Combat
Combat is how most adventurers earn experience, coins, equipment, and reputation. It is dangerous by design, especially when exploring a new area.
Starting A Fight
| Command | Use |
|---|---|
kill <target> | Attack a target |
assist <player> | Join another player's fight |
consider <target> | Estimate danger where available |
assess <target> | Compare the target's experience to yours |
scry <target> | Newbie tool for judging some enemies |
stop | Stop hunting a fleeing player |
Some enemies are aggressive and attack when you enter. Watch room text and leave quickly if the area feels too strong.
Strength and Dexterity increase attack speed with diminishing returns at high values. Heavy armour trades avoidance for absorb class. Absorb class provides both reliable physical damage reduction and a chance to negate a landed blow; armour-piercing attacks halve the reliable reduction.
Watching Your Health
| Command | Use |
|---|---|
. | Quick HP/SP display |
monitor or mon | Toggle HP/SP monitoring |
set monitor bar | Show HP/SP as bars |
combatbrief | Adjust combat text |
Use monitoring before you need it. It is much easier to leave a bad fight when you see your health falling.
Wimpy
Wimpy makes your character run when HP drops below a percent you choose.
| Command | Use |
|---|---|
wimpy <percent> | Set the HP percent for fleeing |
wimpycmd <direction> | Set the direction to flee |
Use a full direction for wimpycmd, such as south, not s. The direction has to be a valid exit from the room. If it is wrong, wimpy still fires, but you may flee into something worse.
New Adventurer Combat Commands
New adventurers have a few extra commands.
| Command | Use |
|---|---|
nheal | Restore a small amount of HP |
ncot | Return to Center of Town |
npunch | Make a simple attack |
nkick | Make a simple attack |
aheal | Level 6–49 version of nheal |
apunch | Level 6–49 version of npunch |
akick | Level 6–49 version of nkick |
The n* forms serve levels 1–5. Their a* adventurer forms remain available
from levels 6 through 49, giving players time to learn guild mechanics before
the introductory powers fall away.
During combat, characters through level 20 may occasionally feel the Dark Wind restore some SP. The chance and amount both taper as level increases.
Healing
Common recovery methods:
- Sit after a fight
- Eat food for a one-time heal
- Drink alcohol for healing and faster regeneration while intoxicated
- Use potions
- Ask a healer or guildmate
- Visit player-owned pubs and inns
Food and drink have level requirements and fullness limits. See Economy for pubs, inns, and corpse ash.
At level 45 and above, Wrathful Avatar becomes an important burst-combat tool.
Loot
After a kill:
get all from corpse- Check useful gear before selling
- Burn the corpse with a corpse burner if you are collecting ash
- Donate unwanted gear that helps new players
- Sell ordinary loot at shops
Avoid taking loot or kills from another active player. See Rules.