New Player's Guide

Combat

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While the game offers a 'kill' command, it is not recommended that you use it. It serves as a crutch to ease the information load you will be faced with upon entering the game, but you won't be able to beat the stronger opponents (or players) with it. Therefore, the sooner you learn to fight manually, the better.

You control four different locations you can fight with: right hand, left hand, feet and head. Each of these locations has its own table of techniques, which changes depending on your weapon (and the weapon in your other hand), style, encumbrance, skill level and talents. You can view the tables for each location by typing 'r?', 'l?', 'f?' and 'h?' respectively.

Note: If you are blind and having problems with interpreting the tables, add the parameter 'long' after the command, e.g. 'r? long'. This will show the table in a more reader-friendly format.

Type 'sheathe all' to sheathe your weapons, then look at your right hand table. It should look approximately like this:

----------------------------[ RIGHT HAND ACTIONS ]-----------------------------
Valid commands: d (75), e (125), f (50), p (50), s (100), w (50), g (50), a (5)
Definitions:    defend, elbow, fist, palm, strike, withdraw, grab, assist.
-------------------------------------------------------------------------------
Technique  Delay  Range  Att  Def  Dam   Technique  Delay  Range  Att  Def  Dam
--------------------------------------   --------------------------------------
dfs        3 sec  0'     +7   +0   +7    fdd        2 sec  0'      -   +30   - 
dd         2 sec  0'      -   +37   -    fsssss     2 sec  0'     +15  +15  +15
fssss      2 sec  0'     +15  +15  +15   fsss       4 sec  0'     +22  +7   +15
fss        3 sec  0'     +15  +7   +7    fs         3 sec  0'     +7   +0   +7 
ps         3 sec  0'     +0   +7   +7    d          2 sec  0'      -   +15   - 
e          3 sec  0'     -5    -   +15   f          2 sec  0'      -   +7    - 
p          2 sec  0'      -   +7    -    s          3 sec  0'     -5    -   -5 
w          2 sec  0'      -   +0    -    g          2 sec  0'      -    -    - 
-------------------------------------------------------------------------------

Each combat command you type will consist of two letters. The first letter specifies the location that will perform the command, the second one the actual move to be performed. Each move also has an action point cost (displayed in brackets in the first line of your combat table). Try throwing a simple punch by typing 'rs':

rs

Ok.

You throw a right punch at the air.

The techniques displayed in your combat table represent combos, or sequences of moves. For example, the 'fs' technique is a jab, while 'fss' is a hook. Try a jab by typing 'rf', followed by 'rs'. Your performed commands stay queued, so to follow a jab by a hook, you only need to add another 'rs' move:

rf

Ok.

You clench your right hand into a fist.

rs

Ok.

You throw a right jab at the air.

rs

Ok.

You strike at the air with a right hook.

Note that different techniques have different attack, defence and damage modifiers, as well as different delay (time it takes to perform the technique). When you start using weapons, you will also notice that the range of techniques varies - for example a sword slash will have a slightly shorter range than a thrust.

Enter the practice grounds and experiment with different moves against the dummy. The 'target' command that you used for movement is also used to specify what or who you wish to attack, so 'target dummy' first. Since the dummy does not fight back, you may want to try something that does, once you feel comfortable enough with the techniques. Type 'leave' to exit the practice grounds, then go to the prison. The prisoner is an easy opponent, and you will get a chance to try out your defensive techniques against him.

If you perform a defensive move or technique, the defence will stay up until you move that location again - you don't have to renew it. Having your locations cleared, for example when you get knocked off your feet, will make you lose the defence.

Note: When you successfully defend against an attack, it will take some time before you can use that location to defend again. This is called cooldown - see 'help cooldown'.

You can also draw or wield your weapons and experiment with the techniques they grant you. Different weapons work best with different styles (see 'help styles' for a full list). Look at the weapon to see which styles are most appropriate for it (if you are wielding the weapon or have it sheathed, put a + sign in front of its name, e.g. 'look +sword'). To change your style, type 'style <style name>'. You will notice that you won't be able to use some styles at first - that is because the advanced and super styles require you to master two or more prerequisite styles first. You can read more about training styles in the chapter on advancement.

When you think you can take on a stronger opponent, you can move on to the dojo. Here you will fight nine grades of martial artists of increasing difficulty: white, yellow, orange, green, blue, purple, red, brown and finally black. Type 'challenge' whenever you are ready to face your opponent. Defeating an artist will grant you their sash - wear the sash and your next challenge will be harder.

Note: If there are more people fighting in the dojo, 'config combat spam' lets you turn off the messages from their fights and concentrate on your own.

You will probably lose more than once before you perfect your tactics against each martial artist, but with a new challenge your health, mana and action points will be restored. If you're lying prone, performing any feet move will get you back to your feet. Just get up and try again.


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