13.1 BASIC PRINCIPLES OF COMBAT IN LUSTERNIA

Combat in Lusternia is handled different for mobile vs. player combat and player vs. player combat. This document will explain, further down in it, why this is. In the meantime, however, it will briefly review how combat in Lusternia is resolved.

To read about Player vs. Mobile combat, please read HELP MOBCOMBAT.

Player vs. Player Combat
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Player combat is an entirely more complicated affair. This is what our combat system is primarily geared to, and few, if any games, can match the intensity and complex nature of our combat.

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, re-arrangement of items (for instance, stealing things from him), or even just as a demonstration or lesson.

Generally, the details of your offensive combat manouvers 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 (ie 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.

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 him until he dies.

This is an over-simplification 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 offences, there are defences, and for many defences, there are methods of removing the defences. 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.

EFFICIENT USE OF EQUILIBRIUM AND BALANCE
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Most of the damage and afflicting-dealing abilities in Lusternia, 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 rarely 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". The Stratagem ability in Combat is of particular use here, as it allows you to input commands to be executed as soon as you recover both equilibrium and balance.

PROPER HEALING TECHNIQUE
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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.

TYPES OF DAMAGE
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Damage type           Example
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Asphyxiation          drowning at sea
Blunt                 a hit from a mace
Cutting               a sword's strike
Cold                  an Aquamancer's icefloe
Electric              lightning strikes by a Hartstone
Fire                  being ignited by a companion
Magic                 the "blast" ability in Elementalism
Poison                the poisonous fumes released by a Geomancer
Psychic               the mindblast of a telepath
Divinus               the holy fire of a Paladin
Excorable             the dark powers wielded by a Nihilist

For each type of damage, there exists defences. For instance, the higher your High Magic or Low Magic skill, the more easily you will be able to resist magical damage. Furthermore, you may find potions or particular defences that help you with a certain kind of damage. We will leave it up to you to discover these, however.

A GENERAL NOTE
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As you read the following help files on combat, keep in mind that the _only_ way you will ever learn to attack successfully and defend successfully is to practice. Just like in any sport, reading and thinking about it will only get you so far. Reactions must be ingrained through experience, and strategies can only be successfully tested in the field.

Can you expect to ever become good at combat without dying over and over? No. The only path to greatness in combat is through repeated death. It is difficult, but then, all good things are difficult to attain.

See also: HELP MOBCOMBAT, HELP 13