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Player vs. Mobile Combat
A 'mobile' is a monster or character controlled by artificial intelligence rather than a human. They are also known as NPCs (Non-Player Characters) or CCCs (Computer-Controlled Characters). In Achaea, sentient mobiles are referred to as "denizens".

When you wish to fight a mobile, you may, generally, initiate combat with it simply by finding it and attacking it with whatever ability you choose to use. Some mobiles will attack on sight, without you initiating combat. However, most abilities that do something other than just cause damage will not work against mobiles. The reason for this requires some understanding of how player vs. player combat works, but for now suffice it to say that creating an artificial intelligence that allowed mobiles to effectively deal with the hundreds of things a player can do to another player would be prohibitively complicated. It should be emphasised that player vs. player conflict, in all forms from combat to politics is central inAchaea, not simply bashing monsters.

Once you have attacked a mobile, it will, in most cases, either attack you back, or run away. Usually a mobile will continue to attack you until either it begins to panic and runs away, or until you or it is dead. Be warned that some mobiles may loot your corpse of an item or two after they have killed you. The reward for killing mobiles is, of course, experience and sometimes gold. Further, a handful of very powerful mobiles will drop magical Artifacts upon death and may even add a note to your publically-viewable player file attesting to the fact that you managed to slay such a powerful beast.

Critical hits
As you get to some of the higher experience levels, you will begin to score critical hits more and more often. There are five levels of critical hit, ranging from

Critical :
2x damage
Crushing Critical 4x damage
Obliterating Critical 8x damage
Annihilatingly Powerful Critical : 16x damage
World-shattering Critical : 32x damage
Mobile Attacks
When mobiles attack you, the effect might range from a simple punch to devastating breath weapons, magical spells, and so on. There are literally hundreds of mobile attacks used in Achaea, and generally, the more powerful the attacks, the more experience you will gain for slaying the beast.

Player vs. Player Combat
Player combat is an entirely more complicated affair. Unlike most MUDs, whether text or graphical, Achaea's combat system is heavily dependent on the skill of the player, rather than the items the character has or the level of the character. That's not to say that level and equipment don't play a role, but the situation is akin to golf. The worst golfer in the world will never beat Tiger Woods even using the best golf clubs in the world. This player vs. player combat is what our combat system is primarily geared to, and few, if any games, can match the intensity and complex nature of our combat. Because of the simply enormous amount of information that is available about our combat system, and because of the complexity of it, we will talk about it here in only the broadest of strokes.

It can be difficult to fully describe player combat, as there are so many different approaches to it. It is possible to fight with your goal as death of the opponent, crippling of your opponent, rearrangement of items (for instance, stealing things from him), or even just as a demonstration or lesson. Every class has a different style of fighting, with some being more suited to hit and run, some to going toe to toe, some to using tricks to defeat an opponent, some to using helping NPCs like Chaos Entities or forest animals to assist you in battle, and more.

Generally, the details of your offensive combat manoeuvres will be covered in the help files for your class-specific skills, as this is where the majority of offensive abilities lie. Some of your defensive abilities (more for some classes, less for others) will also lie in your class-specific skills, but probably the majority of defensive equipment and abilities are available to everyone who has high enough general (i.e. non-class-specific) skills and enough money to purchase the proper equipment.

Player combat generally involves much more than simply inflicting damage on your opponent. Not only can individual body parts be damaged, with different, harmful effects resulting from enough cumulative damage on a body part, but there are hundreds of afflictions that can be inflicted on an opponent. These afflictions range from anorexia to epilepsy to paralysis to agoraphobia to concussions to mangled limbs to dizziness.
If we take the most general goal of combat, which is to kill your opponent, then combat can be said to generally consist of:

1
) Locating your opponent and finding him or bringing him to you.
2
) Pinning him into place so that he cannot escape.
3
) Damaging or afflicting him until he dies.

This is an oversimplification insofar as only with a very surprised or helpless opponent will you simply execute 1, then 2, then 3. Usually there will be much moving around, healing of the things that pin you, healing of the damage done to you, etc. Combat is therefore a give-and-take process. For many offenses, there are defenses, and for many defenses, there are methods of removing the defenses. There are many afflictions (the general term for anything that affects you in a negative way aside from damage), ranging from the classic web spell to paralysis, to anorexia, to the aeon curse, which slows your movement through time.

Here's what some reviewers had to say about our combat system:
"The combat system is fast paced and offers great variety, challenging the most experienced of mudders." - mpog.com

"The combat system is really simply amazing, and I've never seen anything like it."
- RPGplanet.com

"Mind-blowing. I get a rush everytime I fight another player."
- Robert Toothe, a player.

Example Combat Abilities
What follows are some example combat abilities, drawn from our greater than 800 unique abilities and spells. It may be difficult to understand them in the absence of a greater understanding of our overall combat system, but they should give you an idea of the variety that exists in Achaea.
Soulspear
In Skill: Necromancy
Syntax:
Evoke soulspear from <player corpse>
Throw soulspear <player> <direction>

Essence cost to evoke it: 2.5%

Soulspear allows the skilled Necromancer to form a weapon forged in the soul of the dead. By taking a player corpse, you can form the soulspear. A corpse from a player level 30 and under has too weak a soul to form such a powerful weapon out of. Beyond that, the higher the level of the victim, the more powerful the soulspear.

Once you have it, you may throw it at someone who is outside your room, anywhere in your line-of-sight. It will shatter shields and prismatic barriers, or, if the person lacks one of those, tear into your victim's flesh, and impale him or her.

Hermit
In Skill: Tarot
Syntax:
Activate hermit
Fling hermit at ground
The Hermit is a solitary person. When you activate the hermit card, it will remember the location at which you activated it. Then, when you fling it, you will be transported to that location, provided there are no players in that location at the time.
Lemming
In skill: Woodlore
Syntax:
Summon lemming
Though tiny, the lemming can be a powerful weapon, as it strips the defenses of its victim by running speedily about him.
Burrow
In skill: Metamorphosis
Syntax:
Burrow <direction or above/below>
With this ability, you may, in many environments, burrow underground. While underground, you will be able to do most actions. You will be able to speak, drop, get, score, stat, def, i, burrow, and morph. As a gopher, you will only be able to burrow quite shallowly. However, once the wolverine morph is attained, you may burrow up to nine levels deep. In fact, you will find that you can burrow underneath many things that you can not normally burrow into. For example, though you cannot burrow down through a highway, you can, if you go at least six levels deep, burrow underneath it. Be warned, however, that anything which you cannot burrow into cannot be burrowed out of. Thus, if you decide to try burrowing underneath a large area which provides you no way of reaching the surface, be very careful, lest you become lost, for you will have no way of getting out. Remember, to go up or down levels, use BURROW ABOVE, or BURROW BELOW.

It is rumored that there are other races living beneath the earth, and if you leave items buried at any depth beyond the first level down, these races may seek out and steal whatever you left deep in the earth.

Empathy
In Skill: Telepathy
Syntax:
Mind empathy
Mind unempathy
This ability will channel much damage done to a mindlocked player over the telepathic link to you. This ability costs a regular drain of mental power.
Besot
In Skill: Puppetry, Vodun (slightly modified)
Syntax:
Puppet besot

Fashions:
Required: 20
Used : 1

This ability requires that you have a shot of tequila in your inventory. No other booze will do when attempting to instill true drunkenness in your victim. Every time you use this ability, you'll pour the tequila in the puppet's mouth, causing your victim to imbibe the equivalent of twice that much.
Falconry
In Skill: Chivalry

The art of Falconry is a noble one indeed. It is a sport reserved solely for men and women of chivalrous breeding, for a bird as noble as the falcon would never respond to commands given by one without honour.

When you initially gain Falconry, the first thing you must do is find a hatchery and 'Falcon request.' . There are hatcheries located in the House Manor of the Guardians of Light in the city of Shallam, in the Manor of the Wardens in Cyrene, and in the Manor of the Maldaathi Knights in Mhaldor. There is also a hatchery in the desert oasis of el'Jazira. When you first get your falcon, he will have assorted statistics randomly assigned. Regardless of whether or not you like those statistics, if you cause your falcon to die, you will be refused another falcon. There is absolutely no excuse for killing or conspiring to kill your falcon.

Below is a list of commands that may be used once you have gotten your falcon.

Falcon Assess : See information about your falcon.
Falcon Recall : Recall your falcon to your wrist. Requires a falconry glove.
Falcon Sanctuary : Order your falcon to a sanctuary where it will be safe.
Falcon Land : Order your falcon to land on the ground.
Falcon Circle : Order your falcon to fly up into the skies.
Falcon Train : Order your falcon to go train, in order to raise a stat.
Falcon Report : Order your falcon to report to you on its location.
Falcon Slay : Order your falcon to slay someone.
Falcon Hunt : When your falcon is hungry, have it go hunt for its food.

As your falcon gains in Stamina, it will gain in health. As it gains Speed, it will attack more quickly as well as fly from place to place more quickly. As it gains Strength, it will attack with more power as well as be able to carry larger items.

Note that there are a number of other abilities you will gain later on in Falconry that are related to your falcon.

Gravity
In Skill: Crystalism
Syntax:
Embed gravity

Required Crystal Shapes:
Torus, Egg

The oscillations of this vibration cause the downward pull of gravity to be increased in your room, pulling those in the trees and sky to the ground.
Blight
In Skill: Curses
Syntax:
Prepare blight with <curse>
Curse <player> blight
A blight is a magical construction, sourced in the nether world. By preparing it with curses, you slowly fill it up to its maximum of five curses. Then, when you curse a player with blight, it will randomly take one of the curses from the blight and deliver it unto your enemy, with the caveat that your enemy will not receive a specific message about what has happened to him or her.
Hammer
In Skill: Tattoos
Syntax: TOUCH HAMMER <player>
The hammer has a single purpose in life: to smash the magical shields of your opponents.
Requires 2 Red and 1 Purple ink.
Spiritwrack
In Skill: Spirituality
Syntax:
Angel spiritwrack <player>
Angel spiritwrack off
This ability will set your angel attacking the spirit of your target, giving him various afflictions on a constant basis. Note that this drains angel power while on.
Simulacrum
In Skill: Occultism
Syntax:
Simulacrum
Using your karma, you can create a simulacrum that stores health. Whenever you take damage, a portion of that damage will be absorbed by the simulacrum until it cracks.
Grove Guardian
In Skill: Groves
Syntax:
Grove guardian
So strong is your bond with your grove that you are able to reach down into the roots of the earth and call forth one of the fabled earth golem Guardians to stand guard over your grove. It will protect your grove, attacking anyone on your enemies list who comes in, and will stay until dead. Note, however, that there is a very high grove energy cost.
Totems
In Skill: Runelore
Syntax:
Carve totem
Sketch <rune> on <totem> on slot <1-6>
Stand totem
Totems are a very powerful runelore skill. After you've carved a totem, you may sketch runes on one of 6 slots on a totem. You may then 'stand totem', to prop the totem up, and all enemies who enter the room will be affected by -each- rune on the totem, going from rune #1 to rune #6.

In order to carve a totem, you will require 20 wood commodities, 10 leather commodities, and 2 silver commodities.

In order to remove a rune from a totem, simply 'smudge <totem> [SLOT 1-6]' (the slot 1-6 is optional). You may also smudge runes on the ground, with 'smudge ground.' You may, however, only smudge runes that were sketched by someone with equal or lesser skill in Runelore.

Runes that you may sketch on totems:
Kena Fehu
Pithakhan Inguz
Wunjo Sowulu
Mannaz Sleizak
Nairat Loshre

Splice
In Skill: Subterfuge
Syntax:
Worm splice <player>
This command takes two Serpent Lords with the ability to splice. Target the other Serpent Lord and then execute this command. It will take quite awhile, but when finished, a wormhole will be formed between your two locations that those with worm warp will be able to travel through.
Enfeeble
In Skill: Kaido
Syntax:
Kai enfeeble <player>

Cost:
61 kai energy

This ability will throw a massive shockwave of kai energy at your opponent, cutting his current health and mana in half, and stunning him briefly.
Moonkick
In Skill: Tekura
Syntax:
Mnk <player> <left/right>
This kick, so-called because the foot travels in the arc of a crescent moon, attacks the arms of your opponent.
Bedevil
In Skill: Healing
Syntax:
Bedevil <player>
Bedevil is the sole offensive ability within Healing. As it goes counter to your training as a healer, it is difficult, mentally, to use, and thus carries with it a high cost in mana.

Upon channeling all five elements, you will be able to focus your will upon a hapless victim, and channel your afflictions into him or her by corrupting the spirit channel. Further, as a result of doing this, some of your afflictions may be cured

Decapitate
In Skill: Weaponry
Syntax:
Decapitate <corpse>
Pike <head>
Want to show the world that you caned your hated opponent? Provided you have an edged weapon in one of your hands, you will be able to decapitate a corpse. You may then do whatever you like with the head, including buying a pike and then piking the head. Note that heads, being organic matter, do not tend to stick around too long, and if put on a pike, the pike will also decay away when the head does.
Dreamcatcher
In Skill: Enchantment
Syntax:
Begin creation of dreamcatcher
To use:
Just have it in your inventory.

Type:
Created item.

Actions:
14, 9, 17, 5, 3x11, 3x1, 2x8, 3x11

Commodities Required:
4 gold, 4 silver, 2 stag's horn

The Dreamcatcher will increase health regeneration while the bearer is sleeping.

(Note: This ability is part of enchantment. One goes to a set of ourobori, places the required commodities in one of the ourobori and then performs the series of actions listed. Each number corresponds to an action, such as ringing a bell, turning in a circle thrice, lighting a candle, and so on.)

Equilibrium and Balance
Most of the damage and afflicting-dealing abilities in Achaea, as well as some defensive and movement ones, will require that you have equilibrium and balance and will, after you use the ability, take equilibrium or balance away from you for a certain number of seconds. How many depends entirely on the ability.

Perhaps the single most important factor in mounting a successful attack against another player, and even against a mobile, is the efficient use of equilibrium and balance. When engaged in combat, you always want to be making the most out of every second of combat. If you recover equilibrium and balance, and your opponent is in the room with you, there is no reason not to immediately use another ability that will use these up, unless you wish to flee.

The process of being as efficient as possible in your use of equilibrium and balance is referred to as "chasing equilibrium" or "chasing balance".

Proper Healing Technique
Just as using most offensive abilities requires equilibrium and/or balance, many healing abilities or equipment have their own type of balance. These are often referred to as "healing balances". For instance, you are limited as to how often a health or mana elixir can be drunk with a beneficial effect. Since they both use the same "balance", you must choose which to heal while in the midst of combat.

Damage Types
There are nine types of damage in Achaea. These are:

Damage Type Example
Cutting physical a sword's strike
Blunt physical someone punching you
Cold the Necromantic "chill" spell
Fire the fiery breath of a Wyvern-morphed Druid
Asphyxiation the garrote ability used by Serpentlords
Electric lightning cast by a Sorcerer
Magic the "decay" ability in Necromancy
Poison a Serpent biting you with the camus venom
Psychic the "mind crush" ability used by telepaths

For each type of damage, there exists defenses. For instance, the higher your Avoidance skill, the more easily you will avoid physical (both blunt and cutting) attacks, or be able to reduce the damage you take from them. There are mini-skills for defending against all other types of damage.

Furthermore, you may find elixirs or particular defenses that help you with a certain kind of damage. We will leave it up to you to discover these, however.

Sleeping and Meditating
Healing of health and endurance may be accomplished by sleeping, while mana and willpower may be healed via meditation. 'Sleep' will put you to sleep, 'wake' will wake you up, 'meditate' will cause you to meditate and any command will cause you to cease meditating. These are the most basic methods of healing, but they are not really sufficient for an experienced adventurer, as they are slow and require that you do not do anything else while performing them.

The other ways of healing are legion. They include abilities in various skills, salves, elixirs, plants, and smoking. Nothing need be said here about the abilities, as suitable help may be found on those within the skills. However, the other methods need some explanation.

Elixirs and Salves
Elixirs are liquids that may heal health, mana, cure afflictions, or set up various defenses. Salves are also fluids, though not they are thicker and are able to be spread on your body.

Both elixirs and salves come in the various types of vials found throughout the land, and when full, can be used many times before running out.

One drinks an elixir, but one applies a salve. One may apply a salve to either head, arms, legs, or body. For instance, a salve of mending would cure a broken arm if applied to your arm, and a broken leg if applied to your legs.

You may purchase elixirs and salves from the marketplaces around Achaea, or you may ask someone of the Druid or Sentinel class for them.

Ingestable Plants
Plants, in this context, are things that you eat. (Some may be smoked. See the next section.) Eating plants generally cure afflictions, or set up defenses for you. You may find both of these for sale in marketplaces around Achaea, or you may contact a Druid, Sentinel, or Sylvan to buy them.

Smoking
Some defenses, such as an anti-weapon field (created by smoking the skullcap plant), and some cures are effected by smoking plants. To do this, you simply find yourself a nice pipe, 'Put <whatever> in pipe', 'Light pipe' (you must have a source of fire, such as a tinderbox in your inventory), and then 'Smoke pipe.' A lit pipe will eventually go out if you don't smoke it now and then, but you can simply relight it.

Arenas
There are arenas in every major city in Sapience, as well as one in the island of Delos. Within these arenas, players may practice combat by challenging others to a spar or participating in brutal games called Free-For-Alls or Rampages, for a small fee.

The advantage of fighting in arenas is this: death in the arena does not result in death and experience loss for your character. Equipment and resources that you use up in the arena, such as sips of elixirs or applications of salves, are restored when you exit the arena. Hence, arenas are perfect battlegrounds for practicing and perfecting your combat skills without serious loss to much but your ego. If you intend to be a contender in the field of combat in Achaea, be sure to seek out the arenas.

Final Notes
Combat goes much, much deeper than the few things mentioned here. It is, however, up to you to discover its full breadth and depth. The successful combatant is the one who has practiced, practiced, practiced, and who has investigated every ability, in every combination possible. Considerably more information on combat may be found in the help files in Achaea, and probably the best way to learn is to dive in, start fighting, practice in the arenas, and ask questions of your House or citymates when you don't understand something.

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