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 - 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' skill
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.