Difference between revisions of "Combat Commands"

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(Added "aim shot" and "stalk" commands, "fire" aliases, updated combat position info)
(man I messed up my previous edits bad)
 
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<code>aim shot</code> - Incurs some [[roundtime]], after which the next ranged attack will get additional [[reroll]]s so long as the aim isn't interrupted. Best used from stealth or while being guarded by someone else.
 
<code>aim shot</code> - Incurs some [[roundtime]], after which the next ranged attack will get additional [[reroll]]s so long as the aim isn't interrupted. Best used from stealth or while being guarded by someone else.
  
<code>Attack</code> - Make a single attack on a target.  Can also use the '''kill''' verb to the same effect.
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<code>Attack</code> - Make a single attack on a target with one's held weapon, or unarmed attack if no weapon in handAliases: <code>kill</code>, <code>ambush</code>
  
 
<code>Barrage</code> - Auto-fire until you '''stop''' or become exhausted.
 
<code>Barrage</code> - Auto-fire until you '''stop''' or become exhausted.
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<code>Cast</code> - Cast a spell or held wand at a target.  You must either be channeling elements that can be used for attack ([[pyromancy]], [[hydromancy]] ,etc.) or specify an attack spell (learned via [[guilds]]).
 
<code>Cast</code> - Cast a spell or held wand at a target.  You must either be channeling elements that can be used for attack ([[pyromancy]], [[hydromancy]] ,etc.) or specify an attack spell (learned via [[guilds]]).
  
<code>Fire</code> - Fire a ranged weapon at a target. Aliases: <code>shoot</code>, <code>loose</code>
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<code>Fire</code> - Fire a ranged weapon at a target. Aliaes: <code>shoot</code>, <code>loose</code>
  
 
<code>Guard</code> - Guard the target, attempting to intercept any incoming attacks on that target.  This will result in the attack being directed toward the guardian instead.  If the character being guarded makes a melee attack, they will move out from behind their guardian and will no longer be guarded.  Ranged attacks can be made while being guarded, however.  A single character can be guarded by multiple people at the same time.
 
<code>Guard</code> - Guard the target, attempting to intercept any incoming attacks on that target.  This will result in the attack being directed toward the guardian instead.  If the character being guarded makes a melee attack, they will move out from behind their guardian and will no longer be guarded.  Ranged attacks can be made while being guarded, however.  A single character can be guarded by multiple people at the same time.
  
<code>Hurl</code> - Hurl a weapon such as a throwing knife at a target.  You can tell which weapons can be hurled with the '''examine''' command..
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<code>Hurl</code> - Hurl a weapon such as a throwing knife at a target.  You can tell which weapons can be hurled with the <code>examine</code> command.
  
<code>Position</code> - You can change your [[position]] to '''avoid''' or '''engage'''.  Avoid will have a chance to outright avoid melee attacks via maximum defensive [[reach]], while engage will have you right up there in the fray. Ranged weapons/spells can be used from Avoid.
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<code>punch</code> - Make a basic unarmed punch attack regardless of held weapons.
  
<code>Press</code> - Attempt to press a determined attack on the target, preventing the target from leaving the area or attacking anyone besides the attacker.
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<code>Position</code> - You can change your [[position]] to <strong>avoid</strong> or <strong>engage</strong>.  Avoid will have a chance to outright avoid melee attacks via maximum defensive [[reach]], while engage will have you right up there in the fray. Ranged weapons/spells can be used from Avoid.
  
 
<code>stalk</code> - Used from stealth to automatically follow the target, and also grants a bonus to [[ambush]] attacks against that target.
 
<code>stalk</code> - Used from stealth to automatically follow the target, and also grants a bonus to [[ambush]] attacks against that target.

Latest revision as of 13:22, 21 September 2024

Fighting Commands

Aim allows you to aim for specific body parts, generally adding an extra second of round time to your attempted strikes but allowing you to target vitals.

aim shot - Incurs some roundtime, after which the next ranged attack will get additional rerolls so long as the aim isn't interrupted. Best used from stealth or while being guarded by someone else.

Attack - Make a single attack on a target with one's held weapon, or unarmed attack if no weapon in hand. Aliases: kill, ambush

Barrage - Auto-fire until you stop or become exhausted.

Battle - Auto-attack any hostiles (or specifically-targeted characters/NPCs) until you stop or become exhausted.

Cast - Cast a spell or held wand at a target. You must either be channeling elements that can be used for attack (pyromancy, hydromancy ,etc.) or specify an attack spell (learned via guilds).

Fire - Fire a ranged weapon at a target. Aliaes: shoot, loose

Guard - Guard the target, attempting to intercept any incoming attacks on that target. This will result in the attack being directed toward the guardian instead. If the character being guarded makes a melee attack, they will move out from behind their guardian and will no longer be guarded. Ranged attacks can be made while being guarded, however. A single character can be guarded by multiple people at the same time.

Hurl - Hurl a weapon such as a throwing knife at a target. You can tell which weapons can be hurled with the examine command.

punch - Make a basic unarmed punch attack regardless of held weapons.

Position - You can change your position to avoid or engage. Avoid will have a chance to outright avoid melee attacks via maximum defensive reach, while engage will have you right up there in the fray. Ranged weapons/spells can be used from Avoid.

stalk - Used from stealth to automatically follow the target, and also grants a bonus to ambush attacks against that target.

Tactics - Choose from various tactics that adjust your offensive and defensive capabilities. See help on Tactics also.

Trance - Automatic fighting using raw casts from any open channels of magic until you stop or become exhausted.