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Basic combat is viable for hunting, but it is extremely dangerous
and difficult without the use of combat enhancers such as magic,
bardic songs, alchemy, traps and ambushing, or battlecraft skills.
These skills are all covered a bit more in the skills section of
this documentation. This is a good thing to keep in mind when choosing
your skill tier at the beginning of your adventure, you don't want
to leave out any of the above skills unless you want to have a hard
time of it or just not hunt period.
Basic Combat does not favor any profession or skill group in any
way. Some professions or skill groups may have more modifiers or
better enhancements to help them along in combat, but at its very
base the system makes no decisions based on you profession. Lack
of weapons and dodging skills are easily made up with combat enhancers
that were discussed in the first paragraph or trade skills which
you will hear more about later.
Different Types
of Combat
Player versus Player (PvP) and Player versus Critter (PvC) combat
are based upon two different base concepts, and exist for completely
different purposes. PvC combat allows a player to hunt creatures
at or near their level, in exchange for treasure and experience.
This is mostly to help you advance in level and afford all the cool
and nifty things available in the game. The tougher the critter,
the more compensation you receive in both the form of wealth and
experience.
PvP combat does not reward the victor with any experience or dinar.
Engaging in combat with your fellow players is not possible in the
majority of the game but special areas do exist, such as arenas,
where you may engage in these activities. Do not expect that simply
because you are 100 levels the senior of an opponent that the outcome
will be a foregone conclusion. You will find that you must use your
advanced skills, abilities, equipment, and tactics to prevail in
PvP combat, as no preference is given to level.
Hunting Tactics
When hunting the various critters found throughout the lands, there
are a couple of concepts you should be aware of. Your ability to
hit creatures is largely a factor of the level difference between
you and your intended prey. When you are hunting creatures your
level, you will be able to hit them roughly 50% of the time and
they will have the ability to hit you roughly 40% of the time. You
will be able to do approximately 20% more damage to creatures than
they can do to you. This gives the player an upper hand, but does
not ensure victory. Creatures are intelligent and will use tactics
to exploit your weaknesses. Not only that, the creatures have access
to all the skills and abilities that a player does.
No best tactic, weapon, armor, training path, or skill will ensure
that you will always prevail in combat. You must study your opponent,
go into combat prepared for contingencies, and it is a very good
idea to always have a getaway plan for when things begin to go poorly.
Different creatures are going to fight differently. Some may be
pack animals, some may be loners but possess the magic needed to
summon creatures to fight for them. You really need to feel things
out and know what you're going up against before rushing headlong
into a situation.
The time required to kill any given creature on level is targeted
at 45 seconds. The means of achieving this are provided through
a mix of basic combat, combat enhancers made available through your
choice of training paths, equipment, tactics, and skills. The system
is carefully designed to ensure that everyone can achieve this.
Just as much care has been taken to ensure that no matter what techniques
you use, you will very rarely exceed this either. If you find that
you are not achieving an average kill time of 45 seconds, talk to
other players, try changing tactics, use different equipment, and
explore the possibilities.
Combat is not designed to be easy. If you wish to portray a character
that does not use combat enhancers or favors only one method or
tactic, then do so knowing that you are entering combat at a disadvantage.
Our creatures WILL attempt to exploit your weaknesses.. if you refuse
to exploit theirs then you can expect to have difficulty. All creatures
throughout the lands have a weakness. All creatures also have strengths,
or resistances to specific tactics. For instance, skeletons are
immune to piercing damage, but they are vulnerable to bashing damage.
There are many areas in game where the creatures compliment each
other's skills, abilities, weaknesses, and strengths. This makes
the area more difficult to hunt in, without increasing the skills,
abilities, weaknesses, or strengths of a single creature. If one
creature is vulnerable to blunt damage, another creature in that
area may very likely be immune to blunt damages. We are of the opinion
that intelligent creatures may form bonds with, or live in close
proximity to creatures that are their polar opposites.
How to Engage in
Combat
Now that you know the basic concepts and a few tips for what's behind
the combat, let's show you how to get into a combat situation. To
engage in combat, grab your trusty weapon (for new players, free
ones are available in the mentor garden) and begin exploring for
an appropriately challenging creature to do battle with. For new
players, the rats and bullies in the catacombs under Athens are
a good starting point. Higher level players may have to roam a little
farther to find just the right evil creatures to defeat.
Use the MEASURE command to gage how much of a threat to
you an evil creature represents. Opponents that are worthy will
provide a suitable challenge. Opponents that are dangerous should
be avoided unless you are very sure of your skills!
Once a suitable creature has been found, the next step is to engage
them in combat. Engagement can be accomplished via the ADVANCE
or LEAP commands. Note that LEAP requires some
acrobatics skill, so beginning heroes will have to stick to ADVANCE.
Keep in mind that some weapons, like bows, pole arms and some special
abilities, are able to attack from outside of melee range and so
do not require you to ADVANCE into melee first.
When engaged to a creature, remember that you might be positioned
to its front, rear, left, or right. Also, a sneaky creature might
move around to be on your front, left, rear, or right. Use the EVALUATE
command to determine which creatures have engaged you and on which
side. Use the TURN command if you need to turn to one side
or another so that you are engaging your opponent front-on.
Once engaged, you can begin melee combat. This is done by choosing
the attack you wish to do and typing in the relevant commands. For
new players, some good suggestions might be JAB and SWING
if you have a weapon, and LIGHTNING PUNCH if you do not.
Follow the attack name with the name of the creature you are attempting
to strike. For example, to perform a jab against a mermel, you would
type JAB MERMEL.
Note that you do not need to reference the name of your weapon
in the command. As long as the weapon is in your hand, it will be
used. Also, once you have targeted a creature you need not type
its name every time you swing, just type JAB along and
it will default to the last target you attacked. This is very important
to keep you from switching targets if another one enters the room.
What Are All Those
Numbers?
Once you attack a creature, your attack and its results will be
displayed. It will look similar to the following:
You swing your steel journey staff at the
berserker.
[Attack STR: 79 / Dodge: 198]
...The berserker attempts to dodge the attack.
[To-hit:70 Roll(1d100):79]
...Your steel journey staff is the very shape of devastation
as it bashes the berserker! If he can still walk after that,
the berserker should rethink ever tangling with you again!
...The berserker suffers 817 points of damage! The berserker
is lucky to still be in one piece!
...The berserker is stunned!
Roundtime: 4 sec. |
Let's break this down and explain what just happened:
You swing your steel journey staff at the berserker.
[Attack STR: 79 / Dodge: 198]
This number shows your skill versus the target's effective
dodge. This determines how well they will be able to dodge.
...The berserker attempts to dodge the attack.
[To-hit:70 Roll(1d100):79]
This line displays some key information as to how well
you are fighting. The first number, To-hit, indicates the number
you must roll by the random die roll for your attack to hit. The
second number is a randomly generated number between 1 and 100.
In the above example, the To-Hit threshold was 70, indicating
the random roll must be 70 or above to hit.
...Your steel journey staff is the very shape of devastation
as it bashes the berserker!
If he can still walk after that, the berserker should rethink
ever tangling with you again!
...The berserker suffers 817 points of damage! The berserker
is lucky to still be in one piece!
Directly under the result line and indented slightly
will be the second result line. This displays the total amount
of damage done to the opponent.
...The berserker is stunned!
After the two result lines there may or may not be additional
lines to display extra effects that may have occurred with the
attack. In the above example, there is a line indicating that
the attack stunned the mermel. A stunned opponent is unable to
act for a short time.
Roundtime: 4 sec.
The very last line is the roundtime line. This is the
time, listed in seconds, for which you will be unable to act after
making an attack. This represents the time it takes to perform
and recover from the attack. This is a very important piece of
information. During the roundtime you will be unable to move or
perform any actions. Also, during that roundtime you will be considered
"off-stance" and opponents will have an easier time
hitting you. You can use the STANCE command to determine
how off-stance you are during roundtime. The amount that you become
"off-stance" during the roundtime is dependant on the
move you did.
Creatures will also become off-balance after attacking you, so
a good attack strategy is to try and time your attacks so that you
strike when a creature is off-balance. Keep repeating your attacks
until your opponent dies or flees! You can use the HEALTH
command to determine how many hit points you have remaining. If
it looks like you might lose the battle, don't hesitate to use the
RETREAT command to disengage and then run away! Discretion
is the better part of valor.
If your opponent dies, remember to use SEARCH command
to search their bodies. You might recover some money or valuable
items from their corpse.
To-hit
The To-hit number, as we mentioned above, shows your chance of successfully
hitting a foe with a particular attack. To-hit is influenced by
a variety of factors. The first and most important of these factors
is the level of the attacker versus that of the defender. You can
check your own level with the EXP command. A creature that
you MEASUREd and seems to be a worthy opponent will be
around your own level. A creature that measures as dangerous will
probably be somewhat above your level.
The level of the attacker lowers the To-hit number, and the level
of the defender raises the To-hit number. If both the attacker and
the defender are the same level, these modifiers will cancel each
other out. In practical terms, you will have a very hard time hitting
players or creatures that are higher level than you, and an easy
time hitting ones that are lower level.
The second factor that influences To-hit is stance. You can check
your stance with the STANCE command. If both the attacker
and the defender have a stance of 0, then the To-hit will be unmodified.
Note that will almost never occur. Stance is set automatically by
combat moves and endures for the duration of that move's roundtime.
Both the attacker's and defender's stance lower the To-hit number,
making it easier to achieve a hit. There are also extra factors
that may influence the To-hit number. These include things like
being prone, stunned, or immobilized by webs.
Ouch! That Smarts!
The damage that is done on a successful hit is dependant on the
weapon used, or the brawling move used in the case of unarmed combat.
The skills of the attacker and the defender also modify the damage
heavily. A skilled attacker will have no trouble inflicting large
amounts of damage.
For the attacker, damage is modified upward by the relevant offensive
skill. If the attacker used a one-handed weapon, then the skill
involved would be melee weapons. Likewise if the attack was an unarmed
attack, then the relevant skill would be unarmed combat, etc.
For the defender armor is used to lower the damage. While dodging
helps you not to get hit at all, your armor (the armor skill itself
allows you to wear armor without penalty) is what determines the
damage you take when you are hit. Attempting to wear more armor
than your skill will support will result in encumbrance. Encumbrance
modifies the damage up quite a bit.
All damage you deal to a foe will fall under one of several types.
Such types include: bashing, piercing, slashing, fire, electrical,
cold and holy damage as well as many others. The above list is not
exhaustive, merely a sampling. Normally the damage dealt will be
quite obvious from the messaging or nature of the attack. In the
case of weapons, you can determine what sort of damage a weapon
deals by using the ASSESS command on your weapon.
It's important to be aware of the damage type or types you are
inflicting since different opponents may have resistances or vulnerabilities
to some attacks. The thick hides of some animals may render them
resistant to piercing damage for example, and so they will take
little or no damage from rapiers or daggers.
Roundtime
Roundtime is a factor of both your ability to wield your weapon
your mastery over the attack that was used. Either your strength
or your coordination or possibly both will reduce your roundtime
associated with your weapon. To determine which of these attributes
affects your weapon, you should MEASURE it. A weapon will
be either ultra-light, light, medium, or heavy. Note that these
weight ranges are not absolutes, but rather relative to the weapons
class. A greatsword might weigh more than a longsword, but a longsword
is a heavy one handed weapon and a greatsword is a light two handed
weapon.
Some moves have longer roundtimes than others. JAB is
much faster than LUNGE for example. Experience and practice
will help you determine which moves have the optimum speed for your
needs. Remember that while you are in roundtime you are off-balance
and easy to hit, so the shortest possible roundtime can be critically
important.
Weapons
There are 5 basic weapon classes in Alliance
of Heroes, each drawing on different skills, or sets of skills,
which you may train in. Each weapon has a minimum and maximum damage
value. Various materials throughout the lands modify these base
values, giving you inherent benefits and penalties based on those
materials. Weapon damage is adjusted upwards as you train in the
corresponding weapon skill. You may also learn more maneuvers as
your character progresses in both level and skill.
One-Handed Weapons
A player may wield a one-handed weapon in each hand, may choose
to use a shield, or may leave the non-weapon wielding hand empty
to receive a hand-and-a-half damage bonus for that weapon.
Two-Handed Weapons
Two handed weapons require that the non-weapon hand be empty while
attacking. All two handed weapons receive a two-handed weapon
bonus to damage.
Polearm Weapons
Polearm weapons may be use either in melee combat or at ranged
combat distances. While at ranged distances, Polearm class weapons
draw on your ranged weapon skills for damage. While in melee,
the weapon draws on your melee weapons skill for damages. There
are slight penalties for using a polearm class weapon in melee
combat as they are considered less effective at close distances.
Brawling Weapons
Brawling weapons are weapons that can be used while you wear them,
in conjunction with brawling attacks. These weapons increase the
damage of normal brawling attacks, and in some cases open up new
brawling attacks, based on the individual weapon used.
Ranged Weapons
Ranged weapons are either thrown or fired at an opponent. These
weapons may be used without having to engage in melee combat with
your opponent
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