Melee Combat Skills

Combat Skills

Archery

Archery Information:

  • Speed in which a bow will fire is dependent upon the player’s dexterity.
  • The higher a players dexterity, the more rapidly a player will be able to fire a shot upon stopping motion or equipping weapon.
  • Archery does not receive the ability to utilize the Violent Swing.

Weapon Normalization:

  • Bows: Crossbows
  • Heavy Crossbows: None.

Swordsmanship

Swordsmanship Information:

  • Reknowned for the heaviest hitting of all weapons, the halberd and bardiche.
  • Swordsmanship does receive the ability to utilize the Violent Swing.
  • All of the one handed swords weapons may be coated in poison.

Weapon Normalization:

  • Katana: Scimitar, Cutlass
  • Broadsword: Viking Swords, Long Sword
  • Battle Axe: All axes have the same properties.
  • Halberd: Barchiche
  • Butcher Knife: Skinning Knife

Fencing

Fencing Information:

  • Known for rapid weapon speed and variable damage.
  • Receives bonus to chance to discharge poison when weapon is coated in poison.
  • All fencing weapon types are able to be coated in poison.
  • Fencing does receive the ability to utilize the Violent Swing.

Weapon Normalization:

  • Short Spear: Pitchfork
  • Kryss: None
  • War Fork: None
  • Spear: None
  • Dagger: None

Macing

Macing Information:

  • Macing weapons exert armor drain upon their opponents, gradually lowering their armor rating.
  • Deal less base damage than all other weapons but can compensate with armor drain.
  • Macing weapons deplete additional stamina upon hits compared to other weapon types.
  • Macing weapons may not be poisoned
  • Mace fighting does receive the ability to utilize the Violent Swing.
  • Certain weapons, such as the war mace and war hammer are able to drain more armor per swing than others. This is in addition to their unique property of draining additional stamina against opponents.
  • Note: Armor drain will “expire” and armor will return to it’s full armor value after a short period of time without sustaining any other armor-draining blows. Armor still possesses durability values and will break over time after sustaining enough damage.

Weapon Normalization:

  • Quarter Staff: Black Staff, Gnarled Staff
  • War Hammer: None
  • War Axe: Mace, Hammer Pick, Maul, Club
  • War Mace: None
  • Crook: None
  • Wand: None

Wrestling

Wrestling Information:

  • Wrestling is a skill often used to complement magery; having wrestling decreases an opponents chance to land a blow upon you.

Wrestling Based Special Moves:

  • Stun Punch:
    When combined with Healing and Anatomy, enables a player to deliver a stunning punch which will temporarily paralyze an opponent in place for a short time.     

    • In Game Command: [stunpunch
    • Readies the player’s next unarmed punch to attempt a stunning blow.
    • Consumes 10 mana and has a cooldown on reuse.
  • Disarming Blow:
    When combined with Arms Lore, enables players to perform a disarming move which will knock the items in the player’s hand to their backpack.     

    • In Game Command: [disarm
    • Readies the player’s next unarmed punch to attempt a disarming blow. Their equipped item will drop to their backpack.
    • Consumes 20 mana and has a cooldown on reuse.