Difference between revisions of "Combat"

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Combat is an essential part of EUO. Before entering combat, you will probably want to '''r'''eady your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage. It will also be worth while knowing how to actually attack, so read on.
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Combat is an essential part of EUO. Before entering combat, you will probably want to '''r'''eady your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage.
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==Combat Controls==
 
==Combat Controls==
More information on [[Keyboard Controls]] here.
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Refer to: [[Keyboard Controls|Controls]]
  
===Melee Combat Controls===
 
An attack is performed by holding CTRL, then pressing the arrow key for the direction you wish to attack in.
 
  
===Special Moves' Controls===
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==Combat Maths Basics==
To perform a special move (see below for special move details) use CTRL-ALT-direction.
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===Melee combat===
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Every player and creature has an attack strength (AS), and a defense (Def). The higher your attack strength and defense, the better. If a defender's defense is significantly higher than an attacker's AS, that defender will take minimal damage.
  
===Ranged Combat Controls===
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Your attack strength is derived from a combination of:
Attacking with a bow, crossbow or sling consitutes ranged combat. Ranged combat uses auto-targeting.
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* the +AS enchantment on your weapon.
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* the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists), the +AS enchantment on rings, necklaces, sigils, offhand equipment like lutes, orbs and skulls.  
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* the skill you have in using the weapon used.
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* tactics if you are wielding a fighter weapon, and
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* the stats of your character.  
  
To attack:
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Defense is straightforward; it is derived from the total defense of all armour being worn. However, note that the defense from light, medium and heavy armour is dependent on the class composition of a character. Refer to [[Class Skills]] for specific information about the armour types that each class can benefit from.
*press CTRL-UP
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To change targets, use either:
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Damage scaling:
*CTRL-LEFT & CTRL-RIGHT
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If your AS is same as the opponent Defense, you deal maximum damage that you are capable of. If your AS is 20 lower than the opponent's Defense, the damage you deal is reduced to 25%. In between it is scaled from 25% to 100%.
*SHIFT-a & SHIFT-s
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*CTRL-a & CTRL-s
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===Combat Spellcasting Controls===
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Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked.  
You can cast the spell bound to F1 by pressing shift, then the arrow key. Eg, bind An Mani to F1, then use shift-dir to cast An Mani on adjacent enemy targets.
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You can cast the spell bound to F2 by using CTRL-SHIFT-arrow.
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Diamond weapons ignore the Def of the opponent.
  
A good mage technique might be to bind Vas An Mani to F1 and Ort Grav to F2, then cast VAM quickly with SHIFT-direction and OG with CTRL-SHIFT-direction.
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===Magical combat===
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Every player and creature has Intelligence (Int) and Magic Resistance (MR). The higher your Int and MR is, the better.
  
Even a fighter may benefit from these shortcuts. For example, if s/he knows the Mani spell, bind it to F1 and use shift-dir to heal self at any time. Since Mani only ever heals the caster, it doesn't matter in which direction it is cast when used with shift-dir.
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While some spells have their own formula, generally speaking most spells base damage scale to caster's Int and most spell damage is reduced by high MR. For example, Xen Corp (Kill) ignores target MR, while Vas An Mani Tym (greater power word pain) does % of target hp damage over time.
  
==Combat Maths Basics==
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Intelligence is straightforward, it is the total of your Intelligence from your base [[Player_Stats|Stats]] and +Int enchantments on the equipment you are wearing and +Int buffs from food and potions, multiplied by any % Intelligence buffs activated.  
Every player & creature has an attack strength (also known as AS), and a defense. The higher the difference between the attacker's AS and the defender's defense, the more damage will be done.
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Your attack strength is derived from your skill in the weapon you have readied. You defense is derived from what armour you are wearing.
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Your Magic Resistance is derived from:
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* the +MR enchantment on items worn
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* the total MR gained from your equipment due to tint (crystal or mithril), if it is [[Mythic_Item_Crafting|Mythic]] or not, etc.
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* the stats of your character, mainly from your Intelligence but also some contribution from Strength and Dexterity.  
  
==Combat and Skills==
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Magical damage scaling is slightly more complicated than melee damage scaling, but roughly: If your Int is the same or higher than the defending MR, then you do 110% of the damage you are capable of. If the defending MR is 1.25x higher than the attacking Int, the damage dealt is reduced to 25% of the maximum damage.
See [[Class Skills]].
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== Special Moves==
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==Damage Types and Stat Dependent Damage Optimisation==
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===Damage Types===
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Each weapon has a corresponding damage type: slashing, piercing, or bludgeoning. And with certain types of monsters being more susceptible to each particular damage type, using the right weapon can give you a significant advantage. The following are some monster susceptibilities:
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* Undead: vulnerable to bludgeoning damage
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* Hellspawn: vulnerable to slashing damage
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* Dragons: vulnerable to piercing damage
  
For weapon users who's skill in their weapon is 90% or greater, a new attack is available for use. Each of these combat skills has it's own 'special move'.
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===Stat Dependent Damage Optimisation===
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The damage dealt with a particular weapon is enhanced by certain stats. This damage bonus is dependent upon the particular weapon skill employed. For example, when using a mace-type weapon, the damage bonus is dependent on strength, while when using a foil-type weapon, the damage bonus is dependent on dexterity.
  
The move is executed with CTRL-ALT-Direction. Each move uses a full bar of 'rage'. Rage is indicated by a yellow bar that grows over your character's head when attacking or being hit. The bar is white when it is full.
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Refer to the following for more specific information on damage types and stat dependent damage optimisation:
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* Axes, Longswords, Maces, Polearms: [[Fighter#Fighter_Weapon_Skills|Fighter Weapon Skills]]
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* Foils, Ranged, Shortswords: [[Rogue#Rogue_Weapon_Skills|Rogue Weapon Skills]]
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* Unarmed, Staves: [[Miscellaneous_Skills#Miscellaneous_Weapon_Skills|Miscellaneous Weapon Skills]]
  
The special moves, for each skill, are:
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== Special Rage Attacks==
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Rage attacks are special abilities that use rage as a resource. Rage is generated by dealing damage or to a much lesser extent by taking damage. Rage that isn't used expires after a few seconds. 
  
'''Longswords : FLURRY'''<br>
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See [[Combat Abilities]] for more details.
Performs 3-5 swings (thus attacks) in one, hitting targets adjacent to you randomly.
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'''Maces : THUNDERCLAP'''<br>
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==Other Combat Notes==
The target and the adjacent squares all suffer a shockwave. This is a 50% chance of being stunned (held for mobs and sleep for players) and 25% chance of confusion (4 seconds for player and indefinite for mobs).
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===Dual Wield===
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Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded (unless the character is a half-troll).
  
'''Axes : CLEAVE'''<br>
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Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.
The target's Attack Strength, Defense and Magic Resistance become temporarily reduced, thus making the target substantially weaker.<br>
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Cleave move also makes the target 'Wounded' whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.
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'''Polearms : BLOODBOLT'''<br>
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===Criticals===
The target suffers a regular hit, and a bolt of chain lighting strikes the target and other nearby enemies. This works on magic-immune monsters!
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When executing any attack based on a weapon skill, there is a small chance that attack will inflict a critical hit. A critical hit will inflict significantly greater damage than a regular hit.
  
'''Unarmed : QUIVERING PALM'''<br>
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Note: using a tinted weapon will decrease the chance of criticals being inflicted.
Target goes into 'complete shock'.  The next 3 attacks landed on him will have a 50% chance of being a critical.<br>
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(This only works when you're wearing all 'unarmoured' gear and using an 'unarmed' weapon, or your bare hands.)
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'''Foils : DISARM'''<br>
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===Parry and Riposte===
Player versus player: target is not allowed to re-equip for 5 seconds.<br>
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Rogues using foils can parry and riposte.
Player versus monster: melee monster have their Attack Strength halved for 5 seconds and magic using monsters are 50% less likely to cast.
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'''Shortswords : SLICE AND DICE'''<br>
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For detailed information on this, refer to the Foil weapon skill subsection in the [[Rogue|Rogue]] page.
Performs 3 successive attacks on the target.
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'''Ranged : POINT-BLANK HEAD-SHOT'''<br>
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===Dodge===
Extra damage, and also makes the target 'Wounded' whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.
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Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. There is also a buff that improves dodging capability.  
  
==Other Notes==
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Most magics have a low chance of also being dodged.
  
===Dual Wield===
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===Movement===
Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded.
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The speed at which a character moves (or flees) is dependent on two things:
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* The higher a character's dexterity is, the faster he or she will move.
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* The heavier the armour worn, the slower the character will move.
  
Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.
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However, note that the movement penalties associated with certain armour categories effect certain classes to a lesser extent (and in some cases, they are even negated). Refer to individual [[Classes|class]] pages for class-specific information on armour types and movement.
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===Unarmed Combat===
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A character gains additional bonuses when fighting unarmed. For [[Monk]]s this is the best way to do melee combat.
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For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].
  
===Parry and Riposte===
 
Players with high skill in foils will be at first able to parry attacks (ie, deflect them) and later to perform a riposte (where the damage is inflicted back on the attacker).
 
  
===Dodge===
 
Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. Magic cannot be dodged.
 
  
===Armour Weights===
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{{Navigation Skills}}
See the page on [[Items]] for more information on armour.
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[[Category:Skills]]

Latest revision as of 07:56, 2 March 2025

Combat is an essential part of EUO. Before entering combat, you will probably want to ready your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage.


Combat Controls

Refer to: Controls


Combat Maths Basics

Melee combat

Every player and creature has an attack strength (AS), and a defense (Def). The higher your attack strength and defense, the better. If a defender's defense is significantly higher than an attacker's AS, that defender will take minimal damage.

Your attack strength is derived from a combination of:

  • the +AS enchantment on your weapon.
  • the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists), the +AS enchantment on rings, necklaces, sigils, offhand equipment like lutes, orbs and skulls.
  • the skill you have in using the weapon used.
  • tactics if you are wielding a fighter weapon, and
  • the stats of your character.

Defense is straightforward; it is derived from the total defense of all armour being worn. However, note that the defense from light, medium and heavy armour is dependent on the class composition of a character. Refer to Class Skills for specific information about the armour types that each class can benefit from.

Damage scaling: If your AS is same as the opponent Defense, you deal maximum damage that you are capable of. If your AS is 20 lower than the opponent's Defense, the damage you deal is reduced to 25%. In between it is scaled from 25% to 100%.

Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked.

Diamond weapons ignore the Def of the opponent.

Magical combat

Every player and creature has Intelligence (Int) and Magic Resistance (MR). The higher your Int and MR is, the better.

While some spells have their own formula, generally speaking most spells base damage scale to caster's Int and most spell damage is reduced by high MR. For example, Xen Corp (Kill) ignores target MR, while Vas An Mani Tym (greater power word pain) does % of target hp damage over time.

Intelligence is straightforward, it is the total of your Intelligence from your base Stats and +Int enchantments on the equipment you are wearing and +Int buffs from food and potions, multiplied by any % Intelligence buffs activated.

Your Magic Resistance is derived from:

  • the +MR enchantment on items worn
  • the total MR gained from your equipment due to tint (crystal or mithril), if it is Mythic or not, etc.
  • the stats of your character, mainly from your Intelligence but also some contribution from Strength and Dexterity.

Magical damage scaling is slightly more complicated than melee damage scaling, but roughly: If your Int is the same or higher than the defending MR, then you do 110% of the damage you are capable of. If the defending MR is 1.25x higher than the attacking Int, the damage dealt is reduced to 25% of the maximum damage.

Damage Types and Stat Dependent Damage Optimisation

Damage Types

Each weapon has a corresponding damage type: slashing, piercing, or bludgeoning. And with certain types of monsters being more susceptible to each particular damage type, using the right weapon can give you a significant advantage. The following are some monster susceptibilities:

  • Undead: vulnerable to bludgeoning damage
  • Hellspawn: vulnerable to slashing damage
  • Dragons: vulnerable to piercing damage

Stat Dependent Damage Optimisation

The damage dealt with a particular weapon is enhanced by certain stats. This damage bonus is dependent upon the particular weapon skill employed. For example, when using a mace-type weapon, the damage bonus is dependent on strength, while when using a foil-type weapon, the damage bonus is dependent on dexterity.

Refer to the following for more specific information on damage types and stat dependent damage optimisation:

Special Rage Attacks

Rage attacks are special abilities that use rage as a resource. Rage is generated by dealing damage or to a much lesser extent by taking damage. Rage that isn't used expires after a few seconds.

See Combat Abilities for more details.

Other Combat Notes

Dual Wield

Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded (unless the character is a half-troll).

Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.

Criticals

When executing any attack based on a weapon skill, there is a small chance that attack will inflict a critical hit. A critical hit will inflict significantly greater damage than a regular hit.

Note: using a tinted weapon will decrease the chance of criticals being inflicted.

Parry and Riposte

Rogues using foils can parry and riposte.

For detailed information on this, refer to the Foil weapon skill subsection in the Rogue page.

Dodge

Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. There is also a buff that improves dodging capability.

Most magics have a low chance of also being dodged.

Movement

The speed at which a character moves (or flees) is dependent on two things:

  • The higher a character's dexterity is, the faster he or she will move.
  • The heavier the armour worn, the slower the character will move.

However, note that the movement penalties associated with certain armour categories effect certain classes to a lesser extent (and in some cases, they are even negated). Refer to individual class pages for class-specific information on armour types and movement.

Unarmed Combat

A character gains additional bonuses when fighting unarmed. For Monks this is the best way to do melee combat.

For detailed information on this, refer to Unarmed.



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