The combat system is in place to provide a fair way for character to character conflict to be resolved. It is easy to use yet fairly difficult to master as a wide range of factors including armour, drugs, food, weapons, clothing, injuries, skills and attributes will influence your performance.


To use the combat code (in melee) you should follow the following guide:

  • Make sure you have your weapon wielded, any armour you wish to use worn and any shield you wish to use worn.
  • Engage (or be engaged) by your opponent. This is achieved by one of you typing engage <opponent>
  • Type either attack <name>, parry or dodge. Parry and Dodge are fairly self explanatory. Either will make it so that you automatically attempt to dodge or parry the next attack.
  • When you type attack <name> the code will silently roll some dice for you and your opponent and the outcome will depend upon your rolls. These rolls are modified by your skills and style of fighting amongst other things. There are far too many factors to list here. If you hit you will do damage to your opponent and probably damage their armour too.
  • When you take damage the system will silently roll dice to determine if you fall unconscious or even die! Be careful death is almost always permanent! You can get an idea of how bad your damage level by looking at +sheet/damage and consulting either +phelp character damage or consulting the page on health.
  • If you decide you want to get out of combat. You can use the flee command.

Ranged Weapons

There are slightly different rules involved when using a ranged weapon in combat. You do not need to engage to use a ranged weapon (but there is a bonus if you are engaged to your opponent) and ranged weapons require ammunition.

Bows and Crossbows

  • Wield the bow or crossbow
  • Make sure the bow or crossbow is loaded (reload <bow> with <ammo>)
  • Fire! (Shoot <target>)

Thrown Weapons

  • Wield whatever you wish to throw
  • Throw! (Hurl <weapon> at <target>)

Rounds, Sequence points and +Combat

Combat is split up into rounds during which each participant has a number of sequence points. The number of sequence points will vary between character and character as it is heavily influenced by skill level and style. During the round time each combat action you make such as attack, wield and engage will cost sequence points and you will have to pause until the end of the round to once again act. This was done so that you have some ability to use tactics. Sequence points do not degrade during the round so if you have 5 and do nothing until a few moments before the end of the round you will still have 5 points. When a new round starts your sequence points will be set to their maximum and you will be able to act again.

Dodge and Parry

When you type +combat you will notice that it has an entry for available dodges and available parries. These represent the number of dodges and parries that you can perform before you are unable to defend against impending attacks. Dodge and parry stack with each other but not themselves. This means that if you have two dodges or two parries you will always try and dodge or parry the next attack. However if you have one dodge and one parry you will first attempt to dodge and then if that is unsuccessful you will attempt the parry. Your level of success at dodge and parry will depend upon many factors. Dodge uses the athletics skill and it is hampered by heavy equipment and certain styles whilst Parry uses the relevant combat skill and is usually unaffected by equipment. Parry and Dodge do not carry over between rounds. Parry only works against melee attacks except in certain circumstances (See Shields)


You can start combat with another person by using the engage command (Engage <name>). Engaging will cost sequence points. There is no advantage to being the engager and it is automatically successful.


You can attempt to leave combat with another person by using the flee command (Flee all or Flee <name>). When you attempt to flee the system will roll dice behind the scenes for you and your opponent and determine success. The athletics skill helps with fleeing as do some styles and weapons. Fleeing or attempting to flee will cost sequence points.


During combat it is possible to 'lock' all rooms in the vicinity against movement. This makes sure that the combatants can make sure that others have to spend a reasonable time to become involved in the fight. When rooms are locked in this fashion all movement will cost sequence points.


The equipment you wear and use can have a big impact on your success in combat.


Armour is hugely important because it reduces the amount of damage you take. It does this by absorbing some of the damage itself so you never take the damage at all. Unfortunately it's not always best to simply buy the heaviest armour you can afford. Not only is armour heavy but it also negatively impacts upon things like dodging and fleeing. Armour will thus always be a balancing act with the most appropriate set dependent upon budget, skills, attributes and fighting style.


You can try and wield an object with the wield command (Wield <object>) When you have an item wielded you will use that item to attack with instead of your fists. It may be possible to dual two weapons or a weapon and a shield depending upon the weapon in question and your size attribute. To stop wielding a weapon use the unwield command (Unwield <object>) Changing weapons during combat will cost sequence points.

Dual Wielding

Sometimes it is possible to wield two weapons. When you are wielding two weapons the second weapon is automatically taken into account with your attacks.


To use a shield you wear it (wear <shield>). Once worn a shield will offer you one free parry each turn. Some of the larger shields also have a chance to parry incoming missile fire. Shields are counted towards the maximum amount you can wield so it is usually impossible to wield to weapons and wear a shield.

Damage and Healing

Any time you are struck by an opponent the system will determine the amount of damage you should take according to a roll made for you and your opponent behind the scenes. When you are struck your armour will attempt to reduce the damage and then you will make an unconsciousness according to the level of damage you are at. Should you fail the unconsciousness roll you will then make a death roll. When you fail a death roll you fall to the ground and are unable to react until you regain consciousness. The time spend unconscious depends on another silent roll. If you fail the death roll you will die. Death is not something you can return from in most situations.

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