Combat
Stamina
Stamina is only active while in combat with another player. This stops you from endlessly spam jumping during PvP, aswell as other actions, since everything you do (including sprinting) during combat depletes your stamina.
To regenerate stamina, you need to either stand still, or walk without sprinting or jumping.
Weight
Each armor and weapon piece has a specific weight. The more armor you wear and the more weapons
you carry, the slower you walk on foot. Weight can be read on the equipment piece's lore text, just like
every information about the equipment.
If you weigh too much (more than the max weight/equipload in /stats
or shown on the HUD) you can't swim.
Attack/Defence Types
When you hover over a weapon (before or after crafting it), you will notice it
mentions 4 defence types: THRUST
, REGULAR/NORMAL
, STRIKE
& SLASH
.
When you are attacked with a weapon, the only defence type that will matter is
the one of the weapon you were hit with. If you were to be hit with a
mace that deals 10 Damage in STRIKE
, and your armor would overall provide little to no
STRIKE
defence, you would die after two hits.
When not knowing your enemy's weapon and armor supply, it is best to wear an armor type that protects you from any attack type EQUALLY.
Attributes and Stats
Players have several attributes such as strength, dexterity, vitality, and endurance.
Stats can be viewed and upgraded with the /stats
command.
It costs XP to upgrade stats and each one gives different bonuses.
Some weapons will show an attribute requirement (like strength or dexterity).
If you use a weapon without the attribute requirement you deal significantly less damage.
Each player has stats that can be see with /mu stats
. As seen here players have a base attack of 1 (fist).
Attributes such as strength and dexterity upgrade the strength and dexterity bonus of a player.
Some weapons have strength and dexterity multipliers.
The attack of a weapon is the players base damage plus the weapons base damage times one plus the the attributes multipliers times the players attribute bonuses
So for example a zweihander has a base damage of 12 and strength multiplier of 70% and dexterity multiplier of 35%
If a player has strength bonus of 10% and dexterity bonus of 5%.
The Atk
in the formula below would be (12+1)*(1+(0.7*0.1)+(0.35*0.05))
= 14.1375
.
The Def
for the formula below would be the sum of all the slash defences of all armors the player being attacked has equipped
Damage Formula (Piecewise)
Damage | Condition |
---|---|
\( \text{Atk} \times 0.1 \) | \( \text{Atk} \leq \frac{1}{8} \times \text{Def} \) |
\( \text{Atk} \times \left(\frac{19.2}{49} \times \left(\frac{\text{Atk}}{\text{Def}} - 0.125\right)^2 + 0.1\right) \) | \( \frac{1}{8} \times \text{Def} < \text{Atk} \leq 1 \times \text{Def} \) |
\( \text{Atk} \times \left(-\frac{0.4}{3} \times \left(\frac{\text{Atk}}{\text{Def}} - 2.5\right)^2 + 0.7\right) \) | \( 1 \times \text{Def} < \text{Atk} \leq 2.5 \times \text{Def} \) |
\( \text{Atk} \times \left(-\frac{0.8}{121} \times \left(\frac{\text{Atk}}{\text{Def}} - 8\right)^2 + 0.9\right) \) | \( 2.5 \times \text{Def} < \text{Atk} < 8 \times \text{Def} \) |
\( \text{Atk} \times 0.9 \) | \( \text{Atk} \geq 8 \times \text{Def} \) |
Attack Weight vs Deflection Level Table
↓ Deflection Level / → Attack Weight | NONE | LIGHT | MEDIUM | HEAVY |
---|---|---|---|---|
NONE | MEDIUM | HEAVY | HEAVY | HEAVY |
LIGHT | NONE | MEDIUM | HEAVY | HEAVY |
MEDIUM | NONE | LIGHT | MEDIUM | HEAVY |
HEAVY | NONE | LIGHT | LIGHT | MEDIUM |
Crafting
Each equipment piece has a custom recipe. Use /recipes
ingame to view all the recipes,
and click on the category your weapon falls into.
some weapons need to be assemlbed in smithing table not crafting table
Throwing weapons
For throwing weapons like the francisca axe you can throw by holding right click