COMBAT
Since the MMRPG takes place in the middle of a huge war, it makes sense that fights are going to spring up quite a bit while you play. In fact, making your character a better fighter is one of the biggest parts of the game.

The biggest downside to Combat is its incredible complexity. If you thought the rest of the site was hard to learn about, get ready to have your socks knocked off. However, the good thing is that you can take your time learning Combat, as you can't fight (and probably wouldn't anyway) right away. Plus, I've designed a guide to help you understand it a bit more.

Combat is decided through the roll of several dice. However, Combat isn't decided completely through luck. Your XS points have a even more effect on the outcome of the fight than the dice rolls themselves. XS points are a variety of different scores that increase your chances of winning when they are higher. The different categories of XS points are AS, DS, ACS, and ES. See the
XS Guide for information on XS Scores. Other factors in Combat are Armor and Items you have.

A variation of Combat is the spar. Spars are performed just like Combat, expect that no one can get hurt due to protective measures taken. Spars are a good way to fight without endangering anyone. Changes between Combat and Spars will be noted.
COMBAT BASICS
Here are the basics of Combat. This gives you a basic overview of what goes on, in order that it happens.

1. Initiate Combat: Only one person needs to want to have Combat for it to happen. Players can choose to run at this time. If their running skill level is equal or higher than that of the person who is not fleeing, they can escape. If four or more players on the attackers' side (including the attacker) are right next to the battle spot, they can surround the one fleeing, forcing them to fight.

2. Number of Participants: Up to four people ( 2 v 1 or 3 v 1) can participate in Combat at once. The maximum number for spars is eight. If Combat is say, 2 v 2, it is the same as two separate Combats, and will be treated as such. If combat is 1 v 1 v 1 v 1 or similar, then it may be treated as one Combat.

3. Combat Watcher:
Players will choose a Combat Watcher (CW) to do the Combat rolls for them, and descriptions if the CW wants to. Both of the Combatants and the CW must agree to this decision. Upon special request, an Overseer will be the CW. Combat Watchers must know how to do Combat sufficiently. Do not let a CW do Combat that doesn't know how. They're not responsible for your poor decisions, and you may get an oucome you don't like.

4.
Post and Modify Stats: Players post their XS Scores as well as their Weapons, Items, and Armor they will be using. Failure to mention a certain item will be the fault of the player; Combat will not be redone. To determine a character's final ES score, the CW will subtract the opponent's AS score from the ES score.

5.
First Attack: Next, it is decided who will attack first. The player with the highest ES will go first. If ES is the same, the player with the higher ACS will start off. If ACS is equal, a coin is flipped by the Combat Watcher.

6. COMBAT FIGHTING:
Read the Combat Fighting Section on the next page.

7
. COMBAT WATHCER SPEED: Most Combat Watchers will go at their own speed, which pretty much "post several posts until Combat is complete". However, sometimes you may want to do something in the middle of a fight (say, a power attack, run, or change your strategy) that requires you to tell the CW. If the CW doesn't see it, it's not his/her fault. If you want to allow time, be sure to tell the CW beforehand to do something like have you confirm you're ready after every 1 or 2 rounds.

8. PRIOR ATTACK MOVE:
Certain moves can be performed before attacking to reduce your opponent's stats. This includes using Deku Nuts and the Boomerang. The penalty of using this is -2 ES for your character in the next round. These effects last for two rounds, after which they may be repeated. There is a 1/6 chance of failure for these attacks (if a one is rolled on a die by the CW).

9. CHARGING MOVES:
Some moves, like the Sword Spin, the Magic Sword Spin, and the Bubble Shot all require you to charge up for a second beforehand. While various advantages come from these attacks, you will be more vulnerable when charging them. Thus, a -2 ES and -1 DS penalty is applied.

10. POWER ATTACKS:
Power Attacks come from surges of strength. They can only happen once per battle. However, they are quite helpful. You will gain +4 AS for your attack. However, the following round, your ES will be lowered by -1 as well as your AS by -2. Power Attacks take time to gain. You will need to have gotten hit twice before by an attack.

11. FLEEING DURING COMBAT:
If you see that you're losing and you probably won't win, sometimes it's a good idea to high-tail it out of there. Running takes up a turn, so your opponent gets one more attack on you, then you run. If your Running Level is equal or higher to your opponents, or you have some fast transportation nearby, you can escape. If you are running or using transportation that requires your body, each time you have been hit in battle will lower the skill Level by 1. Drinking a potion will cure these effects, and you can drink it as you flee. If you are participating in a Speed Combat, you may flee without any penalties.

12. COMBAT WITH 3 OR MORE PLAYERS:
If 3 or more players are participating in Combat, then special rules are added. Each character must choose their targets beforehand (in order). If they want to be able to change, I suggest changing the CW Speed. Each attack is performed like Normal Combat, it's just more hectic since more people are fighting at once.

13. SPEED COMBAT:
Speed Combat is Combat performed by one or more players on Horses or other quick ways (Goron Rolling, Zora Swimming, etc.). If one player is on a horse/other, then they will attack through quick passes-by. Because of their speed, their ACS is lowered by -2. The opponent, however, due to having to react quickly, suffers -2 for all XS. If both characters are on a horse, the same penalties are applied, but to both. Lances help better this situation. Only two characters on horseback may fight at one time.

14. CAREFUL COMBAT:
In certain situations, you may want to fight somebody but make sure they don't die. This is quite hard to do, and requires great concentration. Your AS and ES will both suffer -2 from this decision, but whenever you get a fatal hit, you won't kill, but instead severely injure the opponent to where they can't retaliate.
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