Combat Overview

The Eternal-City offers a complex combat system. This guide will attempt to offer both basic and advanced knowledge of the mechanics surrounding the combat system as a whole.


Combat Overview

Getting involved in combat is as easy as walking up to a rat and trying to pet it. Determining if you hit or dodge your opponent involves many different factors, all of which are explained below.

Of course, there's a bit more to it than that. If you're new to combat in The Eternal City, you may want to start with Combat Guide.

If you're ready to risk it all and looking for something to kill, you can consult the list of hunting grounds.

Having problems with another character in-game? Look over details regarding Player vs Player Conflict.

Related Commands

  • pos?ture
  • berserk | aggressive | normal | wary | defensive
  • fight
  • skills
  • skills ? <skill name>
  • ssk
  • practice
  • defenses

Rank Bonus

The Eternal-City uses a Rank Bonus (RB) system. Every single rank that you learn in a skill will increase that skills effectiveness. The early ranks will offer you more rank bonus whereas the higher you are in a rank, the less it will give you. It is a diminishing return system. Difficulty of a maneuver does not effect this base rank bonus, but the level of 'basics knowledge' you have of a skill set will add additional RB.

Your Rank Bonus is always visible when using the 'skills' command.
<Example Image>

To determine your Rank Bonus, you can use the Rank Bonus Calculator

Skill Rank Level of Expertise Rank Bonus Gained
1 - 9 Novice +3 per rank
10 - 19 Practiced +2 per rank
20 - 29 Familiar +2 per rank
30 - 39 Learned +1 per rank
40 - 49 Capable +1 per rank
50 - 59 Outstanding +0.5 per rank
60 - 69 Expert +0.5 per rank
70 - 79 Adept +0.5 per rank
80 - 89 Master +0.5 per rank
90 - 100 Grand Master +0.5 per rank
101-150 Grand Master +0.25 per rank
151-200 Grand Master +0.125 per rank
201-500 Grand Master +0.0625 per rank
501-1000 Grand Master +0.025 per rank
1001+ Grand Master +0.01 per rank

Basics & Sub-Skills

You rank bonus in a move can be calculated as such.

RB = ([RB in Basics] * [sub-skill difficulty modifier]) + [RB in sub-skill]

Your RB in a skill is determined by the Rank Bonus from your Basics skill + your Rank Bonus in the actual sub-skill itself. For example, if you know One-Handed Swords, your ranks in the basics One-Handed Swords skillset will offer a bonus to your One-Handed Swords Jab sub-skill. The rank bonus offered to your sub-skill is dependent upon the difficulty of the sub-skill itself. Sub-skills are: Easy, Average, Difficult and Impossible. Harder maneuvers will not only cost more Skill Points, but they will also receive a much lower bonus from your Basics skill.

Subskill Difficulty Rank Bonus Added
Easy 75%
Average 50%
Difficult 25%
Impossible 10%

<Example Image>
<Example Text. Sword Jab.>

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Combat Posture

Unlike with non-combat skillsets, combat skillsets are impacted by your Combat Posture aka "Stance". If you're in a more Defensive stance, you're more focused on using the full potential of your defences, therefore less focus on your attacks. Alternatively, if you're in a more Berserk stance, you're more focused on using the full potential of your attacks, therefore less focus on your defences.

There are five stances that allow you to balance your fighting style.
Stance Attack Defense
Berserk 100% 0%
Aggressive 75% 25%
Normal 50% 50%
Wary 25% 75%
Defensive 0% 100%

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'Fighting'

Fighting Options Percentage Applied
Fight all-out 100%
Fight seriously 75%
Fight half-serious 50%
Fight barely-serious 25%
Fight toyingly 10%

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Attacking

Rotations

Only applies to humanoids.
Attacks Repeat Penalty (penalty) [cumulative penalty]
Attacks jab chop swat slash stab
Attacks jab jab (-40) jab (-30) [-70] jab (-20) [-90] jab (-10) [-100]
Attacks jab jab (-40) chop jab (-10) [-50] jab (-20)[-70]
Attacks jab chop jab (-30) swat jab (-10)[-40]
Attacks jab chop swat jab (-20) slash
Attacks jab chop swat slash jab (-10)

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Targeting/Aiming

Depending on the attack, it may allow you to aim. Some attacks are restricted to certain areas (e.g. can't kick a face or chop a foot). Some restrict you in precision (can only aim high/mid/low, not for a hand or neck or foot). Attempting to aim an attack will add a penalty to your success/offense (make it X points harder).

When aiming High, Mid or Low, there is a smaller penalty, but a random chance to hit a body part in that area.
Aiming Body Parts Aiming Penalty
High Head, Face, Neck, Right shoulder, Left shoulder, Right arm, Left arm, Right hand, Left hand, Chest -20
Mid Waist, Right thigh, Left thigh -20
Low Right thigh, Left thigh, Right leg, Left Leg, Right foot, Left foot -20
When aiming at specific body parts, the penalty is greater, but if you connect you will hit the targeted location.
Aiming Aiming Penalty
Head -70
Face -75
Neck -75
Right shoulder, Left Shoulder -30
Left arm, Right arm -60
Left hand, Right Hand -70
Chest -25
Waist -25
Right thigh, Left thigh -30
Right shin, Left Shin -55
Right foot, Left foot -65

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Critical Hits

Critical hits can change any number of things, from severely wounding a limb to the point of disabling it, causing bleeders, changing your combat posture, changing your prone position. For a more extensive list of examples, see Critical Hits.

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Defending

Given that your character may know many defensive maneuvers (e.g. blocks, dodges, etc.), there is a layering system when it comes to defences. All skills can (and should) be used in combination with Combat Maneuvers. If you use a one-handed weapon, you can (And typically should) also take advantage of using Shields.

If wielding a weapon, using a Shield and able to perform Combat Maneuvers, you will have access to three layers of defence. If you use a two-handed weapon and Combat Maneuvers, you will only have access to two layers of defence.

Your defensive maneuver (block/dodge) with the highest RB is your 1st layer of defence and all of its rank bonus will be counted. Your next highest RB defensive maneuver is your 2nd layer of defence and 1/2 of its RB will be counted. If you have another defensive maneuver, it is your 3rd layer and 1/3 of its RB will be counted.

Multiple Layers of Defense Percentage Applied
Highest RB Dodge/Block 100%
Second highest RB Dodge/Block 1/2
Third highest RB Dodge/Block 1/3

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Defensive Holes

Penalties

Posture

Postures Penalty Penalty range
Standing None
Sitting, Kneeling, Laying ??? Slightly below average speed and agility = -52

Healing Tools

Healing tools are great for speeding up the recovery of injuries, but they can lower your defensive capabilities. Each bandage you wear and every itchy stitch will lower your defence and make you easier to hit.

Itchy stitches will show as irritated, "The aging stitches in your left thigh itch and irritate, interrupting your concentration."

Misc. Penalties Penalty
Bandages -4 defense per bandage
Stitches -5 offense per itchy stitch
Splints
Current Hit Points % Penalty
100% None
75% -10 offense
50% -20 offense + 400% fatigue loss
25% -30 offense + 600% fatigue loss

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Character Condition

The state of your character also plays an impact on combat. The more wounded or even hungry you are can play a part in this.
If your character is extremely hungry or thirsty, you may see your fatigue drain faster or your HP diminish.
If your character is severely wounded, you may wince as you attempt to perform actions.
If your character is heavily encumbered, you will have a penalty to your offence and defensive skills.
If the lighting level is too dark, you will have a penalty to your offence and defensive skills.

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Stats

Stats Effect
Strength Damage boost, carrying capacity (strength/2 = moderate/significant load change)
Speed Lowers Roundtime, defense bonus (speed / 4)
Agility Defense bonus (agility / 2)
Dexterity Offense bonus (dexterity / 2), Critical Hit Modifier
Perception Offense bonus (perception / 4), Spatial Awareness (watching, scan, searching)
Empathy ?? Accuracy or avoidance see source 1, Animal Training, Magical Ability
Willpower Hiding, Sneaking, Damage threshold for coma?, Damage received?
Endurance Hit Points (HP = Endurance), Regeneration Rate
Reasoning Skill Slots, Learning Rate??
Memory Amount of lores that can be learned
Judgement Bartering?, some non-combat skills?
Charisma Bartering?
Appearance Bartering?

Source 1: http://forum.skotos.net/forum/our-games/the-eternal-city/the-eternal-city-mechanics/42426-the-new-change-to-defense?p=793473#post793473

Stat Skills

Dex
Perception
Speed
Agility

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Armor

To view a more extensive list of Armor.
Armor reduces wounds which can be inflicted by attacks. Each combat skill set and sub skill has a different level of damage. Each piece of armor also has a level of absorbency. If you have enough armor, you can completely absorb a successful attack.

Armor Grade
Excellent
Very Good
Good
Fairly Good
Little Protection
No Protection

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Armor Layering

Amor can be layered, something something.

Strategy

Stuns

Stunning removes all defences.

Feints

Feints are targeted in 3 different areas: high, mid or low. Succeeding in a feint will remove all defences from that area.

Hooks / Traps / Disarms

Retreat vs. Fallback

Everyone can use Retreat. Not a 'skill'. No roll. Can be interrupted. Leaves openings
Fallback is a Combat Maneuvers skill, requiring lessons. No openings. More difficult to do with worst lighting.

Use fallback when you can, but there are certain instances where retreat would be best.

Specialty Skills

Archery

Rotations do not apply.
Foot shots
Missile Defense

Brawling / Pankration

Grappling
'Free me'

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