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.>
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% |
'Fighting'
Fighting Options | Percentage Applied |
---|---|
Fight all-out | 100% |
Fight seriously | 75% |
Fight half-serious | 50% |
Fight barely-serious | 25% |
Fight toyingly | 10% |
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) |
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 |
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 |
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.
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 |
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 |
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.
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? |
Stat Skills
Dex
Perception
Speed
Agility
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 |
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'