<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.wurmpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HughMyron</id>
	<title>Wurmpedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.wurmpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HughMyron"/>
	<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php/Special:Contributions/HughMyron"/>
	<updated>2026-06-04T05:52:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=80317</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=80317"/>
		<updated>2013-07-19T11:19:00Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &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;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your CR. 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;
Fighting 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 defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&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;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
&lt;br /&gt;
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer and chance to parry.&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 combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind logic]]. Aiming for the feet or legs may also slow your opponent, etc.&lt;br /&gt;
&lt;br /&gt;
Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.&lt;br /&gt;
&lt;br /&gt;
In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.&lt;br /&gt;
&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. However, 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;
&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, most of which involve stunning the opponent or draining his stamina. &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;
:* Primary weapon should be equipped 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 rarely parry, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from non-unique components, at the largest expense of mobility. Plate armour has a high damage reduction factor equal to that of [[:Category:Drake hide armour|drake hide armour]].&lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor. Chain armour is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. Studded leather is very popular, as its mix of moderate mitigation and good mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. 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.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Made from the hide of [[dragon]] hatchlings, its protection rating is similar to plate. Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a red dragon, this [[plate armour smithing]] based armour suffers only a very small movement penalty. However, this armour damages faster than any other in combat.&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. Shields used to affect swing timers, but this is no longer the case.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]] - Greatest base percentage to block.&lt;br /&gt;
:* [[Small shield]] - Lower base percentage to block, but much lighter.&lt;br /&gt;
:* [[Medium shield]] - Middle ground between large and small.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be equipped on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain. &lt;br /&gt;
:* [[Mind speed]] - The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special move or perhaps change stance.&lt;br /&gt;
:* [[Body strength]] - Helps with damage 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;
:* [[Body]] - Hitpoints/damage reduction (which is possibly also [[User:Urman/Wound_studies|affected by other stats]]).&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 you're outnumbered, 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. This is reduced by using [[defensive fighting]]. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows, parries, and 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. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.&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. 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;
*Mongolian [[Hunting guide]]&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight at 90 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>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=78567</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=78567"/>
		<updated>2013-03-19T12:11:42Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &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;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your CR. 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;
Fighting 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 defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&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;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* Chance to hit&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
&lt;br /&gt;
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer.&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 combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind logic]]. Aiming for the feet or legs may also slow your opponent, etc.&lt;br /&gt;
&lt;br /&gt;
Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.&lt;br /&gt;
&lt;br /&gt;
In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.&lt;br /&gt;
&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. However, 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;
&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, most of which involve stunning the opponent or draining his stamina. &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;
:* Primary weapon should be equipped 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 rarely parry, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from non-unique components, at the largest expense of mobility. Plate armour has a high damage reduction factor equal to that of [[:Category:Drake hide armour|drake hide armour]].&lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor. Chain armour is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. Studded leather is very popular, as its mix of moderate mitigation and good mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. 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.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Made from the hide of [[dragon]] hatchlings, its protection rating is similar to plate. Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a red dragon, this [[plate armour smithing]] based armour suffers only a very small movement penalty. However, this armour damages faster than any other in combat.&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. Shields used to affect swing timers, but this is no longer the case.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]] - Greatest base percentage to block.&lt;br /&gt;
:* [[Small shield]] - Lower base percentage to block, but much lighter.&lt;br /&gt;
:* [[Medium shield]] - Middle ground between large and small.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be equipped on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain. &lt;br /&gt;
:* [[Mind speed]] - The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special move or perhaps change stance.&lt;br /&gt;
:* [[Body strength]] - Helps with damage 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;
:* [[Body]] - Hitpoints/damage reduction (which is possibly also [[User:Urman/Wound_studies|affected by other stats]]).&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 you're outnumbered, 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. This is reduced by using [[defensive fighting]]. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows, parries, and 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. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.&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. 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;
*Mongolian [[Hunting guide]]&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight at 90 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>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=78566</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=78566"/>
		<updated>2013-03-19T12:05:35Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &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;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your CR. 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;
Fighting 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 defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&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;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* Chance to hit&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
&lt;br /&gt;
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer.&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 combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind logic]]. Aiming for the feet or legs may also slow your opponent, etc.&lt;br /&gt;
&lt;br /&gt;
Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.&lt;br /&gt;
&lt;br /&gt;
In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.&lt;br /&gt;
&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. However, 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;
&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, most of which involve stunning the opponent or draining his stamina. &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;
:* Primary weapon should be equipped 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 rarely parry, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from non-unique components, at the largest expense of mobility. Plate armour has a high damage reduction factor equal to that of [[drake hide armour]].&lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor. Chain armour is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. Studded leather is very popular, as its mix of moderate mitigation and good mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. 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.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Made from the hide of [[dragon]] hatchlings, its protection rating is similar to plate. Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a red dragon, this [[plate armour smithing]] based armour suffers only a very small movement penalty. However, this armour damages faster than any other in combat.&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. Shields used to affect swing timers, but this is no longer the case.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]] - Greatest base percentage to block.&lt;br /&gt;
:* [[Small shield]] - Lower base percentage to block, but much lighter.&lt;br /&gt;
:* [[Medium shield]] - Middle ground between large and small.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be equipped on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain. &lt;br /&gt;
:* [[Mind speed]] - The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special move or perhaps change stance.&lt;br /&gt;
:* [[Body strength]] - Helps with damage 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;
:* [[Body]] - Hitpoints/damage reduction (which is possibly also [[User:Urman/Wound_studies|affected by other stats]]).&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 you're outnumbered, 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. This is reduced by using [[defensive fighting]]. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows, parries, and 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. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.&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. 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;
*Mongolian [[Hunting guide]]&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight at 90 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>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=78565</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=78565"/>
		<updated>2013-03-19T11:46:46Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: A few corrections/tweaks...&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;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your CR. 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;
Fighting 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 defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&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;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* Chance to hit&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
&lt;br /&gt;
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer.&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 combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind logic]]. Aiming for the feet or legs may also slow your opponent, etc.&lt;br /&gt;
&lt;br /&gt;
Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.&lt;br /&gt;
&lt;br /&gt;
In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.&lt;br /&gt;
&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. However, 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;
&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, most of which involve stunning the opponent or draining his stamina. &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;
:* Primary weapon should be equipped 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 rarely parry, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from non-unique components, at the largest expense of mobility. Plate armour has a high damage reduction factor equal to that of [[drake hide armour]].&lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor. Chain armour is commonly used. Chain reduces a fair bit of damage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. Studded leather is very popular, as its mix of moderate mitigation and good mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. 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.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Made from the hide of [[dragon]] hatchlings, its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor (although this disparity is [[Wurm_Server_Release_Notes_2011#110713_No_more_disappearing_mounts|reduced in PvE]]). Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a red dragon, this kind of armour is superior to plate armour, while having only a very small movement penalty. However, this armour damages faster than any other in combat.&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. Shields used to affect swing timers, but this is no longer the case.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]] - Greatest base percentage to block.&lt;br /&gt;
:* [[Small shield]] - Lower base percentage to block, but much lighter.&lt;br /&gt;
:* [[Medium shield]] - Middle ground between large and small.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be equipped on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain. &lt;br /&gt;
:* [[Mind speed]] - The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special move or perhaps change stance.&lt;br /&gt;
:* [[Body strength]] - Helps with damage 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;
:* [[Body]] - Hitpoints/damage reduction (which is possibly also [[User:Urman/Wound_studies|affected by other stats]]).&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 you're outnumbered, 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. This is reduced by using [[defensive fighting]]. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows, parries, and 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. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.&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. 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;
*Mongolian [[Hunting guide]]&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight at 90 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>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Stealthing&amp;diff=73410</id>
		<title>Stealthing</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Stealthing&amp;diff=73410"/>
		<updated>2012-06-20T22:02:10Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: Redirected page to Stealth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Stealth]]&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=73407</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=73407"/>
		<updated>2012-06-20T21:59:05Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: Article has been thoroughly updated.&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;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your CR. 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;
Fighting 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 defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&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;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* Chance to hit&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
&lt;br /&gt;
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer.&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 combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind Logic]]. Aiming for the feet or legs may also slow your opponent, etc.&lt;br /&gt;
&lt;br /&gt;
Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.&lt;br /&gt;
&lt;br /&gt;
In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.&lt;br /&gt;
&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. However, 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;
&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, most of which involve stunning the opponent or draining his stamina. &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;
:* Primary weapon should be equipped 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, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from non-unique components, at the largest expense of mobility. Plate armour has a high damage reduction factor, second only to [[dragon scale armour]].&lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor. Chain armour is commonly used. Chain reduces a fair bit of damage particularly from swords.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. Studded leather is very popular, as its mix of moderate mitigation and good mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. 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.&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. Made from the hide of [[dragon]] hatchlings, its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor (although this disparity is [[Wurm_Server_Release_Notes_2011#110713_No_more_disappearing_mounts|reduced in PvE]]). Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a red dragon, this kind of armour is superior to plate armour, while having only a very small movement penalty. However, this armour damages faster than any other in combat.&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. Shields used to affect swing timers, but this is no longer the case.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]] - Works best when at &amp;quot;Good&amp;quot; or &amp;quot;Too Far&amp;quot; range; blocking chance increases the further away you get from the opponent. Conversely, block rate significantly decreases if the opponent gets in closer as your shield mobility is more limited. Best at blocking arrows.&lt;br /&gt;
:* [[Small shield]] - Works best when in extremely close range with the target; blocking chance increases the closer you get. Conversely, block rate significantly decreases the further away from the opponent you get as your greater shield mobility serves less purpose. Worst at blocking arrows.&lt;br /&gt;
:* [[Medium shield]] - Middle-ground between large and small.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be equipped on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. Best method to gain body control is by [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain. &lt;br /&gt;
:* [[Mind speed]] - The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special move or perhaps change stance.&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;
:* [[Body]] - Hitpoints/damage reduction (which is possibly also [[User:Urman/Wound_studies|affected by other stats]]).&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 you're outnumbered, 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. This is reduced by using [[defensive fighting]]. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows, parries, and 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. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.&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. 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;
*Mongolian [[Hunting guide]]&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight at 90 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>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Aggressive_fighting&amp;diff=73399</id>
		<title>Aggressive fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Aggressive_fighting&amp;diff=73399"/>
		<updated>2012-06-20T17:42:47Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Fighting]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Aggressive fighting]] style is opposed to [[defensive fighting]]: higher damage is dealt (133 % max) and two-handed weapon speed is increased by up to one second. However, defenses are reduced.&lt;br /&gt;
&lt;br /&gt;
This type of fighting works well when you fight with a group of people and are not the one taking the hits and needing to defend yourself. You hit more often but parry less. Axes are considered good weapons for aggressive fighting, since they do not parry anyway. &lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Normal_fighting&amp;diff=73397</id>
		<title>Normal fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Normal_fighting&amp;diff=73397"/>
		<updated>2012-06-20T17:41:51Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Fighting]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
'''Normal fighting''' style balances offense and defense. Defenses are weapons' defaults, and damage dealt is weapon's default.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/N]]&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Aggressive_fighting&amp;diff=73393</id>
		<title>Aggressive fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Aggressive_fighting&amp;diff=73393"/>
		<updated>2012-06-20T17:33:35Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Fighting]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Aggressive fighting]] style is opposed to [[defensive fighting]]: does higher damage (133 % max) and increases two-handed weapon speed by up to one second. However, defenses are reduced.&lt;br /&gt;
&lt;br /&gt;
This type of fighting works well when you fight with a group of people and are not the one taking the hits and needing to defend yourself. You hit more often but parry less. Axes are considered good weapons for aggressive fighting, since they do not parry anyway. &lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Defensive_fighting&amp;diff=73392</id>
		<title>Defensive fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Defensive_fighting&amp;diff=73392"/>
		<updated>2012-06-20T17:29:56Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills | Skills]] / [[Fighting]] / [[Defensive fighting]]&lt;br /&gt;
&lt;br /&gt;
'''Defensive fighting''' style significantly increases your parry chance and reduces movement penalty. However, this style lowers attack speed, damage, and accuracy in exchange. Defensive fighting is best used with a [[sword]] as these weapons have a high parry change and possibly a [[shield]] to increase the blocking chance even further.&lt;br /&gt;
&lt;br /&gt;
When fighting an [[animal]] with a group, the fighter taking the damage (the [[tank]]) usually uses defensive fighting to minimize injury, while the other players use [[normal fighting|normal]] or [[aggressive fighting|aggressive]] mode.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Normal fighting]]&lt;br /&gt;
* [[Aggressive fighting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/D]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Normal_fighting&amp;diff=73391</id>
		<title>Normal fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Normal_fighting&amp;diff=73391"/>
		<updated>2012-06-20T17:27:12Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Fighting]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
'''Normal fighting''' style balances offense and defense. Defenses are weapons' defaults, and damage dealt is weapon's default, scaled with strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/N]]&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=73390</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=73390"/>
		<updated>2012-06-20T17:22:14Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &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 helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your CR. 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;
Fighting 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 defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&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;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* Chance to hit&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
&lt;br /&gt;
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer.&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. However, 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 around weapon skill level 50, defensive stances become available.&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;
:* 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, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&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 armour provides the largest defense bonus of any armour crafted from non-unique components, at the largest expense of mobility. Plate armour has a high damage reduction factor, second only to [[dragon scale armour]].&lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor. Chain armour is commonly used. Chain reduces a fair bit of damage particularly from swords.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. Studded leather is very popular, as its mix of moderate mitigation and good mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. 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.&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. Made from the hide of [[dragon]] hatchlings, its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor (although this disparity is [[Wurm_Server_Release_Notes_2011#110713_No_more_disappearing_mounts|reduced in PvE]]). Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a red dragon, this kind of armour is superior to plate armour, while having only a very small movement penalty. However, this armour damages faster than any other in combat.&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;
&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;
:* [[Body]] - Hitpoints/damage reduction (which is possibly also [[User:Urman/Wound_studies|affected by other stats]]).&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. 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;
*Mongolian [[Hunting guide]]&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight at 90 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>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Focus&amp;diff=73389</id>
		<title>Focus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Focus&amp;diff=73389"/>
		<updated>2012-06-20T16:25:01Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raising your focus increases your performance in combat. How high you can focus is dependent on your [[fighting|fight skill]]. A general rule of thumb dictates that overall fightskill/15 determines the level of focus that is easiest for you to reach.&lt;br /&gt;
&lt;br /&gt;
You can attempt to focus by turning off autofight and clicking on the eye icon in the fight window.&lt;br /&gt;
&lt;br /&gt;
[[Image:FightOptionsGUI.png|thumb|The fight Options GUI]]&lt;br /&gt;
&lt;br /&gt;
There are six possible states of focus:&lt;br /&gt;
&lt;br /&gt;
0. You are not focused on combat.&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 or by hovering over the eye icon.&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 and you do not swing your own weapon(s).&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>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Focus&amp;diff=73388</id>
		<title>Focus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Focus&amp;diff=73388"/>
		<updated>2012-06-20T16:23:58Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raising your focus increases your performance in combat. How high you can focus is dependent on your [[fighting|fight skill]]. A general rule of thumb dictates that overall fightskill/15 determines the level of focus that is easiest for you to reach.&lt;br /&gt;
&lt;br /&gt;
You can attempt to focus by turning off autofight and clicking on the eye icon in the fight window.&lt;br /&gt;
&lt;br /&gt;
[[Image:FightOptionsGUI.png|thumb|The fight Options GUI]]&lt;br /&gt;
&lt;br /&gt;
There are six possible states of focus:&lt;br /&gt;
&lt;br /&gt;
0. You are not focused on combat.&lt;br /&gt;
1. You balance your feet and your soul.&lt;br /&gt;
2. You are now focused on the enemy and its every move.&lt;br /&gt;
3. You feel lightning inside, quickening your reflexes.&lt;br /&gt;
4. Your consciousness is lifted to a higher level, making you very attentive.&lt;br /&gt;
5. 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 or by hovering over the eye icon.&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 and you do not swing your own weapon(s).&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>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Focus&amp;diff=73387</id>
		<title>Focus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Focus&amp;diff=73387"/>
		<updated>2012-06-20T16:22:37Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raising your focus increases your performance in combat. How high you can focus is dependent on your [[fighting|fight skill]]. A general rule of thumb dictates that overall fightskill/15 determines the level of focus that is easiest for you to reach.&lt;br /&gt;
&lt;br /&gt;
You can attempt to focus by turning off autofight and clicking on the eye icon in the fight window.&lt;br /&gt;
&lt;br /&gt;
[[Image:FightOptionsGUI.png|thumb|The fight Options GUI]]&lt;br /&gt;
&lt;br /&gt;
There are six possible levels of focus:&lt;br /&gt;
&lt;br /&gt;
# You are not focused on combat.&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 or by hovering over the eye icon.&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 and you do not swing your own weapon(s).&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>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Target&amp;diff=73386</id>
		<title>Target</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Target&amp;diff=73386"/>
		<updated>2012-06-20T15:30:52Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &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;
The ''target'' is generally the sole focus of the [[player]]'s offensive capabilities, whereas the player will attempt to defend all incoming attacks whether the aggressor is targeted or not. Normally, if a player has no target selected, any aggression from creatures is met with automatic targeting and retaliation. However, if a player targets one creature afar and is attacked by another, this is not the case - the target will not change. This introduces the possibility that the player will accidentally just stand there doing no attacks. The player will also not be able to change his aim or shield bash in this circumstance.&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:Fighting]]&lt;br /&gt;
[[Category:Babel/T]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Troll&amp;diff=71547</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Troll&amp;diff=71547"/>
		<updated>2012-04-24T09:41:36Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: Updated as per the combat update last summer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|aggro=Yes&lt;br /&gt;
|tamable=No&lt;br /&gt;
|dommable=Yes&lt;br /&gt;
|groomable=No&lt;br /&gt;
|butcheringprod=[[Meat]], [[gland]], [[tooth]]&lt;br /&gt;
|eats=Meat&lt;br /&gt;
|ridable=No&lt;br /&gt;
|swim=No&lt;br /&gt;
|lair=[[Troll mound]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / [[Troll]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A dark green stinking troll. Always hungry. Always deadly.''&lt;br /&gt;
&lt;br /&gt;
A '''Troll''' is a very dangerous huntable [[Animals|creature]]. It can cause large wounds with its [[Huge shod club|club]], as well as bite with strong jaws. It can bash down walls and also regenerate health quickly.&lt;br /&gt;
&lt;br /&gt;
*Can climb anything.&lt;br /&gt;
*Can bash down walls.&lt;br /&gt;
*Moves very quickly.&lt;br /&gt;
*Very dangerous. Can deal 50+ damage wounds on an unprotected person.&lt;br /&gt;
*At least 55-60 fighting skill with good equipment recommended to fight one.&lt;br /&gt;
*If killed, gives the [[title]] 'Trollslayer'. (note: You need to get 1 hit on it before it is killed to get the title.)&lt;br /&gt;
*When [[dominate]]d, cannot destroy fences/stone/house walls.&lt;br /&gt;
*Can pull carts.&lt;br /&gt;
*Drops a 45ql, 15kg [[huge shod club]], which can not be repaired but can be mended.&lt;br /&gt;
&lt;br /&gt;
== Fighting tips == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trolls are extremely dangerous and should only be approached once you're certain you can kill one. They have a huge attack range so if in doubt its best to stay far from one unless examining from in water. In order to be absolutely sure you can kill a troll, make sure you have approximately 55-60 fighting skill and some good studded armour. It is highly recommended to ride a horse when fighting them. Another good idea is to lead the troll near water so you can easily retreat if needed. Trolls can give a deadly mauling wound which tops up over 50 damage. This sort of wound should be healed '''immediately!'''&lt;br /&gt;
&lt;br /&gt;
When in the 30-40 fighting skill range, these creatures are the best to train on with a group of three or more.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Troll.png|thumb|left|250px|A troll]] &lt;br /&gt;
&lt;br /&gt;
young champion troll&lt;br /&gt;
&amp;lt;br&amp;gt;http://i.imgur.com/Mdvgel.jpg[http://i.imgur.com/Mdvge.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Troll&amp;diff=71546</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Troll&amp;diff=71546"/>
		<updated>2012-04-24T09:39:15Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|aggro=Yes&lt;br /&gt;
|tamable=No&lt;br /&gt;
|dommable=Yes&lt;br /&gt;
|groomable=No&lt;br /&gt;
|butcheringprod=[[Meat]], [[gland]], [[tooth]]&lt;br /&gt;
|eats=Meat&lt;br /&gt;
|ridable=No&lt;br /&gt;
|swim=No&lt;br /&gt;
|lair=[[Troll mound]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / [[Troll]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A dark green stinking troll. Always hungry. Always deadly.''&lt;br /&gt;
&lt;br /&gt;
'''Troll''' is a very dangerous huntable [[Animals|creature]]. It can cause large wounds with its [[Huge shod club|club]], as well as bite with strong jaws. It can bash down walls and also regenerate health quickly.&lt;br /&gt;
&lt;br /&gt;
*Can climb anything.&lt;br /&gt;
*Can bash down walls.&lt;br /&gt;
*Moves very quickly.&lt;br /&gt;
*Very dangerous. Can deal 50+ damage wounds on an unprotected person.&lt;br /&gt;
*At least 55-60 fighting skill with good equipment recommended to fight one.&lt;br /&gt;
*If killed, gives the [[title]] 'Trollslayer'. (note: You need to get 1 hit on it before it is killed to get the title.)&lt;br /&gt;
*When [[dominate]]d, cannot destroy fences/stone/house walls.&lt;br /&gt;
*Can pull carts.&lt;br /&gt;
*Drops a 45ql, 15kg [[huge shod club]], which can not be repaired but can be mended.&lt;br /&gt;
&lt;br /&gt;
== Fighting tips == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trolls are extremely dangerous and should only be approached once you're certain you can kill one. They have a huge attack range so if in doubt its best to stay far from one unless examining from in water. In order to be absolutely sure you can kill a troll, make sure you have approximately 55-60 fighting skill and some good studded armour. It is highly recommended to ride a horse when fighting them. Another good idea is to lead the troll near water so you can easily retreat if needed. Trolls can give a deadly mauling wound which tops up over 50 damage. This sort of wound should be healed '''immediately!'''&lt;br /&gt;
&lt;br /&gt;
When in the 30-40 fighting skill range, these creatures are the best to train on with a group of three or more.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Troll.png|thumb|left|250px|A troll]] &lt;br /&gt;
&lt;br /&gt;
young champion troll&lt;br /&gt;
&amp;lt;br&amp;gt;http://i.imgur.com/Mdvgel.jpg[http://i.imgur.com/Mdvge.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animals&amp;diff=71545</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animals&amp;diff=71545"/>
		<updated>2012-04-24T09:30:52Z</updated>

		<summary type="html">&lt;p&gt;HughMyron: Updates/corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Wurm]] is full of '''animals'''/'''creatures'''/'''monsters'''--some harmless and others quite dangerous.&lt;br /&gt;
&lt;br /&gt;
== Spawning and behavior ==&lt;br /&gt;
* There are basically two types of creatures in Wurm: normal animals which can be [[Animal taming|tamed]] (and are usually based on real-world domesticated animals) and monsters which cannot be tamed (and are sometimes also known in the real world) but can often be [[dominate]]d. &lt;br /&gt;
* Most creatures [[spawn]] in [[lair]]s. Some can also be [[animal husbandry|bred]] by players.&lt;br /&gt;
* Most creatures like to avoid civilized areas and will have a reduced spawn rate near such areas.&lt;br /&gt;
* Animals are attracted to food sources. Creatures such as [[huge spider]]s may come to piles of [[meat]], while unicorns may come to piles of [[seed]].&lt;br /&gt;
* Some animals have various [[animal conditions|conditions]] that affect their strengths and weaknesses.&lt;br /&gt;
* Bred animals can have traits that normally spawned animals do not have.&lt;br /&gt;
* Most animals have [[age]]s of young, adolescent, mature, aged, old, or venerable.&lt;br /&gt;
* Animal can be normally fed, fat, or [[starving]]. Starving animals will not give any meat when [[butcher]]ed, and they can die of starvation.&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
: ''[[Fighting skill]] (FS) ranking estimated; proceed with caution. The amount of skill required to kill an animal will also vary greatly depending on the [[player]]'s [[equip]]ped [[weapon]]s and their [[quality level]]s.''&lt;br /&gt;
{| border=1 class=sortable&lt;br /&gt;
|-&lt;br /&gt;
!Animal Name !! [[fight skill|FS]] !! Hostile !! [[Taming|Tamable]] !! [[Animal husbandry|Groomable]] !! Can Swim !! Unique !! [[Meat]], kg !! [[Paw]] !! [[Fur]] !! [[Tooth]] !! [[Animal hide|Hide]] !! [[Eye]] !! [[Bladder]] !! [[Pelt]] !! [[Tail]] !! [[Hoof]] !! [[Fat]] !! [[Gland]] !! Special !! [[Weight]]*&lt;br /&gt;
|-&lt;br /&gt;
|| [[Anaconda]] || 40-50 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 1.50|| || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || - || 50.00&lt;br /&gt;
|- &lt;br /&gt;
|| [[Avatars|Avenger of the light]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● 1.20|| || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || Avatar of ''&amp;quot;[[Gods|Deity]]&amp;quot;'' || ?&lt;br /&gt;
|- &lt;br /&gt;
|| [[Black bear]] || 25 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || - || 50.00&lt;br /&gt;
|-&lt;br /&gt;
|| [[Wolf | Black wolf]] || 15 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 0.90|| bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || - || 50.00&lt;br /&gt;
|-&lt;br /&gt;
|| [[Brown bear]] || 20 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || || || || || || || || - || 50.00&lt;br /&gt;
|-&lt;br /&gt;
|| [[Bull]] || 05 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || ||bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||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;
|| [[Calf]] || 01 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || ||bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●||bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || Grows up into a [[cow]] (she) or [[bull]] (he)|| ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Cave bug]] || 10 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 0.30 || || || || || || || || || || || || [[Cochineal]] || 19.28&lt;br /&gt;
|-&lt;br /&gt;
|| [[Chicken]] || 01 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || || || || || || || || || || || Grows up into a [[hen]] (she) or [[rooster]] (he) || 15.00&lt;br /&gt;
|-&lt;br /&gt;
|| [[Cow]] || 01 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 1.20 || || || ||bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●|| 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;
|| [[Crocodile]] || 30-35 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || - || 50.00&lt;br /&gt;
|-&lt;br /&gt;
|| [[Deer]] || 01 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 1.20|| || || ||bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●|| bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || Must be tamed to lead || 50.00&lt;br /&gt;
|-	&lt;br /&gt;
|| [[Dog]] || 05 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || Must be tamed to lead || 50.00&lt;br /&gt;
|-&lt;br /&gt;
|| [[Dragon | Red dragon]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || [[Titles#Special_titles|Title]] 'Dragonslayer'. [[Dragon scale]] || 50.00&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Dragon | Dragon hatchlings]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || Title 'Dragonslayer'. [[drake hide]] || ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Foal]] || 01 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● 0.90 ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●  || bgcolor=&amp;quot;#CC0000&amp;quot;|●  || bgcolor=&amp;quot;#CC0000&amp;quot;|●  || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●  ||   || Grows up into a [[horse]]|| ?&lt;br /&gt;
|-&lt;br /&gt;
|| [[Forest giant]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Title 'Giantslayer'. 65ql [[huge shod club]] || ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Goblin]] || 10 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Loots weapon || 50.00&lt;br /&gt;
|- 	 &lt;br /&gt;
|| [[Goblin leader]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Title 'Fearless'. Group leader, loots weapons. 45ql [[short sword]], 45ql [[iron shield]] || ?&lt;br /&gt;
|-	  &lt;br /&gt;
|| [[Hen]] || 01 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Chickens follow hens, hens follow roosters || 0.36*&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Horse]] || 05 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 1.30 || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || 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;
|-	 &lt;br /&gt;
|| [[Hell horse]] || ? || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? ||  || |||| || || || ||  || || || || |||| || Can be Bred	 &lt;br /&gt;
 || 50.00?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Hell hound]] || ? || ||  || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || |||||| |||||| || ||	 &lt;br /&gt;
 || 50.00&lt;br /&gt;
&lt;br /&gt;
|-  &lt;br /&gt;
|| [[Huge spider]] || 25-30 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 0.90 || || || || || || || || || || || || - || ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Kyklops]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || Title 'Giantslayer'. 65ql huge club || ?&lt;br /&gt;
|-	&lt;br /&gt;
|| [[Large rat]] || 01 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 0.30 || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || ||	bgcolor=&amp;quot;#CC0000&amp;quot;|● || - || 7.14&lt;br /&gt;
|-&lt;br /&gt;
|| [[Lava fiend]] || 40-45 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || On fire. [[Charcoal]], [[flint]], [[heart]] || 50.00&lt;br /&gt;
|-	 	 &lt;br /&gt;
|| [[Lava spider]] || 30 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || On fire. Charcoal || 50.00&lt;br /&gt;
|-	&lt;br /&gt;
|| [[Mountain gorilla]] || 40 || bgcolor=&amp;quot;#CCCC00&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || Hostile to [[Horde of the Summoned]], spawns in [[Jenn-Kellon]] and [[Mol-Rehan]] || ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Mountain lion]] || 10 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || - || 50.00&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Pheasant]] || 01 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || - || 15.00&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Pig]] || 01 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || - || 50.00&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Rabid hyena]] || 50-60 || bgcolor=&amp;quot;#CCCC00&amp;quot;|● || ||  || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Hostile to [[Jenn-Kellon]] and [[Mol-Rehan]], spawns in [[Horde of the Summoned]]	 || ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Rooster]] || 01 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Followed by hens || 15.00&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Scorpion]] || 30 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || [[Cochineal]] || 50.00&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Shark]] || 90+ || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 1.50 || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 2 || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || Only found in the ocean || ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Tower guard]] || 35-40 || bgcolor=&amp;quot;#CCCC00&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Hostile to the opposing [[kingdom]], only gives meat to [[blacklighter]]s || ? / +- 90&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Troll]] || 60-70 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● 1.20 || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || 45ql huge shod club || ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Troll king]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || Group leader. 65ql huge club || ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Unicorn]] || 25 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || [[Twisted unicorn horn]]. Must be tamed to lead|| ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Wild boar]] || 50-60 || bgcolor=&amp;quot;#CCCC00&amp;quot;|● || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || Hostile to [[Horde of the Summoned]], spawns in [[Jenn-Kellon]] and [[Mol-Rehan]] || ?&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Wild cat]] || 05 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || - || 7.14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) Weights requires update or confirmation as of undocumented January 2012 update, all corpses expect human ones max is now 50.00kg.&lt;br /&gt;
&lt;br /&gt;
==[[Image:Information_icon.png|15px]] Notes ==&lt;br /&gt;
* Creatures can be [[examine]]d to determine their [[wound]]s, if any (look at their [[Inventory#Body|equipment]] to see the body with wounds).&lt;br /&gt;
* Some rare creatures will drop unique items when killed, some of which are highly valuable.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Animal conditions]]&lt;br /&gt;
* [[:Category:Bestiary|Bestiary]]&lt;br /&gt;
* [[Butchering]]&lt;br /&gt;
* [[Dominate]]&lt;br /&gt;
* [[Fighting]]&lt;br /&gt;
* [[Lair]]&lt;br /&gt;
* [[Taming]]&lt;br /&gt;
* [[Pet]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[Wikipedia:Mob (computer gaming)|Wikipedia: Mobs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/A]]&lt;br /&gt;
[[Category:Bestiary| ]]&lt;/div&gt;</summary>
		<author><name>HughMyron</name></author>
		
	</entry>
</feed>