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| The RTFM Combat system of Icesus has been under development since 1996. During that time it has been rewritten twice, and it has also grown to be quite complex to offer lots of challenges for experienced players, but yet easy enough for newbies. | | The '''RTFM''' combat system of Icesus has been under development since 1996. RTFM stands for ''Realistic Time Fragment Management'' — every action in a fight costs a slice of your character's attention, and the trick is spending those slices wisely. The system has been rewritten twice and grown deep enough to keep veterans busy, but the basics fit on one page and that page is this one. |
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| This document covers all the important areas of the battle. You should at least browse this document through, as the playing will be much easier when you know how to fight well.
| | Read this once before your first serious fight. Most newbie deaths come from one of three places: not knowing what your hit points actually mean, not setting a wimpy, or never assigning combat points to attack. |
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| = Basic Terms = | | = Basic Terms = |
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| == Hit Points == | | == Hit Points == |
| Hit points represent the vitality and constitution of the character. All hits cause damage, and reduce hit points. When hit point drop to zero, the character dies. If the hit points drop very low, the character will usually fall unconscious before bleeding to death. The larger races are naturally more resilient, and have generally more hit points than the smaller ones. | | Hit points represent the vitality and constitution of the character. All hits cause damage and reduce hit points. When hit points drop to zero, the character dies. If they drop very low, the character usually falls unconscious before bleeding to death. Larger races are naturally tougher and have more hit points than smaller ones. |
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| To get constant updates on your health, turn the HP monitor on by typing 'mon on'. You can also set the monitor to report your shape to all other members of your party, by typing 'mon party'. Also adjusting your prompt with the 'prompt' command can help you to know your shape. | | To get constant updates on your health, turn the HP monitor on with <code>mon on</code>. You can also set the monitor to report your shape to all other party members with <code>mon party</code>. Adjusting your prompt with the <code>prompt</code> command also helps. See [[Prompt]]. |
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| Also knowing the shape of the opponent is very important, as it's difficult to use the 'look' command all the time, you can use the 'shape' command. There is a global alias for shape, just type 'x' while in combat. If you are fighting multiple opponents, you can check them all by 'shape all', and if you need to see also the shape of the players in the room, as well as non-combatants, try 'shape livings'
| | To check the shape of an opponent without spamming <code>look</code>, use <code>shape</code>. There's a global alias <code>x</code> for it. To see every fighter in the room, type <code>shape all</code>; to include non-combatants, <code>shape livings</code>. |
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| == Endurance Points == | | == Endurance Points == |
| Endurance points represents the determination and physical prowess of the character, and his resistance to exhaustion. They are used in combat, and especially for combat maneuvers. Hard hits will also somewhat reduce endurance points. If the endurance points drop to zero, the character is totally exhausted, and takes damage from moving. This is dangerous, and any character whose endurance points are below zero can get a heart-attack and die instantly if engaged in tiring activity. | | Endurance points represent determination, physical prowess, and resistance to exhaustion. They are spent during combat — especially on combat maneuvers — and chip away under hard hits. If endurance drops to zero, the character is totally exhausted and takes damage from moving. Drop below zero and any tiring activity risks a heart attack and instant death. |
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| == Spell Points == | | == Spell Points == |
| Spell points represent the characters knowledge and control of magical forces. They are used to cast spells. If they drop very low, the character is mentally exhausted, and his endurance, strength, hit point and endurance point maximums are reduced, which can prove to be quite fatal. | | Spell points represent magical knowledge and control. They are spent casting spells. If they drop very low, the character is mentally exhausted, and endurance, strength, hit-point and endurance-point maximums all fall — a dangerous spiral. |
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| == Healing, Regenerating Lost Points == | | == Healing and Regenerating Lost Points == |
| Regaining hitpoints, endurance points and spell points is easy, simply remain in one place and rest. Camp fires and sleeping greatly boost the regeneration process. The more hurt you are, the slower you heal. Therefore, it is generally a good idea to flee from combat before your hit points drop below one third of your maximum. Building a camp for resting enhances the effects of sleeping. Of course, a friendly air-priest is the fastest way to regain lost hp and ep. There is also a skill 'resist exhaustion', which increases ep-regeneration and increases endurance-point maximum. | | Regaining hp, ep and sp is easy: stay in one place and rest. Camp fires and sleeping greatly speed regeneration. The more hurt you are, the slower you heal — flee before your hp drops below a third of your maximum if you can. Building a [[Camp|camp]] enhances sleep recovery. A friendly air-priest is the fastest way to refill hp and ep. The skill ''resist exhaustion'' raises ep regeneration and the endurance maximum. |
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| = Equipment in Icesus =
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| The better material and quality, the better the item is. The materials differ quite much in weight and price, the more expensive materials being usually the better. Use the command 'help materials' to find out more about the effect of the different materials, but most should be quite easily deducted.
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| == Weapons ==
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| Lighter and smaller weapons are faster , but heavier and larger weapons do much more damage. Heavier weapons hit harder but slower, so it is up to each player to decide whether to use large or small weapons; larger races tend to use larger weapons, the biggest ones even use greatswords one-handed. However, balance is usually the key here.
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| It is a good idea to use one weapon for offense and a shield for defense, or two offensive weapons if you think you can take a few hard hits and still fight effectively.
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| == Armours ==
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| There are many kinds of armour in Icesus. Armours are divided into three different classes depending on their weight and encumbrance. These categories are light, medium and heavy armours.
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| === Light Armour ===
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| Light armour is used by those who prefer ease of movement and speed over protection. Generally, the protection it offers is not very good, but even the lightest armour is better than no armour at all. The best material available from npcs for light armours is chitinium silk, but it is expensive.
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| === Medium Armour ===
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| Medium armour is the most commonly used form of protection in Icesus. While it is somewhat heavier than light armour, it offers much better protection. It is still much cheaper than heavy armour, and quite much lighter. It is a good compromise between protection and offensive power.
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| === Heavy Armour ===
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| Heavy armour is the ultimate form of protection in Icesus, usually made of metal plates. It is, however, very heavy, hot and cumbersome to wear, resulting penalties for attacking. Therefore, only the stronger and more experienced fighters usually use this kind of armour. It is also very expensive, and therefore quite rare.
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| === Quality ===
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| The better material and quality, the better protection the armour offers. The most important hit locations/slots to be protected are head and neck, torso, and for the taller races the legs. Use the command 'slots' to find out how well protected your hit locations are. 'Help adjectives' gives you the order of the adjectives used to describe the protection value, as well as other statistics.
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| == Damage to equipment ==
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| One of the newer additions to the system is eqdamage. If you are hit hard, regardless of the source of the damage, your equipment may get damaged. Only spells and area-effects can damage non-hit-slot equipment. Marking a piece of equipment for you greatly reduces the chances of eqdamage. Naturally, the better quality and material, the less likely the equipment is to get damaged - so a set of fine steel full plate armours should last years before getting damaged so much that it is no longer usable. Check out 'help eqdamage' for further details.
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| = How to Prepare for Combat =
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| The first thing to do is acquire weapons and armour. Most characters begin with some cheap equipment, and have a meager sum of money to purchase more. In order to actually benefit from the equipment, it must be worn or wielded. The command 'wear <item>' is used to wear any sort of armour, and the command 'wield <item>' is used to wield weapons. If you have many pieces of armour, the quickest way to wear them all is, quite logically, the command 'wear all'.
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| Weapons can be wielded in one or two hands, and two weapons can be wielded simultaneously if both are wielded one-handed. Of course, if your character has more than two hands, even more weapons can be used. Using a weapon two-handed makes the grip much stronger, preventing fumbles and therefore the weapon will not be dropped as often as usual. Wielding large weapons in two hands makes them also slightly more manageable, and enables smaller characters to use large weapons more efficiently.
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| The use of these commands is simple, for example in order to wear a helmet, simply type 'wear helmet'; it is automatically worn in the correct hit location. If you wish to wield a weapon in two hands, type 'wield <item> in right hand,left hand.
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| = Starting Combat =
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| Combat is very easy to start, simply type 'kill <monster>. Some monsters are already aggressive towards you and will attack anyone they encounter, starting combat immediately. Generally, it is a good idea to start a combat maneuver immediately in the beginning of the combat, unless you lack the required endurance points, or expect the battle to last for a long time.
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| = Fleeing =
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| Fleeing from combat is not that easy. You should consider getting away from battle before your shape drops to bad, or even earlier if your opponent uses large, hard hitting weapons, or casts spells.
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| The speed of fleeing depends on the skill controlled retreat, and simply on your luck. However, if you are in party, the leader's skill and leadership ability, if the leader is human, replace your own skills. Rangers, being masters of the wilds, get skill 'wilderness retreat' to help them in the outworld.
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| While fleeing from combat, the character stops concentrating on all skills and combat maneuvers, and forgets about attacking. Meanwhile, the enemy continues with its combat normally, usually scoring a few well-placed hits before you can get away. Therefore, it is usually a good idea to switch your combat points toward defensive actions as much as possible while fleeing. The use of combat points is explained later.
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| == Wimpy ==
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| Wimpy is the measure of the amount of danger you wish to encounter. The lower this is set, the longer the character will stay in combat before trying to flee automatically, regardless of the controlling player's actions and wishes. For beginning characters, wimpy should be set quite high, unless you wish to experience death quite often. The command is simple to use, just type 'wimpy <level>', where level is one of:
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| * off
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| * very very low
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| * very low
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| * low
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| * normal
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| * high
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| * very high
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| Setting wimpy is also a very good insurance if your connection is not perfect.
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| = Combat Points = | | = Combat Points = |
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| Icesus uses a combat system called RTFM, meaning Realistic Time Fragment Management. Each character starts with about 80 combat points. Combat points are divided between attack, defense and spellcasting. The points are assigned using the command 'battle -a <offense>,<defense>,<casting>', where offense, defense and casting are numbers up to the personal maximum. Simply typing battle shows you your current spread of combat points, the maximums that can be assigned to each category, as well as your current combat style, explained later. With experience, and as your mental statistics rise, you gain more and more combat points.
| | Each character has a budget of combat points each round, divided between three actions: |
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| The more you assign points to attacking, the faster and the more you have chances to attack. The more you assign points to defense, the better is your chance to avoid blows, because without sufficient amount of combat points in defense, you cannot react fast enough to defend against all attacks. Even with full defense combat points, not all attacks can be avoided if they occur very close to each other. And finally, the more points you assign to spellcasting, the faster is your casting rate.
| | * '''attack''' — how often you swing |
| | * '''defence''' — how often you dodge or parry |
| | * '''casting''' — how often you finish spells |
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| You can increase the number of combat points you can assign to the different actions by training in certain skills and raising your wisdom and intelligence. These skills are concentrated attack, concentrated defence and concentrated spellcasting.
| | Set the split with <code>battle -a <attack>,<defence>,<casting></code> where each number is bounded by your personal maximum for that category. Type <code>battle</code> to see your current split, your caps, and your active combat style. |
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| '''Tip: To quickly change your battle assignments, use the following commands:'''
| | Quick presets: |
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| <pre>
| | battle -a attack |
| 'battle -a offence'
| | battle -a defence |
| 'battle -a defence'
| | battle -a casting |
| 'battle -a casting'
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| </pre>
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| == Attacking ==
| | The single most common newbie problem is never assigning attack points and then wondering why nothing is dying. Always check <code>battle</code> first. |
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| The size, weight, and type of the weapon used, plus the strength and dexterity stats of the player, will determine how many offense combat points are needed to make an attack. If the amount of combat points assigned to offense are less than is required for making an attack, then it will take more than one combat round to land a blow. For example:
| | Stats and skills grow your budget. Wisdom and intelligence raise the total. ''Concentrated attack'', ''concentrated defence'', and ''concentrated casting'' raise the per-category caps. Most combat guilds teach these as you level. See [[Combat points]] for the full breakdown. |
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| I need 50 combat points to make an attack. I allocate 30% (and therefore 30 combat points) into attacking. On the first turn the 30 combat points are not enough to make an attack, but on the next turn I collect 30 more, giving me the required 50 cp and 10 cp extra, to be used for attacking the next turn.
| | = Combat Styles = |
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| If you are not wielding any weapons, your right hand is your primary weapon. This means you will hit most often with your right hand. You'll hit slower with other weapons.
| | A '''combat style''' decides ''how'' you fight: cautious and defensive, all-out berserk, careful and accurate, and so on. Set yours with <code>combatstyle <name></code>. |
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| When you wield a weapon, it is wielded as a primary weapon. Weapons wielded in left hand are secondary weapons.
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| The skill 'concentrated 'attack' will give you more combat points which can be assigned to the attacking.
| | There are twelve styles plus normal default. Each trades some things off for others — fast styles swing more but defend less, defensive styles survive longer but kill slower. Most warrior guilds teach a '''battle strategy''' on top of your style, which sharpens the same trade-off. Monks have their own ''martial arts'' strategy. |
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| == Defending ==
| | Without the matching strategy, the style still works but at a weaker level than the wiki tables show. See [[Combat styles]] for the full table of styles, hit-style mappings, and what each strategy adds on top. |
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| Each defending action costs combat points. For instance, you won't be able to dodge or parry very often if you only allocate 10 points for defense.
| | = Combat Maneuvers and Momentums = |
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| Also, the weight carried and your shape affects your ability to defend. Being in a very bad shape reduces your ability to avoid hits.
| | Many guilds teach '''combat maneuvers''' — special moves like <code>use strike</code>, <code>use trip</code>, <code>use cleave</code>, and dozens more. Type <code>use</code> to see what you know. |
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| The skill 'concentrated defence' will give you more combat points which can be assigned to defense.
| | During a fight you may notice a '''combat momentum''' — a brief opening that lets you fire a maneuver instantly without paying its full cost. When the momentum message appears, type the maneuver name fast: the window closes in a couple of seconds. With a momentum you can't pick a target or pass options, only fire the basic version of the move. |
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| == Spellcasting ==
| | '''Triggers (auto-firing momentums) are forbidden.''' See [[Triggers]] and the [[Rules]]. |
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| How quickly you will cast spells during combat depends on how many combat points you allocate to spell casting, similar to how physical attacks work with offense points.
| | = Equipment in Icesus = |
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| There isn't a lot to do in the combat system for spell casters; see the combat portion of 'help magic' for more information.
| | Better material and quality means a better item. Heavier materials usually cost more and hit harder; lighter ones are faster. See [[Materials]] for the full list and trade-offs. |
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| == See also == | | == Weapons == |
| * [[battle | battle]]
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| * [[combat points | combat points]]
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| * [[combat styles | combat styles]]
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| * [[points | points]]
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| = Basic Melee Skills =
| | Lighter and smaller weapons swing faster. Heavier and larger weapons hit harder. Larger races tend to use larger weapons; the biggest can swing greatswords one-handed. Balance is usually the key. |
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| To master the art of combat perfectly, one must possess the knowledge in certain groups of skills. The skills that affect one's damage dealt in combat, one's hit chance in combat, and so on, come in groups of increasing difficulty.
| | A common pattern is one weapon for offense and a [[Shields|shield]] for defense — or two offensive weapons if you can take the hits. See [[Weapons]] and [[Weapon types]] for the full picture. |
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| == Offensive Skills == | | == Armours == |
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| Melee is, as the name implies, the basic melee combat skill. It is the base for all combat, and should be trained as much as possible. It in helps attacking your opponent, no matter how you are doing it. The higher the skill, the more proficient the character is in melee combat. There are also the basic defense skills 'dodge' and 'parry'.
| | Armours are divided into three classes by weight and encumbrance: |
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| The next stage of weapon skills are the weapon group skills, representing the different construction of weapons, and their different way of dealing out destruction. There are three different weapon group skills, bludgeoning weapons, piercing weapons and slashing weapons. | | === Light Armour === |
| | For those who prefer mobility over protection. The protection is modest, but even the lightest armour beats none at all. The best NPC-available light material is chitinium silk — expensive, but excellent. |
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| Slashing weapons help with swords, axes, and any slashing type weapon, piercing weapons helps with daggers, spears, and any piercing type weapon. Bludgeoning weapons are blunt and crush the enemies, while piercing weapons have sharp points to pierce enemies. Naturally, slashing weapons have sharp edges that cut the enemy into small pieces. These skills represent more refined knowledge of combat than the basic melee skill. Bludgeoning weapons are easy to use and because shields are also bludgeoning, this skill is quite valuable for newly created inexperienced characters.
| | === Medium Armour === |
| | The most common protection in Icesus. Heavier than light, but with much better defence. Cheaper than heavy and far lighter — a solid compromise. |
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| The final stage of weapon mastery are the individual weapon type skills. These skills, for example swords skill, enable the character to use the weapons even more efficiently and increase hit chances and damage. Most characters should concentrate on a few weapons to master, for these skills are quite expensive.
| | === Heavy Armour === |
| | Plate and the like. The strongest protection, but very heavy, hot, and cumbersome — combat penalties for the unfit, expensive, and uncommon. |
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| == Combat and Hit Styles == | | === Quality === |
| | The better the material and quality, the better the protection. Cover head and neck and torso first, and legs for taller races. Type <code>slots</code> to see how well your hit locations are protected. Read [[Adjectives]] for the order of protection adjectives. Full overview at [[Armour]]. |
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| After basics of offensive skills come combat styles. One style might concentrate on waiting for the right moment to strike, while another would concentrate on dealing the most damage possible, at the cost of accuracy and defense.
| | == Damage to Equipment == |
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| Combat styles are the finer things in battle. They represent a more sophisticated approach to combat, enabling a character to concentrate on more essential parts of battle while sacrificing others. [[combat styles | Combat styles]] lists all the available combat styles, but you must have the skill for a particular combat style for it to be of any use. All offensive combat styles increase some offensive capabilities, while defensive styles enhance defense. Most combat styles have certain hit styles that are used specifically with them, further enhancing the combat prowess of the character by allowing them to make extra attacks.
| | Equipment can take damage from hard hits. The chance is usually low, and depends on the damage type, the material, and how hard the hit landed. Marking a piece of gear reduces its damage chance. See [[Equipment damage]] for the smith breakdown — city smiths handle common materials, player Pro Smiths offer the wider service set, and province workshops do the heavy and rare-material work. |
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| You don't have to remember the combinations to use them, but the list gives you an idea of what skills might be important to you.
| | = How to Prepare for Combat = |
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| Next comes hit styles, which combines weapon types (slashing, piercing or bludgeoning) with combat styles in order to strike more deadly blows.
| | The first thing is to get weapons and armour. Most starting characters begin with cheap equipment and a small purse. To benefit from a piece, wear it (<code>wear <item></code>) or wield it (<code>wield <item></code>). To wear everything in your inventory at once, <code>wear all</code>. |
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| == Battle Strategies ==
| | Weapons can be wielded one-handed or two-handed; two one-handed weapons can be wielded together. Two-handed grip is stronger (fewer fumbles), and lets smaller characters manage larger weapons. To wield in two hands explicitly, <code>wield <item> in right hand,left hand</code>. |
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| Battle strategies are the final group of skills a character must master in order to achieve the full competence in battle. The strategies greatly enhance the appropriate combat styles, increasing effectiveness of melee skills and increase damage. A character who knows battle strategies has great knowledge of battle, and is a very dangerous opponent.
| | = Starting Combat = |
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| A player with combat style knowledge can sometimes predict what's going to happen, and can vary the style he fights, but a player who does know battle strategies can instantly perceive the current combat situation, and predict the opponent's possible next move.
| | Combat starts the moment you type <code>kill <monster></code>. Some monsters are aggressive and attack you first. |
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| == Defensive Skills ==
| | Generally it's a good idea to open with a combat maneuver — unless you lack the endurance points or expect a long fight where you'll need every point of stamina later. |
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| There are far fewer defensive skills available than offensive skills. The most important and effective ones are dodge, avoid hits, shield parry and weapon parry. Elite infantry and other higher level characters can train other, more effective methods of defense, but dodge and avoid hits are available to most characters, and can easily save your life.
| | = Fleeing = |
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| The difference between parrying and dodging is naturally the fact that in order to parry, you need to wield a weapon. Parrying hits completely is hard, and depends on your weapon/shield parry skill. Even with low skill it is possible to parry many hits, but only partially. Avoid hits, on the other hand, always affects the enemies' chances to hit you, and sometimes you can wholly avoid the the hits with dodge. Note, that the amount of carried weight and your combat points greatly affect these skills.
| | Fleeing is not easy. Consider getting out of a fight before your shape drops to ''bad'' — earlier still if your opponent uses heavy weapons or casts spells. |
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| Some more advanced defensive skills include block, which is a last minute effort to reduce the damage that you receive by putting a weapon in the path of the attack. This, however does not stop the attack, but simply reduces the damage the hit causes. The skill avoid hits is quite similar to dodge, gut it requires more wisdom than physical capabilities, and makes you a harder target overall.
| | The speed of fleeing depends on your ''controlled retreat'' skill and on luck. In a party, the leader's skill replaces yours (if the leader is a humanoid). Rangers know ''wilderness retreat'' for the outworld. |
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| Other fairly important defensive skills are determination and contact reflexes. Determination lets you ignore the pain of those really hard hits cause, preventing you from getting stunned. Contact reflexes enable you to reduce the actual damage from those hits by bending with them. Finally, Combat Sense affects all aspects of combat, including your defense.
| | While fleeing, your character forgets attacks and combat maneuvers. The enemy keeps fighting normally and usually scores a few hits before you escape. Switch combat points toward defence when running. |
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| == Important Melee Skill List == | | == Wimpy == |
| Here is a short list of the most important melee skills:
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| * The basic skill: Melee
| | Wimpy is the level of danger you're willing to face before fleeing automatically. The lower it is set, the longer you stay in combat before bailing out. Set it with <code>wimpy <level></code>: |
| * Weapon Groups: Bludgeoning weapons, Piercing weapons, Slashing weapons
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| * Weapons: Axes, Hammers, Shields, Swords, Spears
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| * Basic Combat Styles: Defensive, Offensive
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| * Basic hit Styles: Swing, Cleave, Thrust, Pierce, Flail
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| * Battle Strategies: Offensive battle strategy, Defensive battle strategy
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| * Defensive Skills: Dodge , Avoid Hits, Weapon Parry, Shield Parry, Block, Determination, Contact Reflexes, Combat Sense
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| = Combat Maneuvers =
| | * off |
| | * very very low |
| | * very low |
| | * low |
| | * normal |
| | * high |
| | * very high |
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| You are also able to use combat maneuvers in combat.
| | A high wimpy is also good insurance against link issues — if your connection hiccups, your character bolts before something kills it. New characters should set wimpy high until they know what they're doing. |
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| These skills represent the finer details of combat skills. With experience the characters learn new ways of killing and maiming their opponents. The maneuvers range from simple kicks to the highly dangerous 'blow of justice' and 'strike'. Different guilds offer different choices. All combat maneuvers are used with the command 'use <maneuver> <at target>', for example 'use kick at dragon'.
| | = Effects of Statistics = |
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| Using the maneuvers takes Endurance points. Once the points drop below the cost of the maneuver, it can no longer be used, for the character is far too tired.
| | The higher your stats, the more effective your skills are. Some skills have minimum stat requirements for their higher levels — even at maximum skill, raising the stat helps. |
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| == Combat momentums ==
| | Physical stats matter in melee and missile combat: |
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| In addition to manually using them you can experience 'combat momentums' in battle that allow you to perform a combat maneuver instantly. When you get one of these momentums you have a short window of time to enter a command to use the maneuver before the opportunity fades away. For example if you get a combat momentum that allows you to perform a strike you would type 'use strike'. Note that you may not target the maneuver or use any special options available to some of the maneuvers. There simply is no time for fancy stuff like that.
| | * '''Constitution''' — better resistance to stuns, more hit points |
| | * '''Strength''' — more damage, faster and more accurate hits with big weapons, sets the maximum weapon size you can use effectively |
| | * '''Dexterity''' — better dodge and parry, faster and more accurate attacks |
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| '''NOTE: Using triggers to perform combat momentums is strictly forbidden as explained in 'help triggers'.'''
| | Use <code>help stats</code> in-game and <code>help skill <skill></code> to see which stats influence which skills. See [[Stats]]. |
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| = Effects of Load = | | = Effects of Hits and Damage = |
| As can realistically assumed, the more and the heavier equipment you carry around, the more it restricts your combat potential. Also, carrying hundreds of kilograms of weight around tires even the strongest person quite fast. Therefore, it is advised that the less weight you carry, the better. Heavy load has quite drastic effects on the effectiveness of dodge and other valuable skills, and causes severe fatigue in combat. The fatigue reduces endurance points quite fast if your load is heavy.
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| = Effects of Statistics (stats) = | |
| The higher the statistics are, the more effective the skills are. Some skills have also minimum statistic requirements for higher levels of the skill. So, even if you have reached the maximum level for a skill, you can still be more effective if you train the stats that affect it.
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| The physical statistics are very important in both melee and missile combat. Increased constitution gives better resistance to stunning and more hit points, higher strength means greater damage, faster and more accurate hits with big weapons and affects the size of the weapons you can effectively wield. Dexterity affects greatly the effectiveness of your defence, as well as the speed and accuracy of your attacks.
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| Use 'help stats' to find out more about statistics, and 'help skill <skill>' to find out which statistics influence which skills.
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| = Effects of Hits and Damage =
| | Normal hits cause damage. Heavier or critical hits can stun and inflict bleeding wounds that drain hp over time. Stunned characters wander randomly — try to stay in one room so you don't get hopelessly lost. Training ''determination'' helps avoid stuns. |
| Normal hits cause damage, reducing hit points and sometimes endurance points. Heavier and critical hits can cause stuns, making the character much less effective in combat, and bleeding wounds that cause damage a long time. Being in bad shape also lowers your combat efficiency. Stunned characters also wander around aimlessly, movement while stunned is random. Therefore, if possible, try to stay in one place so that you do not get hopelessly lost. Training Determination helps you to avoid stuns. | |
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| It is possible to treat bleeding wounds with the first aid talent. By using it with a bandage (or cloth armour) can end the bleeding before it causes more damage. Because you do not regenerate while wounded, it is generally a good idea to carry around a few sets of bandages, just in case.
| | Bleeding wounds can be treated with the ''first aid'' talent and a bandage (or cloth armour). Stop the bleed before it costs more hp. Carry a few bandages. |
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| Finally, if you fall unconscious in combat, you are as good as dead unless you are in party and your comrades drag you away from the battlefield before you are slaughtered. This happens when your hit points are very near zero; this can happen even if you are not in combat due to bleeding wounds. Helping unconscious players is done with the revive talent, which can be only used on other players. Therefore, do not hesitate to flee; it is far easier to return to kill your enemies later if you live. The command 'drag <player>' is used to drag someone or something you cannot carry.
| | If you fall unconscious in combat, you are as good as dead unless your party drags you out. Helping unconscious players is done with the ''revive'' talent (only usable on other players). Don't hesitate to flee — better to come back later than not at all. Use <code>drag <player></code> if needed. |
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| = Ranged Combat = | | = Ranged Combat = |
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| == Missile weapons == | | == Missile Weapons == |
| Melee is not the only way to kill enemies, also missile weapons can be used. However, since the system is quite complicated and takes time to learn, and no starting character can be even a decent archer, this part of the combat system is not discussed here.
| | Bows, slings, crossbows and blowguns are a system of their own. They take time and skill to use well. See [[Ranged weapons]] for the full guide. |
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| == Throwing == | | == Throwing == |
| You can throw objects at your opponents, trying to cause damage. Only skilled characters, who have specialized in throwing can do this effectively, though. To throw items, use the 'throw <item>' command. The skill throwing naturally helps you in scoring hits. | | You can throw items at opponents with <code>throw <item></code>. Real damage requires the ''throwing'' skill. |
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| == Spells == | | == Spells == |
| Various guilds teach spells, that can be used to harm the opponent. Mages are known to posses the most destructive powers of all.
| | Many guilds teach offensive spells. Mages have the deepest destructive powers. See [[Magic]]. |
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| = Parties = | | = Parties = |
| Parties are an extremely important part of Icesus. A single player character simply cannot hope to survive alone. Parties give even the most newbie players a chance to safely explore the world, and gain some experience and valuable equipment. If you need or want to join a party, simply ask for party on the channel wanted. You can also try using the command 'tell' to tell some specific individual that you would like to join the forces. Anyone can create and lead a party, but more experienced players usually do a much better job than the newbies.
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| '''Tip: 'help party' command gives you the general party commands.'''
| | Parties are an enormous part of Icesus. A solo character can survive — but with a party you can take on what would kill you alone. To find a party, ask on the [[Channels|wanted]] channel or <code>tell</code> a specific player. |
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| == The Advantages of Partying == | | == Advantages of a Party == |
| For the beginning characters, partying offers an easy way to survive and get experience. However, the main advantage a party has over a single adventurer, is the fact that a single enemy cannot hope to defend against all attacks from two or more opponents. Therefore, a party has much better chances of killing dangerous creatures than the a single character. The enemy must divide its actions between all the members of the party, and therefore the individual damage the characters receive is quite a bit less than if each of the characters fought the enemy alone. Also, the enemy can only attack a certain number of times per combat round, therefore it is not as difficult to defend against them.
| | A single enemy can't defend against attacks from two or more opponents at once. Damage gets divided between members, so each takes less than they would solo. The enemy can only attack so many times per round, so defence is easier too. Parties also grant a small experience bonus. |
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| Partying also grants you a boost to experience gain.
| | The enemy normally attacks only the front row, so spell-casters and healers behind the tank are usually safe from physical hits. |
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| Finally, because the enemy can only attack members of the front row of the party, unless it can cast spell or has special attacks, the spell-casters and healers are usually fairly safe from the physical damage of the enemy.
| | == Formation == |
| | A party has up to nine members, three per row. Tanks fill the front row. Healers and priests of air go in the second row. Archers and blasters round out the second or third row. |
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| == Formation of Parties == | | == Party Shares == |
| Each party can have up to nine members, three in each row. Most parties have one or more combat-orientated characters, known as tanks, to soak up damage and make physical attacks against enemies. They make up the front row of most, if not all, parties. All characters not wishing to be attacked directly by the enemy better stay behind the tanks.
| | Experience is not divided evenly. More experienced characters take the larger share, but the inexperienced still gain something even when partied with veterans. Charisma affects share size. |
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| The second row is usually reserved for healers, or priests of air, who try to heal the first row and keep the tanks alive. If there is room, archers, throwers and blasters, meaning mages, fill up the second row. Usually they stay in the third row, just to be on the safe side. | | == Leadership == |
| | The more skilled and charismatic the leader, the better the party runs. Leaders gain extra experience, and a strong leader can grant a small bonus to the rest. The leader's skills decide when and how the party flees. See [[Partying]]. |
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| == Party Shares == | | = See Also = |
| Not everyone is equal in Icesus, and the experience the party acquires is not divided equally amount the members. The more experienced characters take the majority, but even the most inexperienced characters do get some, even if partying with the most experienced characters. Also the charisma affects party share.
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| == Leadership ==
| | * [[Combat points]] — the attack/defence/casting split |
| The more skilled and charismatic the party leader is, the more effectively he leads the parties. The leader gets extra experience for his troubles, and if he is good enough, all others can also gain some bonus experience. Also, the leader is the one who decides when and how to flee from combat, and his skills therefore replace all other characters' skills and abilities while partying.
| | * [[Combat styles]] — twelve styles and three battle strategies |
| | * [[Weapons]], [[Weapon types]], [[Materials]] |
| | * [[Armour]], [[Armour types]] |
| | * [[Equipment damage]] — wear, breakage, and repair |
| | * [[Ranged weapons]], [[Bows]] |
| | * [[Magic]] — spellcasting overview |
| | * [[Wimpy]], [[Death]], [[Death commands]] |
| | * [[Partying]], [[Channels]] |
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| = Help Documents = | | = Useful Commands = |
| If this basic document is not enough to satisfy your lust for knowledge, just log in to Icesus and use the help documents: 'help battle', 'help combat', 'help skill <skill>'. That way you can gain all the knowledge that is available. Of course, most of those documents are available online. And if you have any trouble starting, just use 'help newbie'. Hope you enjoy Icesus!
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| == List of Useful Commands ==
| | A short list of the most common combat-related commands: |
| This is only a short list of the most common combat-orientated commands:
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| * kill <monster>
| | kill <monster> |
| * wear <armour>
| | wear <armour> wield <weapon> |
| * wield <weapon>
| | mon on/off shape (x) |
| * mon <on|off>
| | battle battle -a battle -c battle -m |
| * shape (x)
| | slots |
| * battle
| | wimpy <level> |
| * slots
| | use <maneuver> |
| * battle -a
| | help newbie help adjectives |
| * battle -c
| | help skills help skill <skillname> |
| * battle -m <maneuver> (use <maneuver>)
| | help points help stats help commands |
| * help topics
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| * help newbie
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| * help adjectives
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| * help points
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| * help stats
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| * help commands
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| * help <command>
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| * help skills
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| * help skill <skillname>
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| * battle help <topic>
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| Final tip; it might be useful to use the 'alias' command for some of the combat maneuvers and to ease the switch between different battle settings.
| | Many players use [[Aliases|aliases]] to switch between battle settings or fire common maneuvers. |
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| [[category:Player's_Handbook]][[category:newbie tome]] | | [[category:Player's_Handbook]][[category:newbie tome]] |
The RTFM combat system of Icesus has been under development since 1996. RTFM stands for Realistic Time Fragment Management — every action in a fight costs a slice of your character's attention, and the trick is spending those slices wisely. The system has been rewritten twice and grown deep enough to keep veterans busy, but the basics fit on one page and that page is this one.
Read this once before your first serious fight. Most newbie deaths come from one of three places: not knowing what your hit points actually mean, not setting a wimpy, or never assigning combat points to attack.
Basic Terms
Hit Points
Hit points represent the vitality and constitution of the character. All hits cause damage and reduce hit points. When hit points drop to zero, the character dies. If they drop very low, the character usually falls unconscious before bleeding to death. Larger races are naturally tougher and have more hit points than smaller ones.
To get constant updates on your health, turn the HP monitor on with mon on. You can also set the monitor to report your shape to all other party members with mon party. Adjusting your prompt with the prompt command also helps. See Prompt.
To check the shape of an opponent without spamming look, use shape. There's a global alias x for it. To see every fighter in the room, type shape all; to include non-combatants, shape livings.
Endurance Points
Endurance points represent determination, physical prowess, and resistance to exhaustion. They are spent during combat — especially on combat maneuvers — and chip away under hard hits. If endurance drops to zero, the character is totally exhausted and takes damage from moving. Drop below zero and any tiring activity risks a heart attack and instant death.
Spell Points
Spell points represent magical knowledge and control. They are spent casting spells. If they drop very low, the character is mentally exhausted, and endurance, strength, hit-point and endurance-point maximums all fall — a dangerous spiral.
Healing and Regenerating Lost Points
Regaining hp, ep and sp is easy: stay in one place and rest. Camp fires and sleeping greatly speed regeneration. The more hurt you are, the slower you heal — flee before your hp drops below a third of your maximum if you can. Building a camp enhances sleep recovery. A friendly air-priest is the fastest way to refill hp and ep. The skill resist exhaustion raises ep regeneration and the endurance maximum.
Combat Points
Each character has a budget of combat points each round, divided between three actions:
- attack — how often you swing
- defence — how often you dodge or parry
- casting — how often you finish spells
Set the split with battle -a <attack>,<defence>,<casting> where each number is bounded by your personal maximum for that category. Type battle to see your current split, your caps, and your active combat style.
Quick presets:
battle -a attack
battle -a defence
battle -a casting
The single most common newbie problem is never assigning attack points and then wondering why nothing is dying. Always check battle first.
Stats and skills grow your budget. Wisdom and intelligence raise the total. Concentrated attack, concentrated defence, and concentrated casting raise the per-category caps. Most combat guilds teach these as you level. See Combat points for the full breakdown.
Combat Styles
A combat style decides how you fight: cautious and defensive, all-out berserk, careful and accurate, and so on. Set yours with combatstyle <name>.
There are twelve styles plus normal default. Each trades some things off for others — fast styles swing more but defend less, defensive styles survive longer but kill slower. Most warrior guilds teach a battle strategy on top of your style, which sharpens the same trade-off. Monks have their own martial arts strategy.
Without the matching strategy, the style still works but at a weaker level than the wiki tables show. See Combat styles for the full table of styles, hit-style mappings, and what each strategy adds on top.
Combat Maneuvers and Momentums
Many guilds teach combat maneuvers — special moves like use strike, use trip, use cleave, and dozens more. Type use to see what you know.
During a fight you may notice a combat momentum — a brief opening that lets you fire a maneuver instantly without paying its full cost. When the momentum message appears, type the maneuver name fast: the window closes in a couple of seconds. With a momentum you can't pick a target or pass options, only fire the basic version of the move.
Triggers (auto-firing momentums) are forbidden. See Triggers and the Rules.
Equipment in Icesus
Better material and quality means a better item. Heavier materials usually cost more and hit harder; lighter ones are faster. See Materials for the full list and trade-offs.
Weapons
Lighter and smaller weapons swing faster. Heavier and larger weapons hit harder. Larger races tend to use larger weapons; the biggest can swing greatswords one-handed. Balance is usually the key.
A common pattern is one weapon for offense and a shield for defense — or two offensive weapons if you can take the hits. See Weapons and Weapon types for the full picture.
Armours
Armours are divided into three classes by weight and encumbrance:
Light Armour
For those who prefer mobility over protection. The protection is modest, but even the lightest armour beats none at all. The best NPC-available light material is chitinium silk — expensive, but excellent.
Medium Armour
The most common protection in Icesus. Heavier than light, but with much better defence. Cheaper than heavy and far lighter — a solid compromise.
Heavy Armour
Plate and the like. The strongest protection, but very heavy, hot, and cumbersome — combat penalties for the unfit, expensive, and uncommon.
Quality
The better the material and quality, the better the protection. Cover head and neck and torso first, and legs for taller races. Type slots to see how well your hit locations are protected. Read Adjectives for the order of protection adjectives. Full overview at Armour.
Damage to Equipment
Equipment can take damage from hard hits. The chance is usually low, and depends on the damage type, the material, and how hard the hit landed. Marking a piece of gear reduces its damage chance. See Equipment damage for the smith breakdown — city smiths handle common materials, player Pro Smiths offer the wider service set, and province workshops do the heavy and rare-material work.
How to Prepare for Combat
The first thing is to get weapons and armour. Most starting characters begin with cheap equipment and a small purse. To benefit from a piece, wear it (wear <item>) or wield it (wield <item>). To wear everything in your inventory at once, wear all.
Weapons can be wielded one-handed or two-handed; two one-handed weapons can be wielded together. Two-handed grip is stronger (fewer fumbles), and lets smaller characters manage larger weapons. To wield in two hands explicitly, wield <item> in right hand,left hand.
Starting Combat
Combat starts the moment you type kill <monster>. Some monsters are aggressive and attack you first.
Generally it's a good idea to open with a combat maneuver — unless you lack the endurance points or expect a long fight where you'll need every point of stamina later.
Fleeing
Fleeing is not easy. Consider getting out of a fight before your shape drops to bad — earlier still if your opponent uses heavy weapons or casts spells.
The speed of fleeing depends on your controlled retreat skill and on luck. In a party, the leader's skill replaces yours (if the leader is a humanoid). Rangers know wilderness retreat for the outworld.
While fleeing, your character forgets attacks and combat maneuvers. The enemy keeps fighting normally and usually scores a few hits before you escape. Switch combat points toward defence when running.
Wimpy
Wimpy is the level of danger you're willing to face before fleeing automatically. The lower it is set, the longer you stay in combat before bailing out. Set it with wimpy <level>:
- off
- very very low
- very low
- low
- normal
- high
- very high
A high wimpy is also good insurance against link issues — if your connection hiccups, your character bolts before something kills it. New characters should set wimpy high until they know what they're doing.
Effects of Statistics
The higher your stats, the more effective your skills are. Some skills have minimum stat requirements for their higher levels — even at maximum skill, raising the stat helps.
Physical stats matter in melee and missile combat:
- Constitution — better resistance to stuns, more hit points
- Strength — more damage, faster and more accurate hits with big weapons, sets the maximum weapon size you can use effectively
- Dexterity — better dodge and parry, faster and more accurate attacks
Use help stats in-game and help skill <skill> to see which stats influence which skills. See Stats.
Effects of Hits and Damage
Normal hits cause damage. Heavier or critical hits can stun and inflict bleeding wounds that drain hp over time. Stunned characters wander randomly — try to stay in one room so you don't get hopelessly lost. Training determination helps avoid stuns.
Bleeding wounds can be treated with the first aid talent and a bandage (or cloth armour). Stop the bleed before it costs more hp. Carry a few bandages.
If you fall unconscious in combat, you are as good as dead unless your party drags you out. Helping unconscious players is done with the revive talent (only usable on other players). Don't hesitate to flee — better to come back later than not at all. Use drag <player> if needed.
Ranged Combat
Missile Weapons
Bows, slings, crossbows and blowguns are a system of their own. They take time and skill to use well. See Ranged weapons for the full guide.
Throwing
You can throw items at opponents with throw <item>. Real damage requires the throwing skill.
Spells
Many guilds teach offensive spells. Mages have the deepest destructive powers. See Magic.
Parties
Parties are an enormous part of Icesus. A solo character can survive — but with a party you can take on what would kill you alone. To find a party, ask on the wanted channel or tell a specific player.
Advantages of a Party
A single enemy can't defend against attacks from two or more opponents at once. Damage gets divided between members, so each takes less than they would solo. The enemy can only attack so many times per round, so defence is easier too. Parties also grant a small experience bonus.
The enemy normally attacks only the front row, so spell-casters and healers behind the tank are usually safe from physical hits.
Formation
A party has up to nine members, three per row. Tanks fill the front row. Healers and priests of air go in the second row. Archers and blasters round out the second or third row.
Party Shares
Experience is not divided evenly. More experienced characters take the larger share, but the inexperienced still gain something even when partied with veterans. Charisma affects share size.
Leadership
The more skilled and charismatic the leader, the better the party runs. Leaders gain extra experience, and a strong leader can grant a small bonus to the rest. The leader's skills decide when and how the party flees. See Partying.
See Also
Useful Commands
A short list of the most common combat-related commands:
kill <monster>
wear <armour> wield <weapon>
mon on/off shape (x)
battle battle -a battle -c battle -m
slots
wimpy <level>
use <maneuver>
help newbie help adjectives
help skills help skill <skillname>
help points help stats help commands
Many players use aliases to switch between battle settings or fire common maneuvers.