Help System
COMBAT
NAME
combat - general combat information, and change personal combat
settings and attributes
SYNOPSYS
combat info
combat mode <verbose, normal, brief>
combat aim <'none' or body part>
combat defense <'none', 'auto', or defensive style>
DESCRIPTION
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
bodypart comes close to matching those descriptors. The padding
- armor - the victim is wearing makes a difference as well, in
insulating the damage done and reducing it.
The modifiers for the damage done to the specific bodyparts
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 only)
See the appropriate help entry for more information on these
defenses.
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.
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,
evasion
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, which will
enable or disable attempts to avoid combat entirely. Evasion
is disabled by setting COMBAT DEFENSE to 'none', but it is
not automatically enabled when COMBAT DEFENSE is set to 'auto'.
SEE ALSO
Attack, Accuracy, Evasion, Parry, Dodge, Acrobatics, Shield Block, Evasion, Magical Fade, Panic
combat - general combat information, and change personal combat
settings and attributes
SYNOPSYS
combat info
combat mode <verbose, normal, brief>
combat aim <'none' or body part>
combat defense <'none', 'auto', or defensive style>
DESCRIPTION
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
bodypart comes close to matching those descriptors. The padding
- armor - the victim is wearing makes a difference as well, in
insulating the damage done and reducing it.
The modifiers for the damage done to the specific bodyparts
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 only)
See the appropriate help entry for more information on these
defenses.
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.
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,
evasion
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, which will
enable or disable attempts to avoid combat entirely. Evasion
is disabled by setting COMBAT DEFENSE to 'none', but it is
not automatically enabled when COMBAT DEFENSE is set to 'auto'.
SEE ALSO
Attack, Accuracy, Evasion, Parry, Dodge, Acrobatics, Shield Block, Evasion, Magical Fade, Panic
Comments
(3)
As far as aiming goes, you should always aim for the head (I've never found a case in which that wasn't the best option). A single 'com aim head' when you create your character should suffice indefinitely.
The head is harder to hit. If you have low accuracy you may end up hitting arms more often for less damage. Typing "combat aim torso" is a good, solid, strategy. One should never intentionally aim for the arms or legs.
On the contrary, if you happen to know that the arms or legs are severely unguarded in comparison to the head or torso, there could be benefit to aiming for them. It is advisable to keep your entire body protected for that reason. Going for the weakness isn't a bad idea.
It's entirely situational though. I don't typically see players leaving openings like that, but NPC's may have completely open weaknesses. If the arms are completely unprotected while the torso and head are heavily armored, you would want to avoid that armor to do the most damage. Everything has a purpose.
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