Difference between revisions of "Fighting"

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(typos, damage messages)
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== Damage messages ==
 
== Damage messages ==
:*Tickle - 0 to 5 wound
 
:*Slap - 5 to 12 wound
 
:*Irritate - 12 to 24 wound
 
:*Hurt - 24 to 36 wound
 
:*Harm - 36 - 48 wound
 
:*Damage - 48+ wound
 
  
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* Tickle - 0 to 4 wound
{{stub}}
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* Slap - 4 to 12 wound
 +
* Irritate - 12 to 24 wound
 +
* Hurt - 24 to 36 wound
 +
* Harm - 36 - 48 wound
 +
* Damage - 48+ wound
 +
 
 +
Note that if an existing wound is hit, the message indicates the total state of the wound and not the actual damage inflicted.
 +
 
 
[[Category:Skills]][[Category:Babel/F]]
 
[[Category:Skills]][[Category:Babel/F]]

Revision as of 23:29, 15 December 2006

Main / Skills / Fighting

Description

Skill used in fighting animals and other players.

Sub-skills

  • Weaponless fighting - Fighting without weapons equipped.
  • Aggressive fighting - Increases attack speed while sacrificing parry percentage and dodge rate.
  • Defensive fighting - Increases dodge and parry rates while sacrificing attack speed
  • Normal Fighting - A middle road fighting style with no boosts or penalties to dodge, parry or attack speed.
  • Taunting - Attempting to taunt your opponent to attack you instead of your allies.
  • Shield-Bashing - Knocking over your opponent with your shield. Higher skill in shield bash results in longer time opponent is disabled on ground.
    A combination of shield skill and shield bash skill calculate chance to hit.

Weapons

  • Swords deal cutting and stabbing damage. Swords have the highest parry rate and do a moderate base damage before armor modifiers with a moderate speed.
  • Axes deal cutting damage. Axes do not parry so should be considered strongly for use with Aggressive fighting. Axes are the fastest weapon in its class and do the least damage before armor modifiers.
  • Mauls deal bashing damage. Mauls recently have done the highest base damage of any weapon in its class before armor modifiers. In exchange for the high damage they parry less frequently then swords and have the slowest attack speed in class.

Armour Types

Each armor type has a distinct a advantage and disadvantage.

  • Plate Armour - Generally provides the highest base defense with large penalties to speed. Wearing plate you will see a lower attack speed and a lower walking speed. It is also important to realize that the weight of the plate suit further will limit your usefulness in combat. A plate suit adds nearly 50kgs of weight. Plate also has a defense bonus vs cutting. The equipment also has a penalty vs mauls causing higher damage to the equipment when attacked with a maul.
  • Chain Armour - Generally provides a middle ground base defense with moderate penalties to speed. The wearer will walk moderately slower and have a moderately slower attack speed. Chain armor offers a defense bonus vs stabbing damage, while the equipment itself receives extra damage from stabbing.
  • Leather Armour - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather Armor has defensive bonuses to bashing, while the equipment itself also gets extra damage from cutting.
  • Studded Leather Armour - Generally provides a moderate amount of base defense with similar penalties as leather Armor. Studded Leather Armor represents a good common ground between speed and reasonable defense though still less base defense then plate provides.
  • Cloth Armour - Offers little to no protection from any weapon class. This should not be used as armor vs any opponent.

Shields

Shields have a percentage chance to block any melee attack, based on skill-level and class of shield, up to a maximum of 75%.
  • Large shields - Have the greatest base percentage to block with the highest penalty against weapon speed. while small the lowest however speed penalties are inverse.
  • Small shields - Have the lowest penalty to weapon speed with the lowest base percentage to block.
  • Medium shields - A balance between speed and block percentage.

Shields should be wielded on your arm, not your hand.

Fighting Key attributes

  • Body Control - Helps with chance to hit, accuracy or attack speed. Best method to gain body control is by fighting however smithing, woodcutting and carpentry all offer good skill gain.
  • Mind Speed - Helps with chance to hit, accuracy or attack speed. Best method to gain Mind Speed is by fighting however yo-yoing also provides good skill gain.
  • 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.

Fighting rules/tips

  • If you get hit, you can start "hurting". That means you move slower.
  • Armor slows down the wearer. Heavier armor also slows down the attack speed so light armor like leather has a lower attack speed penalty then steel which slows down your attack speed considerably.
  • Bigger numbers matter. Gang up on people.
  • Moving while fighting gives a penalty to the hit odds to moving people, and a big penalty to the parry odds.
  • Tools and wooden items aren't good weapons.
  • Use 'Spam Mode' to show missed blows or blows for zero damage.
  • Try not to fight while climbing.
  • Higher levels of strength are a factor in how much damage you can deal out.
  • Primary weapon should be wielded in the right hand, as the left hand attacks and parrys less often.
  • Wielding a shield and weapon on the same arm causes the weapon not to be used.
  • Certain Weapons are two-handed.

Attacking with Bows

  • To shoot you need to activate your bow (No need to put it in your hands) and right click on your target.
  • The Arrows shot first are the ones in your quiver on your body, next are the ones in your quiver in your inventory, next is ones in your hand, and last is the ones in your inventory.
  • Best bows are made from Willow.
  • Best arrows are made from Cedar.
  • Quality of the Bow String affects hit chance and the chance that it breaks.
  • Quality of the arrow affects hit chance and the chance that it breaks.
  • See Archery

Attacking with Catapults/Siege Weapons

  • Fires 1 tile per winch.
  • Can not be any closer than 10 tiles from the target object to hit.
  • Does not always hit.
  • Need 21 strength to use.
  • See Catapult

Damage messages

  • Tickle - 0 to 4 wound
  • Slap - 4 to 12 wound
  • Irritate - 12 to 24 wound
  • Hurt - 24 to 36 wound
  • Harm - 36 - 48 wound
  • Damage - 48+ wound

Note that if an existing wound is hit, the message indicates the total state of the wound and not the actual damage inflicted.