Difference between revisions of "Combat"

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(Combat Maths Basics)
(Combat Maths Basics)
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An very out of date, but detailed explanation of the combat mechanics can be found here for reference.  
 
An very out of date, but detailed explanation of the combat mechanics can be found here for reference.  
 +
 
http://swut.net/euo/other/combatdetails.htm
 
http://swut.net/euo/other/combatdetails.htm
  

Revision as of 18:06, 30 January 2009

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. It will also be worth while knowing how to actually attack, so read on.

Combat Controls

More information on Keyboard Controls here.

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

To perform a special move (see below for special move details) bind it to an F-key, then use the appropriate key combination (see Keyboard Controls for key combinations).

Ranged Combat Controls

Attacking with a bow, crossbow or sling consitutes ranged combat. Ranged combat uses auto-targeting.

To attack:

  • press CTRL-UP

To change targets, use either:

  • CTRL-LEFT & CTRL-RIGHT
  • SHIFT-a & SHIFT-s
  • CTRL-a & CTRL-s

Combat Spellcasting Controls

You can cast the spell bound to F1 by pressing shift, then the arrow key. Eg, bind Minor Harm (An Mani) to F1, then use shift-dir to cast Minor Harm on adjacent enemy targets.

You can cast the spell bound to F2 by using ALT-arrow.

A good mage technique might be to bind Greater Harm to F1 and Lightning to F2, then cast Greater Harm quickly with SHIFT-direction and Lightning with ALT-direction.

Even a fighter may benefit from these shortcuts. For example, if s/he knows the Minor Heal Self spell, bind it to F1 and use shift-dir to heal self at any time. Since Minor Heal Self only ever heals the caster, it doesn't matter in which direction it is cast when used with shift-dir.

Combat Maths Basics

Every player & creature has an attack strength (also known as AS), and a defense. If the defenders defense is significantly higher than the attackers AS, the defender will take no more than 1-2 points of damage.

Your attack strength is derived a combination of the +AS enchantment on your weapon, the skill you have in using the weapon and other combat skills and the stats of your character. You defense is derived from what armour you are wearing.

An very out of date, but detailed explanation of the combat mechanics can be found here for reference.

http://swut.net/euo/other/combatdetails.htm

Combat and Skills

See Class Skills.

Special Moves

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'.

The move is executed when it is bound to an F-key and the appropriate key combination is pressed (see Keyboard Controls). Each move uses a full bar of 'rage'. Current rage can be seen by pressing #. The bar is white when it is full.

The special moves, for each skill, are:

Longswords : FLURRY
Performs 3-5 swings (thus attacks) in one, hitting targets adjacent to you randomly.

Maces : THUNDERCLAP
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).

Axes : CLEAVE
The target's Attack Strength, Defense and Magic Resistance become temporarily reduced, thus making the target substantially weaker.
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.

Polearms : BLOODBOLT
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!

Unarmed : QUIVERING PALM
Target goes into 'complete shock'. The next 3 attacks landed on him will have a 50% chance of being a critical.
(This only works when you're wearing all 'unarmoured' gear and using an 'unarmed' weapon, or your bare hands.)

Foils : DISARM
Player versus player: target is not allowed to re-equip for 5 seconds.
Player versus monster: melee monster have their Attack Strength halved and magic using monsters are 50% less likely to cast for 5 seconds.

Shortswords : SLICE AND DICE
Performs 3 successive attacks on the target.

Ranged : POINT-BLANK HEAD-SHOT
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.

Other 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.

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.

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), and ultimately will be able to perform a DISARM. Parry and riposte occur automatically, while disarm is a special move that requires a full rage bar to be used.

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

See the page on Items for more information on armour.