charge to melee.

The ship rat closes to melee range on you!

The final range is melee range, in which any weapon can be used.

Range Management and Disengaging

There are four commands used to affect range. As previously mentioned, ADVANCE attempts to close the distance between yourself and a target.

The RETREAT command will either stop advancing or attempt to move back one combat range. Success depends a great deal on hindrance and encumbrance as well as the agility and reflex stats. Each time an attempt is made to retreat within a short period of time, an additional attack penalty is added. This is to prevent endless attacks on a person who is attempting to close to melee. Eventually the penalties will become so severe that landing a hit is impossible.

HANGBACK is an automated command that will attempt to counter any advance with a retreat, preventing change in distance.

Lastly, FLEE attempts to completely disengage from combat, and if a direction is specified, leave that direction. Be warned, it is not an instantaneous command, and during the period between activating and actually fleeing, defenses are reduced. Flee is automatic, unless a stun is received during the attempt.

You can use the ASSESS command at any time to see the combat ranges of any creatures present, as well as which one you are facing. In order to leave a room it is necessary to have no creatures at melee or pole range.

 You assess your combat situation...

You (solidly balanced) are facing a ship rat (1) at melee range.
A ship rat (1: very badly balanced) is flanking you at melee range.
A ship rat (2: solidly balanced) is facing you at melee range.
A ship rat (3: off balance) is flanking you at melee range.

Attack!

Once you have your creature, such as a rat, at a range suitable for your weapon you can simply use the ATTACK command to try to attack it. ATTACK is a simplistic combat command that uses a balance-neutral combat combo based on the weapon being used. Once you are feeling more comfortable in combat, it is recommended you learn more about the different types of combat attacks called maneuvers.

Offensive Skills

  • Weapon skills (examples being small edged, longbow, two-handed blunt, etc.) represent skill at attacking opponents with any chosen weapon category.
  • Brawling represents skill attacking an opponent with the intent to damage while unarmed. Brawling is a very versatile weapon class, and is even useful to empaths, as brawling can be learned without damaging an opponent via the commands CIRCLE, BOB, and WEAVE. [CIRCLE, BOB, and WEAVE now train Tactics instead.]
  • Offhand Weapon skill represents the ability to accurately hit and do damage with a weapon in the left hand, or via dual wielding. This only applies to melee and thrown weapons.
  • Tactics skill covers the use of non-damaging unarmed attacks and brawling-like defensive maneuvers. Can be learned with CIRCLE, BOB, WEAVE, and ANALYZE (critter name).
  • Targeted Magic represents the ability to better aim direct damage spells.
  • Debilitation skill covers the magic that impedes, but does not directly damage.

Defensive Skills

  • Evasion skill represents your ability to twist out of the way of blows. Usually mandatory for anyone interested in combat, as it is weakens your foe's attack power more per rank than the other two defense.
  • Shield Usage skill represents your ability to block oncoming attacks with your shield. Highly recommended for everyone, and almost mandatory for those wishing to engage in scenarios like PvP, invasions, etc.
  • Parry Ability skill represents your ability to block oncoming attacks by deflecting them with your weapon. As per GM Ssra, parry is (supposedly) the most powerful defense at melee, so anyone planning to wade through a sea of foes should consider training this skill.
  • Armor skills (Light Armor skill, Chain Armor skill, Brigandine Armor skill, Plate Armor skill) 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.
  • Perception skill 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.
  • Defending skill represents your ability to handle many foes at once, as well as any defensive measures that are not covered by evasion, parry, or shield.

Stealth Skills

  • Stealth skill represents your ability to perform stealth actions, and to evade detection.
  • Backstab skill (Thief only) represents ability to attack a target with a light or medium weapon from hiding. The basic backstab can be initiated via the BACKSTAB command and ignores shield and parry. Ambushes also utilize this skill.


Combat Messaging

You'll notice information in brackets below each attack you or an opponent makes. This information is a summary of how the attack affected your character. We'll go over each message in detail.

Vitality
>100% invigorated
100% none
99%-90% bruised
89%-80% hurt
79%-70% battered
69%-60% beat up
59%-50% very beat up
49%-40% badly hurt
39%-30% very badly hurt
29%-20% smashed up
10%-9% terribly wounded
9%-1% near death
<1% in death's grasp
Spirit
mighty
no message
shaky
very shaky
weak
very weak
drained
very drained
cold
very cold
empty
desolate
nonexistant
Fatigue
>100% energetic
100%-90% no message
89%-80% winded
79%-60% tired
59%-40% fatigued
39%-30% worn-out
29%-20% beat
19%-10% exhausted
9%-~<1% bone-tired

Vitality

Vitality is a verbal representation of your hit points. Each attack that damages you reduces the number of hit points you have by a certain percentage.

Spirit

When you are brought back to life (either via departing or Resurrection) it takes a little while to regain your full spirit health. Spirit health affects the time before you depart. Some Cleric spells cause the caster to lose (Aesrela Everild) or gain spirit (Vigil). There are also plans for Spell vs. Spirit contested spells.

Fatigue

You lose some fatigue with each attack you make. If you are using a weapon that is suited for your character's stats the loss will be regained before you even notice it, but you can lose noticeable amounts of fatigue from either using a weapon too heavy for your character or swinging a light one too often.

Fatigue cost is determined base on weapon weight, maneuver used, and the user's strength and stamina.

Balance and Position

Balance
incredibly balanced
adeptly balanced
nimbly balanced
solidly balanced
slightly off balance
off balance
somewhat off balance
badly balanced
very badly balanced
extremely imbalanced
hopelessly unbalanced
completely imbalanced
Position
overwhelming
in dominating position
in excellent position
in superior position
in very strong position
in strong position
in good position
in better position
have slight advantage
no advantage
opponent has slight advantage
opponent in better position
opponent in good position
opponent in strong position
opponent in very strong position
opponent in superior position
opponent in excellent position
opponent dominating
opponent overwhelming you

There are several levels of balance and position. The base is <solidly balanced> with <no advantage>. You can either gain or lose balance depending on the types of attack you choose; some are balance positive, some are balance negative, and some are balance neutral. Stuns cause balance loss, which in turn reduces your effective defense. A stun will automatically drop your balance to very badly, with more severe stuns dropping your balance further down the scale as the stun continues.


Position is the relation between your opponent's balance and your own.

The higher the balance and the position, the larger bonus there is to both offense and defense.

Abilities that heal balance

Abilities that damage your target's balance

Maneuver Chart

KEY:

+: good for this
=: won't help, won't hurt
-: bad for this

NOTE: ATTACK will perform a randomized maneuver that is appropriate to the given situation.

Weapon

The below listed combat maneuvers work with any held weapon, but some are better for certain types of damage. Once you know what type of damage your weapon of choice causes, it's a good idea to have an understanding of what attacks best suit your weapon's damage type.

move fatigue balance speed accurate puncture slice impact evasion parry shield
bash - - - + - = + = - +
chop = = - + - + = = = -
draw - + = + = = = = = =
feint + + + - - = = = = =
jab = + + - = - - - + -
lunge - - - + + - = - + -
pummel - = + - = - + = = -
slam = = + = = = = = = =
slice - = + = - + = - + -
smite*
sweep - - - - - + = + - -
swing - + + = - = + + - +
throw*
thrust - = + = + - = - + =

Brawling

move fatigue balance speed accurate puncture slice impact evasion parry shield
bite - - + = + = - - + +
butt - - + + = - + - = +
choke*
claw - = + = = + - + - -
elbow - = + = = - + + - -
gouge - = + = - + = + - -
grab / grapple - - + + = = = = = =
kick - - + = = - + = = -
knee - - + = = - + - = +
punch - = + = = - + = = =
shove - - + + = = = + - -
slap - + + - - - + + - -
tackle + = + - = = = = = =

Tactical

move fatigue balance speed accurate puncture slice impact evasion parry shield
block + = + x x x x - - +
bob + + = = = = = + - -
circle - = + = = = = = = =
dodge + = + x x x x + - -
flee*
parry + = + x x x x - + -
retreat*
shove - - + + = = = + - -
tackle + = + - = = = = = =
weave - - + = = = = + - -

* Currently unable to view stats for moves

Damage

The following is a theoretical process for how attacks calculated.

To hit

  • Based on skill and a random number, an Offensive Force/Factor (OF) is generated.
  • This number is bonused by the user's Agility as modified by the weapon's balance.
  • The number is compared to the effective score of the defender's combined Evasion, Parry, and Shield. From this a chance of hitting is determined. At exactly equal OF and defense, the chance to hit is 66%.
  • There is always a chance to both hit or miss, regardless of the numbers.

Damage

  • If a hit is achieved, then damage is calculated. It begins with the base physical damage from the weapon, modified by the type of attack used.
  • Each type of attack will use a different percentage of the weapons piercing, slicing and impact damage.
  • Damage is added based on the user's strength, modified by the weapon's suitability.
  • The damage is then reduced by the target's armor modified by the skill of the user in that armor.
  • Damage is modified by the degree to which the amount that to hit exceeded the minimal number, increasing it up to double the base damage.
  • Lastly, the specific body part damage is capped based on the target's remaining vitality left.

Damage Values

This information has been verified by GM Kodius.[1]

  1. light hit
  2. good hit
  3. good strike
  4. solid hit
  5. hard hit
  6. strong hit
  7. heavy strike
  8. very heavy hit
  9. extremely heavy hit
  10. powerful strike
  11. massive strike
  12. awesome strike
  13. vicious strike
  14. earth-shaking strike
  15. demolishing hit
  16. spine-rattling strike
  17. devastating hit
  18. devastating hit (That'll leave a mark!)
  19. overwhelming strike
  20. obliterating hit
  21. annihilating strike
  22. cataclysmic strike
  23. apocalyptic strike

The following messaging indicates a hit that did no damage:

  • benign
  • brushing
  • gentle
  • glancing
  • grazing
  • harmless
  • ineffective
  • skimming

Notes

Weapon balance determines parry suitability.

Protection grows with ranks, absorption doesn't.

References

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