Combat
Combat skill and strategy are vital to surviving in Alyria. This section arms you with essential knowledge, from equipping and wielding weapons to using effective defenses.
COMBAT
combat - general combat information, and change personal combat settings and attributes
Combat in Alyria is a fact of life. Many dangerous and tricky creatures inhabit the lands, and an Adventurer must be prepared to face them. Melee combat occurs in a series of rounds. A round is when attacks and blows are exchanged between opposing forces. Once started, through use of the ATTACK command, combat continues until one or both sides flee, or die. Damage is inflicted using hand-to-hand combat, weapons, magic, or special defenses. The amount of damage done to the opposing participant is dependent on the level of the attacker, their skill in using the weapon type or spell, and other attributes such as agility and strength. Damage is reduced or increased depending on where the blow lands - on the victim's torso, arms, legs, wings, or tail, or whatever body part comes close to matching those descriptors. The padding - armor - the victim is wearing makes a difference as well, in mitigating the damage done and reducing it. The modifiers for the damage done to the specific body parts are as follows: head 120% tail 50% torso 100% (no modification) wings 50% arms 65% legs 75% Combat Defenses Unlike armor resistance, which reduces the damage caused by attack, combat defenses can cause an attack to be avoided entirely. A defense must be active in order to be used during a combat round. Active defenses can be changed using the COMBAT DEFENSE command. Available defenses can include the following: * Acrobatics * Parry * Dodge * Shield Block * Evasion * Magical Fade (Fey and Sidhe only) Combat Command Combat settings can be changed using the COMBAT command. An explanation of the COMBAT command settings follows: INFO or ? This displays information about your current COMBAT settings. MODE VERBOSE Verbose mode will show the greatest amount of detail during combat. In addition to your combat messages and those of your formation, it will also show the full messages from any fights occurring within the same area. MODE NORMAL Normal mode will show the combat messages done by you and your formation, but will not show those done by people outside of your current combat setting. MODE BRIEF Brief mode shows your combat messages only, and excludes that of your formation and any other fights going on in the same area. MODE SUPERBRIEF Superbrief is ideal for screen readers and mobile clients. All standard combat messages are compressed into one succinct line of summary. MODE MXP This will not produce any output, and will instead provide a GMCP bundle providing identical data to superbrief. This setting can be useful for client-side scripting. AIM <'none' or target> Permits you to aim your attacks before or during battle. This setting does not necessarily guarantee that you will hit the requested target. General body parts (these may not be available on all creatures): head, torso, arms, legs, tail, wings. If a creature you are fighting has more than one body part of the type listed, the first body part in that area will be aimed at. DEFENSE <'none', 'auto', or defensive style> Changes the defensive style you are using. If you do not set a defensive style, none will be used. This can be changed during combat, but you can only use one defensive style at a time. Defensive styles available are: auto, acrobatics, dodge, magical fade, parry, shield block Selecting 'auto' defense will use whatever defenses are available to you. The more defenses you have practiced, the better this will work. In addition to setting a defensive style, those who have the 'evasion' skill may set COMBAT DEFENSE EVASION, can help avoid initiating combat entirely.
EQUIPMENT
equipment - lists the items you are currently wearing and total AR
This command lists the items in your inventory that you are currently
wearing, and their locations on your body. You will also see:
* a list of body locations and the Armor Resistance (AR)
values for each.
* the amount of damage points (hit points) you can inflict with your
currently-equipped weapon (or your hand to hand combat damage)
* your chance to hit a general target (accuracy percentage); please
note that this does not include dynamic accuracy modifications,
such as those from martial arts or archery arrow accuracy, but it
does include modifications from being mounted (riding proficiency),
special affects (those that show up when you type 'affects' while
using the 'detect magic' spell), and accuracy modifications due to
your character being blind and/or having the 'blind fighting' skillSKILLS
skills - show a list of skills your character knows or will know
The SKILLS command is used to display your character's list of available
proficiencies or spells. They are listed in order of level, with spell point
cost (for spells)listed where applicable.
Spells are of a magical nature and require the use of spell points and possibly
reagents to cast them. Proficiencies are the more 'physical' skills such as
weapons skills, tracking, stealing and the like.
There are several different schools among which the proficiencies and spells
are divided. Schools are a way of classifying the tangible aspects of a spell
or proficiency, and while some spells may seem to overlap schools, there is
generally one main school in which they fit the best.
If a character receives a spell or proficiency from more than one class, that
character receives a bonus of skillpower for that skill, at the rate of +5
skillpower for each class giving the redundant skill.
SKILL ANALYZE
This command will display all of the proficiencies and spells
received by a Adventurer who went the specified class path. In addition, a list
of all stat modifiers received from the chosen class' primary attributes is
provided. Any skills that redundant within that classpath will have the amount
of passive skillpower noted, as well as the benefit gained.
PROFICIENCY
SCHOOL DESCRIPTION
Weaponry (WEA) Proficiencies that involve a physical weapon.
Defense (DEF) Proficiencies that are primarily defensive in nature
Combat (COM) Proficiencies that are primarily combative in nature
Technical (TEK) Proficiencies that involve technical knowledge
Mystical (MYS) Proficiencies that use supernatural forces or mental powers
SPELL SCHOOL DESCRIPTION
Pyromancy (PYR) Fire
Lavamancy (LAV) Lava
Magmamancy (MAG) Magma
Aeromancy (AIR) Wind
Terramancy (TER) The world
Lutomancy (DRT) Dirt
Hydromancy (HYD) Water
Aquamancy (AQA) Freshwater
Glaciomancy (GLC) Ice
Vivomancy (VIV) Life & Growth
Hematomancy (BLD) Blood
Cruciomancy (CRC) Pain
Noxomancy (NOX) Toxins
Dreadmancy (DRD) Dread
Umbramancy (SHD) Shadows
Electromancy (LCT) Lightning
Ferromancy (FER) Iron
Geomancy (GEO) Geography & Leylines
Astromancy (AST) Other planes
Negamancy (NEG) Nothingness
Chaosmancy (CHS) Chaos
Morphomancy (MRP) Changing forms
Retromancy (RTR) The past
Chronomancy (CRN) Time
Diamancy (GOD) Deities
Sanctomancy (SNC) Religiosity
Artemancy (ART) The soul
Coromancy (HRT) The body
Neuromancy (BRN) The mind
Veritamancy (TRT) Truth
Stupomancy (STP) Ignorance
Destructomancy (DIE) Entropy
Metamancy (MTA) Spellcasting
Velocimancy (SPD) Movement
Chromatomancy (CLR) Sight & Colors
Arthropomancy (MAN) Beetles
Bestiamancy (BST) Animals
Papyrimancy (MGC) Magical creatures
Anthropomancy (BTL) Sentient creatures
Unimancy (OBJ) Inanimate objects
Classes that use magic and need spellbooks must scribe their spells into
spellbooks in order to cast them. Each spell has a different complexity
rating; the spell caster will be able to learn and use spells of a certain
complexity and below depending upon their level.
SKILL DISPLAY COLORS
The colors in the skill display indicate the following:
Bright Yellow You can use the skill, and it has no special
modifications
Dim Yellow You do not currently have the PCC or SCC required
to be able to use the skill
Bright Green The skill has been magically altered in a positive
manner, most likely by an item you are wearing
Bright Red The skill has been magically altered in a negative
manner, most likely by an item you are wearing
Dark Gray The skill is not currently available to you, but
will be once you attain the required percentage
of PCC or SCC.