Combat
High level overview
Abandoned Realms is unabashedly and unapologetically based on dikumud. Like all
diku derivatives, everything rests on the fundamental concept of a 20-sided die roll.
Most gameplay revolves around the concept of beating a roll out of 20.
The major modification to diku combat in Abandoned Realms is to base it also upon the
rock-paper-scissors model, so that there simply are no "all powerful" weapons or
skills - a player can gain an edge in combat by choosing the right weapons and skills
to use for the situation, not just from having higher stats.
This page serves as a reference to learn the combat system of Abandoned Realms. It
is not the be-all, and end-all. Each class has unique talents that won't be covered
here. However as a primer and a refresher for those who have been out of action for
a while, we hope it is useful.
Overview
Player vs Mob
When fighting a mob (a character not controlled by a player), the battle is
quite simple. Engage the mob, and let your sword do the rest. If you get too
hurt you can flee and rest up safely somewhere nearby, since creatures aren't
smart enough to follow quickly or very far. Generally it will attack you back
with whatever abilities it has, until it is dead or it has killed you.
Because mobs are less intelligent, they have more health, and in some cases
much more lethal spells than players. This is especially true when facing
dragons. Just remember the three R's - run, rest, return. Patience kills
most any creature in the lands.
Player vs Player
The true intensity of a player vs player fight is realised through the use of
abilities special to your chosen class. For example, a
thief may enter
a fight against a warrior
using a "weapon advantage" to even the odds with the warrior's superior weapon-based
defences. With skills to seal the advantage, it isn't long before the smarter fighter
will conquer his opponent.
The description of each of your skills will be covered in the helpfiles for
your chosen class, so be sure to refer to them often to ensure that you are
making full use of them.
Classes have far more ways to attack than simple damage skills. From skills
that pin your opponent in the fight, to spells that inflict him with disease,
there are literally hundreds of unique and fun ways to inflict pain on an enemy.
PK ranges
PK starts at level 10, and levels cap out at 50. There is a maximum level
difference of 8 levels for PK ranges. This ensures that you may only be harmed
by players that are at similar levels. The main factor in determining the width
of PK ranges is your character's
EXP COST.
When trying a new class, consider building a character with a 0 exp cost, or as
low as possible. This will ensure that you rarely have to face people with many
levels on you. High exp costs are worthwhile if you are able to make use of what
got them that penalty.
Adrenaline
Adrenaline is caused by recent combat:
Mob adrenaline
Defensive PK adrenaline - attacked by another player / hireling of player
Aggressive PK adrenaline - attacked a player
If affected by adrenaline, you will be unable to quit the game for
a short while. PK-based adrenaline lasts twice as long as mob-based
adrenaline, and the type also affects certain "stealth" skills that
may be available to your character. For example, if you have defensive
PK adrenaline, it would be easier to use "HIDE" than it would under
aggressive PK adrenaline.
Pulse
At the heart of everything is the pulse. Each second has four pulses,
and those are the only times that *anything* inputted into the game can happen.
When you input a command, it enters into a queue. This queue is processed
each pulse, *one* command at a time. Pulses are easily observed by scrolling
a few empty lines. You won't get more than four new prompts per second.
Command Lag
Not to be confused with internet-connection based "lag", command lag is
imposed by the server, and its duration is enforced in pulses.
All combat commands (including spells) have pulse-based command delays, to
represent the time taken to perform an action. This means that when you use
them, your character is rendered immobile for a little while. Commands
will still be accepted by the game, to be used in sequence at your next
*available* pulse. When will that be? It depends.
Some of the best abilities in the game have considerable command delays. Others
(the aptly named "lag skills") can inflict this upon your opponent.
Be careful! After you queue commands like this, you are commited to those choices
until they've played out. For example, if you spam two kick commands, and get dispelled
after performing the first, you've landed in an unhealthy predicament you could have
easily avoided by simply not spamming the kicks.
Damage Types
Damage is categorized into two fields - physical and magical.
Physical damage:
Pierce - (stab, peck, charge, pierce, etc)
Blunt - (beating, crush, smash, pound, etc)
Slash - (cleave, slice, slash, etc)
Negative - (pain, life drain)
Magical damage: (everything else)
Fire - (flaming bite, flames)
Cold - (freezing bite, chill)
Water - (drowning, typhoon, torrent)
Lightning - (shocking bites, shock)
Energy - (rays)
Divine - (wrath, divine power, holy fire)
Mental - (dreams, illusionary spectres)
Immunities, Resistances, and Vulnerabilities
The order of priority is IMM > VULN > RES. For example, if an opponent
is vulnerable to magical attacks, but surrounded by a mana shield, the mana
shield will provide immunity against those attacks.
1) Direct Damage Types
If your character is vulnerable to a damage type, then:
it will take extra damage from that kind of attack
it will be more susceptible to spells that are based on that damage type
For a resistance, the reverse is true. An immunity is exactly what it says.
Example, a dwarf is resistant to magic, but vulnerable to water. He takes
less damage from most spells and magical-based attacks, and has a naturally
higher SAVING THROW. However, water-based attacks and spells will hurt him
more than usual.
2) Material-based Types
If a stated vulnerability is a MATERIAL, for example a drow is vulnerable
to silver, then the character will be unable to touch that material. However,
will only suffer extra damage from its projectiles.
Attributes
There are five attributes - strength, intelligence, wisdom, dexterity, constitution.
Attributes help to define the strengths and weaknesses of the character. The success
rates and affects of many abilities in the game is governed by a primary attribute.
Every character has a unique set of starting attributes. Attributes cannot be raised
above their maximums (15-25, based upon race).
Strength
Strength is an ability score representing a character's muscle power,
endurance, and stamina. High strength will allow you to carry more weight
and hit harder. You will also need to be strong in order to wield heavier
weapons and hold heavier shields.
Intelligence
Intelligence is an ability score representing a character's memory,
reasoning, and learning ability.
High intelligence will allow you to learn more when you practice,
gain more mana per level, and regenerate mana faster. Your skills
will also improve faster with a high intelligence.
Wisdom
Wisdom is an ability score representing a composite of a character's
intuition, judgment, common sense, and will power.
High wisdom allows you to gain more practices and mana per level. You
will also improve your skills faster with high wisdom.
Dexterity
Dexterity is an ability score representing a combination of a character's
agility, reflexes, hand-eye coordination, and the like.
High dexterity will allow you to hit better, dodge better, carry more items,
and improve your natural armor class.
Constitution
Constitution is an ability score representing a character's general
physique, hardiness, and state of health.
High constitution allows you to gain more hit points per level and heal
faster. You will loose one constitution point every five deaths. When
your constitution drops too low, you will die permanently.
Melee
Hitroll and Damroll
The HITROLL attribute improves chances to bypass defences (except shield block).
The DAMROLL attribute adds extra damage to your melee attacks.
Consider the amount of defences your opponent has when deciding how
to weight your hitroll/damroll attributes.
Defences
There are three main defences for melee attacks and a fourth, much less effective
defence in the form of armor class. The amount of defences a class learns further
defines the player's ability to take hits from others -
fighter classes
have three, rogue classes
have two (one enhanced), cleric classes
have two (one penalized), and
mage classes have only one.
Armor
This is the weakest "defence". Armor class creates a chance for your enemy
to miss you outright with his attack. The governing stat is simply his LEVEL
and HITROLL. After level 35 (where all classes will have received their full
regular defences), any enemy will easily get around armor class.
Armor class also offers some minor damage reduction, so it isn't totally
worthless beyond those early levels, but definitely not a focal point.
Shield Block
This is easily the safest defence because there is no easy counter in the
form of HITROLL. The governing stats for shield block are
WISDOM and
CONSTITUTION.
Shield block is learned by warrior classes and cleric classes,
though clerics are less capable.
Axes have a greater chance of bypassing your opponent's shield block.
The barrage skill can disable your opponents shield block temporarily.
Shield disarm can knock a shield into your opponent's inventory.
Dodge
This is a dependable defence, its governing stat being
DEXTERITY.
Dodge is learned by warrior classes and rogue classes. Rogue classes can improve
their dodging even further with their unique counterbalance skill.
Spears have a greater chance of bypassing your opponent's dodge.
The hobble skill can disable your opponent's dodge temporarily.
HITROLL improves chance of bypassing your opponent's dodge.
Warrior guilds can gain COMBAT STYLE advantage to improve their chance of bypassing dodge.
Parry
A much less simplistic defence, its governing stat is
STRENGTH. Like dodge,
parry chances are affected by the opponents HITROLL rating. However, a further
dimension is granted by the weapon you use itself. Every class learns how
to parry.
This chart gives the parry ratings for each weapon. A * would mean
very poor, whereas ***** would be the best option.
PRIMARY OFFHAND
off def off def
axe | **** | ** || **** | * |
dagger | ** | ** || *** | **** |
exotic | **** | ** || **** | ** |
flail | ***** | ** || ***** | * |
mace | ** | **** || ** | *** |
spear | ** | **** || ** | **** |
sword | **** | *** || *** | ** |
whip | ***** | * || ***** | * |
bow | ***** | ** |
polearm | **** | **** |
staff | *** | ***** |
WEAPON TYPE advantage reduces your enemy's chance of parry.
HITROLL reduces your enemy's chance of parry.
Weapon Type
Some skills (including parry) are also affected by the "weapon types" matchup:
blades > shafts
shafts > segments
segments > blades
The weapons belonging to each of these weapon types are:
BLADES: dagger, sword
SHAFTS: axe, mace, polearm, spear, staff
SEGMENTS: bow, exotic, flail, whip
Tip - Resistances and vulnerabilities supercede weapon advantages in most
cases. Take care not to squander your advantage against a resistance, or
worse, wield a weapon that'll get countered by another that hits your
vulnerability.
Combat Style
Some skills (including dodge) are also affected by the "combat style" matchup:
two-hand > dual wield
dual wield > defensive
defensive > two-hand
Each combat style is defined by the following:
TWO HAND: Using any two-handed weapon or double gripping any weapon.
DUAL WIELD: Using any weapon and any additional weapon in the offhand.
DEFENSIVE: Using any other style, such as shield block and counterbalance.
Magic
Afflictive Spells
Spells which cause direct damage to one's target are known as afflictive
spells. Notable spells of affliction include wrath and hellstream. This
sphere of magic is wielded most strongly by
invokers.
Maledictive Spells
Spells which use negative energy to cause harm to one's target are known as
maledictive spells. Notable maledictive spells include blasphemy and sleep.
This sphere of magic is wielded most strongly by
necromancers.
Mental Spells
Spells which produce a wide range of magical effects are known as mental
spells. Notable mental spells include summon and dispel magic. This
sphere of magic is wielded most strongly by
illusionists.
Save Throws
Spellcasters take a different approach to combat. Defences will not block
incoming spells. Instead, you will need to acquire SAVE VS SPELL equipment.
Your natural resistance to spells begins at about 40%, and additional saves
can boost it to nearly immune.
Spells are organised into categories, so to protect against a particular
spell, improve your save vs the category it belongs to.
Save Breaks
Just as one can wear equipment to help 'save' or defend against spells,
so can spellcasters wear savebreaking equipment to enhance their chances of
penetrating their target's spell defenses. Savebreaks fall into either the
afflictive, maledictive, or mental categories. Every point of savebreak
will counteract one point of save, but this relationship is not exact:
savebreaks will be more effective against targets who have high spell
resistances, and less effective against magically vulnerable foes who have
little defense to penetrate anyhow.
Savebreaks do not stack. When wearing multiple savebreaking items, only the
highest savebreak value in each category counts toward one's ability to
savebreak. Savebreaking items are of no use to non-spellcasters.
Savebreaking items can be acquired via gambling for random items.
Preps
Throughout the lands, there exists all sorts of elixirs, potions, scrolls and
wands that can be used to apply spells to your character. These are known
collectively as resources, and their scarcity adds an extra dimension to the
player vs player fight.
To use a potion, quaff it. Anyone can use potions without formal training.
An example of a common potion is the purple potion (sanctuary) from the
Dwarven Mines,
and of course the potion of recall available in every hometown's potion shop.
To use a pill, eat it. Anyone can use pills without formal training. A
commonly used pill is the purple spotted pill (teleport) available in
Seringale's pill shop. Some herbs may also turn out to be pills.
To use a scroll, recite it. Not all classes may learn to use scrolls.
The same goes for wands (zap) and staves (brandish).
Healing
Regeneration
Once you are hurting badly, you will need to retreat and recover. You can use
the 'REST' and 'SLEEP' commands to regain lost health and mana. Ticks pass
roughly every 30 seconds and deliver your helping of regeneration. By resting, you
will lose the ability to use most commands other than speech and looking around.
By sleeping, you will lose everything, but you will regenerate better than you
would resting.
To break out of rest states, just 'STAND' back up.
Cure spells
Some classes use spells that restore their health. This gives rise to a long
drawn-out fight instead of the quick battles that warriors and mages see. The
healer class is the master of the healing arts. There are also items in the
realms that grant cure spells when they are used.
There are plenty other elements to master, but these are the elemental ones.
But remember this, every strong skill has an effective counter. If
you aren't sure how to respond to an attack, consult another player and the
helpfiles...
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