.: Help for attack The attack command engages in combat with a player or NPC. Once started, combat continues each round until someone flees or dies. ━━━ Basic Usage ━━━ attack goblin Start combat with the goblin attack archer (while already fighting) Switch targets to the archer mid-combat ━━━ Attack Mechanics ━━━ Your success in combat depends on several factors: Hit Chance: Scales with your Dexterity relative to your opponent's — a much faster fighter connects more often. There is always a floor of near-miss chances and a ceiling short of guaranteed hits. Combat Skill: - Armed: Uses Weapon Combat skill - Unarmed: Uses Unarmed Combat skill - Ranged: Uses Ranged Combat skill (bows/crossbows) Number of Attacks: Based on your Dexterity and weapon speed. Higher Dexterity = more attacks. Dual wielding gives extra attacks from offhand weapon. Critical Hits: Skill advantage over opponent increases crit chance. Crits deal extra damage and apply special effects based on your equipped weapon. ━━━ Stamina and Penalties ━━━ Low Stamina: - Reduced hit chance and damage output as exhaustion sets in. - Defenses still cost stamina but are less effective when you're running low. While Prone: - Attacking from the ground is substantially harder — accuracy and damage both suffer, and you're a much easier target. See help prone for details. ━━━ Weapon Reach in Grapples ━━━ Your weapon's effective reach matters when you're locked in close combat. Long weapons — spears, greatswords, polearms — become awkward when an opponent has clinched you. There's simply not enough space to swing them properly, so they strike with reduced force (a pommel jab, a hilt-check). Short weapons — daggers, fists, claws — fit comfortably in any grapple and deal full damage. The tighter the grapple, the worse long weapons fare: - Standing grapple (Clinch): Medium-length weapons still work; polearms struggle. - Ground grapple (Mount, Guard): Even swords are awkward. Daggers and fists stay dangerous. See help grapple and help reach for details. ━━━ Position in Grapples ━━━ Where you are in a grapple matters as much as what you swing. Attacking from a dominant position — mount, side control, back control — is markedly easier: your target is pinned and your blows land clean. Striking back from underneath is markedly harder; most of your effort goes into surviving the hold. If you're being controlled, escaping the position often beats trading blows. See help grapple. ━━━ Target Switching ━━━ When fighting multiple enemies, use attackto switch targets: - Immediately retargets to the new enemy - Automatic retargeting when your current target dies - Party members can coordinate attacks on the same target ━━━ Defense System ━━━ When attacked, all available defenses (dodge, parry, block) are evaluated simultaneously and the best result wins. More defense types means a wider safety net: 1. Dodge - Unarmed Combat + Dexterity (costs stamina) 2. Parry - Weapon Combat + weapon rating (costs stamina, requires weapon) 3. Block - Weapon Combat + shield rating (costs stamina, requires shield) See help defense for detailed defense mechanics. ━━━ Special Combat Moves ━━━ Tactical moves with a shared cooldown: bash - Shield bash with knockdown chance (requires shield) trip - Leg sweep with high knockdown chance kick - Power kick with moderate knockdown and damage See individual help topics for details on each special move. ━━━ Ending Combat ━━━ flee - Attempt to escape (costs stamina, may fail) Victory - Kill all opponents or force a submission Defeat - Reach 0 health See Also: help combat, help defense, help flee, help bash help trip, help kick, help prone, help stamina help grapple, help reach, help submission