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Avendar

Combat

See also
lag, mercy, resists, playerkilling, survival, death

Combat is an inevitable and essential part of life in Avendar. It is the primary way of gaining experience to advance yourself in level. In general, combat consists of one person initiating a fight against another by hitting them or using an aggressive skill, which is then followed by a number of 'rounds' of combat in which both sides attack each other, until either one side is defeated or escapes from combat (usually by fleeing). Though combat can involve more than one person, each participant will always be attacking a single person, until their focus changes as a result of the actions taken. A typical round of combat will look something like:

The guard parries your attack.
The guard skillfully parries your attack.
Your paltry smash injures the guard.
The guard barely dodges your attack.
You tumble away from the guard's attack.
The guard's telling slash grazes you.

Each person involved in combat (usually) gets at least one attack in the round, with more possible depending on what skills they possess (such as 'second attack', 'third attack', 'form of the mongoose'). An attack which is defended against, such as by a parry, dodge, or another defensive skill, inflicts no damage. Attacks that connect will typically show both the type of attack being done ('slash', 'smash') along with the amount of damage it inflicts, both in absolute and relative terms (see help 'DAMAGE' for more details).

While most of the commands used during combat are based on the individual skills a person possesses, there are a few basic commands that one must be aware of. First, if you are thinking about engaging a mob, you will first want to 'consider' it. This command will give you an idea of whether or not your intended target is within your skill range. Next, while you will generally want to start a fight by using a special skill you possess, if possible, the most basic way to attack a creature is by using the 'kill' command (or 'hit', as they are synonymous), or by using 'murder' to attack another player. You will strike a single blow, which will then start combat.

If you wish to flee combat, simply type 'flee'. You will attempt to flee as soon as you are able, though this is not always successful. You can also use the 'wimpy' command to set a percentage of hitpoints at which you automatically attempt to flee from combat if able.

There are a number of additional concepts which are important to know if you wish to survive combat (particularly versus other players) in Avendar. If you are new to Avendar, be sure to read the following helpfiles.

Kill

Syntax
kill <target>

The kill command has two functions. Firstly, it allows a player to initiate combat with a mobile.

The second use is in a fight with multiple participants. If a character is being attacked by more than one person, he can switch who he targets his blows toward by typing "kill <target>". Thusly, if someone is fighting a bear and a hen, to switch from striking at the bear to striking at the hen, type "kill hen". Kill cannot be used to draw in a mob or person that is not already fighting if the character is already otherwise engaged in a fight.

Murder

Syntax
murder <person>

The murder command is used to attempt to kill another player. (As opposed to the kill command, which is used for mobs).

Flee

Syntax
flee
rescue <character>

Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you.

Wimpy

Syntax
wimpy
wimpy <number>

WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy.

WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.

Some monsters are wimpy.

Mercy

Syntax
mercy [death/beg/force]

By using the mercy command, a player can specify under what conditions they will spare the life of a foe. Using 'mercy' by itself will display your current settings for granting mercy. If you grant mercy to your opponent, they will be held under your blade, and able to do only a small number of actions. Attempting to murder someone who you have in such a state will immediately result in their demise.

'mercy death' will toggle whether or not you will hold back on the
              death-dealing blow to a foe.
'mercy beg' will toggle whether or not you will grant mercy to an
            opponent who 'beg's for it.
'mercy force' will toggle whether or not you immediately finish off
              a foe you have granted mercy to if you are attacked
              by another.

A player may use the "beg" command to beg mercy of an opponent who they are fighting, even if the deathblow is not imminent.

The "grantmercy" command will release a victim who you have at your mercy.

Let it be known that at times the best of intentions will go awry, and the deathblow cannot always be held back, particularly when dealing with magic. Gladiators, experienced in the ways of such fighting, suffer less from this problem than others.

Lag

Often you will find yourself unable to input commands, or find that they take some time to process. While occasionally this may be the result of normal internet 'lag', you can also become dazed or delayed as a result of in-game actions which will produce similar results. The use of most skills will leave you unable to act for a number of seconds afterwards, and there are certain types of attacks which can be inflicted upon you by others which have the same effect. Oftentimes, these are the most common and devastating types of attacks in combat, as they prevent your opponent (or yourself, if you happen to be on the receiving end) from fleeing, or otherwise performing combat-related actions. Trip and bash are the most common types of these attacks.

When you are dazed or otherwise delayed, any commands you input will be queued by the MUD, and will process once you have become free to act again. The only exception to this is the 'clear' command, which is specifically used to clear your command queue (so you may, for example, clear the 'kick' action you have enqueued when you realize you need to try to 'flee' as soon as possible).

Note that, at the moment, non-players (mobiles) suffer no debilitating effects from being dazed, and skills such as trip and bash are not very useful against them.

Iterative attack

Iterative attack is an umbrella term for the skills second attack, third attack, and fourth attack. A character with these skills will occasionally attempt to make a second/third/fourth attack in each round of combat, with the chance of making each attack rising with mastery of each subsequent skill. Many martial classes have skills that alter or impact the usage of iterative attacks.

All classes receive Second attack.

Most Templars, Rogues, Naturalists, and Mentalists excluding Psionicists receive up to Third attack.

Warriors and Barbarians specialize in attempting a large number of iterative attacks and receive Fourth attack, in addition to other bonuses listed below.

Fighter

Fighters possess all four attack skills, and passive skills such as Kalysian cunning, reach mastery, and a hidden but built-in chance of successful iterative attacks. Kalysian cunning means that a fighter who has mastered second attack is almost certain to get two attacks each round, while reach mastery aids in not losing further attacks to group mischief.

Swordmaster

Swordmasters possess all four attack skills, as well as forms that impact iterative attacks such as Mongoose, Reed, and Whirlwind. Form of the Reed prevents a Swordmaster from making iterative attacks beyond the first, while Form of the Whirlwind allows a swordmaster to attempt iterative attacks against all opponents.

Gladiator

Gladiators possess all four attack skills, and the passive corner and enthusiasm skills. Gladiators excel at fighting multiple opponents, their corner skill allowing them to attempt full rounds of attacks against every opponent while enthusiasm means that each blocked attack increases a gladiators chance of a successful attack.

Barbarian

Barbarians possess all four attack skills, and the Rend skill that lets them attempt another additional attack each round if they are wielding a weapon with two hands.