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		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57885</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57885"/>
		<updated>2010-08-10T04:50:44Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Miscellaneous fighting rules/tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[Stuns|stun]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes deal the highest amount of damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. They parry well.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped. There is no difference between wielding a wooden or metal shield.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Bearing in combat unknown&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[mining]], [[digging]], [[woodcutting]], and [[milling]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57884</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57884"/>
		<updated>2010-08-10T04:49:32Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[Stuns|stun]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes deal the highest amount of damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. They parry well.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped. There is no difference between wielding a wooden or metal shield.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Bearing in combat unknown&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[mining]], [[digging]], [[woodcutting]], and [[milling]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Focus&amp;diff=57883</id>
		<title>Focus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Focus&amp;diff=57883"/>
		<updated>2010-08-10T04:47:32Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raising your focus give you advantages, and taking less damage. How high you can focus is dependent on your [[fighting|fight skill]]. Overall fightskill/5 determines the level of focus that is easiest for you to reach.&lt;br /&gt;
&lt;br /&gt;
You can focus by turning off auto fight and clicking on the eye surrounded by the red box, in the image.&lt;br /&gt;
&lt;br /&gt;
http://i18.tinypic.com/6ooc3mt.jpg&lt;br /&gt;
&lt;br /&gt;
It goes in the order as follows:&lt;br /&gt;
&lt;br /&gt;
# You balance your feet and your soul.&lt;br /&gt;
# You are now focused on the enemy and its every move.&lt;br /&gt;
# You feel lightning inside, quickening your reflexes.&lt;br /&gt;
# Your consciousness is lifted to a higher level, making you very attentive.&lt;br /&gt;
# You feel supernatural. Invincible! ''(max focus level)''&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
:* You can check your current focus level by typing the &amp;lt;code&amp;gt;/fl&amp;lt;/code&amp;gt; command in the chat window.&lt;br /&gt;
:* It is believed that focus raises your [[combat rating]] by a little bit.&lt;br /&gt;
:* Focus helps you parry more with your weapon.&lt;br /&gt;
:* Focus helps you hit more.&lt;br /&gt;
:* Focus helps you get a better footing.&lt;br /&gt;
:* In [[PvE]], focus can turn a fight around completely.&lt;br /&gt;
:* Whilst the focus action timer is in progress, you are a lot more open to attack.&lt;br /&gt;
:* There are various ways to lose focus, including switching targets.&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57882</id>
		<title>Combat rating</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57882"/>
		<updated>2010-08-10T04:45:38Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Other notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Combat rating is the system in wurm, which decides how often you miss and get missed in combat. It is a numerical value calculated from a variety of factors. A higher combat rating makes you hit your opponent more, while making your opponent hit you less.&lt;br /&gt;
&lt;br /&gt;
== The system ==&lt;br /&gt;
&lt;br /&gt;
When two players do battle, combat rating is used to decide how large a percentage chance each player has to hit their opponent.&lt;br /&gt;
&lt;br /&gt;
Combat rating is a value derived from many variables. &lt;br /&gt;
It can be affected by the environment.&lt;br /&gt;
&lt;br /&gt;
== Acquiring combat rating ==&lt;br /&gt;
&lt;br /&gt;
Every player in wurm and every creature has assigned a specific combat rating at all times. However, it is a large bundle of variables, not only determined by your skill, but also by your location and your kingdom population.&lt;br /&gt;
&lt;br /&gt;
'''Confirmed variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
''Fighting skill.'' One of the basic ways of acquiring a high combat rating is, of course, to get a high fighting skill. Your fighting skill gives different combat rating depending on whether you are fighting an NPC creature, or you're fighting in PvP combat. When fighting versus other players in PvP, every bit of fighting skill yields a bit of extra combat rating. &lt;br /&gt;
&lt;br /&gt;
''Kingdom bonus.'' A wild-only feature, there are two steps to this kingdom bonus. If your kingdom has less than 20% of the server online, you receive and extra 1 combat rating (untested). If your kingdom constitutes less than 10% of the server population, you gain another point of combat rating, yielding a total of 2 extra (untested).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Suspected variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
*Flanking&lt;br /&gt;
*Footing&lt;br /&gt;
*Height advantage&lt;br /&gt;
*Distance to target&lt;br /&gt;
*High-faith bonuses from Magranon and Libila&lt;br /&gt;
*Combat bonuses from being near an altar of your deity&lt;br /&gt;
*Ruler bonus&lt;br /&gt;
*Appointed assassin, executioner or avenger bonus&lt;br /&gt;
*Champion bonus&lt;br /&gt;
*Focus levels&lt;br /&gt;
*Potions&lt;br /&gt;
*Boats&lt;br /&gt;
*Water&lt;br /&gt;
*Horses and Carts&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
Fighting subskill currently have no effect on combat rating. They may have other effects however. Due to the double-working nature of combat rating, getting more will not only make you hit more, but also get hit less.&lt;br /&gt;
&lt;br /&gt;
It is believed that PVP and PVE use different formula. Neither of which have had substantial testing to know the inner workings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57881</id>
		<title>Combat rating</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57881"/>
		<updated>2010-08-10T04:44:24Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Acquiring combat rating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Combat rating is the system in wurm, which decides how often you miss and get missed in combat. It is a numerical value calculated from a variety of factors. A higher combat rating makes you hit your opponent more, while making your opponent hit you less.&lt;br /&gt;
&lt;br /&gt;
== The system ==&lt;br /&gt;
&lt;br /&gt;
When two players do battle, combat rating is used to decide how large a percentage chance each player has to hit their opponent.&lt;br /&gt;
&lt;br /&gt;
Combat rating is a value derived from many variables. &lt;br /&gt;
It can be affected by the environment.&lt;br /&gt;
&lt;br /&gt;
== Acquiring combat rating ==&lt;br /&gt;
&lt;br /&gt;
Every player in wurm and every creature has assigned a specific combat rating at all times. However, it is a large bundle of variables, not only determined by your skill, but also by your location and your kingdom population.&lt;br /&gt;
&lt;br /&gt;
'''Confirmed variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
''Fighting skill.'' One of the basic ways of acquiring a high combat rating is, of course, to get a high fighting skill. Your fighting skill gives different combat rating depending on whether you are fighting an NPC creature, or you're fighting in PvP combat. When fighting versus other players in PvP, every bit of fighting skill yields a bit of extra combat rating. &lt;br /&gt;
&lt;br /&gt;
''Kingdom bonus.'' A wild-only feature, there are two steps to this kingdom bonus. If your kingdom has less than 20% of the server online, you receive and extra 1 combat rating (untested). If your kingdom constitutes less than 10% of the server population, you gain another point of combat rating, yielding a total of 2 extra (untested).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Suspected variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
*Flanking&lt;br /&gt;
*Footing&lt;br /&gt;
*Height advantage&lt;br /&gt;
*Distance to target&lt;br /&gt;
*High-faith bonuses from Magranon and Libila&lt;br /&gt;
*Combat bonuses from being near an altar of your deity&lt;br /&gt;
*Ruler bonus&lt;br /&gt;
*Appointed assassin, executioner or avenger bonus&lt;br /&gt;
*Champion bonus&lt;br /&gt;
*Focus levels&lt;br /&gt;
*Potions&lt;br /&gt;
*Boats&lt;br /&gt;
*Water&lt;br /&gt;
*Horses and Carts&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
Fighting subskill currently have no effect on combat rating. They may have other effects however. Due to the double-working nature of combat rating, getting more will not only make you hit more, but also get hit less. So saying that aggressive fighters should get a higher combat rating than defensive fighters is false, since the added combat rating would also cause them to get missed more.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that due to the different combat ratings given out by fighting skill in PvP and PvE, fighting skill is less important in PvE than it is in PvP. That is, it is more important to have good weapons when fighting animals than it is to have high fighting skill, when compared to PvP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57880</id>
		<title>Combat rating</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57880"/>
		<updated>2010-08-10T04:43:51Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Other notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Combat rating is the system in wurm, which decides how often you miss and get missed in combat. It is a numerical value calculated from a variety of factors. A higher combat rating makes you hit your opponent more, while making your opponent hit you less.&lt;br /&gt;
&lt;br /&gt;
== The system ==&lt;br /&gt;
&lt;br /&gt;
When two players do battle, combat rating is used to decide how large a percentage chance each player has to hit their opponent.&lt;br /&gt;
&lt;br /&gt;
Combat rating is a value derived from many variables. &lt;br /&gt;
It can be affected by the environment.&lt;br /&gt;
&lt;br /&gt;
== Acquiring combat rating ==&lt;br /&gt;
&lt;br /&gt;
Every player in wurm and every creature has assigned a specific combat rating at all times. However, it is a large bundle of variables, not only determined by your skill, but also by your location and your kingdom population.&lt;br /&gt;
&lt;br /&gt;
'''Confirmed variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
''Fighting skill.'' One of the basic ways of acquiring a high combat rating is, of course, to get a high fighting skill. Your fighting skill gives different combat rating depending on whether you are fighting an NPC creature, or you're fighting in PvP combat. When fighting versus other players in PvP, every bit of fighting skill yields a bit of extra combat rating. &lt;br /&gt;
&lt;br /&gt;
''Kingdom bonus.'' A wild-only feature, there are two steps to this kingdom bonus. If your kingdom has less than 20% of the server online, you receive and extra 1 combat rating (untested). If your kingdom constitutes less than 10% of the server population, you gain another point of combat rating, yielding a total of 2 extra (untested).&lt;br /&gt;
&lt;br /&gt;
'''Suspected variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flanking&lt;br /&gt;
*Footing&lt;br /&gt;
*Height advantage&lt;br /&gt;
*Distance to target&lt;br /&gt;
*High-faith bonuses from Magranon and Libila&lt;br /&gt;
*Combat bonuses from being near an altar of your deity&lt;br /&gt;
*Ruler bonus&lt;br /&gt;
*Appointed assassin, executioner or avenger bonus&lt;br /&gt;
*Champion bonus&lt;br /&gt;
*Focus levels&lt;br /&gt;
*Potions&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
Fighting subskill currently have no effect on combat rating. They may have other effects however. Due to the double-working nature of combat rating, getting more will not only make you hit more, but also get hit less. So saying that aggressive fighters should get a higher combat rating than defensive fighters is false, since the added combat rating would also cause them to get missed more.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that due to the different combat ratings given out by fighting skill in PvP and PvE, fighting skill is less important in PvE than it is in PvP. That is, it is more important to have good weapons when fighting animals than it is to have high fighting skill, when compared to PvP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57879</id>
		<title>Combat rating</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57879"/>
		<updated>2010-08-10T04:43:07Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Acquiring combat rating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Combat rating is the system in wurm, which decides how often you miss and get missed in combat. It is a numerical value calculated from a variety of factors. A higher combat rating makes you hit your opponent more, while making your opponent hit you less.&lt;br /&gt;
&lt;br /&gt;
== The system ==&lt;br /&gt;
&lt;br /&gt;
When two players do battle, combat rating is used to decide how large a percentage chance each player has to hit their opponent.&lt;br /&gt;
&lt;br /&gt;
Combat rating is a value derived from many variables. &lt;br /&gt;
It can be affected by the environment.&lt;br /&gt;
&lt;br /&gt;
== Acquiring combat rating ==&lt;br /&gt;
&lt;br /&gt;
Every player in wurm and every creature has assigned a specific combat rating at all times. However, it is a large bundle of variables, not only determined by your skill, but also by your location and your kingdom population.&lt;br /&gt;
&lt;br /&gt;
'''Confirmed variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
''Fighting skill.'' One of the basic ways of acquiring a high combat rating is, of course, to get a high fighting skill. Your fighting skill gives different combat rating depending on whether you are fighting an NPC creature, or you're fighting in PvP combat. When fighting versus other players in PvP, every bit of fighting skill yields a bit of extra combat rating. &lt;br /&gt;
&lt;br /&gt;
''Kingdom bonus.'' A wild-only feature, there are two steps to this kingdom bonus. If your kingdom has less than 20% of the server online, you receive and extra 1 combat rating (untested). If your kingdom constitutes less than 10% of the server population, you gain another point of combat rating, yielding a total of 2 extra (untested).&lt;br /&gt;
&lt;br /&gt;
'''Suspected variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flanking&lt;br /&gt;
*Footing&lt;br /&gt;
*Height advantage&lt;br /&gt;
*Distance to target&lt;br /&gt;
*High-faith bonuses from Magranon and Libila&lt;br /&gt;
*Combat bonuses from being near an altar of your deity&lt;br /&gt;
*Ruler bonus&lt;br /&gt;
*Appointed assassin, executioner or avenger bonus&lt;br /&gt;
*Champion bonus&lt;br /&gt;
*Focus levels&lt;br /&gt;
*Potions&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
While it might seem like an obvious idea to add combat style (defensive, normal, aggressive) to the list of contributing factors in combat rating, it is not certain it does. Due to the double-working nature of combat rating, getting more will not only make you hit more, but also get hit less. So saying that aggressive fighters should get a higher combat rating than defensive fighters is false, since the added combat rating would also cause them to get missed more.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that due to the different combat ratings given out by fighting skill in PvP and PvE, fighting skill is less important in PvE than it is in PvP. That is, it is more important to have good weapons when fighting animals than it is to have high fighting skill, when compared to PvP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57878</id>
		<title>Combat rating</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Combat_rating&amp;diff=57878"/>
		<updated>2010-08-10T04:41:05Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* The system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Combat rating is the system in wurm, which decides how often you miss and get missed in combat. It is a numerical value calculated from a variety of factors. A higher combat rating makes you hit your opponent more, while making your opponent hit you less.&lt;br /&gt;
&lt;br /&gt;
== The system ==&lt;br /&gt;
&lt;br /&gt;
When two players do battle, combat rating is used to decide how large a percentage chance each player has to hit their opponent.&lt;br /&gt;
&lt;br /&gt;
Combat rating is a value derived from many variables. &lt;br /&gt;
It can be affected by the environment.&lt;br /&gt;
&lt;br /&gt;
== Acquiring combat rating ==&lt;br /&gt;
&lt;br /&gt;
Every player in wurm and every creature has assigned a specific combat rating at all times. However, it is a large bundle of variables, not only determined by your skill and equipment, but also by your location and your kingdom population.&lt;br /&gt;
&lt;br /&gt;
'''Confirmed variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
''Fighting skill.'' One of the basic ways of acquiring a high combat rating is, of course, to get a high fighting skill. Your fighting skill gives different combat rating depending on whether you are fighting an NPC creature, or you're fighting in PvP combat. When fighting versus other players in PvP, every 5 levels of fighting skill yields 1 extra combat rating. When fighting in PvE versus monsters and guards, every 10 levels of fighting skill yield 1 combat rating.&lt;br /&gt;
&lt;br /&gt;
''Kingdom bonus.'' A wild-only feature, there are two steps to this kingdom bonus. If your kingdom has less than 20% of the server online, you receive and extra 1 combat rating. If your kingdom constitutes less than 10% of the server population, you gain another point of combat rating, yielding a total of 2 extra.&lt;br /&gt;
&lt;br /&gt;
'''Suspected variables to effect your combat rating:'''&lt;br /&gt;
&lt;br /&gt;
*Weapon [[Quality level|quality]]&lt;br /&gt;
*Armour quality&lt;br /&gt;
*Flanking&lt;br /&gt;
*Footing&lt;br /&gt;
*Height advantage&lt;br /&gt;
*High-faith bonuses from Magranon and Libila&lt;br /&gt;
*Combat bonuses from being near an altar of your deity&lt;br /&gt;
*Ruler bonus&lt;br /&gt;
*Appointed assassin, executioner or avenger bonus&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
While it might seem like an obvious idea to add combat style (defensive, normal, aggressive) to the list of contributing factors in combat rating, it is not certain it does. Due to the double-working nature of combat rating, getting more will not only make you hit more, but also get hit less. So saying that aggressive fighters should get a higher combat rating than defensive fighters is false, since the added combat rating would also cause them to get missed more.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that due to the different combat ratings given out by fighting skill in PvP and PvE, fighting skill is less important in PvE than it is in PvP. That is, it is more important to have good weapons when fighting animals than it is to have high fighting skill, when compared to PvP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Stuns&amp;diff=57877</id>
		<title>Stuns</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Stuns&amp;diff=57877"/>
		<updated>2010-08-10T04:33:15Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* stun effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== stun effects ==&lt;br /&gt;
&lt;br /&gt;
A stun has the following effects:&lt;br /&gt;
* Your aim is reset to &amp;quot;center&amp;quot; - this includes [[defend]]&lt;br /&gt;
* You are easier to hit for the duration of the stun&lt;br /&gt;
* You move very slowly&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57876</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57876"/>
		<updated>2010-08-10T04:32:38Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Fighting sub-skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[Stuns|stun]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes deal the highest amount of damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. They parry well.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Bearing in combat unknown&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[mining]], [[digging]], [[woodcutting]], and [[milling]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57875</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57875"/>
		<updated>2010-08-10T04:32:15Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Fighting sub-skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[stun:stuns]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes deal the highest amount of damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. They parry well.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Bearing in combat unknown&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[mining]], [[digging]], [[woodcutting]], and [[milling]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57874</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57874"/>
		<updated>2010-08-10T04:31:25Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Fighting sub-skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[stun]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes deal the highest amount of damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. They parry well.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Bearing in combat unknown&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[mining]], [[digging]], [[woodcutting]], and [[milling]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Stuns&amp;diff=57872</id>
		<title>Stuns</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Stuns&amp;diff=57872"/>
		<updated>2010-08-10T04:29:06Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: Created page with '== stun effects ==  A stun has the following effects: * Your aim is reset to &amp;quot;center&amp;quot; - this includes defend * You are easier to hit for the duration of the stun * You move v…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== stun effects ==&lt;br /&gt;
&lt;br /&gt;
A stun has the following effects:&lt;br /&gt;
* Your aim is reset to &amp;quot;center&amp;quot; - this includes [[defend]]&lt;br /&gt;
* You are easier to hit for the duration of the stun&lt;br /&gt;
* You move very slowly&lt;br /&gt;
* Stuns may have other effects&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Shield_bashing&amp;diff=57871</id>
		<title>Shield bashing</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Shield_bashing&amp;diff=57871"/>
		<updated>2010-08-10T04:26:12Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Fighting]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Skill Use ==&lt;br /&gt;
While having a [[shield]] equipped on the left arm, select '''shield bash''' from the combat stance bar (or bind SHIELD_BASH to some key). When you are successful, you get the message that your opponent &amp;quot;is sprawling on the [[ground]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While shield bashing, you gain both [[Skills:Shields|shield]] and shield bashing [[skill]].&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
A successful shield bash [[stuns]] the opponent. The length of this condition varies from a second to up to 4 seconds (there may be longer stuns).&lt;br /&gt;
&lt;br /&gt;
Depending on your shieldbashing skill and the defence of your opponent, you may also do a slight bit of damage. Factors in the damage include you and your opponent's [[body strength]], as well as what [[armour]], if any, the person being shield-bashed is wearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Shield_bashing&amp;diff=57870</id>
		<title>Shield bashing</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Shield_bashing&amp;diff=57870"/>
		<updated>2010-08-10T04:25:48Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Fighting]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Skill Use ==&lt;br /&gt;
While having a [[shield]] equipped on the left arm, select '''shield bash''' from the combat stance bar (or bind SHIELD_BASH to some key). When you are successful, you get the message that your opponent &amp;quot;is sprawling on the [[ground]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While shield bashing, you gain both [[Skills:Shields|shield]] and shield bashing [[skill]].&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
A successful shield bash stuns the opponent. The length of this condition varies from a second to up to 4 seconds (there may be longer stuns).&lt;br /&gt;
&lt;br /&gt;
Depending on your shieldbashing skill and the defence of your opponent, you may also do a slight bit of damage. Factors in the damage include you and your opponent's [[body strength]], as well as what [[armour]], if any, the person being shield-bashed is wearing.&lt;br /&gt;
&lt;br /&gt;
Shield-bashing also resets the stance your opponent is in: if your opponent is aiming upper center and he is shield-bashed, he will be pushed back into center stance. There is also a slight chance that your opponent will lose a bit of focus.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Special_move&amp;diff=57311</id>
		<title>Special move</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Special_move&amp;diff=57311"/>
		<updated>2010-07-18T15:45:47Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
Special moves are gained when you have enough skill in a specific weapon. You can only perform special moves with your primary weapon (a weapon equipped in your right hand), and in certain stances. &lt;br /&gt;
There are about 6 different moves in each class of weapons, in each kingdom. Special moves cost more stamina to use than regular attacks, but instead inflict more damage, multiple wounds or add some kind of effect. If you fail to perform the move it will cost you 1/10 of the original stamina cost. The chance to hit remains the same as you usually have. Special moves cannot be parried, glanced, or dodged.&lt;br /&gt;
&lt;br /&gt;
These classes are: &lt;br /&gt;
* [[Swords]] - special moves affect focus levels &lt;br /&gt;
* [[Axes]] - identical to swords&lt;br /&gt;
* [[Mauls]] - special moves affect food and water supply&lt;br /&gt;
* [[Knives]] - all moves cause stuns&lt;br /&gt;
&lt;br /&gt;
''Note that some tools also have special moves, but from one of these classes mentioned above.''&lt;br /&gt;
&lt;br /&gt;
Different kingdoms learn different  names for moves. &lt;br /&gt;
&lt;br /&gt;
[[Jenn-Kellon]]:&lt;br /&gt;
* slightly shorter timers with sword moves&lt;br /&gt;
* slightly longer timer with maul moves, and less maul moves.&lt;br /&gt;
&lt;br /&gt;
[[Horde of the Summoned]]:&lt;br /&gt;
* slightly faster timers with maul moves and more of them.&lt;br /&gt;
* slightly longer timer with swords&lt;br /&gt;
&lt;br /&gt;
[[Mol-Rehan]]:&lt;br /&gt;
* normal timers for swords.&lt;br /&gt;
* normal timers for mauls and more of them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Freedom]]:&lt;br /&gt;
* Average time to perform the move.&lt;br /&gt;
* Average damage wounds.&lt;br /&gt;
* Creates multiple wounds/drains stamina/breaks concentration.&lt;br /&gt;
&lt;br /&gt;
==Special moves==&lt;br /&gt;
&lt;br /&gt;
===Jenn-Kellon===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Carver''' (Gained at ~30 skill)&lt;br /&gt;
Stances: Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits the Left arm twice, and target loses concentration.&lt;br /&gt;
&lt;br /&gt;
* '''Sludge'''&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''False props''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
Hits the opponent twice in the torso, and once in the left arm. Target loses concentration.&lt;br /&gt;
&lt;br /&gt;
* '''Falcon''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Center, Upper Left, Upper Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once in the body, and drains its stamina.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Pain''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 3 Seconds&lt;br /&gt;
&lt;br /&gt;
Two very light hits one arm, and a medium hit on the other arm. Target loses concetration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Axes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Knives:'''&lt;br /&gt;
&lt;br /&gt;
* '''Crayfish''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Right, Lower Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 7 seconds&lt;br /&gt;
&lt;br /&gt;
Adds a wound with extra damage and stuns the enemy.&lt;br /&gt;
&lt;br /&gt;
* '''Mommys pearl''' (Gained at 50 skill)&lt;br /&gt;
Stances: Upper Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: ? seconds&lt;br /&gt;
&lt;br /&gt;
Stuns opponent.&lt;br /&gt;
&lt;br /&gt;
'''Iron Hammer:'''&lt;br /&gt;
* '''Sour marmalade''' (Gained at ? skill)&lt;br /&gt;
Stances: Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 seconds&lt;br /&gt;
&lt;br /&gt;
One hard hit to the body, stamina drain, thorws up the enemy.&lt;br /&gt;
&lt;br /&gt;
* '''Falcon''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Right, Upper Center, Upper Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 7 secondss&lt;br /&gt;
&lt;br /&gt;
One light hit to the body, stamina drain.&lt;br /&gt;
&lt;br /&gt;
* '''Sludge''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 5 seconds&lt;br /&gt;
&lt;br /&gt;
One light hit to the body, stamina drain, stunning attack.&lt;br /&gt;
&lt;br /&gt;
* '''Union of the snake''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower center, Lower left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 seconds&lt;br /&gt;
&lt;br /&gt;
One hard hit to the head, stamina drain.&lt;br /&gt;
&lt;br /&gt;
'''Shovel:'''&lt;br /&gt;
* '''Flurry of Pain''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 Seconds&lt;br /&gt;
&lt;br /&gt;
Two light hits to the right arm, one hard hit to the left arm.&lt;br /&gt;
&lt;br /&gt;
* '''Falcon''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Center, Upper Left, Upper Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
* '''False props''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
* '''Sludge'''&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
* '''Twilfit twin'''&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Two hard hit to the legs, target looses concentration.&lt;br /&gt;
&lt;br /&gt;
* '''Carver''' (Gained at ~30 skill)&lt;br /&gt;
Stances: Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
===Horde of the Summoned===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Dark grace''' (Gained at ? skill)&lt;br /&gt;
Stances: Lowercenter, lower left and lower right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent three times and reduces its concentration (focus).&lt;br /&gt;
* '''Dragontail''' (Gained at ? skill)&lt;br /&gt;
Stances: Lowercenter parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once, stuns it and drains some of its stamina.&lt;br /&gt;
* '''Hurting scion''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and reduces its concentration (focus).&lt;br /&gt;
* '''Red wind''' (Gained at ? skill)&lt;br /&gt;
Stances: Center.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and reduces its concentration (focus).&lt;br /&gt;
* '''True blood''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and reduces its concentration (focus).&lt;br /&gt;
* '''Wanderer''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower left and lower right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and drains some of its stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Axes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* '''Double impact''' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
* '''Dissolver''' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
* '''Dragontail''' (Gained at ? skill)&lt;br /&gt;
Stances: Lowercenter parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once, stuns it and drains some of its stamina.&lt;br /&gt;
* '''Kiss goodnight''' (Gained at ? skill)&lt;br /&gt;
Stances: Uppercenter, upper left and upper right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once in the body, drains some of its stamina and makes it throw up.&lt;br /&gt;
&lt;br /&gt;
* '''Squarepusher''' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and drains some of its stamina.&lt;br /&gt;
* '''Wanderer''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower left and lower right parts.&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mol-Rehan===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Cricket''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Left and upper Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits the target with a regular hit, drains stamina and stuns target.&lt;br /&gt;
&lt;br /&gt;
* '''Faithpush''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Left, Lower Center and Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits the target with a regular hit, drains stamina.&lt;br /&gt;
&lt;br /&gt;
'''Axes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
===Freedom===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Low Rider''' (Gained at &amp;lt;30 skill)&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''Backbreaker''' (Gained at &amp;lt;40 skill)&lt;br /&gt;
Stances: Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 Seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Two hits to arms for small amount of damage. Lowers focus.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodscion''' (Gained at 40 skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 7 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Up to three hits to various parts of the body. Loses Concentration&lt;br /&gt;
&lt;br /&gt;
* '''Raktaktak''' (Gained at 50 skill)&lt;br /&gt;
Stances: Left, Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 Seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Small amount of damage to body. Lowers focus.&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* '''Hammer Hand''' (Gained at ~40 skill)&lt;br /&gt;
Stances: Right, Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;One medium hit to the torso, drains stamina (target gasps for air)&lt;br /&gt;
&lt;br /&gt;
* '''Low Rider''' (Gained at &amp;lt;30 skill)&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''Sleepwalker''' (Gained at 25 skill)&lt;br /&gt;
Stances: Upper center, upper left and upper right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 2 seconds, usually succeeds or fails in less than 2.&lt;br /&gt;
&amp;lt;br&amp;gt;One light hit to the body, drains some of its stamina (target gasps for air, then throws up)&lt;br /&gt;
&lt;br /&gt;
'''Knives:'''&lt;br /&gt;
&lt;br /&gt;
* '''Eye Socket''' (Gained at ~45 skill)&lt;br /&gt;
Stances: Upper Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 5 seconds, instant if success&lt;br /&gt;
&amp;lt;br&amp;gt;Stuns opponent.&lt;br /&gt;
&lt;br /&gt;
* '''Sharp Twig''' (Gained at &amp;gt;30 skill)&lt;br /&gt;
Stances: Left and Right&lt;br /&gt;
&amp;lt;br&amp;gt;Stuns the opponent and inflicts one heavy blow to the torso.&lt;br /&gt;
&lt;br /&gt;
* '''Low Rider''' (Gained at &amp;lt;30 skill)&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''Snakebite''' (Gained at &amp;gt;40 skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 3 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Hits opponent once in the leg and stuns.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Swords&amp;diff=57310</id>
		<title>Swords</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Swords&amp;diff=57310"/>
		<updated>2010-07-18T15:32:37Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
Swords deal both cutting and piercing damage. They attack relatively fast, and have a good chance to parry. Higher skill in swords increases both hit chances and parry chances. Swords skill helps with all types of swords, but the sub-skills for each sword type only help when using that type of sword.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
There are 3 types of [[:Category:Swords|Swords]], each has its own sub-skill.&lt;br /&gt;
:*[[Short sword]] - 3s attack speed, weak damage&lt;br /&gt;
:*[[Long sword]] - 4s attack speed, medium damage&lt;br /&gt;
:*[[Two handed sword]] - Slow speed, high damage&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Swordsman at 50 skill&lt;br /&gt;
* Duelist at 70 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Swords|*]][[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mauls&amp;diff=57309</id>
		<title>Mauls</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mauls&amp;diff=57309"/>
		<updated>2010-07-18T15:31:21Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / [[Mauls]]&lt;br /&gt;
&lt;br /&gt;
Mauls deal crushing damage. They do a high amount damage. Higher skill in Mauls helps hit chances. Mauls skill helps with all types of mauls, but the subskills for each maul type only help when using that type of maul. Mauls are also good for knocking down walls.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
There are 3 types of [[:Category:Mauls|Mauls]], each has its own subskill.&lt;br /&gt;
:*[[Small Maul]] - 3s attack speed, Weak Damage&lt;br /&gt;
:*[[Maul]] - 5s attack speed, Medium Damage&lt;br /&gt;
:*[[Large Maul]] - 6s attack speed, High Damage&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
* Mauler at 50&lt;br /&gt;
* Bonker at 70&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Mauls]][[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Axes&amp;diff=57308</id>
		<title>Axes</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Axes&amp;diff=57308"/>
		<updated>2010-07-18T15:30:39Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
Axes deal cutting damage. They attack somewhat fast, do good damage, but cannot parry. Higher skill in Axes increases hit chances. Axes skill helps with all types of axes, but the sub-skills for each axe type only helps when using that type of axe. Axes are the only tool that can chop up [[felled tree]]s&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
There are 4 types of [[:Category:Axes|axes]], each has its own sub-skill.&lt;br /&gt;
:*[[Small axe]] - 3s attack speed, weak damage&lt;br /&gt;
:*[[Large axe]] - 5s attack speed, medium damage&lt;br /&gt;
:*[[Huge axe]] - Slow speed, high damage&lt;br /&gt;
:*[[Hatchet]] - Made specifically for chopping wood&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Axeman/Axewoman at 50 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Axes|*]][[Category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57307</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57307"/>
		<updated>2010-07-18T15:29:19Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Fighting characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes deal the highest amount of damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. They parry well.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Bearing in combat unknown&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57306</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57306"/>
		<updated>2010-07-18T15:27:59Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes deal the highest amount of damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. They parry well.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Helps with chance to land a special move.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57305</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57305"/>
		<updated>2010-07-18T15:25:11Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Special moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have the highest parry rate and do a high base damage with a moderate speed.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes have a slow attack speed and high miss rate.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal the highest amount of base damage. They have a similar parry rate of swords and a moderate attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Helps with chance to land a special move.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57304</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57304"/>
		<updated>2010-07-18T15:23:26Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Stances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
There is no need to try to learn your enemies special moves since you can't counter them anyways. &lt;br /&gt;
&lt;br /&gt;
* Mol Rehan have quick stamina cheap moves that do less damage and punish the opponents combat rating.&lt;br /&gt;
* HOTS have slow high damage moves that cost more stamina and often drains stamina.&lt;br /&gt;
* Jenn Kellon have medium time moves that create multiple wounds.&lt;br /&gt;
* Freedom Isles special moves are a mixture of the above, more depending on the weapon you use.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have the highest parry rate and do a high base damage with a moderate speed.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes have a slow attack speed and high miss rate.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal the highest amount of base damage. They have a similar parry rate of swords and a moderate attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Helps with chance to land a special move.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57303</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=57303"/>
		<updated>2010-07-18T15:21:33Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Fighting sub-skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced damage, slower attack/aim speeds, but higher defences.&lt;br /&gt;
::* [[Normal Fighting]] - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength. &lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
If you target your opponents left side and he targets your right side you clinch stances.&lt;br /&gt;
This means both of you have worse chance of hitting eachother. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
If you choose one of those, you will clinch with a bonus in several stances at once, but you will not attack. &lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
There is no need to try to learn your enemies special moves since you can't counter them anyways. &lt;br /&gt;
&lt;br /&gt;
* Mol Rehan have quick stamina cheap moves that do less damage and punish the opponents combat rating.&lt;br /&gt;
* HOTS have slow high damage moves that cost more stamina and often drains stamina.&lt;br /&gt;
* Jenn Kellon have medium time moves that create multiple wounds.&lt;br /&gt;
* Freedom Isles special moves are a mixture of the above, more depending on the weapon you use.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have the highest parry rate and do a high base damage with a moderate speed.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes have a slow attack speed and high miss rate.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal the highest amount of base damage. They have a similar parry rate of swords and a moderate attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Helps with chance to land a special move.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Characteristics&amp;diff=57301</id>
		<title>Characteristics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Characteristics&amp;diff=57301"/>
		<updated>2010-07-18T15:13:06Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Useful links for beginners]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Press F2 to see your characteristics. Characteristics help when you perform actions depending on them. &lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
** [[Body strength]] -  High strength allows you to carry more, do more damage in fighting and destroying walls. &lt;br /&gt;
*** 21 strength is needed to get the option to destroy a wall. &lt;br /&gt;
*** 20 strength is needed to unpave or dig on roads.&lt;br /&gt;
*** 21 strength is needed to prevent damage to a [[Bag of Keeping]]/Master Bag of Keeping upon death&lt;br /&gt;
** [[Body stamina]] - Body stamina reflects how much stamina you can have in your stamina bar. &lt;br /&gt;
** [[Body control]] -  20.50 body control is needed to be able to use the steal command, and to ride certain animals. Body control helps with chance to evade hits during fighting.&lt;br /&gt;
* Mind&lt;br /&gt;
** [[Mind logic]] - Primarily used by [[carpentry]] &amp;amp; [[smithing]], and affects how many action queue slots you have. You also need varying levels of Mind logic to command [[Boats]]. Mind Logic is believed to have something to do with Stealth.&lt;br /&gt;
** [[Mind speed]] - Primarily used in [[fighting]]. &lt;br /&gt;
* Soul&lt;br /&gt;
** [[Soul strength]] - Soul strength helps defend against offensive spells cast upon you and casting [[Dominate]] and [[Rebirth]]. [[Priest]]s of [[Libila]] and [[Magranon]] need 25 soul strength to become a [[Champion player|champion]]. &lt;br /&gt;
** [[Soul depth]] - Used by [[nature]] and [[cooking]] skills. [[Priest]]s of [[Vynora]] and [[Fo]] need 23 soul depth to become a [[Champion player|champion]].&lt;br /&gt;
&lt;br /&gt;
== Skill effect on characteristics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
|| || Body Strength || Body Stamina || Body Control || Mind Logic || Mind Speed || Soul Strength || &lt;br /&gt;
Soul Depth&lt;br /&gt;
|-&lt;br /&gt;
|| [[Animal husbandry]] ||  ||  ||  ||  ||  || || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Taming|Animal Taming]] ||  ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Beverages]] ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● &lt;br /&gt;
|-&lt;br /&gt;
|| [[Botanizing]] ||  ||  ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Carpentry]] ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Channeling ]] ||  ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Climbing]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Cloth Tailoring]] ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Coal-making]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ||&lt;br /&gt;
|-&lt;br /&gt;
|| Destroying roads || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[Digging]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[Fighting]] ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●  || || bgcolor=&amp;quot;#CC0000&amp;quot;|●  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Farming]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  ||  bgcolor=&amp;quot;#CC0000&amp;quot;|●  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Firemaking]] ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[First Aid]] ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Fishing]] ||  ||  ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Fletching]] ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Foraging]] ||  ||  ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Forestry]] ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Gardening]] ||  ||  ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Hot food cooking]] ||  ||  ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Leatherworking]] ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Masonry]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Meditating]] ||  ||  ||  ||  ||  || || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Milling]] ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  ||  ||  bgcolor=&amp;quot;#CC0000&amp;quot;|● || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Mining]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Natural Substances]] ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Paving]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Pottery]] ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Praying]] ||  ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Prospecting]] ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Repairing]] ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Smithing]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Stone cutting]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Tailoring]] ||  ||  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[Tracking]] ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●&lt;br /&gt;
|-&lt;br /&gt;
|| [[Woodcutting]] || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characteristics|*]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Special_move&amp;diff=57298</id>
		<title>Special move</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Special_move&amp;diff=57298"/>
		<updated>2010-07-18T04:24:59Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
Special moves are gained when you have enough skill in a specific weapon. You can only perform special moves with your primary weapon (a weapon equipped in your right hand), and in certain stances. &lt;br /&gt;
There are about 6 different moves in each class of weapons, in each kingdom. Special moves cost more stamina to use than regular attacks, but instead inflict more damage, multiple wounds or add some kind of effect. If you fail to perform the move it will cost you 1/10 of the original stamina cost. The chance to hit remains the same as you usually have. Special moves cannot be parried, glanced, or dodged.&lt;br /&gt;
&lt;br /&gt;
These classes are: &lt;br /&gt;
* [[Swords]]&lt;br /&gt;
* [[Axes]]&lt;br /&gt;
* [[Mauls]]&lt;br /&gt;
* [[Knives]]&lt;br /&gt;
&lt;br /&gt;
''Note that some tools also have special moves, but from one of these classes mentioned above.''&lt;br /&gt;
&lt;br /&gt;
Different kingdoms learn different moves, so no one of the opposing kingdom can learn your special moves. Kingdoms generally have these typical properties, but it may vary from move to move;&lt;br /&gt;
&lt;br /&gt;
[[Jenn-Kellon]]:&lt;br /&gt;
* Average time to perform the move.&lt;br /&gt;
* Average damage wounds.&lt;br /&gt;
* Creates multiple wounds.&lt;br /&gt;
&lt;br /&gt;
[[Horde of the Summoned]]:&lt;br /&gt;
* Slow time to perform the move.&lt;br /&gt;
* High damage wounds.&lt;br /&gt;
* Often drains stamina of the opponent.&lt;br /&gt;
&lt;br /&gt;
[[Mol-Rehan]]:&lt;br /&gt;
* Fast time to perform the move.&lt;br /&gt;
* Lower damage wounds.&lt;br /&gt;
* Low stamina cost.&lt;br /&gt;
* Often affects the opponent's combat rating negative.&lt;br /&gt;
&lt;br /&gt;
[[Freedom]]:&lt;br /&gt;
* Average time to perform the move.&lt;br /&gt;
* Average damage wounds.&lt;br /&gt;
* Creates multiple wounds/drains stamina/breaks concentration.&lt;br /&gt;
&lt;br /&gt;
==Special moves==&lt;br /&gt;
&lt;br /&gt;
===Jenn-Kellon===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Carver''' (Gained at ~30 skill)&lt;br /&gt;
Stances: Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits the Left arm twice, and target loses concentration.&lt;br /&gt;
&lt;br /&gt;
* '''Sludge'''&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''False props''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
Hits the opponent twice in the torso, and once in the left arm. Target loses concentration.&lt;br /&gt;
&lt;br /&gt;
* '''Falcon''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Center, Upper Left, Upper Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once in the body, and drains its stamina.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Pain''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 3 Seconds&lt;br /&gt;
&lt;br /&gt;
Two very light hits one arm, and a medium hit on the other arm. Target loses concetration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Axes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Knives:'''&lt;br /&gt;
&lt;br /&gt;
* '''Crayfish''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Right, Lower Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 7 seconds&lt;br /&gt;
&lt;br /&gt;
Adds a wound with extra damage and stuns the enemy.&lt;br /&gt;
&lt;br /&gt;
* '''Mommys pearl''' (Gained at 50 skill)&lt;br /&gt;
Stances: Upper Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: ? seconds&lt;br /&gt;
&lt;br /&gt;
Stuns opponent.&lt;br /&gt;
&lt;br /&gt;
'''Iron Hammer:'''&lt;br /&gt;
* '''Sour marmalade''' (Gained at ? skill)&lt;br /&gt;
Stances: Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 seconds&lt;br /&gt;
&lt;br /&gt;
One hard hit to the body, stamina drain, thorws up the enemy.&lt;br /&gt;
&lt;br /&gt;
* '''Falcon''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Right, Upper Center, Upper Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 7 secondss&lt;br /&gt;
&lt;br /&gt;
One light hit to the body, stamina drain.&lt;br /&gt;
&lt;br /&gt;
* '''Sludge''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 5 seconds&lt;br /&gt;
&lt;br /&gt;
One light hit to the body, stamina drain, stunning attack.&lt;br /&gt;
&lt;br /&gt;
* '''Union of the snake''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower center, Lower left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 seconds&lt;br /&gt;
&lt;br /&gt;
One hard hit to the head, stamina drain.&lt;br /&gt;
&lt;br /&gt;
'''Shovel:'''&lt;br /&gt;
* '''Flurry of Pain''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 Seconds&lt;br /&gt;
&lt;br /&gt;
Two light hits to the right arm, one hard hit to the left arm.&lt;br /&gt;
&lt;br /&gt;
* '''Falcon''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Center, Upper Left, Upper Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
* '''False props''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
* '''Sludge'''&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
* '''Twilfit twin'''&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Two hard hit to the legs, target looses concentration.&lt;br /&gt;
&lt;br /&gt;
* '''Carver''' (Gained at ~30 skill)&lt;br /&gt;
Stances: Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
===Horde of the Summoned===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Dark grace''' (Gained at ? skill)&lt;br /&gt;
Stances: Lowercenter, lower left and lower right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent three times and reduces its concentration (focus).&lt;br /&gt;
* '''Dragontail''' (Gained at ? skill)&lt;br /&gt;
Stances: Lowercenter parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once, stuns it and drains some of its stamina.&lt;br /&gt;
* '''Hurting scion''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and reduces its concentration (focus).&lt;br /&gt;
* '''Red wind''' (Gained at ? skill)&lt;br /&gt;
Stances: Center.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and reduces its concentration (focus).&lt;br /&gt;
* '''True blood''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and reduces its concentration (focus).&lt;br /&gt;
* '''Wanderer''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower left and lower right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and drains some of its stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Axes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* '''Double impact''' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
* '''Dissolver''' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
* '''Dragontail''' (Gained at ? skill)&lt;br /&gt;
Stances: Lowercenter parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once, stuns it and drains some of its stamina.&lt;br /&gt;
* '''Kiss goodnight''' (Gained at ? skill)&lt;br /&gt;
Stances: Uppercenter, upper left and upper right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once in the body, drains some of its stamina and makes it throw up.&lt;br /&gt;
&lt;br /&gt;
* '''Squarepusher''' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and drains some of its stamina.&lt;br /&gt;
* '''Wanderer''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower left and lower right parts.&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mol-Rehan===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Cricket''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Left and upper Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits the target with a regular hit, drains stamina and stuns target.&lt;br /&gt;
&lt;br /&gt;
* '''Faithpush''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Left, Lower Center and Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits the target with a regular hit, drains stamina.&lt;br /&gt;
&lt;br /&gt;
'''Axes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
===Freedom===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Low Rider''' (Gained at &amp;lt;30 skill)&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''Backbreaker''' (Gained at &amp;lt;40 skill)&lt;br /&gt;
Stances: Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 Seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Two hits to arms for small amount of damage. Lowers focus.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodscion''' (Gained at 40 skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 7 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Up to three hits to various parts of the body. Loses Concentration&lt;br /&gt;
&lt;br /&gt;
* '''Raktaktak''' (Gained at 50 skill)&lt;br /&gt;
Stances: Left, Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 Seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Small amount of damage to body. Lowers focus.&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* '''Hammer Hand''' (Gained at ~40 skill)&lt;br /&gt;
Stances: Right, Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;One medium hit to the torso, drains stamina (target gasps for air)&lt;br /&gt;
&lt;br /&gt;
* '''Low Rider''' (Gained at &amp;lt;30 skill)&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''Sleepwalker''' (Gained at 25 skill)&lt;br /&gt;
Stances: Upper center, upper left and upper right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 2 seconds, usually succeeds or fails in less than 2.&lt;br /&gt;
&amp;lt;br&amp;gt;One light hit to the body, drains some of its stamina (target gasps for air, then throws up)&lt;br /&gt;
&lt;br /&gt;
'''Knives:'''&lt;br /&gt;
&lt;br /&gt;
* '''Eye Socket''' (Gained at ~45 skill)&lt;br /&gt;
Stances: Upper Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 5 seconds, instant if success&lt;br /&gt;
&amp;lt;br&amp;gt;Stuns opponent.&lt;br /&gt;
&lt;br /&gt;
* '''Sharp Twig''' (Gained at &amp;gt;30 skill)&lt;br /&gt;
Stances: Left and Right&lt;br /&gt;
&amp;lt;br&amp;gt;Stuns the opponent and inflicts one heavy blow to the torso.&lt;br /&gt;
&lt;br /&gt;
* '''Low Rider''' (Gained at &amp;lt;30 skill)&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''Snakebite''' (Gained at &amp;gt;40 skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 3 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Hits opponent once in the leg and stuns.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Religion&amp;diff=56185</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Religion&amp;diff=56185"/>
		<updated>2010-05-13T01:05:02Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Useful links for beginners]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
There are four [[gods]] in the world of Wurm Online: The [[white light]] gods [[Fo]], [[Vynora]] and [[Magranon]], and the [[black light]] goddess [[Libila]]. &lt;br /&gt;
&lt;br /&gt;
Some advantages of joining a [[:Category:Religion | religion]] are the ability to become a [[Priest]] so you can cast [[:Category:Spells|spells]], the ability of becoming a [[Champion player|champion]], and having domain bonuses while you are inside your god(dess)'s domain. Each god(dess) also has some specific advantages, see their wiki page for details. &lt;br /&gt;
&lt;br /&gt;
To become a follower, you must have at least 1.5 [[body]], and 1 [[Alignment]]. You can then find a follower of that god(dess) and ask them to [[convert]] you. You can also go to the [[Altar of Three]] to join the white light gods, or the [[Bone Altar]] if you want the black light goddess [[Libila]]. These two altars are only on the wild server.&lt;br /&gt;
&lt;br /&gt;
Note that if you join [[Libila]], you automatically join [[Horde of the Summoned]], and all of the [[White Light]] kingdoms will become your enemies.&lt;br /&gt;
&lt;br /&gt;
==Priest and spells==&lt;br /&gt;
Spellcasting is limited to [[priest]]s and [[Champion player|champion]]s.&lt;br /&gt;
&lt;br /&gt;
To cast a spell as a priest/champion, you'll need to have a certain [[faith]] and [[favor]] with your [[Gods | God]], and have the [[statuette]] of your god active. Depending on the spell, you can then right click a person, item or wound to cast a spell on it.&lt;br /&gt;
&lt;br /&gt;
Different gods give different [[:Category:spells|spells]]. &lt;br /&gt;
&lt;br /&gt;
==Faith and Favor==&lt;br /&gt;
To gain [[faith]], you will need to [[praying | pray]] at an [[altar]] of your [[Gods|god]]. You can pray 5 times a day with at least 20 minutes apart to gain [[faith]] and has diminishing returns on how much faith you gain per prayer. Faith is limited to 30 as a normal follower, you will have to become a [[priest]] to gain more. Note that all spells and most bonuses require more than 30 faith. &lt;br /&gt;
&lt;br /&gt;
Favor is used up while casting spells, but regains automatically. The maximum of favor you can have is equal to your current faith level.&lt;br /&gt;
&lt;br /&gt;
==Domain of the gods==&lt;br /&gt;
Altars create a domain of a god. When you are in this domain and you are a champion of your god, you receive tiny bonuses, including a fighting bonus. These domain bonuses are not the same for each religion. The amount of the bonus is affected by many things, including your faith, alignment, distance to altars, and quality of the altars. Contrary to popular belief, no domain bonus exists for regular followers with 30 or less faith. &lt;br /&gt;
&lt;br /&gt;
If there are several domains overlapping, only the most influential domain will give the domain bonus. The type of bonus is not the same for each god.&lt;br /&gt;
&lt;br /&gt;
== Stamina drain ==&lt;br /&gt;
Priests with high faith (60-70?) are inspired in their deities favored terrains, and have less stamina drain there. [[Vynora]] followers get the bonus on roads, [[Magranon]] on rock, [[Fo]] on grass, dirt and trees, and [[Libila]] followers on [[mycelium]].&lt;br /&gt;
&lt;br /&gt;
== Animals of the gods ==&lt;br /&gt;
* [[Wild boar]]: [[Fo]]&lt;br /&gt;
* [[Mountain Gorilla]]: [[Magranon]]&lt;br /&gt;
* [[Anaconda]]: [[Vynora]]&lt;br /&gt;
* [[Rabid hyena]]: [[Libila]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gods]] and [[Kingdom]]s&lt;br /&gt;
* [[Faith]] and [[Favor]]&lt;br /&gt;
* Normal [[Altar]]s, the [[Bone Altar]] and the [[Altar of Three]]&lt;br /&gt;
* [[Priest]]s and [[Champion player|Champion]]s&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Death&amp;diff=55254</id>
		<title>Death</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Death&amp;diff=55254"/>
		<updated>2010-04-04T19:43:10Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Death penalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Basic Knowledge]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
You die when your health reaches 0%, or in other words when the sum of all your wounds reaches 100. It is not possible to die (or get hurt) from hunger or thirst, but they do decrease your survivability.&lt;br /&gt;
&lt;br /&gt;
When you die, you leave all your items and equipment on your corpse, except for those that are [[Non-drop]]. This includes the newbie items you get when you first start, [[deed]]s, [[writ]]s, [[contract]]s, any items you may have in a [[bag of keeping]] (BoK) or [[master bag of keeping]] (MBoK) and more. &lt;br /&gt;
&lt;br /&gt;
Your corpse can only be looted by yourself, people of enemy kingdoms, and your friends. You can use the [[chat command]] '''/release corpse''' (with a space) to allow anyone to loot your corpse. If the corpse has decayed (usually takes 24 real-life hours) the items that were on it will be a pile of items on the ground where you died, and no longer protected.  If the corpse does not seem lootable after using the command, typing it a second time seems to actually release it.&lt;br /&gt;
&lt;br /&gt;
== Death penalty ==&lt;br /&gt;
&lt;br /&gt;
The main death penalty is skill loss, covered below. In addition you also lose 15% food and water.&lt;br /&gt;
&lt;br /&gt;
When you die fighting '''a guard or creature''' (also known as PvE death) you will lose 0.25 points from '''a random 5''' skill, and 0.01 body strength. The body strength only updates every second death unless you log out. If you die inside your homestead or village, the penalty is only 0.025 points instead.&lt;br /&gt;
&lt;br /&gt;
If you die with a bad reputation (lower than 0), you will more skill ''amount unknown''. In a 2 year old village, the skill loss is 0.6 from 5 random skills.&lt;br /&gt;
&lt;br /&gt;
When you die fighting '''another player''' (also known as PvP death) you will lose 0.25 points from the main [[fighting]] skill '''only'''.&lt;br /&gt;
&lt;br /&gt;
Suicide counts as a PvE death, but you do not get the penalty reduction for being at home.&lt;br /&gt;
&lt;br /&gt;
== Respawning ==&lt;br /&gt;
&lt;br /&gt;
While dead, you will be on a red and black screen with a little box in the middle, you will have to choose where you want to respawn. If you are dead and you cannot see the little box, type /respawn in your chat window. &lt;br /&gt;
&lt;br /&gt;
While you have no deed, you will only be able to spawn at your start town. When you are the owner or citizen of a settlement, you will be able to spawn on or outside that settlement. If that settlement has any allies you will be able to spawn there also if you die within 50 tiles of their center. If the server you died on has a [[white light]] and [[black light]], you are also able to spawn at the light belonging to your kingdom.'&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/D]].&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Throwing&amp;diff=55222</id>
		<title>Throwing</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Throwing&amp;diff=55222"/>
		<updated>2010-04-04T00:33:44Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The art of [[attack]]ing a [[target]] by throwing an [[object]].&lt;br /&gt;
&lt;br /&gt;
You can throw any object that you can drop. Enchants will affect the damage done. When hit, the object appears in the inventory ''Is this still the case?''.&lt;br /&gt;
&lt;br /&gt;
To throw an object&lt;br /&gt;
:* enter Ranged mode&lt;br /&gt;
:* activate the object you wish to throw&lt;br /&gt;
:* right click a target &amp;gt; throw OR&lt;br /&gt;
:* double click a target&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Fighting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Target&amp;diff=55221</id>
		<title>Target</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Target&amp;diff=55221"/>
		<updated>2010-04-04T00:24:51Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Multiple targets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt; &lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Fighting]] / '''{{PAGENAME}}'''&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fighting in [[Wurm]] uses a target-to-attack system.&lt;br /&gt;
&lt;br /&gt;
To enter combat, simply right-click the entity, and select target. Then, move within fighting range. There are 3 distances:&lt;br /&gt;
* [[Melee]] - move right up against the target&lt;br /&gt;
* [[Throwing]] - 1 to 5 [[tile]]s from the target&lt;br /&gt;
* [[Archery]] - up to 20 tiles depending on the [[bow]]&lt;br /&gt;
** [[Short Bow|Short Bows]] are best shot from 5 tiles away&lt;br /&gt;
** [[Bow|Bows]] are best shot from 10 tiles away&lt;br /&gt;
** [[Long Bow|Long Bows]] are best shot from 20 tiles away&lt;br /&gt;
&lt;br /&gt;
==Multiple targets==&lt;br /&gt;
If something is targeted that is too far away, and another [[player]] runs in to attack, the first player will not fight against that player but will instead parry and dodge the other player's attacks. If that happens, the player will not be able to change aim or shield bash.&lt;br /&gt;
&lt;br /&gt;
'' Be aware of what is targeted ''&lt;br /&gt;
&lt;br /&gt;
''You show off some moves'' means you have no target or the target is out of melee range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt; &lt;br /&gt;
==See also==&lt;br /&gt;
* [[Fighting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=55220</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=55220"/>
		<updated>2010-04-04T00:23:46Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Weapon skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Less parry and damage dealt seems close to normal but may be slightly higher; generally a very poor choice to use.&lt;br /&gt;
::* [[Defensive fighting]] - Damage dealt is lower, attack speed suffers, and miss rate seems increased.&lt;br /&gt;
::* [[Normal Fighting]] - The best fighting mode that has an identical parry rate as defensive fighting. More damage is dealt than defensive fighting and same hit-speed as aggressive fighting. Most people deem normal fighting as the &amp;quot;[[Wikipedia:Holy Grail|holy grail]]&amp;quot; for fighting styles.&lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
If you target your opponents left side and he targets your right side you clinch stances.&lt;br /&gt;
This means both of you have worse chance of hitting eachother. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
If you choose one of those, you will clinch with a bonus in several stances at once, but you will not attack. &lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
There is no need to try to learn your enemies special moves since you can't counter them anyways. &lt;br /&gt;
&lt;br /&gt;
* Mol Rehan have quick stamina cheap moves that do less damage and punish the opponents combat rating.&lt;br /&gt;
* HOTS have slow high damage moves that cost more stamina and often drains stamina.&lt;br /&gt;
* Jenn Kellon have medium time moves that create multiple wounds.&lt;br /&gt;
* Freedom Isles special moves are a mixture of the above, more depending on the weapon you use.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have the highest parry rate and do a high base damage with a moderate speed.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes have a slow attack speed and high miss rate.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal the highest amount of base damage. They have a similar parry rate of swords and a moderate attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Helps with chance to land a special move.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55219</id>
		<title>Reputation</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55219"/>
		<updated>2010-04-04T00:22:09Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Reputation''' lowers when a [[player]] breaks a [[kingdom]]/[[village]] law within a [[deed]].&lt;br /&gt;
&lt;br /&gt;
All players start with 100 reputation. If a player does something to lose some, they will slowly regenerate at about one point per real [[hour]]. Reputation does continue to increment while a player is offline. Reputation is checked with the [[chat command]] &amp;lt;tt&amp;gt;/reputation&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If a player dies with less then 0 reputation, it will lose 5x the normal [[skill]] loss (a devastating 1.25 in all skills).&lt;br /&gt;
&lt;br /&gt;
Below 0 reputation, a player becomes an [[outlaw]], and all other players can attack the player without penalty. At -100 reputation, [[tower]] and deed [[guard]]s will attack a player on sight. While an outlaw, you wear the title OUTLAW which overrides any other titles. Your outline is red to all players who aren't part of your own village.&lt;br /&gt;
&lt;br /&gt;
If a player is a [[whitelighter]] and their reputation drops below -200, they will automatically become a [[blacklighter]] ''This will use a convert''. It is possible to change back to the [[White Light]] ''This will also use a convert''. Going BL from reputation loss does not make you lose your kingdom title; it merely becomes inactive.&lt;br /&gt;
&lt;br /&gt;
You can still become a white lighter with -200 or lower reputation. Your village guards, should you be in a village with -200, will not attack you. &lt;br /&gt;
&lt;br /&gt;
A player loses 35 reputation for [[steal]]ing an item.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55218</id>
		<title>Reputation</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55218"/>
		<updated>2010-04-04T00:20:37Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Reputation''' lowers when a [[player]] breaks a [[kingdom]]/[[village]] law within a [[deed]].&lt;br /&gt;
&lt;br /&gt;
All players start with 100 reputation. If a player does something to lose some, they will slowly regenerate at about one point per real [[hour]]. Reputation does continue to increment while a player is offline. Reputation is checked with the [[chat command]] &amp;lt;tt&amp;gt;/reputation&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If a player dies with less then 0 reputation, it will lose 5x the normal [[skill]] loss (a devastating 1.25 in all skills).&lt;br /&gt;
&lt;br /&gt;
Below 0 reputation, a player becomes an [[outlaw]], and all other players can attack the player without penalty. At -100 reputation, [[tower]] and deed [[guard]]s will attack a player on sight. While an outlaw, you wear the title OUTLAW which overrides any other titles. Your outline is red to all players who aren't part of your own village.&lt;br /&gt;
&lt;br /&gt;
If a player is a [[whitelighter]] and their reputation drops below -200, they will automatically become a [[blacklighter]] ''This will use a convert''. It is possible to change back to the [[White Light]] ''This will also use a convert''. &lt;br /&gt;
&lt;br /&gt;
You can still become a white lighter with -200 or lower reputation. Your village guards, should you be in a village with -200, will not attack you. &lt;br /&gt;
&lt;br /&gt;
A player loses 35 reputation for [[steal]]ing an item.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55217</id>
		<title>Reputation</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55217"/>
		<updated>2010-04-04T00:17:01Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Reputation''' lowers when a [[player]] breaks a [[kingdom]]/[[village]] law within a [[deed]].&lt;br /&gt;
&lt;br /&gt;
All players start with 100 reputation. If a player does something to lose some, they will slowly regenerate at about one point per real [[hour]]. Reputation does continue to increment while a player is offline. Reputation is checked with the [[chat command]] &amp;lt;tt&amp;gt;/reputation&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If a player dies with less then 0 reputation, it will lose 5x the normal [[skill]] loss (a devastating 1.25 in all skills).&lt;br /&gt;
&lt;br /&gt;
Below 0 reputation, a player becomes an [[outlaw]], and all other players can attack the player without penalty. At -100 reputation, [[tower]] and deed [[guard]]s will attack a player on sight. &lt;br /&gt;
&lt;br /&gt;
If a player is a [[whitelighter]] and their reputation drops below -200, they will automatically become a [[blacklighter]] ''This will use a convert''. It is possible to change back to the [[White Light]] ''This will also use a convert''. &lt;br /&gt;
&lt;br /&gt;
A player loses 35 reputation for [[steal]]ing an item.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55216</id>
		<title>Reputation</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55216"/>
		<updated>2010-04-04T00:16:17Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Reputation''' lowers when a [[player]] breaks a [[kingdom]]/[[village]] law within a [[deed]].&lt;br /&gt;
&lt;br /&gt;
All players start with 100 reputation. If a player does something to lose some, they will slowly regenerate at about one point per real [[hour]]. Reputation does continue to increment while a player is offline. Reputation is checked with the [[chat command]] &amp;lt;tt&amp;gt;/reputation&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If a player dies with less then 0 reputation, it will lose 5x the normal [[skill]] loss (a devastating 1.25 in all skills).&lt;br /&gt;
&lt;br /&gt;
Below 0 reputation, a player becomes an [[outlaw]], and all other players can attack the player without penalty. At -100 reputation, [[tower]] and deed [[guard]]s will attack a player on sight. &lt;br /&gt;
&lt;br /&gt;
If a player is a [[whitelighter]] and their reputation drops below -200, they will automatically become a [[blacklighter]] ''This will use a convert''. It is possible to change back to the [[White Light]] ''this will use a convert''. &lt;br /&gt;
&lt;br /&gt;
A player loses 35 reputation for [[steal]]ing an item.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55215</id>
		<title>Reputation</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Reputation&amp;diff=55215"/>
		<updated>2010-04-04T00:14:48Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Reputation''' lowers when a [[player]] breaks a [[kingdom]]/[[village]] law within a [[deed]].&lt;br /&gt;
&lt;br /&gt;
All players start with 100 reputation. If a player does something to lose some, they will slowly regenerate at about one point per real [[hour]]. Reputation does continue to increment while a player is offline. Reputation is checked with the [[chat command]] &amp;lt;tt&amp;gt;/reputation&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If a player dies with less then 0 reputation, it will lose 5x the normal [[skill]] loss (a devastating 1.25 in all skills).&lt;br /&gt;
&lt;br /&gt;
Below 0 reputation, a player becomes an [[outlaw]], and all other players can attack the player without penalty. At -100 reputation, [[tower]] and deed [[guard]]s will attack a player on sight. &lt;br /&gt;
&lt;br /&gt;
If a player is a [[whitelighter]] and their reputation drops below -200, they will automatically become a [[blacklighter]]. It is possible to change back to the [[White Light]]. &lt;br /&gt;
&lt;br /&gt;
A player loses 35 reputation for [[steal]]ing an item.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=55104</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=55104"/>
		<updated>2010-03-28T18:36:23Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Armour types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Less parry and damage dealt seems close to normal but may be slightly higher; generally a very poor choice to use.&lt;br /&gt;
::* [[Defensive fighting]] - Damage dealt is lower, attack speed suffers, and miss rate seems increased.&lt;br /&gt;
::* [[Normal Fighting]] - The best fighting mode that has an identical parry rate as defensive fighting. More damage is dealt than defensive fighting and same hit-speed as aggressive fighting. Most people deem normal fighting as the &amp;quot;[[Wikipedia:Holy Grail|holy grail]]&amp;quot; for fighting styles.&lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will shorten the time it takes to change your aim (ei: lower center, upper right) and will also increase your chance to change said aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
If you target your opponents left side and he targets your right side you clinch stances.&lt;br /&gt;
This means both of you have worse chance of hitting eachother. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
If you choose one of those, you will clinch with a bonus in several stances at once, but you will not attack. &lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
There is no need to try to learn your enemies special moves since you can't counter them anyways. &lt;br /&gt;
&lt;br /&gt;
* Mol Rehan have quick stamina cheap moves that do less damage and punish the opponents combat rating.&lt;br /&gt;
* HOTS have slow high damage moves that cost more stamina and often drains stamina.&lt;br /&gt;
* Jenn Kellon have medium time moves that create multiple wounds.&lt;br /&gt;
* Freedom Isles special moves are a mixture of the above, more depending on the weapon you use.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have the highest parry rate and do a high base damage with a moderate speed.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes have a slow attack speed and high miss rate.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal the highest amount of base damage. They have a similar parry rate of swords and a moderate attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Helps with chance to land a special move.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=55103</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=55103"/>
		<updated>2010-03-28T18:32:15Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Weapon skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Less parry and damage dealt seems close to normal but may be slightly higher; generally a very poor choice to use.&lt;br /&gt;
::* [[Defensive fighting]] - Damage dealt is lower, attack speed suffers, and miss rate seems increased.&lt;br /&gt;
::* [[Normal Fighting]] - The best fighting mode that has an identical parry rate as defensive fighting. More damage is dealt than defensive fighting and same hit-speed as aggressive fighting. Most people deem normal fighting as the &amp;quot;[[Wikipedia:Holy Grail|holy grail]]&amp;quot; for fighting styles.&lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will shorten the time it takes to change your aim (ei: lower center, upper right) and will also increase your chance to change said aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
If you target your opponents left side and he targets your right side you clinch stances.&lt;br /&gt;
This means both of you have worse chance of hitting eachother. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
If you choose one of those, you will clinch with a bonus in several stances at once, but you will not attack. &lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
There is no need to try to learn your enemies special moves since you can't counter them anyways. &lt;br /&gt;
&lt;br /&gt;
* Mol Rehan have quick stamina cheap moves that do less damage and punish the opponents combat rating.&lt;br /&gt;
* HOTS have slow high damage moves that cost more stamina and often drains stamina.&lt;br /&gt;
* Jenn Kellon have medium time moves that create multiple wounds.&lt;br /&gt;
* Freedom Isles special moves are a mixture of the above, more depending on the weapon you use.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have the highest parry rate and do a high base damage with a moderate speed.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes have a slow attack speed and high miss rate.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal the highest amount of base damage. They have a similar parry rate of swords and a moderate attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a large glance rate. Very rarely sees use due to its high offensive penalties.&lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Helps with chance to land a special move.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=55102</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=55102"/>
		<updated>2010-03-28T18:31:37Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Weapon skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit and chance to successfully focus. &lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Less parry and damage dealt seems close to normal but may be slightly higher; generally a very poor choice to use.&lt;br /&gt;
::* [[Defensive fighting]] - Damage dealt is lower, attack speed suffers, and miss rate seems increased.&lt;br /&gt;
::* [[Normal Fighting]] - The best fighting mode that has an identical parry rate as defensive fighting. More damage is dealt than defensive fighting and same hit-speed as aggressive fighting. Most people deem normal fighting as the &amp;quot;[[Wikipedia:Holy Grail|holy grail]]&amp;quot; for fighting styles.&lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.&lt;br /&gt;
&lt;br /&gt;
Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will shorten the time it takes to change your aim (ei: lower center, upper right) and will also increase your chance to change stance. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
If you target your opponents left side and he targets your right side you clinch stances.&lt;br /&gt;
This means both of you have worse chance of hitting eachother. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
If you choose one of those, you will clinch with a bonus in several stances at once, but you will not attack. &lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
There is no need to try to learn your enemies special moves since you can't counter them anyways. &lt;br /&gt;
&lt;br /&gt;
* Mol Rehan have quick stamina cheap moves that do less damage and punish the opponents combat rating.&lt;br /&gt;
* HOTS have slow high damage moves that cost more stamina and often drains stamina.&lt;br /&gt;
* Jenn Kellon have medium time moves that create multiple wounds.&lt;br /&gt;
* Freedom Isles special moves are a mixture of the above, more depending on the weapon you use.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have the highest parry rate and do a high base damage with a moderate speed.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes have a slow attack speed and high miss rate.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal the highest amount of base damage. They have a similar parry rate of swords and a moderate attack speed.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a large glance rate. Very rarely sees use due to its high offensive penalties.&lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best [[Plate armour smithing]] armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps mostly with dodging. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Helps with chance to land a special move.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Never fight in water.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a  1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Fighting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Player:Doughboy&amp;diff=47596</id>
		<title>Player:Doughboy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Player:Doughboy&amp;diff=47596"/>
		<updated>2009-08-10T03:18:25Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div {{boxstyle|width=800px|bgcolor=#ffffff|bordercolor=green|align=center}} &amp;gt;&lt;br /&gt;
'''&amp;lt;b&amp;gt;Lord, grant me the serenity to accept the things I cannot change; the courage to change the things I can; and the wisdom to hide the bodies of the people I had to kill because they pissed me off.&amp;lt;/b&amp;gt;'''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
I began playing Wurm about a month before the end of [[beta]] and have been playing ever since. I have started numerous homesteads in the course of playing during [[Gold 1]] and I was mostly a hermit that lived near [[Hammerfell]] during [[Beta]] and [[Gold 1]]. I mostly done stuff around my area on Gold 1 near [[Hammerfell]] and kept to myself and just enjoyed the game until the crash which started [[Gold 2]]. I moved to a island southeast on the map during the start of [[Gold 2]] and lived on the island by myself for some time before a player by the name of [[Player:Omnivore|Omnivore]] arrived and settled in while I was taking a short break from Wurm. [[Player:Aonghais|Aonghais]] &amp;quot;who is [[Player:Fomar|Fomar]]&amp;quot; settled in the area some time after [[Player:Omnivore|Omnivore]] and I came back online to find two new people on the island and another on the steppe near my area. I eventually moved to wild with Omnivore to a area on the southwest section of the map near where [[Whosville]] is located now. &lt;br /&gt;
&lt;br /&gt;
We were on wild for about 3 weeks working on a settlement and we were going to convert to HOTS but I never got the chance because Rolf refused to allow [[Player:Omnivore|Omnivore]] to go [[HOTS]] without becoming a follower of [[Libila]] which would go against his religious beliefs. Omnivore quit and I moved back to my homestead on home called New Breed and contacted [[Player:Fomar|Fomar]] about starting our own Size 10 village on Jk Home. [[Player:Fomar|Fomar]] agreed and brought [[Player:Firey|Firey]] a friend of his along. We took about a week to level [[Noriyah]] and started working on the inner buildings and you can see some of the village on how it was after we were done here [http://thenextlevelgaming.com/gallery/thumbnails.php?album=8]. After some time of living in the area we founded a homestead southeast of the village just south of the steppe and called it [[Noriyah]] Training Center to use for new recruits.&lt;br /&gt;
&lt;br /&gt;
After some months we had some trouble with a few individuals making basic alts to grieve the area around [[Noriyah]] and I decided enough was enough and attacked these grievers. I was told by Wolfram who was a GM at the time that I could not force my play style on other players and I decided with the rest of my village that it was time for us to move to wild. I took some time to train up my fight skill in preparation of the move. I ended up getting 70 fight skill and I became one of the top fighters on JK home. We decided to make a few basic alt accounts on wild to scout around and find a area suitable for us to build on and went searching around the northeast part of the map until we found the island near Point Du Hoc which was a ideal location. We moved shortly after from home to wild and began work on the village layout and started moving a lot of dirt to make a 21x21 flattened area. I ended up getting 86 digging skill by the time we had finished making [[Tyre]]. We were attacked by some Blers from the Bat Cave but not so much because they had just started on their place as well. So while we built they took the time to build up their defenses as well and that gave us ample time to finish and get prepared for a attack which came from MR and the Blers. We have only been attacked 3 times and each time they have not been able to get on deed yet. &lt;br /&gt;
&lt;br /&gt;
The area we are currently in is perfect for us because we like not having the drama that JK home has. We can actually take care of problems if they should arise. I find life on Wild ideal for the game play style Wurm offers. I deeply enjoy the game and I wouldn't have played for near 4 years if it wasn't that good. I always find myself coming back for more when I find it's time for a little break now and again. &lt;br /&gt;
&lt;br /&gt;
==Village==&lt;br /&gt;
&lt;br /&gt;
[[Noriyah]] (Founder &amp;amp; Former Mayor)&lt;br /&gt;
&lt;br /&gt;
[[Tyre]] (Founder &amp;amp; Current Mayor)&lt;br /&gt;
&lt;br /&gt;
==Titles==&lt;br /&gt;
&lt;br /&gt;
*Carpenter&lt;br /&gt;
*&amp;lt;s&amp;gt;Digger&amp;lt;/s&amp;gt; Excavator&lt;br /&gt;
*Handyman&lt;br /&gt;
*Lumberjack&lt;br /&gt;
*Mason&lt;br /&gt;
*Miner&lt;br /&gt;
*Trollslayer&lt;br /&gt;
*Keeper of Faith&lt;br /&gt;
*Butcher&lt;br /&gt;
*&amp;lt;s&amp;gt;soldier&amp;lt;/s&amp;gt; Mercenary&lt;br /&gt;
*Animal Trainer&lt;br /&gt;
*Kingslayer&lt;br /&gt;
*Giantslayer&lt;br /&gt;
*Dragonslayer&lt;br /&gt;
*Warrior&lt;br /&gt;
&lt;br /&gt;
==Alts==&lt;br /&gt;
&lt;br /&gt;
*[[Player:Koletar|Koletar]]&lt;br /&gt;
*[[Player:Tillian|Tillian]]&lt;br /&gt;
==Friends==&lt;br /&gt;
&lt;br /&gt;
*[[Player:Fomar|Fomar]]&lt;br /&gt;
*[[Player:Eledok|Eledok]]&lt;br /&gt;
*[[Player:Shyana|Shyana]]&lt;br /&gt;
*[[Player:Nimisha|Nimisha]]&lt;br /&gt;
*[[Player:Fuegan|Fuegan]]&lt;br /&gt;
*[[Player:Trashmanguy|Trashmanguy]]&lt;br /&gt;
*[[Player:Fogshark|Fogshark]]&lt;br /&gt;
*[[Player:Allurapre|Allurapre]]&lt;br /&gt;
*[[Player:Xallo|Xallo]]&lt;br /&gt;
*[[Player:Wossoo|Wossoo]]&lt;br /&gt;
*[[Player:Pacer|Pacer]]&lt;br /&gt;
*[[Player:Krelos|Krelos]]&lt;br /&gt;
*[[Player:Pancakebunny|Pancakebunny]]&lt;br /&gt;
*[[Player:Omnivore|Omnivore]]&lt;br /&gt;
*[[Player:Wollschaf|Wollschaf]]&lt;br /&gt;
*[[Player:Saroman|Saroman]]&lt;br /&gt;
*[[Player:Pryath|Pryath]]&lt;br /&gt;
*[[Player:Sharaka|Sharaka]]&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*Likes lemon trees&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/D]]&lt;br /&gt;
[[Category:Players]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fo&amp;diff=47595</id>
		<title>Fo</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fo&amp;diff=47595"/>
		<updated>2009-08-10T03:16:08Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Follower penalties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Religion|Religion]] / '''Fo'''&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Fo is the [[deity]] of [[gardening]] and [[farming]]. His [[channeling]] item is the tree [[sprout]].&lt;br /&gt;
&lt;br /&gt;
== Game lore ==&lt;br /&gt;
=== Fo's converting speech ===&lt;br /&gt;
Fo!&lt;br /&gt;
&lt;br /&gt;
His creations surround you. His love is everywhere around you.&lt;br /&gt;
&lt;br /&gt;
He is the father of all things. He created the world out of love and passion.&lt;br /&gt;
&lt;br /&gt;
To embrace Fo is to embrace all living things around you.&lt;br /&gt;
&lt;br /&gt;
All and everyone is equal, but different. &lt;br /&gt;
&lt;br /&gt;
We are all dirt. We are all gems. We just come in different shapes and colors.&lt;br /&gt;
&lt;br /&gt;
To create more and love all that is already created is to love Fo.&lt;br /&gt;
&lt;br /&gt;
To passionately strike down at those who aim to destroy these creations is to love Fo.&lt;br /&gt;
&lt;br /&gt;
To strive after beauty and harmony with nature is to love Fo.&lt;br /&gt;
&lt;br /&gt;
=== Fo's Inscription ([[Altar of Three]]) ===&lt;br /&gt;
&amp;lt;em&amp;gt; I am Fo. I am the Silence and the Trees. &lt;br /&gt;
&lt;br /&gt;
The sprout is my symbol. &lt;br /&gt;
&lt;br /&gt;
Silent and lonely I lingered in darkness. Look around you. I created this of love and loneliness. &lt;br /&gt;
&lt;br /&gt;
You are all like, but different. You are all dirt. You are all gems. You just come in different shapes and colors. &lt;br /&gt;
&lt;br /&gt;
Do my bidding. Let all things grow into the splendor they may possess. Strive after beauty and harmony with nature. Let your soul become a lustrous gem. &lt;br /&gt;
&lt;br /&gt;
With the same passion by which I once created all this, strike down at those who aim to destroy these creations. &lt;br /&gt;
&lt;br /&gt;
Love me. Let me love you.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Each [[gods|God]] has slightly different abilities and penalties. See the [[Gods]] individual pages for details. Below lists only the abilities and penalties of Fo. &lt;br /&gt;
&lt;br /&gt;
=== Followers abilities and penalties ===&lt;br /&gt;
==== Follower abilities ====&lt;br /&gt;
* Receives Fo domain bonuses while in Fo's domain. See [[Religion#Domain_of_the_gods|domain of the gods]] for more details about this.&lt;br /&gt;
&lt;br /&gt;
==== Follower penalties ====&lt;br /&gt;
* Unfaithful actions may be noticed and punished:&lt;br /&gt;
** Desecrating WL altars: -1 Faith/-2 Alignment or -2 Alignment/Wound&lt;br /&gt;
** Lockpicking/Thievery: -0.25 Faith/-1 Alignment&lt;br /&gt;
** Butchering Humans: -0.25 Faith/-5 Alignment&lt;br /&gt;
&lt;br /&gt;
=== Fo priests abilities and penalties ===&lt;br /&gt;
(See the [[priest]] page for details on priest-hood)&lt;br /&gt;
&lt;br /&gt;
''Note that the combination of the normal wildlife ignoring you at 60 faith and the inability to attack will seriously hinder fighting skill training. ''&lt;br /&gt;
&lt;br /&gt;
====Priest abilities====&lt;br /&gt;
* Priests with 60 [[faith]] and 35 [[favor]] normal [[animals]] will ignore you. This does not include [[Rabid Hyena|hyenas]] and 'monsters' like [[Dragons|dragons]] or [[huge spider]]s.&lt;br /&gt;
* Priests with high faith are inspired in their deities favored terrains, and have less stamina drain there. Fo gets the bonus on grass, dirt, trees.&lt;br /&gt;
* Priests of Fo with 39 [[faith]] may pass through thorns unhindered.&lt;br /&gt;
* [[Dig]] ([[Vynora]], [[Libila]], and [[Magranon]] priests cannot do this)&lt;br /&gt;
* [[Alchemy]], including the creation and use of [[healing cover|healing covers]].&lt;br /&gt;
&lt;br /&gt;
====Priest penalties====&lt;br /&gt;
&lt;br /&gt;
* Priests of Fo cannot target other players or creatures, however they can still fight back if attacked.&lt;br /&gt;
* Generic priest penalties- see [[Priest]] page&lt;br /&gt;
&lt;br /&gt;
=== Fo champion abilities and penalties ===&lt;br /&gt;
(See the [[champion]] page for details on champion-hood)&lt;br /&gt;
==== Champion abilities ====&lt;br /&gt;
*All Fo follower and Fo priest abilities (NOT the Priest penalties)&lt;br /&gt;
*+5 to all [[characteristics]] skills. &lt;br /&gt;
*[[Faith]] set to 99.99 (you can continue to pray &amp;amp; gain faith, but only at about 0.000010)&lt;br /&gt;
*[[Praying]], [[channeling]], [[exorcism]] all get 50+your original skill, up to a maximum of 80.&lt;br /&gt;
*shorter time for normal healing&lt;br /&gt;
*increased skill gain (factor isn't known)&lt;br /&gt;
*You will get a new [[titles|title]]: Champion of Fo (this title can not be turned off, but it does not effect other titles. So you can be a 'Blacksmith Champion of Fo' for example).&lt;br /&gt;
*You can never lose your Deity&lt;br /&gt;
&lt;br /&gt;
==== Champion penalties ====&lt;br /&gt;
*Permadeath. You get 3 lives, if you die after the second respawn , you do ''NOT'' respawn. Your name will be remembered and inscribed in the [[Hall of champions]].&lt;br /&gt;
*You can not change your mind later. Champion status is permanent.&lt;br /&gt;
*You can never change your Deity (or change kingdom).&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
'' Spells are only available to priests and champions. You cannot raise your faith above 30 without becoming a priest''&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
; 30 Faith&lt;br /&gt;
: [[Bless]]&lt;br /&gt;
: [[Morning Fog]]&lt;br /&gt;
: [[Refresh]]&lt;br /&gt;
: [[Cure Light]]&lt;br /&gt;
: [[Cure medium]]&lt;br /&gt;
: [[Cure Serious]]&lt;br /&gt;
: [[Courier]]&lt;br /&gt;
: [[Sixth Sense]]&lt;br /&gt;
|&lt;br /&gt;
; 32 Faith&lt;br /&gt;
: [[Fo's Hand]]&lt;br /&gt;
; 38 Faith&lt;br /&gt;
: [[Vessel]]&lt;br /&gt;
; 40 Faith&lt;br /&gt;
: [[Heal]]&lt;br /&gt;
; 44 Faith&lt;br /&gt;
: [[Libila's Demise]]&lt;br /&gt;
; 90 Faith&lt;br /&gt;
: [[Break altar]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Tyre&amp;diff=42413</id>
		<title>Settlement:Tyre</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Tyre&amp;diff=42413"/>
		<updated>2009-03-05T06:34:11Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Tyre */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-wild-jk}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tyre==&lt;br /&gt;
&lt;br /&gt;
Tyre is a s10 village on wild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mayor:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Player:Doughboy|Doughboy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Villagers:====&lt;br /&gt;
&lt;br /&gt;
* [[Player:Shyana|Shyana]]&lt;br /&gt;
* [[Player:Fomar|Fomar]]&lt;br /&gt;
* [[Player:Fogshark|Fogshark]]&lt;br /&gt;
* [[Player:Allurapre|Allurapre]]&lt;br /&gt;
* [[Player:Trashmanguy|Trashmanguy]]&lt;br /&gt;
* [[Player:Eledok|Eledok]]&lt;br /&gt;
* [[Player:Fuegan|Fuegan]]&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
Tyre doesn't have a formal hierarchy, even though it is a dictatorship. The village founders have the last word to anything that relates to Tyre.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Location====&lt;br /&gt;
Located on the north east quadrant of wild server, Tyre is directly west of Rat Point. It is also directly east of the CrossRoads (not to be confused with the Trader's Post).&lt;br /&gt;
Tyre is located in a bay - which, thanks to recent events, was renamed to Kingslayer's Bay. Tyre is an island.&lt;br /&gt;
&lt;br /&gt;
====Allies====&lt;br /&gt;
&lt;br /&gt;
Tyre is proud to be allied with:&lt;br /&gt;
* [[Blackhorse]]&lt;br /&gt;
* [[Brightstone]]&lt;br /&gt;
* [[Eseriss]]&lt;br /&gt;
* [[Homestead Bay]]&lt;br /&gt;
* [[Kyara]]&lt;br /&gt;
* [[New Prypjat]]&lt;br /&gt;
* [[Troja]]&lt;br /&gt;
* [[Vallhalla]]&lt;br /&gt;
* [[Vean's Place]]&lt;br /&gt;
* [[Kingslayer's Harbor]]&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
Tyre is currently at peace.&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Tyre&amp;diff=42412</id>
		<title>Settlement:Tyre</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Tyre&amp;diff=42412"/>
		<updated>2009-03-05T06:33:04Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-wild-jk}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tyre==&lt;br /&gt;
&lt;br /&gt;
Tyre is a s10 village on wild, located in the middle of Kingslayer's Bay, near Rat Point.&lt;br /&gt;
It is built on an island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mayor:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Player:Doughboy|Doughboy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Villagers:====&lt;br /&gt;
&lt;br /&gt;
* [[Player:Shyana|Shyana]]&lt;br /&gt;
* [[Player:Fomar|Fomar]]&lt;br /&gt;
* [[Player:Fogshark|Fogshark]]&lt;br /&gt;
* [[Player:Allurapre|Allurapre]]&lt;br /&gt;
* [[Player:Trashmanguy|Trashmanguy]]&lt;br /&gt;
* [[Player:Eledok|Eledok]]&lt;br /&gt;
* [[Player:Fuegan|Fuegan]]&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
Tyre doesn't have a formal hierarchy, even though it is a dictatorship. The village founders have the last word to anything that relates to Tyre.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Location====&lt;br /&gt;
Located on the north east quadrant of wild server, Tyre is directly west of Rat Point. It is also directly east of the CrossRoads (not to be confused with the Trader's Post).&lt;br /&gt;
Tyre is located in a bay - which, thanks to recent events, was renamed to Kingslayer's Bay. Tyre is an island.&lt;br /&gt;
&lt;br /&gt;
====Allies====&lt;br /&gt;
&lt;br /&gt;
Tyre is proud to be allied with:&lt;br /&gt;
* [[Blackhorse]]&lt;br /&gt;
* [[Brightstone]]&lt;br /&gt;
* [[Eseriss]]&lt;br /&gt;
* [[Homestead Bay]]&lt;br /&gt;
* [[Kyara]]&lt;br /&gt;
* [[New Prypjat]]&lt;br /&gt;
* [[Troja]]&lt;br /&gt;
* [[Vallhalla]]&lt;br /&gt;
* [[Vean's Place]]&lt;br /&gt;
* [[Kingslayer's Harbor]]&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
Tyre is currently at peace.&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Tyre&amp;diff=42411</id>
		<title>Settlement:Tyre</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Tyre&amp;diff=42411"/>
		<updated>2009-03-05T06:31:54Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-wild-jk}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tyre==&lt;br /&gt;
&lt;br /&gt;
Tyre is a s10 village on wild, located in the middle of Kingslayer's Bay, near Rat Point.&lt;br /&gt;
It is built on an island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mayor:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Player:Doughboy|Doughboy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Villagers:====&lt;br /&gt;
&lt;br /&gt;
* [[Player:Shyana|Shyana]]&lt;br /&gt;
* [[Player:Fomar|Fomar]]&lt;br /&gt;
* [[Player:Fogshark|Fogshark]]&lt;br /&gt;
* [[Player:Allurapre|Allurapre]]&lt;br /&gt;
* [[Player:Trashmanguy|Trashmanguy]]&lt;br /&gt;
* [[Player:Eledok|Eledok]]&lt;br /&gt;
* [[Player:Fuegan|Fuegan]]&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
Tyre doesn't have a formal hierarchy, even though it is a dictatorship. The village founders have the last word to anything that relates to Tyre.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Location====&lt;br /&gt;
Located on the north east quadrant of wild server, Tyre is directly west of Rat Point. It is also directly east of the CrossRoads (not to be confused with the Trader's Post).&lt;br /&gt;
Tyre is located in a bay - which, thanks to recent events, was renamed to Kingslayer's Bay. Tyre is an island.&lt;br /&gt;
&lt;br /&gt;
====Allies====&lt;br /&gt;
&lt;br /&gt;
Tyre is proud to be allied with:&lt;br /&gt;
* [[Blackhorse]]&lt;br /&gt;
* [[Brightstone]]&lt;br /&gt;
* [[Eseriss]]&lt;br /&gt;
* [[Europa]]&lt;br /&gt;
* [[Homestead Bay]]&lt;br /&gt;
* [[Kyara]]&lt;br /&gt;
* [[New Prypjat]]&lt;br /&gt;
* [[Troja]]&lt;br /&gt;
* [[Valenwood]]&lt;br /&gt;
* [[Vallhalla]]&lt;br /&gt;
* [[Vean's Place]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
Tyre is currently at peace.&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Player:Fogshark&amp;diff=42410</id>
		<title>Player:Fogshark</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Player:Fogshark&amp;diff=42410"/>
		<updated>2009-03-05T06:28:40Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== background ==&lt;br /&gt;
Started in sept 07, fogshark soloed the game for a couple of months. Near December, fog moved to Aegis, under the rule of Pinkdaisy.&lt;br /&gt;
&lt;br /&gt;
In early January, fogshark left the home server to settle on wild. He again soloed it for a couple of months.&lt;br /&gt;
&lt;br /&gt;
His ticket into Kyara was returning Jarosz's stuff. Fog stayed in kyara for about a month.&lt;br /&gt;
Then he left to move to HSB, where he began to spend time as a plate smith and shield smith.&lt;br /&gt;
&lt;br /&gt;
When Tyre was founded, fogshark hanged around the village but initially did not join. Eventually, the day [[Tyre]]'s token was dropped, fogshark joined the village.&lt;br /&gt;
&lt;br /&gt;
== fog's ==&lt;br /&gt;
* If left to his devices, fogshark is known to cause severe damage to nearby forests.&lt;br /&gt;
* Tends to become an Outlaw regularly, especially while on trips to home server.&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Player:Fogshark&amp;diff=42409</id>
		<title>Player:Fogshark</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Player:Fogshark&amp;diff=42409"/>
		<updated>2009-03-05T06:27:55Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: /* background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== background ==&lt;br /&gt;
Started in sept 07, fogshark soloed the game for a couple of months. Near December, fog moved to Aegis, under the rule of Pinkdaisy.&lt;br /&gt;
&lt;br /&gt;
In early January, fogshark left the home server to settle on wild. He again soloed it for a couple of months.&lt;br /&gt;
&lt;br /&gt;
His ticket into Kyara was returning Jarosz's stuff. Fog stayed in kyara for about a month.&lt;br /&gt;
Then he left to move to HSB, where he began to spend time as a plate smith and shield smith.&lt;br /&gt;
&lt;br /&gt;
When Tyre was founded, fogshark hanged around the village but initially did not join. Eventually, the day Tyre's token was dropped, fogshark joined the village.&lt;br /&gt;
&lt;br /&gt;
== fog's ==&lt;br /&gt;
* If left to his devices, fogshark is known to cause severe damage to nearby forests.&lt;br /&gt;
* Tends to become an Outlaw regularly, especially while on trips to home server.&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Player:Fogshark&amp;diff=42408</id>
		<title>Player:Fogshark</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Player:Fogshark&amp;diff=42408"/>
		<updated>2009-03-05T06:27:23Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: New page: == background == Started in sept 07, fogshark soloed the game for a couple of months. Near December, fog moved to Aegis, under the rule of Pinkdaisy.  In early January, fogshark left the h...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== background ==&lt;br /&gt;
Started in sept 07, fogshark soloed the game for a couple of months. Near December, fog moved to Aegis, under the rule of Pinkdaisy.&lt;br /&gt;
&lt;br /&gt;
In early January, fogshark left the home server to settle on wild. He again soloed it for a couple of months.&lt;br /&gt;
&lt;br /&gt;
His ticket into Kyara was returning Jarosz's stuff. Fog stayed in kyara for about a month.&lt;br /&gt;
Then he left to move to HSB, where he began to spend time as a plate smith and shield smith.&lt;br /&gt;
&lt;br /&gt;
When Tyre was founded, fogshark hanged around the village but initially did not join. Eventually, the day Tyre's token was dropped, fogshark joined the village. &lt;br /&gt;
&lt;br /&gt;
Fogshark is primarily a crafter, but has developed fighting skills, which is a requirement for any long standing wild server players.&lt;br /&gt;
&lt;br /&gt;
== fog's ==&lt;br /&gt;
* If left to his devices, fogshark is known to cause severe damage to nearby forests.&lt;br /&gt;
* Tends to become an Outlaw regularly, especially while on trips to home server.&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Crafter%27s_Terrace&amp;diff=42407</id>
		<title>Settlement:Crafter's Terrace</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Crafter%27s_Terrace&amp;diff=42407"/>
		<updated>2009-03-05T05:57:22Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
&lt;br /&gt;
On the old site of what was known as Greenside, a few tiles to the west, now sits the token of Crafter's Terrace. It is a small and cozy village, owned by Allurapre - a dictator-like Mayor.&lt;br /&gt;
&lt;br /&gt;
Visitors are advised not to use the water from the well.&lt;br /&gt;
&lt;br /&gt;
{{settlement&lt;br /&gt;
|name= Crafter's Terrace&lt;br /&gt;
|motto= A carebear's retreat&lt;br /&gt;
|type= Village&lt;br /&gt;
|size= 10&lt;br /&gt;
|mayor= Allurapre&lt;br /&gt;
|population= 20&lt;br /&gt;
|allies= [[Tyre]]&lt;br /&gt;
|enemies= Fogshark&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Crafter%27s_Terrace&amp;diff=42406</id>
		<title>Settlement:Crafter's Terrace</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Crafter%27s_Terrace&amp;diff=42406"/>
		<updated>2009-03-05T05:50:45Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: New page: {{s-home-jk}}  {{settlement |name= Crafter's Terrace |motto= A carebear's retreat |type= Village |size= 10 |mayor= Allurapre |population= 20 |allies= Tyre |enemies= Fogshark }}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
&lt;br /&gt;
{{settlement&lt;br /&gt;
|name= Crafter's Terrace&lt;br /&gt;
|motto= A carebear's retreat&lt;br /&gt;
|type= Village&lt;br /&gt;
|size= 10&lt;br /&gt;
|mayor= Allurapre&lt;br /&gt;
|population= 20&lt;br /&gt;
|allies= [[Tyre]]&lt;br /&gt;
|enemies= Fogshark&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Greenside&amp;diff=42405</id>
		<title>Settlement:Greenside</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Greenside&amp;diff=42405"/>
		<updated>2009-03-05T05:46:26Z</updated>

		<summary type="html">&lt;p&gt;BoilerShop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notice&lt;br /&gt;
|Under Construction!&lt;br /&gt;
|&lt;br /&gt;
|Notice This section is currently under construction&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*Greenside has been disbanded, and the town of [[Crafter's Terrace]] was founded near its location.&lt;br /&gt;
{{settlement&lt;br /&gt;
|name= GreenSide&lt;br /&gt;
|motto= Guardian of the mountainside. &lt;br /&gt;
|type= Village&lt;br /&gt;
|size= 10&lt;br /&gt;
|mayor= Lochivan&lt;br /&gt;
|population= 20&lt;br /&gt;
|allies= [[Shady Oaks Port]]&lt;br /&gt;
|enemies= You wish you knew !&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BoilerShop</name></author>
		
	</entry>
</feed>