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The Combat System
Most people find our fighting system to be extremely complicated. However, at face value, it really is not. Most of the technical things that confuse our users are superfluous and need not be known specifically. It is actually rather simple to use because it is based on logic.

Here I will attempt to explain the fighting system in a simple manner, and then go into the specific details.

The fighting system is mostly based on a dice-roll. The program "rolls a die" for both the attacker and the defender. If the attacker's number is higher than the defender, the attack hits. If the defender's number is higher, then the attack does not hit.

Exhaustion and Vulnerability
Any attack will leave your character somewhat vulnerable afterwards - that is to say, that their next defensive roll will be lowered. The amount of this deduction is shown directly in the posting area, and is based on the force percentage you use for your attacks. The more force you use, the more tired your character will be afterwards.

Force Percentages
As stated above, the amount of force you use on any one attack will affect how vulnerable your character is afterwards. However, it has other significances as well. The amount of force you use on any particular attack will be equal to the maximum possible damage that attack will be able to do. (Example: 20% force attack will do a maximum of 20 damage. ) However, you should also be aware that the amount of force you use also lowers the roll for that particular attack. All you must be aware of is that a 1% force attack's roll will not be decreased at all, whereas a 100% force attack's roll will be decreased by 25%. Everything else is between those two points of reference.

Combination Attacks
Despite the complexity of some elements of the fighting system, it still allows users to do some rather creative things with their attacks. One of these things is the ability to do up to 5 attacks in one post.

As stated previously, each attack has its own force percentage, and it is the total percentage of all the attacks that is considered when determining how vulnerable your character will be afterwards. The total force percentage cannot amount up to more than 100%.

Now, most people will probably think that the more attacks you do, the better. However, that isn't always true. This whole combination attack bit adds more of an element of strategy to fighting, along with the force bit. Despite how many attacks you make, the person countering can always choose just to counter a few of them and ignore the rest, and then go about their own attack (they can ignore all but the first if they wish). However, there is a large drawback in this.

For every extra attack the person countering does actually counter, the rolls for all of those attacks is lowered somewhat. So, when attacking, you have to think about whether or not you want to give them the chance to lower your rolls in such a way.

Similarly, when you are countering, you have to think: "The more attacks I do counter, the lower their rolls will be. However, with each extra attack I counter, I risk rolling poorly myself." Also, it is important to know that once you do get hit by an attack, EVERY attack after that will hit you as well.

In Anathema Online, there are two ways a person can counter. Dodge, or parry. Dodging is basically an all or nothing deal. Either you get hit, or you don't. Nothing fancy. Parry, on the other hand, is different. To parry means to attempt to block or deflect a blow. So, depending on your roll in comparison to the attacker's, you will either take the full damage, take partial damage, take no damage, or deal your enemy some damage in the struggle. The drawback to this is, that when you parry, your roll will automatically be lower than if you dodge.

When you parry, if your roll is less than 40 points under your attacker's roll, your parry will absorb some of the damage. So, you will only receive partial damage.
If your roll is more than 40 points below your attacker's roll, you will take full damage.
If your roll is less than 40 points over your attacker's roll, you will take no damage.
If your roll is more than 40 points over your attacker's roll, you will take no damage and actually deal your opponent half the damage from their own attack to them.

Finally, there is in fact one last way to counter - if you have an NPC that is set to protect you, and is in the room at the time of the attack, you can choose to have that NPC take the blow for you.

So, as you can hopefully see, the fighting system is based on logic. The more force you put into an attack, the more tiring it is, and the less accurate the attack will be. The more damage an attack has the potential of doing, the less accurate it probably is. The more attacks you actually counter before making your own stand, the more times you risk fumbling and getting badly hurt.

Finally, I will leave you all with a diagram of the fighting controls.