Combat

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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

More information on Controls here.

Combat Maths Basics

Every player & creature has an attack strength (also known as AS), and a defense. The higher your attack strength and defense, the better. If the defender's defense is significantly higher than the attacker's AS, the defender will take a minimum of damage.

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

Weapon & damage types, and how stats influence bonus damage

High stats give damage bonuses to attacks. Which stat gives the bonus depends on the weapon skill employed. Extra damage when using a mace for example is derived purely from your strength, while bonus damage when using a foil is derived purely from dexterity. Longswords, for example, get stat-damage bonuses from both dexterity and strength.

The following table shows how your strength and dexterity stats influence bonus weapon damage, bonus attack strength as well as what type of damage each weapon family does.

maces            90% str / 10% dex   (bludgeoning)
polearms         90% str / 10% dex   (mostly slashing)
axes             75% str / 25% dex   (slashing)
long swords      50% str / 50% dex   (slashing)
unarmed          50% str / 50% dex   (bludgeoning, slashing, piercing)
short swords     25% str / 75% dex   (mostly slashing)
ranged           25% str / 75% dex   (piercing)
foils           100% dex             (piercing)

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, confusing all target enemies.

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'. For the next 5 seconds, there is a 50% chance that each landed blow will be a critical, up to a maximum of 3 critical hits.
(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's weapon is unequipped and the 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.