Fighting
Jump to navigation
Jump to search
Contents
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.
- 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.
Special armour types
- Dragon hide armour - The best leatherworking based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.
- Dragon Scale Armour - Dragon scales are the best armour available. Made out of the scales of a red dragon, this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.
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 and tracking also provides some 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.
- Body Stamina - Determines the amount of damage you can take before death, as well as how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by mining, digging, and woodcutting.
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 and will require that any shield be unequipped.
Attacking with bows
- Short bows are best shot from 5 tiles.
- Bows are best shot from 10 tiles.
- Long bows are best shot from 20 tiles.
- 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
- 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.
Training fight skill
The best way to train fight skill is by fighting opponents that are near your skill range, that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match.
A lot of players tends to train on weak animals with weapons or tools that do low damage, however by doing so you will lose out on gaining weapon skill so it's rather a trade off for playing it safe.