Combat Guide
Written by Trevor Rage

 

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Combat is an integral part of Haelrahv, however, it is not a requirement to advance and some characters may find it to be something they don't wish to engage in at all. However, for those who have an interest in armed conflict, this help file is designed to get you started with the basics of the Haelrahv combat system.

1. Introduction / Table of Contents
2. Defense
3. Attacking
4. Armor
5. Injury
6. Balance
7. Tactical Fighting
8. Loot and Reward
9. Magical and Mental Combat
10. Group Hunting


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Defense
There are two very important aspects of defense that must be considered. Firstly, how your character will attempt to defend themselves. There are three options available: dodging, parrying, and the use of a shield to block. Each has aspects that may be beneficial or harmful to your overall defense, depending on the case in which they are used.

Dodging may be used by using the DODGE command. This will set your character to always try to dodge attacks until you choose a different defense method. The benefit of dodging is that it completely removes your character from harm if successful; however, dodging can be very difficult if you are encumbered by items you are carrying or if you are using armor you have not sufficiently trained to use. If you're traveling light and are trained for the armor you are wearing, this method may be your best choice. Dodging requires training in the Evasion skill to be effective.

Parrying means that your character will try to block attacks with a weapon or their bare hands. There are several potential problems with this defense method. Firstly, your weapon (or your hands/arms if you are unarmed) may be damaged during a parry attempt. Additionally, one cannot parry some attacks; specifically, projectile attacks such as archery weapons, firearms, pulse weapons, some exotic ranged weapons and thrown weapons. If you are using the parry defense method and are attacked by one of these projectiles, you will revert to using a shield if one is held, or dodge if not. Parrying may be used by means of the PARRY command and is effective until you change your defense method.

A shield may be used to ward off attacks by using the BLOCK command. On the upside, using a shield reduces the damage your armor takes when you fail -- the shield itself will usually catch some of the blow at least. Since encumbrance and armor hindrance are not as problematic, and because shields can block projectiles, this method is a good middle ground. On the downside, your shield will take a beating from use and will need frequent repair. A shield must be held in the left hand, and should you be attacked without a shield in hand, you will revert to using DODGE instead. Guardians are not permitted to use shields.

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Attacking
The method in which you attack an opponent is based on the weapon you are using and how you wish to use it. For example, while you *could* swing a bow at an opponent, it is highly recommended you instead shoot it. Of course, you'll need ammunition and you'll have to load the weapon frequently. To load a weapon that requires ammunition, simply hold the ammunition in one hand and the weapon in another. Type LOAD <weapon>, such as LOAD BOW or LOAD GUN. If you are holding more ammunition than your weapon can hold, you will load only up to its capacity. At any time, you may also remove the ammunition from the weapon by typing UNLOAD <weapon>. There are different types of ammunition and you must have the type your weapon requires. There are also several subtypes; for example, a bow uses arrows, and there are many types of arrows such as flight, barbed and Ishaian, all of which have different aspects. To fire a weapon at a target, use SHOOT <target name> such as SHOOT Gamojab. Some weapons have reusable ammunition that will land to the ground after use.

Melee attacks fall into three categories: blunt bashing (BASH), slashing attacks (SLASH), and piercing (THRUST). Each weapon is suited for one or more of these attack types and most weapons work best with a specific one of the three. To attack in one of these manners, simply type BASH, SLASH or THRUST and then the target name, such as SLASH Gamojab. The ATTACK verb may also be used and defaults to a specific attack type based on the weapon.

Weapons may also be thrown at an opponent, which is effective if you wish to stay at a range from them and attack without the risks of close-quarters combat. To throw a weapon, simply type THROW <name> such as THROW Gamojab. Don't forget to pick your weapon up after you throw it!

Unarmed attacks may also be used, of which there are many including PUNCH, KICK, JAB, UPPERCUT, HOOK, ROUNDHOUSE and others. Some require a minimum level of Unarmed Combat skill. The Guardian profession excels in the use of unarmed attacks.

You can also aim an attack at a specific body area. For example, KICK Gamojab Head would target the Gamojab's head. However, this attempt will not always succeed, especially for characters with little training.

If you wish to attack an opponent again after an initial attack, you may type just the attack verb. For example, if you last attacked an Eteoch (using SLASH ETEOCH), you may attack it again by just typing SLASH. If you last targeted a specific area, you will try to hit that location again.

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Armor
Armor may be worn to protect you from injury. Armor does not increase the chance that you will avoid being hit. It does, however, reduce the injury you take when you are hit. There are essentially two categories of armor, light and heavy. Light armors are less restrictive and require less training, but also protect less. Heavy armors require more strength and training, but are more effective.

If you are not properly trained to use the armor you are wearing, it will be far less effective and in some cases, using armor you are not trained to use can actually be more of a problem than a benefit to you. Shields are also a form of armor, but must be held in the left hand to be of use. The Trooper profession is particularly skilled in the use of armors.

Guardian code prevents them from using armor or weapons, including shields.

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Injury
Injuries sustained in combat have various effects on your character, all of which are detrimental. Wounds sustained upon vital areas such as the head, neck, chest, back, and so on can lead to death if severe. All wounds may result in bleeding, which can result in eventual death. Haelrahv uses a hit point model common to role-playing games; that is, your character has a certain amount of hit points (HP). When these points reach zero, your character will die. Note that only injuries sustained upon vital body areas will result in HP loss, injured limbs and the like will not cause a loss of hit points. Bleeding from any body location results in loss of HP as well.

Injured arms or hands can make them unusable, causing you to drop an item you are holding. Should this happen, it is advisable to pick up the item as soon as possible with your other hand, assuming it isn't also destroyed. Injured eyes can cause partial or full blindness, which is reflected in a greatly diminished ability to fight.

Should you be badly injured, you should leave combat and seek professional care immediately from a Medic or by other means. While you will regenerate loss hit points and even heal wounds to your body over time, this can be a lengthy process. The Darju race has greater regenerative abilities than others.

Fatigue is also an important aspect of combat. As you attack, you will become tired and should rest from time to time. Various magical, alchemical and other effects may assist you in recovering from the tiring process of combat as well. Generally, the heavier a melee or thrown weapon is, the more tiring it will be to use, and powerful unarmed attacks are generally more tiring as well. In the case of fired weapons, fatige is generally a factor of how often one attacks than the weapon in use.

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Balance
As you succeed or fail to attack or defend yourself, your balance is constantly changing. One can become off balanced which leads to greater difficulty in combat; likewise, one can also become exceptionally balanced by a series of inspiring exchanges and enjoy heightened combat ability. Should you find yourself in poor balance, it may be best to retreat and regroup for a moment.

Generally, heavier weapons have a more drastic effect on balance, and specific weapons may help or hinder your attempt to stay balanced by sheer nature of that weapon. Encumbrance and poor armor training can also be problematic.

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Tactical Fighting
Often, one will be surrounded by multiple opponents and have either little desire or ability to escape. In such situations, training in Tactics is paramount, as poorly trained characters in this skill will find it increasingly difficult to juggle the strains of simultaneous assailants. Those who do not train the Tactics skill may need to practice other methods to protect themselves in such situations, such as fighting at a range or stealth fighting.

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Loot and Reward
Many opponents either carry usable goods and money, or may be skinned for valuable pelts and hides. To attempt to skin something, simply type SKIN <name>, such as SKIN Gamojab. You will need a sharp instrument in one hand and nothing in the other.

To determine if something has items to loot, type SEARCH <name>, such as SEARCH Gamojab. While not everything will have items to offer, many opponents will carry money, gems and other things you can use or sell!

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Magic and Mental Combat
Practicioners of magic and students of the mental arts may have available to them a number of magical or mental attacks. To use them, one simply types PREPARE <spell name> for spells and INVOKE <psi power> for psionics. When the power is ready for use, CAST <name> such as CAST GAMOJAB for magic spells and FOCUS <name>, such as FOCUS GAMOJAB for psionics.

Spells and mental powers require focus to use, which will become depleted with use and will also recover in time. Training certain skills has a very beneficial effect on both one's focus capacity as well as how quickly focus is regained.


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Group Hunting
There are many benefits to hunting in groups with others. It's safer, and should the worst happen and your character die, having friends around can be of great help. Additionally, the rate at which your character gains experience is also improved by hunting with others. Having a Medic handy is both great for keeping in shape as well as learning more effectively. Additionally, you can benefit to a small degree by simply watching others in your group fight.

It's also easier to make sure you're not overlooking any loot after the fight is over when you have more than one person there to keep a look out!