Site hosted by Angelfire.com: Build your free website today!
COMBAT
- or - That's it. I can't take it anymore. I gotta kill somethin' 
 
The Training Dummies and Sparring:

Training with the dummies
Dummies: Before you go off half-cocked into the sewers you should give serious consideration to practicing at the training dummy in Leda's or Gilven's training school. Here, with a little patience and perseverance you can earn a couple of skill levels before you begin to hunt. Both trainers will charge you for training so you should have a little coin on hand before you try to advance.
The key to training with dummies is to remember that you aren't hunting. That is, you aren't trying to kill the dummy and you needn't worry about it getting fatigued and running away. For this reason you don't have to worry about your success rate (the percentage chance to hit).
Your success rate: You can set your attacks to whatever success rate you like by manipulating combat postures and utilizing any manuveurs you might know. I would recommend keeping your above 5% but no higher than 50% (or else you might lose those little 1sp hits). Remember, the closer your hit number (the number the computer "rolls" for you) is to your success rate, the more sp's you get. For example, if your success rate is 45% and you "roll" a 47 then you can expect about 14 sp's for that hit. The reverse is true, however, so if your success rate is 45% and you "roll" an 80 then you can expect, maybe, 1 sp.
Flucuating success rate: Another little quirk unique to the dummies is that you probably aren't the only one training with it. It can support up to three people approaching it but other players with long weapons (quarterstaves and spears) can attack it without approaching. And for every combatent besides yourself working on that dummy you a +20% bonus to your success rate. So, as other player characters come and go, you'll find your success rate flucuating wildly. Remember that you can manipulate your success rate by changing combat postures (berserk, aggressive, defensive, etc.) and by using any manuvears you may have learned (for example, the gladius manuveur "stab" has a higher success rate than the normal "attack").
Dummy sp maximum: In order to prevent abuse of the training dummies the gm's have capped the sp rate for the dummies at your skill's rank of 10. Which is to say that, once your weapon's skill rank exceeds 10, then you can expect a vastly reduced sp gain rate. Even at Rank 11 in your weapon skill Rank you will see the amount of sp's any of your successful hits earn drops sharply to a maximum of 1, no matter how close you "roll" to your success rate. For this reason you should not train in your weapon skill Rank (or in Armed Combat Manuveurs, either, for the same reason) beyond 10. At least not yet. Training beyond 10 will be best done in the hunting grounds.
The best way to avoid abandoning the ease and safety of the training dummies as long as possible is to train in your basic weapon skill Rank to 10 and learn all the manuveurs you want to 10 as well before moving on. I recommend training to Rank 5 in order to make hitting the dummy easy enough to get a regular supply of sp's. Then save up your sp's and learn all your weapon's defensive manuveurs to Rank 5 (in case someone decides to try to bully you before you get any serious Ranks). Then learn all the offensive manuvears. Finally, increase your basic skill to 10 before focusing on your other manuveurs to Rank 10 as well.

Training by sparring
Sparring: Another good way to earn a couple of ranks in your weapon is sparring. Sparring is merely fighting with another character with your "practice" command toggled to "on" (type practice). This will allow you to fight normally but without inflicting damage on your opponent. In this way you can both continue to "fight" each other without fear of getting hurt and earn skill points while you do. Find another newbie willing to spar, activate your practice mode and lay to it until you are completely exhausted. Then go to the baths, lay in the tepidarium and type skills to check how many skill points you have earned. If you have more the 5.0 (or however much for your specific weapon) then go to your respective trainer and buy yourself another skill rank. Warning: if the guy you are sparring is good enough, or physically strong enough, he might still cause you some slight bruising and/or scratching which the game will not warn you that you are receiving, though these mild wounds can be seen when you click your status indicators (the colored lines on the bar) or type condition. However, these bruises and scratches are just for show, they won't cost you any health points and can't kill you.
Sparring etiquette: DO NOT try to spar someone without getting permission from them first. This includes, specifically, the staves move "sweep". This is not only as rude as giving a complete stranger a wedgie, it's also illegal (considered assault by any connie worth his salt). I can't tell you how many skulls I cracked because some joker thought it would be funny to sweep me while I was training with the dummy. And you can bet that, if any character I play is around, I'll be sure you spend a few hours in jail for assault. Seriously, this is my pet peeve. Fair warning.
The practice command: This command turns on and off your practice mode. Remember, when you are finished sparring turn it back on! Otherwise you might later go hunting only to find that you are not doing damage and have to turn off your practice mode in the middle of a fight.

Hunting and Armor:
The first thing you'll need to know about hunting is where to hunt. The Directions section of this site lists some of the easier hunting grounds where you will spend your first few "weeks" in Iridine. The next thing you need is armor and a quality weapon. The Money section should cover where to get the coin for these items. If you don't want to spend the extra time to earn the money for a higher quality weapon, that's okay. You can use the one you start the game with, it just isn't as likely to cause as much damage as a higher quality weapon can. It's just not as fancy.
All this aside, the one and only top priority for you now is armor. You gotta have armor. Below I have listed a three sets of armor that you should have depending on the hunting ground you are hunting.

Armor set # 1:
Leather tunic (Venina's)
Leather breeches (Venina's)
Glove (Venina's)
Belt (Venina's)
Leather helmet (Harach's)
Heavy hobnailed soldier's boots (Waike's)
Stiff leather pteryges (Harach's)
Leather arming jerkin (Waike's)
Leather shoulder pterygyes (Harach's)
Leather cuirass (Harach's)
or Padded armor (Harach's)

Armor set # 2:
Leather tunic (Venina's)
Leather breeches (Venina's)
Glove (Venina's)
Belt (Venina's)
Leather helmet (Harach's)
Heavy hobnailed soldier's boots (Waike's)
Stiff leather pteryges (Harach's)
Leather arming jerkin (Waike's)
Leather shoulder pterygyes (Harach's)
Leather cuirass (Harach's)
or Padded armor (Harach's)
Left bronze greave (Harach's)
Right bronze greave (Harach's)
Phylax (Waike's)
Armillus (Harach's)

Armor set # 3:
Leather tunic (Venina's)
Leather breeches (Venina's)
Glove (Venina's)
Belt (Venina's)
Bronze helmet or Bronze visored helmet (Harach's)
Heavy hobnailed soldier's boots (Waike's)
Stiff leather pteryges (Harach's)
Leather shoulder pterygyes (Harach's)
Left bronze greave (Harach's)
Right bronze greave (Harach's)
Phylax (Waike's)
Mail cuirass or Muscle cuirass or Lorica hamata (Harach's)
(I highly recommend the Lorica Hamata out of these three choices)
Armillus (Harach's)

As a side note: For those paranoid about gettin' a lil' scratch, you can augment yer armor with a number of other items.
You can wear one of those leather helmets from a thug-alley brute under your bronze helmet for a little added cranial protection. For that matter, if you can find a wool cap or other such headgear, wear that as well. The tunics and leggings you find lying around town can be worn one on top of the other under your armor to absorb a good bit of damage that might get through as well.
Experiment, if you find something new that helps you, let me know about it in the Vino's Vineyard/Sewer Dog Submissions Board. I'll be glad to let everyone know what a brilliant guy you are.
Side note Two: The Vetallun Armory offers many of theses items at greatly reduced prices. I will get a list of items they sell and add the Vet Armory alongside those listed above. You can count on the Vet Armory to sell it cheaper than either Waikes or Harach's. I may also discover other shops where specific items can be found cheaply so you may want to check the Iridine Shopper's Guide section if you're looking for bargains.
(Thanks to Aescapes for the correction to Armor set #3 and on input on Side note Two above.)


Combat, a how-to:
When you first enter your chosen hunting area (probably the sewers) go ahead and find your first kill. Simply wander around the hunting ground area until you bump into something and get ready, whatever it is will probably be as ready to fight as you are. When you have a rat or osecar in your sights use the following commands to engage in combat (remember to watch your red line, this is the amount of damage you have taken. Remember that it sometimes takes a few minutes to find a healer and for them to stop the bleeding. Give yourself time to be healed before you bleed to death.)
*To engage a target: Approach <target>   Ex: Approach osecar
(This is probably not necessary unless you are just eager. Most animal will approach you if you give them a second.)
*To attack a target Attack <target>   Ex: Attack osecar.
Before you can fight, however, you must be wielding your weapon. If you are not already wielding then type : Wield <your weapon>. To stop wielding your weapon you can type Unwield <your weapon> or simply put it in one of your containers (this will unwield automatically).
Also keep in mind that some weapons require two hands to wield (such as spears and staves). You will have to drop torch or drop lantern before you can attack <target>. Remember to get your torch/lantern when you leave the area.
*Once you are engaging a target just keep attacking until they do one of two things:
- Get worn out and attempt to retreat. In this case stop attacking and wait until the moment they fully retreat. Then quickly approach again and attack again. Then wait until they retreat fully before doing it again. Do this because, if you attack just before they retreat fully, they may get away and leave the area before you are allowed to attack again.
- Fall unconscious. Just keep attacking until they breath their last breath. Then put away your weapon, get your knife or dagger and start skinnin'.

*If your opponent should get the better of you, you can disengage with the retreat command. You can use the command string retreat <direction> to escape to an adjacent area and avoid your opponent re-engaging you before you get away (example: retreat west). Then run and find yourself a healer.
 
 


Combat Postures:

In TEC there are five combat postures; berserk, aggressive, normal, wary and defensive. You will begin the game in the normal combat posture and will remain in that posture unless you change it. Each posture effects how easy a target you present to your opponent and how easy it is for you to hit your target.
Berserk                            All offense, no defensive capability.
Aggressive                       Mostly offensive, little defensive capability.
Normal                            Equal attention to offense and defense.
Wary                               Mostly defense, little offensive capability.
Defensive                         All defense, no offensive capability.

To change combat postures simply type the name of the posture you want and you will change to that combat posture. Be aware, however, that this will take a moment - usually about as long as it takes to strike an opponent.
Later, when you develop defensive skills ("blocks") your combat posture will more dramatically effect how well these blocks perform. Defensive postures will increase the effectiveness of defensive skills, offensive postures will decrease, or even nullify, defensive skills.    
Factors that effect your success rate
Lighting - Lighting strongly effects your ability to hit in combat. If you are unsure of whether there is enough light to make an artificial light source unnecessary use the lighting command to get a vague idea of how much light is available. A lantern has the same effect as two torches (i.e. maximum lighting). If you have opted not to utilized the more expensive lantern then dropping an extra burning torch (or having a friend along with his/her own torch) might make all the difference in allowing you to see well enough to hit with all your skill. A lantern adds -20% to hit, each torch adds -10% to hit, in darkness. The maximum being -20% in regardless of what combination of light sources you use.
Hunting groups - Each animal or human you hunt is limited to three opponents approaching them at one time. That means that only three people can approach any one target at one time. But another person, in addition to yourself, gives you (and them) a -20% bonus to hit. Meaning that if you have a friend with you, and both of you are attacking the same target, you each get a -20% bonus to hit!  A Total of three combatents, including yourself, gives you a -30% bonues. This makes most creatures huntable by a group of two or three newbies. Consider that a group of three brand-spankin'-newbies can waltz into the Dumps and hold their own, splitting the proceeds from rat-stomach gems between them, so long as they all approach and attack the same target.

* Thanks to Antaeus for this sub-section!
* Thanks to Drexus Creshiando for corrections to this sub-section!


NEXT    HOME